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Desu

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  1. Like
    Desu got a reaction from BiuBiv in GTL QoL Features   
    It already does. Am I misunderstanding something?
  2. Like
    Desu got a reaction from Chele in GTL QoL Features   
    The "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
  3. Heart
    Desu got a reaction from OfficialDarku in GTL QoL Features   
    It already does. Am I misunderstanding something?
  4. Like
    Desu got a reaction from Chele in GTL QoL Features   
    It already does. Am I misunderstanding something?
  5. Flex
    Desu got a reaction from NoGoodLife in GTL QoL Features   
    It already does. Am I misunderstanding something?
  6. Like
    Desu got a reaction from Zenor in GTL QoL Features   
    The "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
  7. Flex
    Desu got a reaction from psychopathh in GTL QoL Features   
    It already does. Am I misunderstanding something?
  8. Flex
    Desu got a reaction from cloo in GTL QoL Features   
    It already does. Am I misunderstanding something?
  9. Upside-Down Face
    Desu got a reaction from Xanarchy in GTL QoL Features   
    The "Item Listings" tab is slated to be removed, solving the intentional misprice scam issue.
  10. Like
    Desu got a reaction from Al3kibu in GTL bugged "unknown error occured"   
    Should be fixed, it was breaking on certain specific price points.
  11. Like
    Desu got a reaction from Chele in GTL bugged "unknown error occured"   
    Should be fixed, it was breaking on certain specific price points.
  12. Thanks
    Desu got a reaction from hymothy in GTL bugged "unknown error occured"   
    Should be fixed, it was breaking on certain specific price points.
  13. Thanks
    Desu got a reaction from CALLMESENSEIX in GTL bugged "unknown error occured"   
    Should be fixed, it was breaking on certain specific price points.
  14. Heart
    Desu got a reaction from Bestfriends in Devs - Quick PRNG Question   
    For 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.
  15. Flex
    Desu got a reaction from Mezcalino in PokeMMO Staff Listing   
    Administrators, 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
     
     
  16. Like
    Desu got a reaction from Trocustar in Character Name Expiration   
    We 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.
  17. Heartbroken
    Desu got a reaction from elainawastaken in Character Name Expiration   
    The duration of Character Name Reservations has been extended to 6-12 months. For more information please see the Character Name Reservations knowledge base article.
  18. Like
    Desu got a reaction from Mezcalino in Devs - Quick PRNG Question   
    No.


    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.
  19. Like
    Desu got a reaction from Panotxa in Devs - Quick PRNG Question   
    Correct, 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)
  20. Like
    Desu got a reaction from Syntexqt in Devs - Quick PRNG Question   
    Correct, 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)
  21. Like
    Desu got a reaction from Patrouski2 in Devs - Quick PRNG Question   
    No.


    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.
  22. Like
    Desu got a reaction from MegaBladers in Devs - Quick PRNG Question   
    No.


    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.
  23. Like
    Desu got a reaction from TallyHack in Devs - Quick PRNG Question   
    No.


    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.
  24. Heart
    Desu got a reaction from Shadow84700 in Devs - Quick PRNG Question   
    For 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.
  25. Like
    Desu got a reaction from ChihuahuanRaven in Devs - Quick PRNG Question   
    For 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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