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  1. Create a new server focused on idle mode. All capture aspects would be idle, while gym, boss fights, PvP, and other content would be handled manually.
  2. Currently the way it works is 72 hours from the start of when you activate it. if it was shorter like 24 hours BUT only is activated when you are logged into the game i think alot more people would start buying them. the problem now is people have work and IRL responsibilities so sometimes they activate it then wont be able to log on for the few days to actually get to use it all. i think the only people this would effect are BOTS, :) much love
  3. IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth
  4. Hey there, As crypto becomes more and more adopted, accepting payments/donations has become easier and easier. Self hosted BTCPay, to one click providers like Oxapay, It would severely diminish the overhead of dinging my personal card with EUR and having the bank freeze my card every time I donate (its a real thing) Stripe is great for EUR/UK, but international players would benefit from this platform as well. Even just BTC or ETH and a manual credit would be cool too.
  5. Hello everyone, sometimes people accidentally evolve their Pokemon into the wrong thing, for example like turning a Kirlia into a Gardevoir instead of a Gallade, or missing out on Hisui evolutions. Another issue is when you hand over your Pokemon over for a training service, and the other trainer evolves it without your permission, leaving you with no way to to fix it since we do not have a reversing evolution service. So I would like to suggest the introduction of the Devolution Stone. Item Description: A mysterious stone that fell from the cosmos. Its internal temporal distortion can revert an evolved Pokémon to its prior form. Useful for preparing for unique regional evolutions or correcting developmental paths. Shop: PvE Shop: 250 PvE Coins PvP Shop: 250 PvP Tokens/Coins Item Status: Untradeable Item Usage: Reverses the Pokemon to its first evolution stage. Rule/Infraction: If a service provider evolve someone's Pokemon without asking, they should be held responsible for providing the stone to fix it. Thanks in advance! Kind Regards, Lugario
  6. Ok, so, I suck at PVP, I know I do. My score is 0. But every time I try to get somewhere with it, I get set with someone who has a very high score, and I always lose. The slider allows to fight players of a minimum rating, but I think it should be changed to a maximum rating instead. So you can choose to fight players who's max score is similar to your own, rather than constantly getting humiliated by high ranking players. So if my score is 0, I can set it to fight those who either also have a score of 0, or a max score of, say, 50, to make it more fair to players who aren't as good as others and give us low scorers a chance to catch up a bit, ya know?
  7. I’d like to suggest adding a Luck Bar (bad-luck protection) system to PvP chests. The idea is simple: Each time a player opens a PvP chest without receiving a rare item, their Luck Bar increases by 0–2%. When the Luck Bar reaches 100%, the next chest is guaranteed to contain at least one rare item. If a rare item is obtained before reaching 100%, the Luck Bar resets to 0%. This would directly address a major frustration many players experience. Currently, some players open 150–200 chests and still receive nothing of value, which feels discouraging and unfair, even if the odds are technically correct. Many successful games use similar systems, and it greatly improves player satisfaction without breaking balance.
  8. The current structure of Pokémon Revolution Online’s PvP ladder rewards only the Top 25 players each season. While this system effectively highlights elite performance, it creates a narrow competitive window that may discourage participation among a large portion of the PvP community. To foster a more active and inclusive competitive environment, I recommend expanding the seasonal reward bracket from Top 25 to Top 50. This adjustment aligns more closely with industry standards—such as PokeMMO’s Top 100 system—where broader reward distribution has been shown to strengthen ladder activity and maintain long-term player engagement. Under this proposed model, the Top 25 would retain their status as the highest competitive tier, but with improved or differentiated rewards to preserve the significance of achieving a top placement. The 26–50 bracket would receive scaled-down but meaningful rewards. The golden chest should stay within the top 1-25. and the top 26-50 should recieve PvP coins that scale down the same way it does for the top 1 to top 25 advantages of this adjustment include: Higher overall PvP activity and match availability. Greater accessibility for rising competitors. A more dynamic and competitive ladder throughout the season. Enhanced satisfaction and retention among mid-tier players. Expanding the reward structure in this way would strengthen the competitive foundation of PRO and support a healthier long-term PvP ecosystem.
  9. I don't know how to make the best suggestions for this topic by myself Therefore, this is an open discussion, everyone of you has a chance to make a significant contribution to this guide even to this community. Before you join this project, you don't need to be experienced, but you do need to know the forum rules, especially rule # 4, plz don't put yourself or anyone in danger, it's better to not label any names If you are afraid of breaking other rules and having a hard time to make a good comment. You could simply ask yourself "what behavior of a staff member could lead to an unfair judgement or a buried of truth?" ---------------------- I assume that a staff member might ask me: Q: why would I think of this idea? A: Staff are not Heroes but Humans, they sometimes make mistakes here or even IRL. Without a guide, a staff member might not know an unfair judgement has been made by his hands. Q: what outcome you are willing to see in this topic? A: I request a demo of the guide as soon as this topic has been made, and do what needs to be done before I take another action, I expect that someone should take responsibility to not just promise but take action to make it stop, make it change, make it up to those who have been treated unfairly ------------------- The following shows bad behaviors of a staff member that could lead to an unfair judgement; these behaviors do not contradict each other but are closely related, to make barriers from finding the truth and to build up an imperfection of the appeals system that Team Revolution is still using for years and years. those behaviors are highly reflect a staff member who is: 1. Lack of patient to listen 2. Overconfidence ([1] Jay Desko, Ph.D. ,2023) 3. Closed mindedness to not consider new ideas, opinions, or evidence 4. Abuse of power given by existing rules 5. Gross distortion of the existing rules Three factors determine a behavior of a staff member that leads to unfair judgement, which by asking: A. Is this behavior unnecessary for appeal? B. Is this behavior harmful to appeal? C. Can it be avoided? Thus, the result (behavior of a staff member) has shown below, but not all of it: 1. Uncleanly stated any time duration on each appeal; - not giving enough time on each appeal; this is a global MMO, players are distributed worldwide. I often have seen an announcement at 48hrs before each event closes. Sadly, there is nothing about the player's appeal; a staff member is creating a surprise that an appeal can be closed anytime without say. 2. Hosting a conversation of a player's appeal and ended with pool communication (less 5 comments) whenever a consensus (general consensus) has not reached; - This behavior is not the way to promote two-way evaluation. As a host of an appeal, a staff member should take responsibility to maintain healthy conversation. The number of comments can be discussed. 3. A staff member has asked less than 3 questions during whole conversation of a player's appeal, whenever a consensus (general consensus) has not reached; - This is really an appearance of not being patient or interested in a player's appeal. This behavior tells a staff member who refuses to promote deeper understanding of any doubts. The same question that is asked in different ways should count as 1; A repeated question should count as 1. The number of questions can be discussed 4. No prior notice was given before the final outcome; - This really is not friendly (unwelcome) behavior to all appellants that they might think that there more questions will be asked. This behavior simply shows that a staff member is creating a surprise that the appeals can be closed anytime without say. 5. Close or lock topic to further replies immediately after the final outcome is given; - This behavior is pretty much due to an abuse of power given by existing rules. And this action is also due to misunderstanding the uses of existing rules: - This rule can be translated through the behavior of a staff member: "I am closing the file just because I don't want to hear any trash talk from you, Even if you still don't agree , I don't have time, and I don't want to deal with it, so I make my final outcome while you are sleeping. I am so powerful that I got shielded from the rules. If you make more topics then you will get banned. See You Bud, And go sleep~ 6. Given the final outcome without knowing a player has another ideas or not; - This kind of behavior is executing the truth, leaving room for misunderstanding, showing a staff member is less interested or confident which potentially is trying to hide something or have something to lose. This is a global MMO, players are distributed worldwide. You never know an appellant is typing or sleeping. - Again, this behavior is pretty much due to an abuse of power given by existing rules. And this action is also due to misunderstanding the uses of existing rules: - This rule can be translated through the behavior of a staff member: "My brain is dead, I choose not to think, I don't care if you are typing or sleeping. This enough for me I can't challenge the evidence you have, or identify inconsistencies. But I am so powerful that I got shielded from the rules and here take the final outcome. If you make more topics then you will get banned. haha" 7. Only a staff member can ask questions; a staff member cannot answer questions from appellant - This is nothing to deal with leaking of evidence, but the behavior shows lack of promoting two-way evaluation 8. Intentionally creating stress by using unnecessary emoji - 🤮😴🤡 9. Any obvious behaviors that are rushing to a conclusion - Again, this behavior is pretty much due to an abuse of power given by existing rules. And this action is also due to misunderstanding the uses of existing rules: ------------------- The above combination of behaviors lead to procedural errors, by means that these are mistakes in the process itself, such as not following the correct rules for handling evidence, or failing to provide proper legal notice to a party. Thus, the resulting judgment should be considered invalid because the fairness and integrity of the proceedings are compromised. The forum rules # 1 seems to give strong backup when a staff member who is twisting the meaning of the rules The above combination of behaviors can be explained as rationalizing mistreating others. Thus, a staff member tends to ignore all the proper rights of the appellant. "When we’re judging someone we’ve hurt in some way, we should be especially suspect of our motives.....If we’ve hurt someone, it may make us feel more morally consistent if we convince ourselves that they somehow deserved it" ([3] Juliana Breines, Ph.D. ,2021). Overwhelming emotions like lust or anger, can override rational thought and lead to bad decisions. The Disliking/Hating Tendency states that "Disliker or hater tends to ignore virtues in the object of dislike..." ([2] Charlie Munger, 2025). -------------------- Here are some words I need to say to all of you: To staff members: For those after you know all this chaos, and still lying about not having unfair judgement, I don't have to prove to you that you have done it, you have to prove to players that you haven't, and you failed. Therefore, in the face of fairness and democracy, I hardly can say something like " you did a good job". If you want fairness, please don't create fake fairness; if you want democracy, please don't create fake democracy. I am not cursing, but I am truly hoping that you should feel the same way as those victims were If you close this topic, which means you don’t want to face any problems that you have made, spinning the wheels, continue to undermine the original intent of the appeal, and continue to protect those staff members who are still messing things around. If you deny the whole project, which means you are simply disrespecting the original intent of the appeal; showing no cares about having a fair judgement, Showing no cares about fixing problems and pretending not to see it. To all players: I love playing this game so much as you do. When I was a college student, I played overnight till I saw the sunrise. Because of the game, I made friends all over the world. This is just the best way for me to learn about the culture in different countries. When ppl asked me "where're you from?", I often answered " I'm from Kanto, and Ash is my neighbor." This is how I like this game. I will never forget how I spent time with my old old friends in the game. However, as you might already know, many names in the friend list have never become "green" again. And now, I might know what happened. If you are aware of the situation of where we are now. You should feel like this game is just a roguelike PKM fan game- how far you could go without getting caught by evilness, this is nearly an unbreakable red name boss If there is a chance for you to help getting things on the right track, correcting a mistake. And take just a little risk, to bring your friends back to this community. And take just a little risk, to Make PRO Great Again. Would you take a little step and speak up? To another group of players: Finally! after almost 10 years of ignorance, I know how you feel now, and I know you have been waiting for so long and wishing someone could hold your back, and tell other people of such inhuman behavior shaping you have been suffering, I'm here and telling everyone of you, I don't need to promise anything but 100% sure: there will be a group of people, could be anyone, not from the sky but the other side of a locked gate. WHACKING, SMASHING, PUNCHING The Gate of Evil Appeal until the heat death of the universe. And say to you "Be ready, I will bring you back, I will bring your account back, just you wait". https://www.youtube.com/watch?v=IRGW2VpBaRU https://www.youtube.com/watch?v=HfL68GT0P8Q ----------------------------------------------------- The Road of Making PRO Great Again is not smooth as always, but sure that crowd pressure can force to make progress Reference
  10. After hunting, I head to my PC to delete the undesirable pokes, but when I go to mass select pokemon to delete, I end up having to swap back and forth between the pokemon mass select tool and the pokemon target drag tool to check the stats of the pokemon I'm choosing to delete. Would it be possible to slightly change the mass select tool so that when you right click a pokemon, it shows the stat card instead of selecting/deselecting? Currently, left clicking and right clicking have the same function of selecting/deselecting the target pokemon, and this change would preserve the function of the select tool while making it feel a lot nicer to clean out boxes!
  11. What if, instead of the trashcan to release the pkmn for £200, we could put the tags (and the trashcan?) in the [ + ] button menu. The one at announcements: This would make the hunt so much smoother, for when we catch that sellable or keeper pkmn, we can alrdy sort it from the catch previeuw window. To make PRO even more complete for joyful hunting. Thanks for your time! Greetz, Saitamo o7
  12. hi, i want to suggest you to implement iv shuffle to pve store, i know that iv shuffle/swap, the chest and guild island is meant to be win on pvp but i think a high price for an item like iv shuffle/swap could be apreciated by many many players who dont play pvp i was thinking a price like 500 pve coins or even 1000 pve coins could be ok or more if you want but at the end of the day, players who dont like to play pvp but like this game and like legendaries would pay. hope a suggestion like these dont get pvp players mad, but pve players need a bit of love too.
  13. I have a lot of specific rerolls that I can't use because I don't have those pokemon. I have an idea how to exchange these rerolls for normal rerolls. Like 3 specific rerolls for a normal reroll.
  14. Whenever We Encounter A Shiny or Form , We See A Pop up For 10 Seconds Which Is Great But Sometime People Play While Doing Some Other Work and 10 Seconds Pass In An Instant So They Run Away or Kill It By Mistake. Can We Get An Option To Increase Or Decrease Encounter Pop up Time . So People Can Set It By Their Choice From 5 Seconds to Upto 1 Min Max.
  15. I would like to suggest Auto-hunt since it's a bit strainung to the hands and eyes. There would be a pop-up icon when you step on to the hunting areas. When the auto is enabled,the character will start moving around the grass or water. I also suggest to add auto button to randomly skill every battle. This would make it easy and less straining for those who are grinding there pokemons. Hopefully this would be implemented. Thanks!
  16. Hello , I recently used the HP-Reroll Ticket and found out that it rerolls all the ivs on the pokemon entirely when attempting to give you the desired hidden power and I felt absolutely robbed. I personally felt this ticket completely loses its purpose since people would rather prefer getting the hidden power manually using IV-Reducing ticket since it does not disturb the other ivs and also cost *300 tokens* less which is an extreme difference. My point is , usually there is a need to change only 2-3 ivs to get the desired hidden power on a lengendary. So why would someone spend 600 tokens which guarantees nothing but only the hidden power over 2 qty of IV-Reducing tickets that guarantee the hidden power while also retaining the other ivs which are already good. The HP-Reroll Ticket just feels extremely overpriced for what it is offering. Suggestion I think that the HP-Reroll Ticket would suffice its purpose if it just randomly increased or decreased the ivs (by 1) that are needed to be altered to get the desired hidden power while retaining all the other ivs. I feel this would justify its cost of 600 tokens and right now its just not worth so many tokens This makes it very reasonable for a person to buy it who needs a change on 3-4 ivs instead of 2, because for 2 ivs , 2 qty of IV-reducing ticket can itself do the job and if its only 1 iv , IV-Reducing ticket comes out to be the obvious choice having half the price of the HP-reroll ticket.
  17. As shown in the image below: - it's about applying the recycle bin icon (of the caught preview release) to the bottom right corner of the regular pokemon card upon clicking for a more convenient release experience
  18. PRO is no stranger to adding forms which are directly inspired from a plethora of IP's. Star wars being the most obvious example. Therefore I would like to formally suggest to the active art team to consider the creation of a form of Paul Blart Mall Cop. Paul Blart left an immense impact on early 2010 culture and has nary been appreciated for such, which is why I think a tribute in PRO would be a great way to honor that. As far as size/shape I would consider possibly Ursaring or Pangoro but I trust your judgement. Looking forward to this form in future events, thank you for your hard word and dedication to this game.
  19. My suggestion is to open up the PvP dictatorship to the playerbase. Why are we having a small group of people control what’s “healthy” for the majority? Let’s have an open vote on these issues that PvP council wants to bring up. Best example is the recent ban of flip turn alomolola…. Why didn’t we have a vote? after reading all the discord responses to the ban… who even wanted it? Why wasn’t just regen ability banned? let’s start voting as a community on what we wanna see in PvP.
  20. hi i think people got scammed bcz dutchman mount is too slow please make it faster then ( i bought it 13m +1cc for tranfser)
  21. Hi,i think that it should be removed,we should be able to use mounts on any spot,it makes the farm more fluid and it saves time. Forced walking farm,why in the first place?
  22. Hello, Once again another month has pass where I have spent 60% of my entire salary on RR tickets trying to get something close to decent on my legendary Mons. Right now I feel sick and disturbed. With that, I thought it would be a good idea after using about 3 reroll tickets players should be able to have access to new introduced reroll tickets for just a single stat, e.g Atk single reroll only, Def single reroll only, speed single reroll ETC. Not going to say what the new RR tickets should cost because not much things in PRO are fair anyway. Regards Joseph
  23. Hi PRO Team, I appreciate all the hard work you put into the game. However, I wanted to suggest reverting to the previous experience (EXP) gain system. The current system feels slower and less rewarding, especially when training weaker or multiple Pokémon. The old mechanism provided a smoother and more enjoyable progression, which many players, including myself, preferred. Please consider bringing back the old EXP gain in a future update. It would greatly improve the overall gameplay experience. Thanks for considering!
  24. Hello to y'all I dont know if it has been discussed before, but i was wondering why top 25 random Ladder dont get PvP chest rewards the same way (or even less chest) than the normal one I think it'll bring some more attractiveness to the random Ladder It dont have to be as many chests as the normal top 25 Ladder as it is easier to climb random Ladder imo. It would also make sense since random gives half ranking points than normal ranking points. So how about we get chests on top 25 random Ladder 😊
  25. I'm sure I am not alone with this, many people hunt pinkan island between events. Getting lots of trash pink forms. I know he currently doesnt take pink forms, but I think even if he gave just 1 PVE coin for OT only pink forms would be good. 0 pve if trying to give non ot. 1 pve for ot only would be useful then just binning or giving them away.

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