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concernedcitizen

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Everything posted by concernedcitizen

  1. A tasteful pink darkmode preset for archetype. Requires archetype custom gui (beta) to be installed first download here This preset will be installed into the archetype folder, overwriting files when necessary. DOWNLOAD last updated Dec. 5 2022 Changes the default archetype blue theme to pink with several other modifications, Custom button and windows background Vanilla alpha and hidden ability icons are restored Type indication text for pokemon/moves is restored Several UI sprites are recolored to match the theme changed HP bar ticks to every 25% instead of 10% (update) restored move effectiveness text NOTE: If updating from previous versions, delete your themes\archetype-beta folder and install the latest version of archetype beta before installing this preset (updates) Recommended mods: 3DS Monster Icons HD Item Icons Complete PokeMMO Follower Sprites Gen 8 Style Icons is used in screenshots but they are a little too big, blocking chat sometimes, so I went with something else. I'm currently not using battle sprite mods as they're too buggy for my tastes, but these are the best I found: HD Battle Sprites Battle Sprites Reloaded
  2. https://cdn.discordapp.com/attachments/1031401841340199033/1038802195069534218/tooltime.mp4
  3. Seriously, depending how your stats roll you might catch it instantly or not in 40 encounters- and the value is not high enough for that range of variance. It's extremely frustrating and currently feels haphazardly thrown together in an attempt to be "difficult" without considering the actual user experience. Sure in base games throwing 40-50 balls to catch a legend is normal- but they generally aren't designed to hard counter catching strats with self heals and gaining stages to all their stats every couple turns. I'm in a situation now where my main caught the thing in literally 2 balls because of how its stats rolled and using the exact same pokemon my alt can't catch it in over 30 attempts because hp and/or defense IV rolled just slightly lower meaning its either OHKO'd by literally anything or it full heals with giga drain. Nearly an hour I've wasted for this thing who's value is marginal by comparison, this is a bad design which does nothing for the prestige or value of the catch and only infuriates certain players with unlucky RNG.
  4. I'm guessing not soon at all because they're making way too much money releasing limited vanities and keeping this game a revolving door for newbies.
  5. Damn, six replies and not one can follow the instructions.
  6. Welcome to my Beginner's Guide to PokeMMO Christmas Event 2021! Key points Queue up by joining a link and talking to Santa Communicate with your team and figure out the best strategy Only get into battles that are necessary and that you have an advantage at winning Collect Xmas Presents and make money Top 50 teams receive a limited hat vanity Event ends Jan 5th How to play Join a link with 2-4 players, every member of the link must be queued up talking to Santa for the instance to begin. Each member chooses which type of bot they would like to start with, the link leader chooses their type and 2-4 extras to serve as backups. There are 4 free repair kits in the starting area that can be collected. The types of bots you should choose is heavily reliant on the order in which you will face enemy types. The link leader can choose which type you will start against and the enemy types will cycle every round (4 enemy bot kills) according to this list. Enemy Type Weakness Resists Fire Water, Ground, Rock Fire, Grass, Ice, Bug, Steel Grass Fire, Ice, Poison, Flying, Bug Water, Grass, Electric, Ground Rock Water, Grass, Fighting, Ground, Steel Normal, Water, Poison, Flying Flying Electric, Ice, Rock Grass, Fighting, Bug Steel Fire, Fighting, Ground Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel Dragon Ice, Dragon Fire, Water, Grass, Electric Water Grass, Electric Fire, Water, Ice, Steel Bug Fire, Flying, Rock Grass, Fighting, Ground Electric Ground Electric, Flying, Steel Ice Fire, Fighting, Rock, Steel Ice Ground Water, Grass, Ice Electric Immune Fighting Flying, Psychic Bug, Rock, Dark Dark Fighting, Bug Psychic Immune, Ghost, Dark Ghost Ghost, Dark Normal Immune, Figthing Immune, Poison, Bug Normal Fighting Ghost Immune Psychic Bug, Ghost, Dark Fighting, Psychic That means if the link leader chooses the starting enemy type Fire then Wave 1 will be Fire, Wave 2 Grass, Wave 3 Rock, up until Psychic when it will cycle back to Fire. The same pattern is present regardless which type is chosen first, it will always follow this list. This information will be invaluable in strategizing your own bot types to counter upcoming waves. If you are near another teammate when a battle begins, you will join them in a double battle. All Bot Stats/Abilities: Bosses Every 7th round will spawn a boss outside in the middle of the zone. During a boss wave, there are no Elfbots to worry about so you can collect gift boxes freely during this time before you face the boss. More on bosses HERE Powerups There are set locations where gifts will randomly spawn. When a wave is cleared, a new box will spawn in one of the empty spawn locations. The only advantage to picking up items before the boss wave (when they are uncontested) would be to gain the potential advantages of the items earlier. Otherwise, you can hold off on hunting them until the boss wave. The boxes contain held items, repair kits, power ups, and spare parts which will add to your backup bot pool. The boxes you collect in the instance don't correlate to the presents you'll get upon completion of the dungeon. It doesn't matter who picks up a box as the whole team shares the same inventory and can use the items freely. The gifts aren't entirely necessary to progress but they will likely help you last longer overall. If your bot is holding an item at the time it's KO'ed the item will be lost. Most bots have some kind of healing abilities which can be used outside of battle to keep you or your allies healed up, don't forget to use them. Repair kits are a precious commodity that will fully heal your bot and remove any status condition. The Elf Up item will add 5 levels with the benefit of increased stats to a bot. The Recombinator will allow you to pick any nature and EV spread for a bot. The later two power ups would be best used on a fresh bot that will last a long time, not one that's already beat up and out of PP. Basic Strategy When the game starts, be sure to ask what type you will be facing first and what's the general strategy for the run. This will determine what type you should start with. Ask if you will be partnering with someone and plan what you will pick together to maximize synergy. For instance, Offensive Fire Offensive Flying go well together as flying will pick up fire typing from sun and its weather ball essentially becomes a stab fire attack that always goes first thanks to flying's superior speed. Defensive Flying can make a good partner for Offensive Dark as dark hits hard but lacks speed which flying's tailwind ability accounts for. It's not a matter of if, but when your bot will eventually be KO'ed or run out of PP on its moves. The name of the game is making your bot last as long as possible against the infinite waves of enemies, ideally each 1 PP would equal 1 kill. When you're out of PP or KO is imminent, you might as well hit the self destruct button which will deal damage to all enemies before you die. You will respawn back in the starting area and be able to pick another bot from the pool. If there are no bots, you'll have to wait for your team to find a gift box with a robot part in it to complete another bot for you to pilot. You could always go back into the battle area with a drone and help your team find boxes while you wait. It will be up to trial and error or the experience of your team to figure out the best possible combinations to defeat as many waves possible. Things become significantly harder past the first boss as each enemy will have a randomly typed partner, at this point communication between your team is key so that you can go into each encounter with the best match up possible. Accidentally aggroing groups or rushing into bad type matchups will surely spell an early end for your run. Leaderboard runs can last a long time, up to 8+ hours so prepare yourself accordingly. Payout I don't know a lot about all the payouts to this event, but I know you will get at least 4 Xmas Presents for defeating the first boss and 1 more present for each wave after that. The current market value of a present (8k) can rival the efficiency of gym runs if they are sold directly on gtl. The contents of the regular Xmas Present is typically worth 3k-9k even at a vendor, the rarer drops being the Ice Cream Hood (73k) and Ice Cream Clerk Uniform (52k) vanities. Like all limited vanities, their price will rise over time, but don't expect that to happen for at least a few years. The Santa's Present is only obtained from completing the 3rd? boss and beyond and offers increased rewards namely the Winged Helmet (3.8M) vanity. There is a leaderboard keeping track of all high scores you can check at the Elfbot near Santa. The top 50 teams will receive a limited hat vanity. More info HERE Interesting Notes If you or someone else defeats a bot near you and it's the last bot of a wave, the new bot will not aggro when you walk in front of it. If a bot would aggro at the same time another bot is already engaging you, it will stop aggroing after the battle, even if you walk in front of it. A colored dot on top of the bot's antenna indicates whether it is an offensive (red) or defensive (blue) bot. Enemy bots are about 20 points slower than equivalent player bots.
  7. "Investing" in other words abusing an unessential feature to get around actually playing the game in order to make boatloads of money. Of all the people calling for this item to be made limited, how many are the new players that you claim are being harmed by this? None. You don't need anymore than 10M at a time in this game to have literally anything you want besides artificially inflated scalped garbage cosmetics or the UNKNOWN OT shinies those scalpers sell on the side. Hey Mr. Wallstreet, how about you go catch a fucking pokemon in a pokemon game every once in a while?
  8. I just did a run where we barely got past the first boss and got 8 presents. Must've only taken 45minutes 8x20k=160k for 45min which is nearly on par with gym runs even as a pretty bad run. Unlike gym runs, there's no 18 hour cooldown, nor is there the requirement to have a team built. It's not as fun as Halloween, sure. Halloween has a ton of activities for casual players and the pumpking is a separate challenge for the more tryhard players to get the best rewards. This event is almost like all the elements of Halloween rolled into a single dungeon, including the boss fight most players won't like or completely figure out. Keep in mind, they have to balance this event around teams who will min-max everything to perfection, so it's going to feel harder if you and your team aren't doing the same. If you really don't enjoy it, you don't have to do it. I barely shiny hunt in this game because grinding for hours most likely for nothing isn't fun to me, but it is for others. I just stay away from stuff I don't like and do what I want instead.
  9. I agree, same thing in FFXIV with the chocobo theme that played when you mounted. It was cute for about 2 days, then I never wanted to hear it again. Thankfully it's an option in that game to turn it off and just hear whatever environment's music your currently in instead. I hope the devs don't overlook this just because I've heard staff say they play with sound off anyways. Music is a huge part of the game and immersion. Sure every once in a while listening to external music is nice, but it never feels as immersive as the audio cues from the actual game when you enter a new area or a battle.
  10. Not an argument thread, if you would donate for johto leave a comment, otherwise move along.
  11. Money for Johto: $100 Money talks, so let's show them how serious we are about Johto! When Johto is released, I will donate $100 and post a screenshot of the receipt on this thread. Leave a comment with your donation amount if you pledge to do the same. I will periodically update the number so staff can see how much we want to see Johto in pokemmo! Only comment if you understand the instructions. This is not a post for arguing what you think about johto or other features, there's plenty of existing threads for that.
  12. UPDATED WITH NEW MARKET PRICE INFORMATION 10/19/2022 This guide shows comparisons based on real runs to determine the actual value of Riches Charm(75%) and Riches Charm(100%), and whether they're worth using in your runs. Find more info about charms at this forum post Amulet coin is used as the standard of comparison, at this point it is currently valued at $14,000. Here are the items we will be comparing: Item Market Value Boost Amulet Coin $14,000 1.5x payout Riches Charm(75%) $39,000 1.75x payout Riches Charm(100%) $90,000 2x payout General Equation This guide was originally written a year ago and prices have since changed. I've figured this equation which can help you determine the least amount your run will need to make before you break even on your charm purchase. cost*2/rate where cost is the price of the charm and rate is the rate at which they boost rewards. Example: if amulet coin costs 14k your run needs to make 18666 to break even (14000*2/1.5=18666) if riches(+75%) costs 39k your run needs to make 44571 to break even (39000*2/1.75=44571) if riches(+100%) costs 90k your run needs to make 90000 to break even (90000*2/2=90000) On its own, breaking this threshold does not mean that bigger charms are better- as you will see from the results in proceeding sections. TEST RESULTS My tests are based on two runs, one where I've gone through the Elite 4 up until the champion, popping the boost just before facing them and then proceeding to clear all Kanto gyms, Hoenn gyms, Morimoto, and two rich trainers afterwards. The other run is identical, only without having faced the Elite 4 champion, supplementing that time instead with more trainers after Morimoto. The tables below show the result of each run after subtracting the market value of the charm. Below that is listed the percentage gained over other boosts. Run 1 Elite 4 + Gyms + Morimoto + Trainers No Boost Amulet Coin Riches Charm(75%) Riches Charm(100%) $229,892 $330,838 $363,311 $369,784 Percent Boost No Boost +43.9% +58% +60.8% Amulet Coin +9.8% +11.7% Riches (+75%) +1.7% Run 2 Gyms + Morimoto + Trainers No Boost Amulet Coin Riches Charm(75%) Riches Charm(100%) $179,684 $255,526 $275,447 $269,368 Percent Boost No Boost +42.2% +53.2% +49.9% Amulet Coin +7.7% +5.4% Riches (+75%) -2.2% Judging from the results, Amulet Coin now serves a niche for newer/casual players who may not be confident in their ability to quickly clear content or who might get distracted mid-run to catch a swarm or alpha. Or, those who can't afford a riches charm to begin with. Otherwise, Amulet Coin is no longer as viable for hardcore runners due to the low price of Riches Charm(75%) However, Riches Charm(100%) has moved from being completely unusable to a mere 1.7% better, but only on a perfectly executed run. Riches Charm(100%) shouldn't be used on anything but your biggest runs, and even then it adds a negligible amount of value. CONCLUSION Amulet Coin is most viable for newer/inexperienced/casual runners, otherwise it is nicely outclassed by Riches Charm(75%) Still, Riches Charm(+100%) remains virtually unusable at a puny 1.7% increase on the bigger E4 run and a net loss when compared to Riches Charm(75%) on smaller runs.
  13. My Breeding Guide (Updated Nov. 2022) I have completed over 100 5x31 and 6x31 breeds, now I shall pass my knowledge on to you. This guide is for newbies and those who still want to further their understanding of breeding. I will be sharing information for beginners, how I conceptualize breeding, and the specific steps I take during the process. For a quick rundown of how breeding works, you can check out The Breeding Guide Guide Contents The absolute basics (beginner information) --- Intro --- Breeder locations --- Braces and Everstones --- Gender and Egg Groups Now we're cookin (intermediate strategy) --- Using a breed template --- The Cost of Breeding Time to breed (My breeding guide) --- STEP 1 Make a plan --- STEP 2 OT --- STEP 3 Egg moves/Nature --- STEP 4 IVs --- STEP 5 Finishing touches NEW! Regarding Alphas and Hidden Abilities --- How does Alpha breeding work? --- What about Hidden Abilities? The absolute basics (Beginner Information) Now we're cookin (Intermediate Strategy) Time to breed (My breeding guide) Regarding Alphas and Hidden Abilities (Nov. 2022)
  14. Preamble on the state of PvE The key to engaging PvE content is to create a curve which provides the proper challenge and suitable rewards over a range of skill progression. Just starting out- you can smack on some under leveled NPC rebattles for 1 to 5k a piece, God tier- engage in battles which still challenge even the perfect trainer and receive far greater rewards. I believe this is already well done, but also that more variety and excitement is needed. Current PvE runs get stale really fast and with the value of approximately 7 hours worth of flawless runs over 3 days = $10 RP ($2.5M), I don't think anyone can argue against an increase in potential daily rewards. PvP should be the end boss, the most highly rewarded and incentivized activity, the culmination of everything you've learned throughout the PvE journey, but not everyone will participate in PvP. Just because everyone can run doesn't mean everyone is an olympic runner. It is important to provide a sufficient experience to PvE since this will be the entirety of the game for many players. That being said, here are some propositions which would enhance the PvE experience. Regional Bosses An addition of several PvE trainer battles to each region that can be added to a gym run rotation with a cooldown of 18 hours. Think Morimoto and Cynthia in Unova but for every region, enabling more options and variety to the gym run META while creating great moments for all players. At least one of these trainers in each region should be max level and the rest should be structured in a format that require increasingly higher levels of skill to complete. Kanto- Oak, Bill, Giovanni Hoenn- Birch, Steven, Wally, May/Brendan Sinnoh- Rowan, Barry, Cheryl, Riley Unova- Juniper, Bianca, Cheren, N, Moriomoto, Cynthia Gym Rebattles- Epic Current gym rebattles can be a bit annoying at times, but for the most part they're too easy once you have a META team built. The current balance is both tedious for those who're prepared and probably way too hard for those who're just a little underprepared- so I think the fights could possibly use a slight nerf with the addition of a hard mode. Epic mode could be as simple as an upscale in level from 80-85 to 100 across the board in exchange for increased payout. In order to preserve the current feel of gym speed runs, the option to toggle hard mode could be added to the NPC at the front of each gym, or as a global toggle in the settings menu rather than to the gym leaders themselves. Antagonist Hordes Like swarms of wild pokemon, hordes of antagonists i.e. team rocket, magma, etc would temporarily roam random areas and be challengeable for increased payout/loot. The world would feel much more alive and interesting as team rocket periodically raids cerulean city, a group of ace trainers congregates outside of the pokemon league, or enthusiastic tourists visit nimbasa theme park. Legendary Encounters Legendary pokemon appear periodically at lore friendly locations allowing you to challenge alone or enter a queue with other players or link members to team up against it. The battle could be single, doubles, or triples with each player using six, three, or two of their pokemon respectively. If the party is successful in defeating the legendary, they would each be rewarded with massive exp and increased rewards based on the number of players who participated. Increased PvE rewards The motivation behind running PvE content is just to make money though perhaps some type of loot or mystery box could be added to spice things up. The act of figuring out your team, your opponents, and tightening up your run is an exciting progression. But once this has been done, there is not much excitement left. You know you will use X team for Y hours and gain Z money. Random rewards in addition to static ones are an easy way to create lasting variation and excitement. Perhaps the current mystery box system should be reworked into tiers like bronze, silver, gold, and platinum. This way we can reinvigorate a wider variety of activities while preserving the easily distinguishable prestige of PvP rewards as the pinnacle.
  15. The current state of Masterball is inconsistent and counterintuitive. I propose we introduce a tradeable version that can be a rare drop or reward of some kind like the "charms" currently. It's fine if they cost upwards of $500k a piece. It's fine that they are rare and borderline unobtainable, but the state they are in currently just doesn't make sense. If there is a tradeable version, people can actually use these balls for once without the fear they're gone forever. Also, the most desired use for the ball which is to use it on a bred 'mon is now available. Best case scenario: You get a wild hair and decide to throw a masterball at the precise moment you happen to be in an encounter with your perfectly IV'd and natured mon. Never gonna happen, not only because this encounter is less likely than aliens visiting earth, but because nobody uses masterball. It's a 1/4 off your account forever, the result being people just never use them. The practical META: You accidentally found a wild shiny abra and have nothing to guarantee it won't teleport away. Again, super unlikely but this is accepted as the best use for a masterball. Even still, it's a 1/4 off your account and once you're on your 5th shiny abra, you'd better just start carrying a mean looker as your party lead from now on. Most likely you're going to want to breed that abra at some point or sell it to someone who will, essentially wasting the ball anyways as it can't be used on a bred pokemon, unlike every other ball in the game. Currently, the mechanics of the rarest most prized ball just don't make sense. It's essentially a high quality bag weight most will either never use or waste intentionally as a joke. I can understand not wanting to give players the ability to have a stock of these 100% catchrate balls, but they could be used as incentive and actually stimulate the economy a bit given that distribution is balanced correctly. Maybe give it a chance to drop from a particular PvP crate that is only obtained through playing Doubles, or UU or whatever happens to be the PvP tier that is most deserted at the time?
  16. https://youtu.be/3R10XK7gMSo In no way is this intended to belittle the existing achievements of this game and it's developers. I'm extremely grateful and proud of the job they've done so far, but I felt this post was necessary given the notions I've heard specifically from staff members that Johto is not worth implementing. To say Johto doesn't add much is to plead ignorance as to why this franchise became legendary in the first place. The setting, the characters, the music, the stories, the emotion- the first five generation games were built from a timeless archetype. These places have a feeling, an atmosphere, they mean something. Yes, it is definitely worth having as much of that as we can get! Otherwise, why not just delete all but one of the regions and inject the missing pokemon into the encounter tables? Why add any of the regions if simply making more pokemon available was the only requirement for viability? If it's just supposed to be an endgame pvp simulator, there are other game formats which already do that better. I would argue that most people don't care about PvP, a two hour story and new land to explore is their endgame. An MMO is defined by it's vast regions, population, variety/depth of endgame activites, and motivation to participate in the preceding. I think PokeMMO is the best pokemon game running, literally what the vanilla game could be if its developers weren't tasked with selling consoles and overpriced merchandise rather than doing right by the game. Most of us already use a heart gold rom for sprites, meaning Johto is poised as the largest, most readily available, and feasible upgrade to this game. People ask about it all the time for a reason- I know there are a lot of jokes, but most of us actually have a genuine desire to see it implemented. Anything great is worth doing, MMOs require a lot of time invested by the player but they will hesitate to commit to something that feels incomplete. If I were a developer, I would want to finish the foundation before polishing the details, and Johto seems like the last missing piece of that foundation. Judgement upon what people do or do not engage with, what brings them in or retains them, remains obscured so long as the foundation remains unfinished. The first ten years have been extremely successful for this game and here's hoping the next ten push even further towards the realization of it's full potential. Here are just a few things off the top of my head added by Johto: 50+ areas to encounter pokemon 11 settlements 8 gym leaders Trainer tower/Battle Frontier Apricorns/Ball Crafting (Heavy Ball, Lure Ball, Friend Ball, Love Ball, Level Ball, Fast Ball, Moon Ball) Game Corner Safari Zone Whirlpool (New Ocarina)
  17. Imagine how lucky you have to be to find a shiny, you'd have to be 10 times that lucky to find one because of a shiny charm (10%) I'm not accusing PokeMMO of intentionally misleading people, rather, being overly optimistic that the average player will bother to seek out the information, let alone understand it. "10%" sounds a whole lot better than "1 in 300,000" while in this case, they are the same thing. People have a natural bias towards what they want or wish to happen, which further skews the misconception that shiny charm is going to make any difference when it most likely will not. Statistically, if you have a 10% buff running at all times you can safely attribute your 11th shiny to that charm. Think about that, 11 shinies before the charm actually pays out! Let's assume you're incredibly lucky and find one shiny every 8 hours by hunting hordes of 5, it will take 88 charms to satisfy the statistics. The charms themselves are worth 400k, not because of their effectiveness, only because of their rarity. The price is another factor which falsely manipulates someone's bias into believing it's going to make a more than realistic difference. It's a gimmick, it's for fun, it's not a serious way to increase your shiny rate. Unless you intend on using hundreds of them, at which point I would argue that you have enough time and patience it'd be better to save that money anyways. What's another day or two of hunting compared to the tens of millions you would throw away on charms? I'd estimate you're most likely wasting money on at least a 10:1 ratio by using these charms. Perhaps it would seem less misleading if the information were included on the charm itself in game, since a lot of people can't or won't tab out and look it up in a browser (mobile users): Credit to Seth's shiny hunting post Standard PokeMMO Shiny Rate: 1/30000 or .0033% Link (+5%): 1/28500 or .0033165% (+1/600000 or +.000165%) Charm (+10%) : 1/27000 or .00363% (+1/300000 or +.00033%) Donator + Link (+15%): ~1/25650 or .003795% (+1/200000 or + .000495%) Donator + Charm (+20%): ~1/24300 or .00396% (+1/150000 or +.00066%) Due to the uniqueness of shiny hunting as an endgame activity and the unintentional effects these charms have due to a person's natural bias, the game would benefit from making these numbers more clear and readily available to users who might otherwise feel mislead and thus discouraged from further interaction with the game. TL;DR Put the actual rate increases on the shiny charm instead of "10%" as it's extremely misleading Shiny Charm (+.00033%) ---------- Time only consumed while online ---------- A charm which grants an additional 1/300000 chance to encounter a shiny Pokémon. Stacks with donator status. Consumed upon use. Effects last 1 hour. Link members receive a .000165% bonus.
  18. This is my personal route I wrote when sinnoh came out: You will need fly, surf, cut, defog, and rock smash to complete the route. Repel recommended. Always defog before you encounter Pokémon from the trees in the defog areas or you'll have a bad time.
  19. They could just cut johto kanto off with a roadblock, or make it so there's a loading screen teleporting to fire red kanto when you cross the threshold between them. I don't think they're going to get rid of fire red kanto as it was the original region and it's already working. It'll be a lot easier to build johto on top of what we've got than to redo kanto as well. I actually like that kanto feels old, updating to HGSS would put it at gen4 graphics which doesn't seem right to me. The chief reason given by the devs on why johto isn't added yet is because it adds no new pokemon that aren't already available, which tells me it's even less likely they would want to overhaul kanto in the process of adding johto. The real reason johto should be added is like all the other regions, they're beloved and many players' first or favorite region/characters/story. In my opinion, one of the best parts of MMO is completing the different regions. The fact you can hold events, hangout, or just visit new places, seeing the sights and sounds, is enough reason to add johto in my book. However, there are several features we are missing without johto, like apricorns and some different types of balls. Why not change some of the encounters in fire red, removing johto mons so as to make them more exclusive to the new region? Make the encounters in kanto more like gen1 kanto and those in johto more like gen 2 johto. Regardless, I think johto is a big content update that should make it into MMO eventually. It will always feel like something is missing without it.
  20. I've beaten all four regions twice and I think the balance is fine. Personally, I would get very bored if every gym leader was monotype without items or coverage moves. If I wanted that kind of experience, I could just play the originals. If you're healing several rounds in a match, your team is probably under leveled or there's flaws in your strategy. You're not forced to burn items, just lose the fight and grind some levels and/or swap out some different pokemon. I wouldn't be surprised if the AI does have heightened accuracy as its a simple way to raise difficulty. Even with these crutches, NPC fights are vastly easier than PvP, only a little skill and patience are required to complete the game.
  21. Do you like shinies? Ever felt bothered that something so rare should feel like a burden to carry around? Excessive weight loss from running back and fourth to the PC? Hey Trainers! We know that shinies are ultra rare fair so it's only natural that you'd want to show them off wherever you go, and now you can with the new shiny case! Since shinies are so rare and expensive, it's nearly impossible for average trainers to breed them into something worthy of a coveted slot in their ultra competitive teams. With shiny case, simply drag and drop your shinies into the box to use them anywhere without taking up a slot on your team! The shiny case makes it so that those coveted pokemon are never too far away for a mad flex on your rivals! The pokemon will stay in your PC, but by interacting with the case, you can select it as a follower or just stare at its summary BECAUSE WHO WOULDN'T!? Use the patented chat link feature to show everyone in the world how lucky you are SRIF™ With awesome inventions like this, shinies are sure to be even more sought after than ever before! Never feel burdened again, buy shiny case today! Fine print: Pokemon stored in shiny case may not be used in battle, nor for HM use outside of battle, all pokemon stored in shiny case may only be used as follower or linked in chat. Shiny case is not liable for any injuries caused directly or indirectly from use of shiny case.
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