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Smooge

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Everything posted by Smooge

  1. I love Legends Arceus and wanted to make the balls from that game! I'll list effects i think they should have when converted to PRO. Poke Ball Reskinned Poke Ball Great Ball Reskinned Great Ball Ultra Ball Reskinned Ultra Ball Feather Ball Higher Catchrate on Flying Types Wing Ball Better Feather Ball Jet Ball Better Wing Ball Heavy Ball Reskinned Heavy Ball Leaden Ball Better Heavy Ball Gigaton Ball Better Leaden Ball Strange Ball Reskinned Park Ball Origin Ball Reskinned Master Ball (canon effect in PLA) also one with the firework catch because why not. I also am working on some other balls: Alpha Ball Kyogre's Blue Orb Inspired Omega Ball Groudon's Red Orb Inspired Delta Ball Rayquaza's Jade Orb Inspired im so sorry gardevoir amogus god has abandoned us
  2. Player name: Smooge Server: Silver Timezone: gmt -4 Rank on ladder: 3
  3. Username: Smooge Server: Silver Timezone: GMT-4
  4. Kanto: gym1-8 was fully streamed on twitch gym 1 dont have after gym, but i streamed it on twitch. charmander gained 1 level gym 2 after; gym 3: after: gym 4: i managed to forget to screenshot both before and after, but it was also streamed on twitch. gyarados hit lv42 and charizard was 47-48 before and after gym 5: this is the after pic, nothing changed from before the gym gym 6: also only the after pic, nothing changed from before again (i clicked dragon dance 4 times and won wow!) gym 7: after pic again, no change between battles gym 8: nothing changes between this and after but i wanted to point out that you dont gain exp from this fight: e4: after e4: Kanto Feedback: As many have pointed out already, exp falls off SUPER hard between gym 5 and 6, if you are training more than 3 pokemon at this point, i would probably call it borderline unplayable. There needs to be some sort of way to grind well past this point, and im super concerned for late game grinding. (getting pokemon to lv100 for pvp) I would hope that measures are taken to ensure that grinding in late game is made to be similar in "difficulty" as it is now. Early game was fantastic and i would say it needs almost no changes, it was really refreshing to play through PRO without having to use a base stage pokemon due to evolving destroying your exp gain.
  5. Tangrowth Volcanion Latios
  6. Username: Smooge Server: Silver Country/Timezone: USA, GMT-4
  7. money spent on tutors/subway/other services
  8. Enjoyment: i enjoyed the dungeon, it was something new and enjoyable for sure, i hope to see more co-op things like that in the future. I also really enjoyed the dragonspiral tower, it was fun to scale. Quest Difficulty: Difficulty was fine for an "endgame" player imo, but new players might struggle a lot. Dragonspiral was hard but at the same time fun to do (at least for me) Story/Lore perspective: other than "why the hell is an exact copy of dragonspiral tower in this Christmas town", it was fine Effort/Reward Ratio: dungeon should have given better rewards imo, i did it like 9 times and saw no change in my wealth. For future dungeons (if planned), if i was going to do it over and over, it should be something i can grind to actually make some money, otherwise it's kind of just pointless once you've hit a certain point in the game. As for dragonspiral tower, rewards were fine and the reshiram and zekrom sprites look fantastic.
  9. Player name: Smooge Showdown name: Smooge Server: Silver Timezone: GMT-5 Rank on ladder: 9
  10. Username: Smooge Server: Silver Country/Timezone: USA GMT-4
  11. This is something i have been very vocal about for a while, but have never made a thread about it. So here it is I find this "mechanic" to be very unhealthy for the game, not only by how it makes pvp less fun, but it also encourages pvpers to not play multiple games in a row, or change their teams after every match to avoid getting either counter teamed/getting the same (bad) matchup again. The latter is especially annoying, its not a matter of just playing it better, some matchups are just polarizing to the point of *forcing you* to change teams. Changing teams after a match is NOT something thats very plausible in an MMO setting, this is especially true for newer players who have just finished their only team and are trying to get their foot in the door of the pvp scene. In some cases, this could be a "good thing" allowing you to "farm" a new player over and over for free rating and coins, this may be a "good" thing for one person, but the person on the receiving end is almost certainly not having fun. I would suspect some new players have given up on pvp solely because they queue up into the same ladder player over and over For someone like me, this mechanic is just HORRIBLE for content creation. I was trying to record a 45 minute video the other day and got the same person 4 times in a row. Obviously fighting the same person 4x in a row isnt something a lot of people would like to watch, so I always only include 1 battle. This 45 minute recording session turned into a 3 hour session of boring hell, and completely ruined my mood for the rest of the video. Now, since i bring this up a lot i hear these 2 arguments against changing this mechanic. First is usually "this is a thing in many other games too" I dont find this to be a good argument at all, mostly for the reasons i stated above. It encourages you to play a different team every game, which is not a viable way to get around this in an MMO setting like ours, hunting/buying/preparing full teams takes a long time, its not something you can do overnight. And "it would make queue times too long" I do not think this would have an impact on the ladder queue at all, again for the reason i stated above. The current system encourages you to only play few games per day, at peak hours to ensure you get the most diversity possible. And even if this does impact the pvp queue times, theres a very simple solution. Make finding the same person 2x in a row an optional setting. Also something i didnt even think of, this would help stop boosters. Thanks for reading, have a nice day, let me know your thoughts on this.
  12. Player name: Smooge Showdown name: Smooge Server: Silver Timezone: GMT-4 Rank on ladder: 24
  13. Player name: Smooge Showdown name: Smooge Server: Silver Timezone: GMT -5 Rank on ladder: 3
  14. Start: 8m Min Bid Increase: 100k cc = 400k reroll = 700k C.O: 8m - Benikisaki Auction ends: dec 2nd 5:30 PM EST/10:30 PM GMT
  15. Player name: Smooge Showdown name: Smooge Server: Silver Timezone: GMT-4 Rank on ladder: 21
  16. Player name: smooge Showdown name: smooge Server: silver Timezone: gmt-4 Rank on ladder: 2
  17. Smooge

    CLOSE PLEASE

    As a stall player myself, i rarely have to spend more than 15 seconds to choose my move. As a stall player who has been time stalled (deliberately letting the time go down over and over), i cant think of a worse experience. I think you misunderstand the rule; it doesnt prohibit stall as a playstyle at all, and with the new timer system its pretty hard to run out of time accidently.
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