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Matoka

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Posts posted by Matoka

  1. @Resurgence47 Hello,

    The purpose of the AI for trainers in this game generally being harder is in order to try and leap-frog off of the base-game's difficulty to act as a stepping-stone towards PvP as the base AI is ill-prepared to represent how battles vs. players work (e.g. You can't freely swap out after beating a Pokemon to keep momentum, and you wouldn't be able to generally expect players to go for awful move choices effectively throwing the game (though players can do this sometimes it's not the norm)).

    It is deliberately meant to be somewhat challenging while not being absurdly difficult if you are actively prepared, this also is meant to serve to introduce team building as you cannot over-level the opponents drastically and thus need a varied party with several Pokemon.

    In order to better prepare players for PvP (and to also provide a bit of spice from players who, at this stage in their life, find the base games a little too easy) it is overall a beneficial conscious choice for them to be more difficult. This does not mean that balancing for the AI will ever reach literal perfection as that's an unrealistic standard, so if you do believe that a specific case is abnormally difficult to an extreme compared to other areas of the game (e.g. on a route for level 20-25 you encounter a trainer with 5 Level 28 pokemon, which would be pretty devastating usually) feel free to mention them specifically as while we won't be changing AI overall to be as easy as the base games, the option of changing what pokemon / items / level that AI trainer has access to is something that is very much a possible thing to do in the case of such oversights. But again, it is a deliberate conscious choice for them to be a moderate challenge for the average player.

    For these reasons, I can safely say that the heart of your suggestion (to nerf trainer AI / NPC battles to the level of the original games) will likely not happen in PokeMMO.

  2. Please do not make thinly-veiled suggestion threads in general discussion on topics you already have 3+ threads about.

    It is genuinely beginning to border on spam with the degree and frequency to which you post about personally wanting Legendary Pokemon to be usable in PokeMMO.
    You have made your stance incredibly clear over the course of numerous threads, please stop creating new ones when their content could have been posted on / edited into your older threads on the topic.

    I will be locking this thread because of the existence of your prior threads; this many separate threads are not required for a single topic.

  3. By request from the players themselves, today's prize is the Crawdaunt line!
    kFMX2cY.png

    Artwork by Pon Cervantes

    Date 

    September 9th

     

    Time

    6pm UTC / 7pm BST / 2pm EDT / 11am PT  - Time zone converter

     

    Location

    Petalburg City (Channel 4)

     

    Duration

    1 hour for catching

    Another 10 minutes for players to submit entries

     

    Scoring

    Total Sum of IVs + Species Bonus + Nature Bonus = Total Score

     

         Pokemon accepted as valid entries     

     

        Ez3dpRf.png                                              ayHJYbB.png

                      Corphish                                                        Marill                 

                (Species: +5 Points)                                    (Species: +0 Points)         
                 (Jolly Nature: +10 Points)                       (Adamant Nature: +5 Points)     

     

    1st Place Prize

      HGjvXhg.pngt01acBf.png

    SHINY GIFT Lvl 1 Corphish or Lvl 50 Crawdaunt

    Your choice of nature, two moves, with IVs 2x31 & 4x25

    &

    1,000 Reward Points

     

    2nd Place Prize

    700 Reward Points

     

    3rd Place Prize

    300 Reward Points

     

     

    Rules

    • To win this event you need to submit an entry that scores the highest.
    • All Pokemon must have been caught within the event time, and location. You will have one hour to catch your entry.
    • Evolved or unevolved forms of the listed Pokemon will not be accepted as a valid entry.
    • All Pokemon must remain unchanged (untrained / unevolved).
    • Pokemon must be the player's OT.
    • You can only submit one Entry.
    • You must link your entry to any participating staff member via whisper to submit your entry.
    • In the event of a tie, the winner will be determined through earliest catch time.

     

    Participating Staff

    Matoka
    SneakyTeddi
    TheChampionMike
    xKicco
    MPDH

  4. Currently some trainers use pokemon that are not yet available to players, including Legendary Pokemon (e.g. Blaine uses Moltres) and pokemon from the Sinnoh Region.

    The remaining pokemon from the Sinnoh that were not able to be found in Unova will be available after SInnoh's Release, including the Starters.

  5. 2 minutes ago, Gunthug said:

    This is wrong on a lot of levels (stone edge v rock slide is absolutely not dark pulse v night daze, its more like flamethrower v fireblast, another debate MMO players frequently get wrong) but I'll just pick one - you're completely overlooking the fact that your move will not always hit your intended target, but chip damage matters on other mons. So for example if you're about to slap a volcarona with your tyranitar and they switch to, say, conkeldurr or something, the difference between rock slide damage and stone edge damage can end up winning or losing you a game later on. 

     

    It sort of boils down to personal preference but stone edge is objectively the better option the vast majority of the time

    That much I was aware of, i didn't want to go into too-too much detail about every aspect but you're probably right in that I should have mentioned more things, it was an oversimplified for sure though. The example with Zoroark was just an anecdote that I could personally refer to as I used it far more than Rock Slide vs Stone Edge etc.

    I'll just leave the conversation to the meta savvy folks from now on though, I'm probably not needed on this topic

  6. While this will hardly be the deciding factor in what is likely really context based there is merit in mentioning that faster attackers used for revenge killing something have reason to prefer high accuracy moves on paper in order to ensure that when revenge killing they do not miss, but when you are going for OHKO's on something banded / specs'd higher power with a bit less accuracy can be a bit better.

    I'm no expert on PvP, I only dabble for fun, but for instance on Zoroark if I am running a Scarf set I will typically run Dark Pulse just so I have the reliability of hitting something, but if I am running the Specs version I'll use Night Daze just for that little bit of extra base power (and the occasional accuracy drop is nice too, but you get what I mean).

    Though, I do tend to see people prefer Stone Edge in general to Rock Slide, but it also depends on if what you are targetting in the meta with that move will be OHKO'd by Rock Slide vs. Stone Edge, e.g. if the only reason people used stone moves in the OU meta was Volcarona (it's not but it's a hypothetical) then knowing that Rock Slide OHKO's volcarona means there's not much purpose on sacrificing Accuracy for power anymore because it's overkill.

    It's a pretty complicated question, that's for sure.

  7. I'm sorry, we cannot compensate players who encounter issues when evolving pokemon, be it from a bug or from a mistake. We cannot give you a pokemon to make up for your lost money.

    We will investigate the issue to see if we can figure out what is causing it and hopefully fix it. sorry for the inconvenience.

  8. Egg hatch times are uniform and are not dependent on the species of pokemon. In the past, typically the rarer the pokemon is the longer it will take although this was changed in the 13/08/2018 update and it takes in the realm of around 5 minutes or so for an egg to hatch.
    Make sure the Flame Body pokemon is not fainted and in the front of your party, and then all you can do is wait, you can be alt tabbed or doing other things in game (except being in or spectating a battle) while you wait for them to hatch, you don't need to walk around (unlike in the base games), it's based on time.

  9. 15 hours ago, Exodos said:

    Ramphardos and prevo after the PTS or Official Release of Unova Region (i cant remember)

     

    6 hours ago, ZoroarkH said:

    it was in the official release, obtainable via a glitch

    If I recall correctly these were erased from the game, they are not "no longer obtainable" in the same way as the other limited time availability things, they just don't exist for anyone anymore as opposed to being available to only a select few. Just clarifying.

  10. Swarms in Unova have just been incorporated into the route's base encounter rates. (for most of them, a few such as Scyther have not, if I recall correctly).

    Hippopotas is just a rare encounter in the sand at Desert Resort.

    Your pokedex will give you specific details of if it requires a swarm or not, e.g.

    85H8zko.png

    Hippopotas is just a regular rare encounter.

    UA5drPm.png

    However you see that for Kangaskhan, it has specific entries to say if it has a Swarm or not.

    d7D6oXn.png

    Lastly, for Alomamola, Phenomenon encounters (and some other special cases) have the Rarity column as "Special" to show they are, well, special encounter types. Zorua for instance is a non-phenomenon example of a "Special" encounter too, as is Feebas.

  11. To quote Kyu from the patch notes: 

    Lucky Egg / Amulet Coin are now Charm-type consumable items

    • Lucky Egg has been split into two items: Lucky Egg (+100% EXP / 1 hour), and Lucky Egg (Small) (+50% / 30 minutes)
    • Increased the availability of Lucky Eggs

    I do not have access to the chance for a wild Chansey to hold a lucky egg, but I would assume that the increased availability of lucky eggs is referring to such a change (so I believe they hold them more frequently now to balance out their consumable nature somewhat). If I am wrong on this I will correct this post, though.

    Lucky Eggs are still found on Chansey, the new Lucky Egg (Small) can be found on wild Pelliper at a low chance.

  12. I recommend Banette instead, it has 100% chance to flee at any level due to being ghost type and can learn Thief.
    For lower levels you can also use Shuppet, ofc. I don't think it's attack stat is so high you are guaranteed to OHKO meowth either.


    Edit: This would definitely belong in General discussion, Competitive Assistance is for PvP related things, farming items is 100% PvE and should have been posted in general discussion. If you wish I can move your thread there for you.

  13. First off, in regard to people being "Lucky" and "Unlucky" it is possible to attempt to normalise rates but you can never fully remove variance in a desirable way.
    The number of people who encounter a shiny and then another one in the same day are very very low, we only remember them because of observational bias (we tend to remember unusual things we have heard / seen, but don't remember the "Normal" occurrences).

    What you have described is akin to "Bad Luck Protection" where upon failing to obtain something through RNG after a certain number of tries the game begins to adjust the chance of you finding that thing until it gets very likely and basically says "okay that's enough, you're about due a shiny" and pops one out. Bad luck protection, if considered as a feature, would likely result in the base rate for Shinies being nerfed (e.g. from 1/30,000 --> 1/60,000 or something) but cause each encounter you find to increase the chance you find a shiny until after about 30,000 attempts it starts to become not that rare until you finally find on and the rate resets back to the 1/60,000 so you're unlikely to find a shiny.

    But this has some problems:

    1. First off, what we are talking about is a problem exclusive to people who are extremely Lucky or Unlucky, which is an astronomically small portion of the playerbase. This typically means that a change is less necessary because it isn't affecting majority of the playerbase. (it at least makes it a lower priority issue).
    2. If Bad Luck Protection (BLP) is added then shiny hunters etc will start to manipulate their behaviour to maximise their shiny chances. After finding a shiny pokemon they won't bother shiny hunting and will go back to training their pokemon by EV training on x5 Hordes etc for a while until they feel like they've gotten enough encounters to get a somewhat decent shiny rate. After this they will just go to a rare shiny location and hunt there for a period of time and eventually find it.
      1. This could be mitigated by having the BLP be species based, but then it's impractical and doesn't help anyone and becomes super difficult to balance, to the point where I don't think it's actually feasible to balance.
    3. This still doesn't prevent someone from finding two shinies in a row, it just makes it less likely, and makes it less likely you'll go your entire life without finding one. But RNG will always be RNG, it'll just make you more upset at the super duper lucky people because it's even more unlikely than currently (so you get envious) and it will make people who still don't find shinies for ages feel upset because they'll start thinking their BLP is bugged or they are the most unlucky person in the world.
    4. This last one is something players don't really consider but in order to track how many pokemon a person has encountered in order to contribute to BLP it means every character server-side has to have memory allocated to counting how many things they've encountered, taking up extra memory for every character is something that typically wants to be avoided if at all possible for the sake of efficiency, and we can't store it client side because then people cheat. (though I'm no coder / developer etc so I could be wrong on how much this matters in practice however).

    Lastly, you've mentioned that typically it is the luckiest player and not the hardest working players that will find shinies, this is true in low sample sizes (and for common shinies) but to find a consistent number of shinies which are not commons (like Tentacruel, Rattata etc) a player has to devote time and effort to hunting in a spot for a very long time and investing resources (e.g. Leppas) These people find far more shinies than anyone even with extreme luck (if the lucky people don't even hunt in the first place). Again, observational bias is a very real thing.

  14. This should be capable of being accomplished with graphics mods, in the same way we can currently mod our game to have .gifs of the 3D models for pokemon from Gen 6+ it should also be possible for a mod to replace the sprites with generation 4 / 3 / 2 / 1 sprites.

    There's no HG/SS sprites for pokemon that appeared in Unova though, which means you'd either have to find fan-made ones or just be fine with them looking slightly different.
    I am unsure if such a mod exists, but if there is you would be able to find it here: https://forums.pokemmo.eu/index.php?/forum/33-client-customization/

    PokeMMO will likely never offer this as a built-in default option, however, as Mods can accomplish this. Best of luck finding the mod you're lucking for! c:

  15. This thread has derailed so I will be closing it.


    To summarise, level caps are primarily in place to encourage people to have multiple pokemon on their team instead of 1 singular pokemon with all the experience and levels.
    This is done in part to better tutorialize how to build teams, which is required for end-game content and PvP. So, yes, the game is harder on purpose in these regards.

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