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Raika

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Everything posted by Raika

  1. That last part is kind of the point of Lugario’s suggestion though, is it not? Nobody is saying bosses are impossible once you have a team and know how they work. The issue is that once you do, a lot of them become pretty similarly played out. The post isn’t suggesting changing them because they’re bad or because people can’t beat them. He’s suggesting changing where the difficulty comes from, not from 400EVs stats but more from team archetypes and strategy. So instead of following: get the boss team, learn the setup, rinse and repeat, it's instead: you could still have a reliable endgame money source, but with bosses that actually play differently from each other. The current system working doesn’t really argue against that. It just means the rework would be about making bossing more interesting and rewarding to figure out, not fixing something that’s broken.
  2. +1 to the general idea, the ban Baton Pass part probably could've been said in a better way, just judging from some of these replies. The suggestion isn't to ban Baton Pass and keep the bosses exactly like they are, it's to ban Baton Pass AND rework the bosses. The entire point of the rework Lugario is suggesting is to move some of that difficulty away from insane stats into actual team design and strategy. A lot of boss runs right now are just people using the same pool of proven teams, copying the same sets and following the same win path or setup somebody else already figured out, and there's nothing wrong with copying teams either, people are always going to use strategies that work. At the same time, I don't think it should go to the opposite extreme either, where every single boss needs 6 different expensive mons. Then we'd just go from everyone copying one general boss team to everyone copying one specific team for Boss A, another for Boss B, another for Boss C, etc. which is way more annoying and won't fix anything at all. What Lugario suggested about bosses having different team archtypes is already a good start. Weather, Trick Room, Stall, Hyper Offense, Terrain, antisetup, whatever, but there should still be multiple reasonable ways to beat them. You adapt to the boss teams without needing 60 different teams, and the new player concern is something I think a rework should consider. If a rework ends up having a new player needing a bunch of expensive, specific Pokémon just to clear bosses, then the rework failed. I don't think the current system is automatically beginner friendly just because there are established teams for it. Let's say a newer player sees a boss with crazy high EVs, gets destroyed, and eventually their solution becomes, after asking in All Chat, "Check the forum. Copy this team, copy the set, copy the setup, and hope you have the Pokémon required for it." Honestly, that's kind of become the default answer to a lot of boss questions anyway. Someone asks how to beat something and instead of explaining what the boss is doing or why a strategy works, they just get pointed toward the finished solution. That's not really the newer player's fault either. If that's how the content has been solved for years, of course people are going to get used to being given the answer instead of figuring out the battle itself. That doesn't really teach you much about the battle. With a well designed boss, a newer player could lose and actually understand why: "Oh, this is a Rain team." "Oh, they're using Trick Room." "Oh, this boss punishes setup." Then they can adjust around something understandable instead of just trying to brute force or cheese an NPC with 400 EVs. They can think about ways to answer that mechanic with Pokémon they already have instead of being told they need one exact counter. Maybe I change my lead. Maybe I bring weather control. Maybe I use Taunt. Maybe I use a slower Pokémon against Trick Room. Maybe I change an item or a move. Eventually people will adapt to the new bosses too, of course. That's unavoidable with repeatable PvE content. Give the community enough time and anything gets solved. The point isn't that bosses will somehow stay fresh or not tedious forever, it's that getting to solve it or to the point that it's been solved can involve more actual team building and understanding of the boss or mechanics than using basically the same setup across most or all of them. Even after they're solved, having different boss archetypes and multiple viable answers is still more variety than one general strategy working almost everywhere. I don't agree that this automatically makes it more painful for newer players either. It only does if the rework is designed badly and every boss NEEDS a different counter team every time. That's exactly what I'm saying should be avoided. A good rework should make the mechanics easier to understand, give players multiple ways to answer them, and let Normal / Medium act as a progression point before they try Hard difficulty. Also let's be real, people get attached to systems they've already solved and optimized around. We've seen it with changes like Surf PP, CC to Trainer Tower, hidden spawns, etc. Having to adjust doesn't automatically make a change bad. Obviously not every change is an improvement either. That's the suggestion I can agree with. New players are obviously going to have fewer options than veterans, that's normal. The system should give newer players room to learn and slowly expand their teams. Normal and Medium can give newer players room to learn these mechanics before Hard starts needing a better strategy or team. The difficulty should come more from what the boss is doing instead of every Pokémon having absurd stats. That's also why I think there need to be multiple solutions to each boss. If there is only one realistic counter strategy, the community will have it solved within a week and we're right back to everyone copying the same teams again. Again, there's nothing wrong with copying those teams. The difference is that copying should be an option because somebody found a good strategy, not because there's effectively one accepted answer to the battle. Not saying Lugario's exact solution is perfect, and I'm not saying Baton Pass has to be banned, but personally, reworking the bosses first and then see what Baton Pass looks like in the new system. If it still turns most bosses into basically the same setup sequence, then restricting it makes a lot more sense instead of just straight banning it. And yeah some of these -1s aren't really arguing against the suggestion being made. They're arguing against removing Baton Pass from the current bosses and making our weekly income harder, which isn't what was suggested. Disagree, but at least finish reading the idea before commenting 😂
  3. Just to clarify before I get my thoughts in, I only read the initial post. I haven't read the replies under yet, so if any of this has already been suggested, just know i'm not responding to anyone specifically. First, I agree with shortening the hunting duration compared to last year. Even though my teams were able to make the 24-hour format work, I don't think an event needs to be that long to be competitive. Lowering the time makes it much more reasonable for everyone while still leaving room for preparation, coordination, and teamwork. Last year my team finished #1, and several teams from my guild got top 10, and afterwards we got a fair amount of comments basically implying we must have been unemployed, sick, or had nothing better to do. That wasn't really the case. Most of us had jobs and other responsibilities. We just coordinated really well. We knew when the event was happening, compared schedules, figured out who could hunt at what times, and made sure we had people contributing throughout the event. Honestly, I don't think that part is unfair. This is supposed to be a team event, so all that should matter. If one team organizes themselves better than another, they should have an advantage. A team's lack of preparation shouldn't be used to discredit another team for being prepared. So while I agree that reducing the overall hunting time was a great idea, I don't think the goal should be to remove the advantage that comes from good coordination. Making preparations and teamwork matter less isn't something i'd personally want to see. Where I do think the format could be improved is the scoring itself. My biggest issue with simply using total IV's is how heavily the result can come down to luck. One Pokémon might have 50 total IV's while another has 150+. Both players could have spent the same amount of time hunting and caught the same number of Pokémon, but one person happened to roll an extra 100 points through RNG. If you add that across an entire team, those differences can become huge. I understand why IVs are being used. We already stuff like the WQ, FCC and BCC that use IV's as part of their scoring, so it's something everyone's familiar with. The difference for me is what those IV's are being used for. With something like WQ, we're collectively working toward an IV goal. If I get lucky and catch a really highIV Pokémon, that helps everybody progress. My lucky catch isn't directly pushing another player out of the reward. In a competition where teams are ranked against each other, raw IV's become much more important because somebody else's luck can directly determine whether your team ranks high or not. That's why I think IV's can still be part of the system without every individual IV necessarily being worth one full point. For example, qualifying Pokémon could be put into brackets: 0-59 total IV's = 1 point 60-89 = 2 points 90-109 = 3 points 110-129 = 4 points 130-149 = 5 points 150+ = 6 points Those numbers are just an example and aren't final. Another option would be giving every qualifying Pokémon a base amount of points, then adding a smaller IV bonus. Example: Every qualifying Pokémon = 2 points 90+ IV = +1 110+ IV = +2 130+ IV = +3 150+ IV = +4 That would still make high-IV catches valuable and keep the excitement of getting a really good roll, but it would reduce how much one extremely lucky catch can change the ranks. The main source of points would then come from actually hunting and consistently contributing, while IV quality gives you an additional advantage. I think that's a better balance for a team competition. Preparation and coordination, should be the biggest factors. I also don't think everyone should automatically receive the same reward regardless of performance. There should still be competition, and teams that prepare better, communicate better and put in more effort should absolutely have an advantage. The scoring should make the better prepared and more consistent team more likely to win, rather than potentially having everything come down to which team happened to roll the most IVs. I don't really like the idea of making only Halloween forms count toward the score. Halloween forms aren't guaranteed, so that would basically add another layer of RNG. A team could hunt for the same amount of time, coordinate just as well, and catch just as many Pokémon as another team, but simply see fewer Halloween forms because of bad luck. Then on top of that, the Halloween forms they do find could also roll poor IV's. I think Halloween forms could still be worth something extra because they're rarer, but I wouldn't make them the only Pokémon that count. I do like the idea of splitting the 12 hours into shorter sessions, but I don't think it should be mandatory. For example, four 3-hour sessions or three 4-hour sessions would definitely help people fit the event around work, school or other responsibilities. At the same time, there could be someone who only has one day off during the entire week duration and would actually benefit more from being able to use all 12 hours at once. Because of that, I think the best option would be giving everyone the same total amount of hunting time, but letting them decide how to use it. If you have 12 hours, you could use all 12 in one day, split it into four 3-hour sessions, three 4-hour sessions, six 2-hour sessions, or whatever works best for your schedule. That way the event isn't designed around one specific type of schedule. Someone who works every day but has a few hours available each evening isn't at a disadvantage, and neither is someone who has only one day off Everyone still gets the same amount of hunting time, the only difference is how they choose to use it. That would fit the teamwork aspect much better too, because part of the strategy would be deciding when each member should use their available time and coordinating those schedules as a team.
  4. Hey everyone, I really suck at these. I've been playing PRO since 2016, and I think it's finally time to retire. PRO has been a huge part of my life for nearly a decade. The community, the player culture, drama, events, dumb threads, everything, I'm really grateful for. Here's a small introduction to what I do in PRO before I officially retire. How I play the game I'm a jack of all trades, I enjoy every aspect of PRO. Hunting, PvP (Personally love Draft!), trading, conversing with the community, joining and hosting events and tournaments, helping newer players, however my biggest enjoyment from PRO is making content and working on projects. Some of my projects were never posted, some were discontinued, some are ongoing, some were still being worked on in the background. My projects and other stuff My biggest project that's still ongoing is ofc New Leaf. Shoutout to everyone in the guild, I would be nothing without you guys. Having the opportunity to lead and manage one of the longest lasting guilds in PRO was an amazing experience. To newer players who are considering creating a guild, I say make it, don't let others discourage you. Set a goal and work towards it. Rare Candy Media (RCM) was a passion project of mine. I enjoy the idea of reporting any and all things to the community. There are atm, 12 issues of RCM you can read in the General Talk Sub-forum if you're interested. Thank you for the art and editing that was provided by @Dos3d and @Walkyrion for the help in this project and everyone who has contributed one way or another at one point. I really would've loved to continue making articles each week. Giving money away until Astrella comes out. As the title says. It was fun seeing how people would react. It was a mix of disbelief, gratitude, shock, and genuine curiosity. I think due to PRO's scam culture, it made it hard for me to randomly give money to strangers. The most common outcome was the player asking "Why?" About 10% of 275 people called me a scammer and left the PM, but the majority of the giveaway winners were shocked and thankful after I explained what I was doing. This project had to stop for personal reasons that didn't involve money. Then I farmed 999 Rattata hair and made a "Buff Magnet Pull" thread one of the most liked threads on the forum. Idk why, I just did it. https://pokemonrevolution.net/forum/topic/234573-i-farmed-999-rattata-hair-what-happens-next-will-shock-you/ https://pokemonrevolution.net/forum/topic/228876-magnet-pull-needs-buff/#comment-1361546 The biggest project I was working on that never came out and is still ongoing was asking people what there favorite part of PRO was. The goal was to ask 200 players. 100 from Silver and 100 from Gold what their favorite part of PRO was. As of right now, I'm only on the 87th person. This one was very interesting. It doubled as a social experiment. I would PM random people on the server with the question "What do you enjoy most about PRO? Hunting, PvP, forms, quests, events, staff, the community etc." Pretty simple question right? I noticed though, right around the quarter point, that the majority of people were just giving short responses. Once I altered my question and removed the examples, people started giving me better answers. The most common answer in order was the community, followed by hunting, then forms / cosmetics, followed by PvP, events, and lastly quests (Wonder why, most recent quests are unique, don't require the player to check every tree, and provide just enough clues). Here were some of the best answers I got: I also did host some tournaments: PRO Tour S2: https://pokemonrevolution.net/forum/topic/187119-pro-tour-s2/ PRO Tour S3: https://pokemonrevolution.net/forum/topic/190792-pro-tour-s3/ Guild showcases and spotlights. A project I was working on but never released on the forum. This one didn't hit with me. I tried contacting leaders of smaller guilds to build their community via an interview and highlighting what makes their guild special. The leaders / officers would either never respond or what I assume to be quitting the game. I did interview other popular guilds which was supposed to be an article for RCM. Reason for retiring I'm at a point in my life where I have to choose wisely what I spend my free time on. I'm not burnt out in PRO, I still have a lot of fuel in me and several big projects in my mind I want to work on, but it's just the fact that I can't commit to PRO as much as I used to. I have to make a sacrifice, and I chose to drop PRO. It doesn't mean PRO never meant anything to me, it's the opposite, PRO was everything for me, and I have to take a step back. It's been fun Over the 9 years I've played, I've seen many people come and go. Staff members, players, friends. People got banned, people quit, some had to focus irl. People changing. PRO's come a long way, trust me, not just the game itself, but also the people working on it. This is 100% an unbiased opinion, I know some people think it's cool to hate on staff, but learn to give them a break sometime, they're human. Same goes for staff members, we all just want the best for the game. I trust that Wally does too. Not bringing up past issues and going off topic (Make a separate thread if you have to), not trying to glaze either, but I feel like over the past few months, he has improved with trying to communicate things to players. From my neutral perspective, that's what I've seen. Try to respect that at least. But yeah this game will continue to change for the better, I believe that, and I will always be proud to be part of the community. I hope that by sharing my projects, I inspire some of you to do the same. This isn't goodbye forever, I'll still be on Discord don't worry, I'm always available to chat, just hmu. I do wish you all the best, and hope you have as much fun as I did. Peace!
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