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Desu

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Everything posted by Desu

  1. Yep. This whole idea is based around refinement, not mass production.
  2. It seems there is a certain subset of our players who basically only play the game to breed and sell the offspring for monetary gain. They're playing it as an sort of 'Breeding Simulator' where the end goal and gameplay is to amass money/ingame items/shinies. And their own competitives gave them a huge advantage at this, they simply put in time + a little money and got a larger return on their investment. This update breaks that entire method of gameplay. We find this to be the better tradeoff obviously, but you can see why they might be a little annoyed.
  3. The reason why this doesn't work is you can still create tons of clones. A breeds with B, you get C. C Breeds with D, you get E. You now put in 3, and you have 5. One of which can still breed, the others you can sell/battle with. It also becomes a whole second issue with trading, for new players unaware of neutering will buy a neutered for normal prices and so forth.
  4. Desu

    About PST

    Oh, I was wrong. He's attempting to justify others making mistakes/rushing stuff in order to tell us we should too.
  5. Desu

    About PST

    To my limited understanding of Destiny, he was bashing it. They didn't have the smoothest of updates.
  6. Desu

    About PST

    It doesn't matter what timezone you're playing in. Nothing on the test server will be kept.
  7. The goal of breeding is being changed from a cloning to a refinement mechanism. Refinement where you put time and resources into making something better, instead of just time. I'm sure you've played other MMO's with refinement mechanisms. Things like enchantment which take resources for the possibility of making an item better.
  8. 24/08/2014 Patch: Fixed an issue where certain Controller configurations could make the Settings menu inaccessible. Fixed preset controller configurations not loading correctly. Fixed an issue where certain battle functions could erroneously be called multiple times. Fixed an issue where, under certain circumstances, AI in Double Battles would not have been able to choose a suitable swap after fainting which could result in the battle not being able to proceed. Fixed an issue where, if the player used a revive with only 1 party member alive, and attempted to swap into the revived party member, a deadlock could occur. Fixed an issue where Struggle could be affected by Torment. Fixed an issue where multiple Release dialogues could be generated via certain actions. Mail / Enigma Berries may now be Tricked / Thiefed. Fixed an issue where Trainer Tower NPC items could be Thiefed permanently. TMs are no longer usable inside the Trainer Tower. Fixed an issue where colourable Gift Shop items would not render the default colour tint. Updated FAQ Fixed an issue where Lickitung would not be able to flee in the Safari Zone. Fixed an issue where Desu's Labcoat was colourable on purchase. Players who own a colourable version of the item Desu's Labcoat with a default Grey tint may have theirs traded for a non-coloured, White version by sending a PM to Desu on the Forums with the PM title "Labcoat Colour Exchange".
  9. 21/08/2014 Patch: Fixed several server crashes which could result in AI freezing in a battle. Fixed several client crashes. Fixed an issue where moves/abilities with a turn-skip function (e.g. Truant/Fake Out) would not behave correctly in certain scenarios. Fixed an issue where relogging inside of the Trainer Tower could force you back to the lobby prematurely. Fixed an issue where leaving the Trainer Tower early would result in no Battle Points being paid out. Fixed several nonsensical wild spawns. Fixed Trainer Card texture rendering. Fixed an issue where Choice Band would deal more damage than intended. Fixed happiness for parties in Trainer Tower. Fixed an issue where fishing rods would visibly be usable while in battle. Fixed NPC interaction with President in Silph Co. Reduced TT entrance fee. Shards are now more prevalent in the world.
  10. Features General Artificial Intelligence Added support for basic attacking moves. Added support for swapping mid-battle Added support for choosing party members post-fainting Move Tutors People from far-off lands seeking rare Shards have been spotted throughout the Sevii Islands. Players looking to trade may be rewarded for their efforts. Environmental Effects It may now rain in the overworld. This effect is dynamic and will cause rain in-battle. Certain caves will now have fog effects. Certain areas in the world will now have night-time light effects. Added various environmental animations. Teams Added team disbanding. Once requested by the team's leader, a Team will disband after 24 hours Reworked Team Ranks: Added 3 additional Ranks Renamed rankings Leader -> Boss MOTD character limit 255 -> 500. Team maximum player counts have been increased from 100 -> 150. Latin-Extended charsets enabled for Team Tags/Team Names (encompassing ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõöøùúûüýþÿ ) Team Information is now broadcast to all online players when it is updated. Team members will now have a teal name indicator in the overworld. Duels Added automated Tiering support for Standard/Tournament Mode duels. Added ruleset selection support for Standard duels (incl. non-standard Freeze / Item rulesets). Added optional time limit enforcement. Direct item trading is now available through the Trade interface. This function allows players to directly trade large stacks of items. Expanded Friends List / Block List capacities to 250. Client / GUI Move Animations: DOOM DESIRE PSYCHO BOOST WATER PULSE RAIN DANCE SANDSTORM HAIL SUNNY DAY Sleep (Status Ailment) Burn (Status Ailment) Poison (Status Ailment) Paralysis (Status Ailment) Frozen (Status Ailment) Confusion (Status Ailment) Added controller support for all in-game GUIs The main HUD may now be accessed through a keybind. Added "Nearby Players" menu to interact with other players directly. This may be accessed through the Game Menu or through a specified keybind. Added Borderless Window Mode. Added Gold font for Shiny chat links. Various sprite/texture improvements. Added option for displaying your own nameplate during gameplay. Party member sprites now render behind Substitute sprites. Hidden Power typings will now be displayed in the Summary window when it has been confirmed via the Hidden Power Diviner. Adjusted how Summary windows spawn to be more user-friendly. Genders are now shown during the Breeding removal dialogue. DND response messages will now be in the Whisper chat type. Trainer Tower (PvE) The Trainer Tower is a PvE instance in which players battle against NPCs while climbing the tower. This area has 8 floors to conquer. Opponents in this instance will have their party members' levels scaled to the highest level of your current party, with a minimum of 50. This instance requires a small entry fee to participate in. This instance may be repeated infinitely with no cooldown. Players are rewarded with Battle Points based on their performance. The higher you climb, and the less healing you take, will result in higher Battle Point rewards. Battle Point payout rates are currently at a reduced rate for initial Artificial Intelligence evaluation. These will be increased at a later date. Balancing General NPC Trainer Rematches will now scale based on the player's current progress in the game.Trainers will now scale their party's levels and compositions based on the player's current badge progress. Money gain is not scaled up and will respect standard VS Seeker gains. TMs / HMs will no longer completely renew PP upon applying to a move slot. e.g. If a 5 PP Move is overwritten with a 40 PP HM/TM, the remaining PP will still be 5/40. Existing Move Tutors will now be reusable, but cost a small amount of money for their services. This applies to the first and subsequent usages of the Tutor. Moves already available via a Move Tutor are no longer able to be passed on via breeding. Fishing Rods will now consume Repel/Safari steps on usage at a rate of 1 step per cast. Moon Stones may now be sold. Certain TM/HMs now have expanded species lists with accordance to later generations. These are; Dragon Claw Calm Mind Taunt Blizzard Hyper Beam Light Screen Rain Dance Safeguard SolarBeam Earthquake Shadow Ball Brick Break Reflect Shock Wave Flamethrower Sandstorm Rock Tomb Aerial Ace Torment Thief Overheat Fly Surf Strength Flash Rock Smash Moves Critical Hit changes: Damage boost by Critical Hits has been reduced to 1.5x (from 2x). Crit chances changed to 6.25%/12.5%/50%/100%/100% (for each stage, respectively). Crit stage increases for High Critical-Hit Ratio moves reduced from +2 to +1. Focus Energy crit stage increase improved to +2. Taunt's duration is now 3 turns. Encore's duration is now 3 turns. Hidden Power's Base Power has been increased to 70. Sleep's status effect will now last from 1~3 turns. Overheat will no longer make Contact. AncientPower will no longer make Contact. Thunder Wave will now be prevented by Volt Absorb. Blizzard will now have 100% accuracy during Hail. Skill Swap / Role Play / Trace will now trigger swap-in ability effects after the new ability is copied. (e.g. Opponent swap-In with Intimidate -> Traced Intimidate! -> Opponent is now Intimidated.) ORAN/SITRUS berry will now activate at <50% HP and give 25% HP heal. Added WATERFALL secondary effect: Waterfall now also has a 20% chance of causing the target to flinch. BIND-type skills' durations are now 4-5 turns, from 2-5. WHIRLPOOL power changed to 35. Accuracy changed to 95. Wrap accuracy changed from 85% to 90%. Bind's accuracy changed from 75% to 85%. Clamp's accuracy is increased to 85. FIRE SPIN power changed to 35. Accuracy changed to 95. SAND TOMB power changed to 35. Accuracy changed to 95. Bubble's power changed from 20 to 40. Recover's PP reduced to 10. Psywave's accuracy changed from 80% to 100%. Meteor Mash's power changed from 100 to 90. Accuracy changed from 85% to 90%. Scary Face's accuracy changed from 90% to 100%. Burn no longer halves Facades Attack. LIGHTNINGROD now gives immunity to all electrical attacks, and raises SPATK of the user by 1 stage whenever they are hit by one. Color Change now activates after the last hit of a multi-strike move. Future Sight's power is changed from 80 to 100, its accuracy from 90% to 100%, and its PP from 15 to 10. Future Sight will now use Psychic-type damage. Sunlight from Drought activation now only lasts 5 turns. Rain from Drizzle activation now only lasts 5 turns. Sandstorm from Sand Stream now only lasts 5 turns. Snatch can now steal Wish and Conversion. Curse is now a Ghost-type move Conversion can now be used on Curse Conversion2 can now be used on Curse Air Cutter has a base power of 60 Crabhammer now has 100 Base Power and 90% accuracy. Leaf Blade now has 90 base power Toxic now has an accuracy of 90% Will-O-Wisp now has an accuracy of 85% Glare now has 100% accuracy GigaDrain PP Increased to 10. Base Power increased to 75. Absorb PP Increased to 25. MEGA DRAIN PP Increased to 15. VINE WHIP PP Increased to 25. Base Power increased to 45. Disable lasts 4 turns. Disable accuracy is changed from 55% to 100%. Cotton Spore accuracy increased to 100. Snore's power changed from 40 to 50. Covet's PP is changed from 40 to 25. Thief's power changed from 40 to 60. PP changed from 10 to 25. Uproar's power changed from 50 to 90. Uproar now lasts 3 turns. Mirror Coat's compatibility has been updated in accordance to later generations. Updated During-Turn priority. Ordering is now: +7. Pursuit (If target opponent switches, otherwise priority is 0) +6. Switching out, using items, escaping, charging of Focus Punch +5. Helping Hand +4. Detect, Magic Coat, Protect, Snatch +3. Endure, Fake Out, Follow Me +2. ExtremeSpeed, +1. Bide, Mach Punch, Quick Attack 0. All other moves -1. Vital Throw -2. None -3. Focus Punch -4. Revenge -5. Counter, Mirror Coat -6. Roar, Whirlwind -7. Fleeing Updated End of Turn priority for moves. Ordering is now: Weather Effects (Hail, Rain, Sandstorm, Sun) Rain Dish Doom Desire/Future Sight hit Wish activation Shed activation Leftovers activation Ingrain effects Leech Seed effects Burn/Poison status ailments Nightmare effects Curse effects Bind-type effects (Bind, Clamp, Fire Spin, Sand Tomb, Whirlpool, Wrap) Taunt ends Encore ends Disable ends Yawn activation Perish song effects Reflect-type effects end (Reflect, Light Screen, Mist, Safeguard) End of Outrage, PetalDance, Thrash Uproar ends Speed Boost activation Stat Stage increasing berries now activate immediately instead of at the end of the turn. Bug Fixes Client Fixed crash issues related to skill animations on very low-end PCs. Fixed many memory-related client performance issues. Fixed movement sometimes not being restricted by hotkeyed items' usage. Fixed GBA battle start animations. Added default animations for move types that have an applicable animation to be shown. Added evolution animations for evolution stones. If you cancel this animation, you will not get your evolution item back. Fixed eggs showing up as active party members in party indicators in spectator mode / battles. Fixed client deadlock due to Destiny Bond's interaction with Ingrain-type skills. Fixed certain items (e.g. Amnesia Brace) not showing their icons if given to a party member as a held item. Fixed FocusEnergy not showing it failed if it was already used. Fixed Grudge's message when PP was drained. Fixed Rapid Spin's message showing the wrong name. Fixed an issue where players could interact with Slot Machines from nonsensical directions. Fixed Double Battle EXP gains so that it properly shows the second amount of EXP being gained. Fixed an issue where NPCs would not initiate a double battle unless the player had more than one party member. Fixed an issue where, if a player spectated another player in the Safari Zone, it would show the lead of their party instead of their player sprite. Fixed several issues with sprite heights in spectate mode. Fixed certain tile corruption issues which would result in tiles being rendered as white blocks. Fixed an issue where multi-turn moves could cause the opponents to appear to faint instantly after another opponent fainted. Fixed "Bag" window being usable in-battle via hotkeys. Fixed evolution animation to no longer show dummy battle. Fixed Fishing Rods creating pop-up bubbles in-battle when attempting to use them. Fixed certain NPC sprites not being rendered at the correct height during Battle Start animations (Tubers, etc.) Fixed line wrapping for very long Trainer names (e.g. Ranger class). Fixed status ailments to be removed on fainting. Fixed Overheat/Psycho Boost collision in Dex. Fixed an issue where grass animations could clip on top of player sprites. Fixed overworld sprite for Town Map. Fixed town map flight icons to correctly show after you have the proper pre-requesites (i.e. badge count, location unlocked) Fixed town map gender icons for women. Fixed DS-rom Boulder sprite so that it renders correctly when moved East. Fixed an issue where VS Seeker icons would persist after interacting with an NPC. Fixed an issue where Bad Word Filters would be applied to NPC Chat. Fixed an issue where chat bubbles would display raw chat item text instead of its intended linked item. (i.e. {M:XXX;XXX:XXX} ). Fixed certain grass animations clipping over the player when moving in certain directions when the "Render All Player Grass Animations" toggle was On. Fixed rendering issues with certain environmental tiles, causing them to render on top of players instead of underneath them. Fixed an issue where a player could be prompted to use another Repel if their Repel ran out right as they had a wild encounter. Fixed an issue where if you attempted to right-click a player's name from the chat box, and the target was not in the same map as you, it would show options that are non-functional (Duel, Trade). Fixed border tile animations for water. Fixed right-click menus being able to pop-up out of bounds of the window's resolution. Fixed unknown entrants showing up in the Dex's search function. Fixed an issue where clicking the "Announcements" function in the chat box would attempt to open a whisper with the non-existant player "Announcements". Improved screen jittering for character sprites during movement. Fixed "Remove Item" dialogue so that it is no longer generated from non-party members (PC, Trade, etc.). Fixed town map so that it closes if flying to the same map you are currently on. Fixed "No Badge" message popping up if attempting to use an HM without knowing the skill (e.g. interacting with water). Fixed Nickname / Character Creation dialogues to no longer allow invalid characters / character amounts. Fixed line wrapping for egg move diviner. Fixed master ball warning indicator spawning multiple dialogues if clicked >1 time. Fixed "create team" dialogue not being closable by pressing Team Window hotkey. Money will now be updated dynamically in the Trainer Card. Fixed dialogue popup placement for Rival/Professor interactions. Fixed Followers showing up in doors you just walked out of. Fixed characters being able to move when responding to movement hotkeys when chat window is focused. Fixed starter names in E4 Victory dialogue. Fixed "Use Another Repel" dialogue to use the previously used repel type, instead of always Max Repel. Fixed duplicate "Repel has worn off" message on end. Fixed logic which prevented repels being used at 1 step when the dialogue was popped up. Fixed linebreaks for nature flag unlock messages in-battle. Fixed status ailment icons not showing up in the party frame during Tournament Mode. Fixed grass animations on certain maps (e.g. Cycling Road Grass). Fixed Transform status not displaying correctly to spectators on spectate start. Fixed an issue where Trace would display the incorrect ability name if tracing a target with trace who already traced another ability. Fixed rendering issues with border tiles where incorrect rendering would cause black tiles to show up in borders just outside the visible map. Fixed font rendering on licensing screen. Fixed Substitute sprite position in Double Battles. Fixed rendering for non-standard border sizes (e.g. Safari) "Cancel Spectate" function will now stop the observation immediately instead of when the turn's queue has ended. Fixed a bug where hotkeyed items would be used when dragging to another hotkey slot. Fixed an issue where, if a scripted encounter occurred, its battle background would not properly reflect the current terrain. Fixed an issue where followers would not be selectable if they were north of the player character. Fixed an issue where you could not select other players that were underneath follower sprites. Fixed cancel function via hotkeys ("B") to properly interact with several GUI window types (e.g. vending machines, item selection dialogue) Server Fixed out-of-battle HMs being usable by linked summaries that you are not the owner of. Fixed trade evolutions showing "Go Null!" in a dummy battle. Fixed spectating showing the "Go X!" message upon starting spectating. Fixed alive/fainted statuses not updating correctly on spectate start for party members that have already fainted. Fixed HP overflow when dealing enormous amounts of damage. Fixed exploit with HM Cut which could allow players to bypass certain storyline elements if a party member with cut was traded to the player prematurely. Fixed an issue which would cause amount rolls for multi-hit moves (amount of hits to inflict) to greatly favor low results. Fixed an issue where multi-hit moves would not be stopped if a status ailment that should stop attacking (Sleep, Freeze) was inflicted in the middle of the multi-hit attack. Fixed Teleport not being affected by trap abilities (e.g. Arena Trap). Fixed Flash Fire not preventing Will-O-Wisp's Burn. Fixed Fakeout + Baton Pass interaction. Fixed Egg Flag counts being incremented in the Safari Zone. Fixed certain outdoor maps to correctly abide by weather, and enabled Fly on them. (Roofs, etc.) Team Chat will now obey blocklists. Fixed an issue where client desync could occur when interacting with Bench tiles, resulting in movement lag when attempting to walk over them. Fixed an issue where subsequent evolutions in an evolution queue would be cancelled if a prior evolution was cancelled (breaking the queue.) Fixed an issue where Egg Move Flags could have multiple increments triggered through multi-turn skills. Egg Move Flags will now only trigger when PP is consumed (but is not dependant on how much PP is consumed). Fixed an issue where genderless species were able to breed with each other. Party members are now revived if they level up and gain HP. Fixed an issue where, if a player encountered a wild spawn at the same time as starting a scripted storyline segment, a client deadlock would occur. Duel requests are now prevented if the target is interacting with a PC. Fixed Baton Pass being able to pass Skill Swapped abilities / typings. Fixed Encored skills being able to have priority modified during skill selection. Fixed Snatch interactions with Stockpile, Substitute, Heal Bell, Ingrain, Mist, Safeguard. Fixed storyline eggs to hatch at the proper level. Fixed rounding issues for certain skills ending up doing less than 1 damage. The following skills will now round up correctly to 1 damage: Weather Effects/Bind/Leech Seed/Spikes/Toxic/Burn/Poison/Curse/Nightmare. Fixed Reflect and Light Screen to no longer reduce damage of Set Damage & Percentage-Based damaging moves (e.g. Super Fang, Seismic Toss, Sonicboom, Dragon Rage, etc.) Fixed/Added broadcasts for ABSORB/GIGA DRAIN/LEECH LIFE/MEGA DRAIN/AROMATHERAPY/HEAL BELL/BRICK BREAK/CHARGE/DETECT/PROTECT/DREAM WATER/ENDURE (Cast time)/FOCUS ENERGY/FORESIGHT/ODOR SLEUTH/GRUDGE/HAZE/LIGHT SCREEN/REFLECT/LOCK-ON/MIND READER/MAGIC COAT/MIST (Cast + On prevent stat change)/PAIN SPLIT/PERISH SONG (Cast + end of turn)/REFRESH/REST (Regained health message)/SPIT UP (Failure message)/STOCKPILE (Failure/Success cast messages)/SWALLOW (Failure/Success cast messages). Fire-type skills which deal damage will now unfreeze frozen targets. NPCs will now abide by PP restrictions. Fixed error handling for very long chat messages. Fixed an issue where the Rival NPC could be invisible in its scripted encounter on Four Island. Fixed certain signs being interactable via nonsensical directions. Fixed an issue where, if you attempted to Run or Swap while under the effects of Arena Trap-like effects, a turn would be spent. Fixed an issue where POISON GAS would hit less enemies than intended in Double Battles. Fixed an issue where SURF would not hit the correct adjacent enemies in Double Battles. Fixed an issue where FUTURE SIGHT-type skills' damage would not broadcast correctly. Other Added /lang Added /dialogtest Added ability to search via tier in Dex. Adjusted permissions for indoor maps. Indoor maps will now allow running. Removed spectate restrictions from blocked users. Sending excessive amounts of chat messages in public chat channels will now automatically suppress your ability to speak with other players. Elite 4 cooldown reduced to 30 minutes. NotesMinimum system requirements have been increased to OpenGL 2.0+ compliant graphics card. Older OpenGL specifications will have visual issues in some areas of the game.
  11. Desu

    Laidback Zone

    It's almost like classifying advertising takes into account intent.
  12. FeaturesHats. Lots of Hats. Balancing General Tournament Mode is now a pseudo-flat battles function and will no longer upscale party members below 50 to 50. Updated disobedience levels to be more fair to the early game: Badge0 10 -> 20 Badge1 20 -> 25 Breeding Pseudo-random threshholds for average non-directly inherited IVs reduced from -6/+3 to -8/+3. Increased nature inheritance chances from 20% to 40% for parents holding everstones. EconomicRe-enabled PAYDAY on wild spawns. Bug Fixes Fixed Hidden Power's Power display in skill tooltips. Fixed a bug where PP would not be healed in Flat Battles parties across matches. Fixed a bug where spectating after participating in a Ranked mode would sometimes cause the parties to not render correctly until a relog occurred. Fixed an issue where certain Ranked matchups would never start, and if a client attempting to spectate it, a client deadlock would occur. Fixed minimum trade level message for starters. Fixed EV explanation tooltip. Fixed an issue where mothers would not pass moves correctly sometimes. Fixed clauses broadcast not showing up in spectator mode. Fixed various missing moves for breeding and updated them to coincide with Gen 6.[spoiler]Added Egg Moves: Aron - Reversal Azurill - Camouflage Carvanha - Destiny Bond Castform - Cosmic Power Chansey - Seismic Toss Charmander - Air Cutter Chimecho - Cosmic Power, Recover Corsola - Camouflage Delibird - Spikes, Destiny Bond Duskull - Haze Heracross - Arm Thrust, Rock Blast Hoppip - Endure Houndour - Destiny Bond Kabuto - Take Down Kecleon - Camouflage Marill - Camouflage Mawile - Seismic Toss Mr Mime - Charm Mudkip - Barrier Murkrow - Flatter Numel Growth Roselia - Bullet Seed Sableye - Imprison Skitty - Cosmic Power Snubbul - Fake Tears Spheal - Belly Drum Spinarak - Megahorn Squirtle - Muddy Water Torkoal - Superpower Totodile - Flatter Added Move Tutor Moves: Snubbul - Super Fang[/spoiler]
  13. Desu

    Non-Linear Gameplay

    A non-linear themepark MMO is still a themepark MMO. It would take much more work to attempt to turn the existing region/storyline into a sandbox than just making it non-linear. A sandbox also requires a good amount of player controlled/influenced content, and a game would have to be made with this in-mind, and is not something one could simply shoehorn in later.
  14. The fuck is wrong with you people.
  15. You win a lifetime supply of moe.
  16. https://www.youtube.com/watch?v=-yNhl8wT3Pc
  17. If it would cost as much as 1 hour of grinding, it would be useless. If it would cost less than 1 hour of grinding, EVERYONE would use it. If it would cost more than 1 hour of grinding, NOBODY would use it. This doesn't seem like it has a chance of working.
  18. This would require storing lots of history in the database for a very minor feature. I do not see this feature justifying the resources needed to store all of the history.
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