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Darkshade

Graphic Designer
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Everything posted by Darkshade

  1. We're aware, and that is something we hope to address - not just through the Trainer Tower. I have no numbers to give at this time so I do not wish to elaborate, but we did initially plan to double the payouts with the progression of the AI. See above. Coding reasons; a new and fully healed 'clone' version of your current team is generated with each instance of tournament mode, this team does not persist outside of the battle - which means that every party member would be fully healed at the start of each new battle. It would be difficult to create a version where it did not do that.
  2. That's simply not true, the RNG is exactly the same, inspired by both that source and e-reader cards. To address the thread at hand; I will be making alterations to the Trainer Tower to match the newly implemented Physical/Special split - other changes may occur also.
  3. We moved the Mental Herb to coincide with it's location in more recent games. As I said before the White Herb may be moved in the future and we shall look at altering it's price. Both of these changes make either item easier to obtain, so the negativity above is seemingly misplaced.
  4. We have moved the Mental Herb in the next update, the White Herb has remained in the same place; We may look into moving it in the future and/or lowering it's BP price.
  5. Would it be possible for you to provide evidence of this?
  6. Greck is correct, I shall lock this now.
  7. Darkshade

    unmute me

    Closed. ------------------------- If you feel your mute was unjustified, please contact Senior Game Masters Kudasai or Hisagi.
  8. The expression and costume are right, build is a little off - I'm far more muscular than that.
  9. I disagree with both of you, the end result is not the point of implementing this feature, it's the personal participation. That's what makes this fun.
  10. It's certainly possible and it's also something we will be implementing in the future.
  11. More regions may come in the future, only time will tell when if and when.
  12. Unfortunately we will not be removing Baton Pass from the Tournament Mode Ban List for Unofficial Events. If we do it for one person we will have to do it for everyone, and at that rate it may never remain banned.
  13. I think you're mistaken - I started a concept for visually surfing on them awhile back. We sadly have not had the time to get that off the ground or discuss it further. It is a lot of work though, you're right.
  14. I'm still your onii-chan Deejaye. I'm hurt.
  15. Moderators cannot see your passwords. (Unless of course they are standing behind you as you type it.) [Spoiler] [/Spoiler]
  16. The eventual end result. A temporarily positive effect of an overall harmful system. You yourself have created a thread in which you state that you would like the potential outcome of breeding, but you don't enjoy the current method. That is desirable by definition. We have never stated that we have any intention of bringing back the old system. A healthy economic environment is a crucial part of any MMO, and this one is no exception, even if it requires tweaking things from the handhelds. With that in mind however, outside of losing the parents, the current system is relatively canonical - and even losing the parents isn't non canonical, as you're simply trading them to the Day Care Man. There are actually few differences between PokeMMO's breeding and the handhelds breeding at it's core, with the primary difference being the change of permanent goods becoming consumables - everything else remains relatively the same. Breeding is still an incredibly important part of the game, with almost all competitive creatures being produced through it. It's fairly true to the franchise at heart.
  17. Let's imagine a world where chocolate bars regrow at the rate they are eaten. In this world chocolate companies are still producing chocolate at a faster rate than people are being born into it. Eventually, the chocolate companies would have nobody to sell to, and chocolate bars would become worth less and less over time as the demand for them goes down since everyone already has an ever-lasting one. In this example chocolate bars represent the species being bred and the companies producing the chocolate bars represent the players breeding those species. This was an effect we saw in the old market; goods began to slowly lose their value as they could be replicated any number of time at little cost. Things that used to be considered hard to obtain were being produced by the truck-load and everyone had them - species inflation had kicked in and the value of everything was dropping, the market could not sustain itself this way and was doomed to crash. A games economy makes up an important of an MMO, and so we had to fix it. To do this, we started working on a system that would be able to support and stabilize itself - which meant we had to take goods out of the economy whilst better ones were being produced. The answer (whilst controversial) was simple: To consume the parents when producing the offspring. To make this a desirable and fair trade off we had to make sure that the offspring produced was better than the parents put into it - this required us to give the players more control. We did so by buffing the standard mechanics; allowing 3 IVs to pass directly and then equalizing the remainder. The pay off being that the parents are consumed to do so. This created a system that allows players to obtain what they need to compete and progress in their career as a Trainer whilst also being a positive for the economy. Many goods are generated on a daily basis, and through breeding players are able to remove or 'sink' those goods from the economy to allow the number of them to exist at a relatively steady number. They are rewarded for doing so with better quality goods than the ones they put in - This is not unlike crafting systems most MMOs have. Whilst it could be said that the market was more active before the change, this does not make the previous system a positive. The market was more active as every player had a lot more to trade than before, because they could generate desirable goods at a minor cost. Over time (as explained in the first paragraph), those goods would decrease in value and the market would become even less active. The new system has been an overall positive, economically and being able to provide a more reliable gateway to the competitive scene. It has also allowed us to bring back the rarity factor for certain species, which I personally see as a real positive as it adds a form of canonical variation. Of course nobody wants to lose their parents, but it's a necessity for the system to work - the outcome is desirable enough for it to be worthwhile and they're contributing to the positive health of the games economy. To answer your second question; Species obtained via the storyline were removed from being able to be traded as they purely exist to assist players with completing it. We did not want these gifts to have any effect on the renewable value a species could have as the rate at which a species is obtained during the storyline could determine their overall market cost, thus we decided to make them untradeable.
  18. No, swarms are preset but are randomly selected at specific intervals.
  19. I personally disagree with this sentiment; it's part of what separates an RPG from a purely competitive fighting game. This franchise has the ability and the appeal of being both. Part of what makes the MMO genre is seeing other players with high quality equipment and aspiring to reach that as a goal or admiring their dedication. Lower quality equipment is of course made available and is capable of doing the job required of it, but the better the equipment the harder you have to work. - the same is the case here. If players were just given the equipment, the game would become more akin to a fighting game on it's own rather than an RPG with PvP.
  20. Who knows what the future will bring.
  21. And we do not welcome 'shitposting' on our forums, which is why this will not be happening.
  22. If we wanted players to have immediate access to species with 31 IVs we would just change those found in the wild - and the truth is, we don't; the current rendition and access to competitive species seems to be fairly balanced from what we can observe. Thank you for the suggestion however.
  23. 'Fakemon' are not something we're interested in pursuing. Thank you for the suggestion though.
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