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Eggplant

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Everything posted by Eggplant

  1. 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.
  2. 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.
  3. 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.
  4. Eggplant replied to Xandis's topic in General Discussion
    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?
  5. 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.
  6. @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
  7. 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.
  8. 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.
  9. Those are some fair suggestions! You could try installing someone else's mod for testing and see if you experience the same issues. @EverGreenTaiga
  10. 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?
  11. 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.
  12. because you can't talk while you're muted of course
  13. he is completely memeing
  14. probably on the scale of 'a couple years', if anything
  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. Sword and shield literally has this, but the opponent needs to be in your pokedex for their weaknesses to display. It's one thing for convenience to not have to remember if ice resists ice or not, cause those self-resist are kinda wack sometimes. But it's another if the UI tells you your opponent's psychic/normal dual-type on a species you've never encountered before. If added this way, it's also another incentive for dex completion. (though in sword/shield i believe you only need to register the pokemon as 'seen' to get this UI benefit)
  21. Probably. Though they can still add Johto from HGSS, bringing the region total up to five. Beyond that, they will probably re-focus on repeatable dungeons, legendary pokemon farming, etc. Just this will probably take several years, and if they want to revisit the idea of adding later generations, they can do it when these are complete.
  22. Certainly due to copyright. After all, they have added johto and hoenn pokemon way back in fire red before hoenn came out, so 'not having the region' is probably not an issue. But in the 6th gen roms, the pokemon no longer have sprites, they just have 3D models. While there are sprites in the style of gen 5, for pokemon of all gens beyond 6th -- they wouldn't be located in an official rom. And the devs can't distribute copyrighted assets either, like taking the fanmade sprites and including them in the client download. Which means they would have to prompt users to find dubious fanmade romhacks and require them in the game... and I don't foresee them going there. If we ever get pokemon beyond gen 6, it'd likely be because they decided to upgrade the game to a newer-gen engine, and actually run pokemon x/y in pokemmo or something. but the 3DS is notoriously hard to emulate, so I'm not really counting on it. that's why they settled for gen 5 in the first place, even though sun/moon was pretty much already out.
  23. 1 - go to your pokemmo installation folder 2 - find the folder named 'log', then the file named 'console.log' 3 - copy that entire file and post it in support request: https://forums.pokemmo.eu/index.php?/forum/47-support-request/ fatal render error can have many reasons, but the exact reason is sometimes explained in console.log it's hard to read though, so support mods will help you figure it out
  24. just make sure you're not underleveled, for one. this will apply to all future gyms. you can get by with being underleveled in the real fire red, because the enemy AI will often pick random moves. but in pokemmo, they will always pick the most effective move to kill you fast. so if you're thinking "i'm usually able to kill lt surge at level 20 in fire red, this is weird that i'm losing so much", well, expect to require higher levels this time around!

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