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Desu

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Everything posted by Desu

  1. A blocklist GUI has been on the todo list for a while, it just isn't very important.
  2. It was planned, but after bikes it became a lot less important.
  3. The reason why this isn't already done, is that every person you block is another record in the database. Also, packets have a limited size, without more work to split the block list into multiple packets we would run into crash issues once you reach this limit. Or we could move block list client side, but it wouldn't be consistent with multiple computers, could be lost, isn't very user friendly.
  4. Bug Fixes Fixed an issue where spinning tiles in the Rocket Warehouse would not end properly, causing players to be stuck inside walls. Fixed an issue where players could circumvent border tiles in some situations. Fixed a crash related to player interaction with NPCs in some circumstances. Fixed an issue where players could become permanently stuck at the Elite 4. Fixed an issue where 2-turn moves would remain in their casting duration if the enemy rolled a flinch, paralyze, or sleep. Lapras' trade restriction has been removed. Fixed a bug where SPIKES would not be able to be laid if an enemy was in a semi-invulnerable state. Fixed a bug where SPIKES would deal damage to Flying-types and victims with the Levitate ability. Fixed a bug where SAND ATTACK would not hit Flying-types and victims with the Levitate ability. Optional Client Update Fixed an issue where colors for customizations would not be displayed in graphics environments which did not support OpenGL 1.4+ Fixed an issue where the coordinates for Six / Seven Isle fast travel were reversed. Notes This client update fixes several issues, but is not mandatory. Players may upgrade their client here.
  5. Desu

    Referral system

    Won't happen anytime soon for a few reasons. Main one being it reflects badly on our game when referral links inevitably get spammed everywhere.
  6. The item would be consumable. Every repick would consume one. The limiting factor would be how much each would cost. (No idea currently)
  7. Pick your nature random IVs? I could see that being picked up to save some time.
  8. It is possible to get an exact clone with a modified nature by catching another. Now I'm not saying you will get 100% matching IVs but it is possible to do the equivalent via catching. I'm more confused as to why you see this as a different end result. Hell, the item itself could randomize IVs. Then it quite literally would be easily done in normal gameplay.
  9. This is the only decent argument in this thread, I'll give you that. But it can be countered by considering it can be obtained through normal gameplay by simply catching more. The few exceptions to this would be single encounters via storyline which cannot be recaught without rerolling.
  10. Pay2Win can be defined as the ability to pay in order to gain a significant advantage over their opponents. Therefore normal players cannot hope to be on an even playing field without also paying. Pay2SaveTime can be defined as the ability to pay in order to do what can normally be done without paying but in a shorter period of time. Therefore normal players can compete on an even playing field without paying. (But would require more time invested) Pay2Win would consist of any of the following: The ability to obtain gear/skills/etc not normally obtainable. Usually including increased stats/powers/etc. Removing basic mechanics from gameplay unless payed for. Usually increased raid/instance reuse times, or restricting of quests. (See SWTOR) While at the same time nothing from the Pay2SaveTime would require you to pay in order to access. The same ultimate goal can be arrived purely though normal gameplay. With this said, we aren't planning to go Pay2Win. We would very much like to limit the effects of normal players gameplay from any donation related items. I've just grown frustrated and the constant throwing of 'Pay2Win' around even in entirely non pay2win suggestions.
  11. In this thread players confuse pay2win with small advantages. Even if you could theoretically change a nature by donating, this wouldn't automatically make you win.
  12. You seem to get trolled easily.
  13. If this is the case, I have seriously wasted shittons of time coding servers to be modular. It's just not ready yet.
  14. Donating for the ability to get unobtainable stuff... Yeah I'm not seeing that go over very well. (Considering the complaints about the shiny chance going from 1/8192->1.1/8192)
  15. Having private/custom channels isn't actually a bad idea... Solves the desire for 'private servers', allows sub communities, and possibly even language based channels.
  16. We didn't get around to getting all strings in the external files yet. There will be more added later.
  17. There are three types of string file. They all serve separate roles, and cannot be combined. PokeMMO client strings "data/strings/strings_en.xml" is the base english version. You can copy this to start an unofficial translation. These are named "strings_xx.xml" and contain strings distributed by PokeMMO. These are usually handled on our translation project https://translate.pokemmo.eu These strings are modified/updated frequently, manually distributing these translations is not ideal. Expand the following spoiler for detailed steps on how to setup a new language. GBA rom specific storyline strings. These are dumped from the client, and not distributed by PokeMMO. These are usually named BPR_xx.xml, BPE_xx.xml Expand the following spoiler for detailed steps on how to setup a new language. NDS rom specific storyline strings. These are dumped from the client, and not distributed by PokeMMO. These are usually named IRB_x_xx.xml, IRA_x_xx.xml, CPU_0_xx.xml, IPG_x_xx.xml, IPK_x_xx.xml The structure of these files files is slightly different. They do not have an equivalent in other format. These files must be used separately. Expand the following spoiler for detailed steps on how to setup a new language.
  18. Use the patch he provided on your FR rom, and then disable DS battle sprites in the settings.
  19. The main reason I think they wouldn't, is that their current model is almost indefinitely sustainable. An MMO could only hope to be just as profitable, but has a large risk of failing.
  20. There will be ranked battles which will record stats in the future. Duels are more casual and will be unranked.
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