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Eggplant

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Everything posted by Eggplant

  1. Hey man, The compression requirements are different for PC and for android... So I've just uploaded a new version for android! Please check the original post again! Thanks for bringing this to my attention. To everyone else who has reported that hoenn isn't working at all, that is fixed too. Hoenn works now.
  2. Yeah I mean. Just do it like on showdown. Just: -don't notify the opponent when you make or undo a move -have the ability to undo your move at any time, any amount of times, unless both players have locked in a move. Then just play out the turn. Assume the AI always chooses their move faster than you do, so this would only occur against human opponents.
  3. ...kind of. in OP's philosophy, the PvP rewards would be things that are useful to PvE players. And the items that are useful to PvP, like ability pills well, would be farmed by PvE players. Since hidden abilities are required to play PvP, it would cause an infinite loop if they were a PvP reward. You'd just play pvp to improve your pvp more. Thus, in OP's philosophy, hidden ability pills should be a PvE reward. (That said, i believe the devs have something else in mind for hidden abilities). I think the shiny charms are probably the best example so far for a PvP reward that is useful to PvE players. PvE lategame is basically: shiny hunting, money farming (e4/payday), berry farming, breeding. Thus, anything that makes any of those easier would be a suitable reward for PvP. Shiny charms, amulet coins, lucky eggs, master balls, idk maybe like some fertilizers that instantly yield berries, whatever. This way, pvp players get shiny charms etc and sell them to pve players. pve players get high-iv comps, battle items, hidden abilities etc, and sell them to pvp players.
  4. not to derail too much from the primary suggestion but yeah. it's wild that the most viable way of farming money is "buy some limited items in gift shop and log out for five years". untradeable seasonals, untradeable cosmetics, untradeable shinies, untradeable pvp everything... but tradeable fucking limited vanities that you just buy for $5 in gift shop, afk a bit, and resell for jeff bezoz's net worth. wack.
  5. Yeah orange is on point. +1 I basically don't play this game much because i don't want to spend two hours a day doing e4 runs and hunting six boxes of breeders. it's just not for me, but there aren't many alternatives... I just wanna play pvp over and over. ...but if i spend all my time in matchmaking, i basically do not get anything out of it, and cannot make more pokemon for more teams. if you spend six hours logged in and actively playing, you should get some sort of tradeable value out of it, regardless of what it is you're actually doing in the game (except of course afk/chatting) if pvp was a viable way to grind, i'd consider grinding that way.
  6. Most certainly helpful! Thanks so much! I added your clarifications to the main post, I'll just have faith that you're right haha. I haven't really played mmo in a while but i lurk forums.
  7. If you've found the guild menu, and still can't easily figure out how to disband a team, you might just not actually be the current guild leader. Can you double-check your exact role in the member roster?
  8. The slots are basically unplayable as it stands. I think it just needs two things to function: -high stakes, high reward. -slightly unfavorable odds. if the odds are just slightly unfavorable (so the casino profits), then you successfully cheese any bots who try to abuse casino with low stakes. I believe this is already the case in the current implementation of the game corner. ...However, you also cheese players out of using the casino, since it's not really possible to win any meaningful amount of coins until probability kicks in and evens out your score. The fix is, just make it possible to gamble big numbers and win big numbers. Then players don't have to sit in casino all day. just coinflip and either win or lose.
  9. @Desu please bring back tile mods i will actually make like a dozen of them also the ability to resize overworld npcs also does your IDE support loop points in mp3 yet
  10. i'll try to find a friend who has a mac so we can test some stuff. in the meantime, my first instinct is, are you certain you're actually uncompressing and recompressing properly? In the sense that directly at the root of the zip there is a sounds folder, info.xml, etc. and that they're not stored in some middleman folder.
  11. From a business point of view, it's better for several players to buy directly from the gift shop than it is for those players to trade with each other. One nets you money, the other doesn't. But yes, in terms of 'pay to win', it's effectively the same outcome from player perspective.
  12. Those are some fair suggestions! You could try installing someone else's mod for testing and see if you experience the same issues. @EverGreenTaiga
  13. That's probably a question for the devs, consider posting in support requests. But probably either you need better hardware or they need to patch the game. There's not much customization possible from our end in the mod other than tell the game which file to replace with what. Idk, or maybe your .ogg files are just immense and there's a way to compress them smaller?
  14. zipping should be a built-in feature into a mac, check out this guide: https://support.apple.com/guide/mac-help/zip-and-unzip-files-and-folders-on-mac-mchlp2528/mac#:~:text=Compress a file or folder,compressed file is called Archive. both .zip and .mod are acceptable compression formats for a pokemmo mod. if your compressed folder's extension is successfully .zip and it's still not working, then there's probably an error with your file layout within the mod.
  15. why yall shitting on op? he is right
  16. Yeah, but nobody else does. If the ban appeal states "Why did I get banned for RMT when I didn't commit RMT" and the response is, "RMT is forbidden". and the appeal gets closed. Well. This conversation doesn't really...logically or sequentially add up. So my next logical step, as a banned user, would be to make a new ban appeal, all like "excuse me but did you properly read my appeal? i don't think you understood my post", and then you get met with probably a copy paste of the first response and another closure... The responses aren't just brick-wall, they're also not very useful. It's one thing to communicate that they're never getting unbanned, it's another to do it convincingly and justifiedly.
  17. There's not really a way around 'not showing evidence to the players' for the devs. I think a lot of the tension comes from the fact that, the guy who reviews your appeal is probably the guy who banned you. Or that all the mods are on 'the same team'. If staff had one dude whose entire purpose, more or less, is exclusively to look at ban appeals and double-check. "Yes, this was definitely sufficient evidence to warrant a ban." or "Kinda ambiguous, unbanning." And people had faith in this person because they're not the person handing out bans and they're straight-up neutral like switzerland. Maybe it would work nicely? Anyways. The template response: ...is insufficient. Like, no shit it's against the rules. We know this when making the appeal. But you're not addressing the fact that he claims he didn't do it. Even if the response is something like "We definitely have evidence but we can't show it to you due to policies", well, it feels like their appeal was read, at least. Especially if it's written by a guy whose entire purpose is to double-check the evidence rather than hand out bans. As is, with the responses being so brick-wall and like 99% of ban appeals not being overturned because they're only for GMs making typos, well. May as well delete the section. Tell it how it is. If you get banned you're fucked. ...or change the response template to not be so ass, at least.
  18. Captchas are typically sent manually by a mod. Here's Kyu's stance on it from five years ago. It's not exactly confirmed if one or two captchas actually affects your shiny rate though, but this post is the reason it's theorized to do so in the first place. Though I don't think the 'send captcha' button that the mod has, has a built-in shiny rate decreaser for the recipient.
  19. Say that tournaments gave out bottle caps as a reward. In sword/shield, these simply max out one IV of your choice to 31. (in pokemmo's implementation i figure it would be any value of your choice from 0-31.) Is it really worth making the item untradeable, and only working on untradeable pokemon?
  20. They'll probably get added eventually, but not with something lame like the pill just to immediately improve pvp. Probably you will have to farm them in like a co-op dungeon or something kinda decently fun like that. So they're saving the hidden abilities to give the gamelay itself more content. Same reason why they don't just add legendaries immediately, even though it can help diversify the meta. Content first, pvp meta later.
  21. Anything outside of these categories is not officially supported, and you'll probably have a hard time finding resources for them. I don't think this kind of code even is in the install folder, it might just be on the server.
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