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Darkshade

Graphic Designer
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Everything posted by Darkshade

  1. Cons: Needlessly difficult to moderate Removes discussion from other sections of the forums. Takes up a large amount of space and usually looks ugly. There is generally no need, we have a TeamSpeak server for those who wish to converse. This won't be happening.
  2. And it still occurs on a resource level, not on an end-result level. At least nowhere near as often. Less species are being produced with the new system, so of course less trades are occuring. Overall however, I believe more people are participating in trades. Even if this isn't the case, the new system is objectively better economically - even to those trading, as what they are trading is now worth a great deal more. The trades occuring here are on the same level as those before breeding was available with some additional trades taking place that contain things created through breeding or resources needed to breed (Such as Everstones)
  3. That's always going to happen in a system where value cannot be multiplied, people actually lose something when trading things away now. This is the case with all refinement systems.
  4. I agree with this sentiment; Most species are relatively easy to catch with the right tools. Naturally, the value of a species is determined by 2 factors: Desiribility (May be tied to competitive viability) Difficulty to obtain (both through encounter and catch rates). essentially 'demand and supply'. The latter of the two is where either time or money goes, however both can also tied to desirability - i.e "I want this because it is rare or expensive". You'll notice that throughout the game a lot of the rarer species are more competitively viable than the common ones; This does not hold true for all of them, mostly those with low encounter rates and possibly low catch rates or added difficulty such as self-damaging moves. It might not even be about the species, it could be the item that they hold, or both. This was a conscious design choice in the way that time and effort reaps the reward; Which are of course the basic building blocks of a game, to give the player that sense of achievement. What's interesting about the species obtained within the Safari, is that the cost of obtaining them is almost irrelevant to the value, the 'cost' here is entirely time based and the currency itself does not really take much of a hit. This is both rewarding and a potentially good way for a player to earn what they want (whether it be money or the species themselves) with very little 'physical' loss. Similar to how thieving an item works, outside of PP (which is free) and the time it takes to find something with the held item - you effectively generate something from nothing. I see this difference in gameplay as a positive, in that it adds variation and that it balances itself out with the time it takes to achieve it. If the player wishes to skip this process they are able to pay another player, and thus the other player is rewarded for their time and effort. ---------------------------------------------------------------------- Anyway, whilst I've rambled a bit there I have attempted to explain the reasons behind some of the design choices made. Whilst I personally see no issue with creating items/abilities that boost certain areas of the game (such as encounter rates), for them to be 'balanced' they would either have to be temporary or very slight boosts. Having a permanent item that does this or an ability that gives a particularly high boost in a certain area is too much, you then run the risk of removing the limitation that was placed there; Of which it is important to look at and see whether this limitation is effective/needed, and I think in this case it is. On that note, there are already items that achieve this but most of them are not yet implemented or need to be balanced further before they are.
  5. Volt Tackle will be implemented in the future. Looks like that Raichu may not be useless afterall.
  6. It shall be fixed with the next update to character customization. Locking upon request.
  7. https://forums.pokemmo.eu/index.php?/topic/29286-creative-media-rules/
  8. To create a 'healthier UU meta', we need to obtain usage statistics to decide where things need to be placed. To do that we need run UU tournaments - this being one of them.
  9. As already pointed out to you, suggestions go in the Suggestions Box. If you wish to make a suggestion and you do not have the required post count to post in the Suggestions Box, this means that you must obtain that post count so that you may post it in there and not "That's ok post it elsewhere". Whilst General Discussion does say it means "Here you can discuss anything related to PokeMMO, except things which already have a designated topic. As should be obvious in that those topics exist. You are not being singled out, this rule applies to everyone.
  10. Darkshade

    WonderTrade?

    https://forums.pokemmo.eu/index.php?/topic/33181-wonder-trade/?hl=wonder%20trade There is already a topic for this, please post there. On another note: All suggestions go in the Suggestions Box section of the forums, this section requires that you have accumulated 10 posts before you use it.
  11. I'm unsure what the signature is referring to, but it may be tied to someone leaving the game. Otherwise, not a lot happened in 2012 outside of the early stages of PokeMMO being developed, the Safari Zone opened and everyone was freaking out about the Mayan Calendar.
  12. Please log out and back into the game, this issue has since been fixed.
  13. Darkshade

    Please Lock

    Locked upon request.
  14. As seen here: https://forums.pokemmo.eu/index.php?/topic/51291-discussion-dragonite-banned-from-ou-to-ubers/?p=998055 Dragonite has been banned to Ubers, it's in game tier and dex entry was updated to reflect this. I believe this discussion has run it's course, so I am going to close this thread - thank you to everyone for their input.
  15. Darkshade

    Payday

    PayDay was changed to further balance the game, as vanilla money rates make it far too easy to obtain money due to high payouts and not requiring the need to fight high levels for higher money count. We won't be changing it back.
  16. http://www.metalkid.info/Pokemon/Calculators/CatchRate.aspx He's correct, it's just unlikely that anyone won't hit the higher %
  17. Whilst I think that it might not hurt to give these balls a price adjustment, 500 or 400 however, is far too cheap - Let's assume you wish to use repeat balls to mass catch the same species (Which is their intended purpose). They cap off at 2.5x in PokeMMO, which makes them .5x better than an Ultra Ball. And a Great Ball is 1.5x To reach the cap you need to have caught 4 of the same species consecutively, and to reach the efficiency of a Great Ball it would require 2 catches. Which means you're paying the cost of less than a Great Ball for a ball as efficient as one at 2 catches and paying less than a Great Ball for something better than their catch rate at anything >2 catches. Assuming $500, this is a ridiculous saving; At 4 catches you'd be saving $700 (Which also happens to be an additional $100 ontop of the price of a Great Ball) on every single Repeat used instead of an Ultra. Whilst you are limited to a single species temporarily, that is the only reason you would be expecting to use and benefit from them in the first place. I'd argue they'd sit nicely at 1,200, the same price as an Ultra with the added +.5x catch rate. Or having their catch rate lowered to 2x to mirror the Ultra and having them sit at $1000. I'm not sure on $1000 at their current catch rate.
  18. Yes, it gained it in the sixth generation.
  19. This is something we would like to do in the future, along with other UI elements that would assist with breeding.
  20. I don't have any friends. Also moved to Off Topic
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