
Reputation Activity
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Desu got a reaction from BiuBiv in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from Chele in GTL QoL FeaturesThe "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
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Desu got a reaction from OfficialDarku in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from Chele in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from NoGoodLife in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from Zenor in GTL QoL FeaturesThe "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
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Desu got a reaction from psychopathh in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from cloo in GTL QoL FeaturesIt already does. Am I misunderstanding something?
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Desu got a reaction from Xanarchy in GTL QoL FeaturesThe "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
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Desu got a reaction from Al3kibu in GTL bugged "unknown error occured"Should be fixed, it was breaking on certain specific price points.
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Desu got a reaction from Chele in GTL bugged "unknown error occured"Should be fixed, it was breaking on certain specific price points.
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Desu got a reaction from hymothy in GTL bugged "unknown error occured"Should be fixed, it was breaking on certain specific price points.
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Desu got a reaction from CALLMESENSEIX in GTL bugged "unknown error occured"Should be fixed, it was breaking on certain specific price points.
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Desu got a reaction from Bestfriends in Devs - Quick PRNG QuestionFor certain high value events like shininess, ivs, egg randomness, mysterybox items we use a shared SecureRandom instance with no seeding. This means everyone shares the same high quality random source.
For low value events like battle events, we use ThreadLocal pseudorandom number generators. These are similar to the random number generator you'd expect in a single player game, but these are shared between many players. Due to the way networking and scheduling work, it's unpredictable which thread will process a request, and therefore which of these random instances will be used.
This ends up being a very simple API which we call whenever random numbers are needed. Something like Rng.get(0, 4) to get a random number between 0 and 4.
tl;dr, there's no user specific data involved in the pseudorandom number generators.
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Desu got a reaction from Mezcalino in PokeMMO Staff ListingAdministrators, Developers
Desu:
Lead Developer / Systems Administrator
15+ Years MMORPG development experience
Squirtle:
Staff Administrator / Controller
Kyu:
Product Developer / Creative Lead
5+ Years MMORPG development experience
Shu:
Product Developer
20+ Years MMORPG development experience
Vukooo:
Product Developer / iOS Developer
2+ Years MMORPG development experience
Rache:
Lead Game & Graphics Designer
Shananagans:
Froggy:
Cuquin:
Game Artists
Game Masters, Moderators
Bearminator:
Head of English Staff
Player Reports Manager
YIBU:
Head of Chinese Staff
Teddiursa:
Support Manager
SecretDjinn:
Seth:
Xi:
Senior Game Master
SecretDjinn:
Ban Appeals Manager
Mikyii:
Revz:
Cosmooth:
Bulb:
ZacC:
Enzo:
ARD:
chenshushu:
Nathan:
Austin:
Game Master
Munya:
DeusBruno:
Maka:
BBAADDE:
Tsiy:
Playnerx:
Speshial:
Matsui:
Ven:
Empties:
Biel:
StJohnYolanda:
MMDonkeyt:
Global Moderator
Cecilia:
Soygi:
HAP:
Parke:
CALLMESENSEIX:
Grzo:
Hyper:
In-game Community Managers
Forum Section Moderators, Other Roles
GameMasters
Player Reports Moderators
ARD:
CN Support Supervisor
Zacc:
Social Media Manager
Nathan:
Speshial:
Maka:
HAP:
Social Media Moderator
Cosmooth:
Head Event Coordinator
Enzo:
Discord Support Manager
Bulb:
Biel:
Discord Support Moderator
DeusBruno:
Events Coordinator
Munya:
Teddi:
Parke:
Revz:
Bug Moderator
Xi:
Bulb:
Enzo:
ARD:
Revz:
Austin:
Matsui:
Maka:
Support Moderator
Soygi:
Trade Corner Moderator
DeusBruno:
Enzo:
Competition Alley Moderator
Bearminator
Guide Tavern Moderator
BBAADDE:
Customization Moderator
ZacC:
Nathan:
Creative Media Moderator
Soygi:
Multimedia Moderator
Playnerx:
Team Recruitment Moderator
Munya:
Tsiy:
Suggestions Box Moderator
Speshial:
Shiny Showcase Moderator
Mikyii:
Parke:
Clubs Moderator
DeusBruno:
Unofficial Events Moderator
_________________________________________________
Special thanks to @Darkshade for many years of graphics design work
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Desu got a reaction from Trocustar in Character Name ExpirationWe will soon be implementing name expiration for inactive characters. An inactive character may have their name claimed by another user if they meet all of the following conditions:
Has never purchased Reward Points.
Has not reached max level cap in all available regions.
Has no shiny OT monsters.
Is inactive.
Is not banned.
Being inactive is based on a character's last online time and total played time:
100+ hours of played time:
Will not be considered inactive.
60-99 hours of played time:
Last online over 4 years ago.
48-59 hours of played time:
Last online over 3 years ago.
24-47 hours of played time:
Last online over 2 year ago.
6-23 hours of played time:
Last online over 1 year ago.
<6 hours of played time:
Last online over 6 months ago.
For the first month the conditions are met, only a Name Change Contract may be used to claim an expired name.
If your character's name has been claimed by another user, you will have to choose a new name to continue playing. It is not possible for staff to recover your name. Attempting to buy or sell character names will result in a permanent ban.
Name expiration will begin on June 1st at 00:00 UTC for Name Change Contracts.
Name expiration will begin on July 1st at 00:00 UTC for general availability.
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Desu got a reaction from elainawastaken in Character Name ExpirationThe duration of Character Name Reservations has been extended to 6-12 months. For more information please see the Character Name Reservations knowledge base article.
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Desu got a reaction from Mezcalino in Devs - Quick PRNG QuestionNo.
It doesn't matter what gets processed first. Every call is simply a "Give me a number between 0 and X.". Going first or second doesn't change the likelihood of the result being favorable.
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Desu got a reaction from Panotxa in Devs - Quick PRNG QuestionCorrect, but it is a cryptographically strong random number generator. This means that it is not deterministic and unpredictable. Even someone attempting to study all of the output would not be able to tell if it was complete or if it was shared.
Depends on what it is. Most things are hardcoded. If there's a 25% chance, it might look like if(Rng.get(0, 3) == 0) where it can return any number between 0 and 3. (0,1,2,3). And 0 will occur 25% of the time. Some things have config options which could be changed globally at runtime. (This means we could NOT change it for a single person)
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Desu got a reaction from Syntexqt in Devs - Quick PRNG QuestionCorrect, but it is a cryptographically strong random number generator. This means that it is not deterministic and unpredictable. Even someone attempting to study all of the output would not be able to tell if it was complete or if it was shared.
Depends on what it is. Most things are hardcoded. If there's a 25% chance, it might look like if(Rng.get(0, 3) == 0) where it can return any number between 0 and 3. (0,1,2,3). And 0 will occur 25% of the time. Some things have config options which could be changed globally at runtime. (This means we could NOT change it for a single person)
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Desu got a reaction from Patrouski2 in Devs - Quick PRNG QuestionNo.
It doesn't matter what gets processed first. Every call is simply a "Give me a number between 0 and X.". Going first or second doesn't change the likelihood of the result being favorable.
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Desu got a reaction from MegaBladers in Devs - Quick PRNG QuestionNo.
It doesn't matter what gets processed first. Every call is simply a "Give me a number between 0 and X.". Going first or second doesn't change the likelihood of the result being favorable.
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Desu got a reaction from TallyHack in Devs - Quick PRNG QuestionNo.
It doesn't matter what gets processed first. Every call is simply a "Give me a number between 0 and X.". Going first or second doesn't change the likelihood of the result being favorable.
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Desu got a reaction from Shadow84700 in Devs - Quick PRNG QuestionFor certain high value events like shininess, ivs, egg randomness, mysterybox items we use a shared SecureRandom instance with no seeding. This means everyone shares the same high quality random source.
For low value events like battle events, we use ThreadLocal pseudorandom number generators. These are similar to the random number generator you'd expect in a single player game, but these are shared between many players. Due to the way networking and scheduling work, it's unpredictable which thread will process a request, and therefore which of these random instances will be used.
This ends up being a very simple API which we call whenever random numbers are needed. Something like Rng.get(0, 4) to get a random number between 0 and 4.
tl;dr, there's no user specific data involved in the pseudorandom number generators.
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Desu got a reaction from ChihuahuanRaven in Devs - Quick PRNG QuestionFor certain high value events like shininess, ivs, egg randomness, mysterybox items we use a shared SecureRandom instance with no seeding. This means everyone shares the same high quality random source.
For low value events like battle events, we use ThreadLocal pseudorandom number generators. These are similar to the random number generator you'd expect in a single player game, but these are shared between many players. Due to the way networking and scheduling work, it's unpredictable which thread will process a request, and therefore which of these random instances will be used.
This ends up being a very simple API which we call whenever random numbers are needed. Something like Rng.get(0, 4) to get a random number between 0 and 4.
tl;dr, there's no user specific data involved in the pseudorandom number generators.