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Darkshade

Graphic Designer
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Everything posted by Darkshade

  1. Hi thecat, we're looking to fix this issue in a later revision with a new design.
  2. We've been planning to convert these items towards consumable buffs for over 3 years due to concerns with both the number of them being piled up year after year, but also with them (due to their original design) being less of a 'boost' and more of a new money/exp floor. We announced that we had future plans for them around the time that we nerfed their rates considerably. The nature of the items being converted into consumables opens up new possibilities for new and old players alike, as well as a new market to take advantage of for those willing to farm them and those willing purchase them from other players. They now promote more active gameplay. The implementation of RP Vouchers was a decision made to help aid players who wanted trade their RP with others, and prevent them from being scammed. These two things are separate from each other, not reliant - it just so happens that they ended up being placed in the same update.
  3. You somehow managed to go through every stage of grief in 3 posts.
  4. I think it's exciting for players to find out these things together - but keep looking, they are out there.
  5. Just to clarify: This is not the case. When you are fully logged out of the game, your consumable buff time is paused, and will be where you left off when you log back in.
  6. The purpose of applying a Gift Ribbon to make these monsters untradeable or non-breedable achieves a few things: It prevents the point at which certain species becoming available in the storyline being the 'best' way to obtain them (The starters being the most obvious example) In achieving the above, it encourages active play to obtain these species instead of just creating a new account each time. It prevents 'excess' amount of these species existing in game, as not every body who is given something for free during the storyline will hold onto it, especially if it has value / they never wanted it in the first place. It allows us to give away species you might not normally be able to obtain easily, because they hold little consequence (in most cases) to the value of that species, due to being untradeable/having set (and more or less average) IVs. These monsters are special, but the Gift Ribbon isn't placed on them for that reason alone.
  7. It is not possible, however if you'd like a similar hair style to be created for the female gender, please post some examples in the Vanity Thread
  8. If we're having to place them into their own tier list called 'Ubers' because they're simply too strong for traditional tiers, then they are defacto 'broken'. We don't wish to treat PvE and PvP as entirely separate entities - you can see this in our design with the introduction of mechanics such as level caps and lack of a 'switch' battle option, to try help teach players how to play in a competitive environment. Allowing them in PvE play as you originally suggested also undermines the difficulty and challenge placed on a lot of the battles, which has an effect on the economy. In regards to this and your suggestion of just allowing them inside an uber-restricted bracket only - we don't believe this to be good design. We've stated many times in the past that we don't want to provide the player with something that we only allow them to use in very niche circumstances because it would be otherwise unbalanced - and currently isn't a design concept we'd like to change. Anyway let's get back on topic please, the 'King of the hill' legendary for Sinnoh.
  9. Unfortunately not, we don't have one yet. But we'll likely be using existing tier lists as well as consulting with the tier council if we need any further opinion on the matter.
  10. PvE play is just as important as PvP play, and we don't want to unbalance either part of the game, as they both play a role in player experience and economics. Poor IVs wouldn't make it harmless, but assuming it did - we've never said that IVs wouldn't be able to be manipulated in some way. This wouldn't make them any less centralizing or 'broken'. I'm sure it is, but realistically it's very unlikely to happen in tournaments. They would also consist of largely the same species over and over again; It's a gimmick that would only be exciting for a limited period of time before it was more of the same. I don't deny that Uber legendaries can be 'fun' in certain scenarios, but this isn't a good enough reason to implement them by itself when the negatives outweigh the positives.
  11. Taboo is perhaps not the right word, but we'd like to avoid having anything placed into the Uber tier where possible, as it is effectively a glorified banlist and we don't believe that providing content to players that they are unable to use is good design. This means that it's likely some legendaries will not see a keep-able release, and that some 'mons have some slightly adjustments to their movepools or available abilities if applicable.
  12. We didn't say this. We have no intention of releasing legendaries that would be placed in the 'Ubers' tier in any keep-able method at all, to clarify.
  13. That's not a fake account dude, it says it right there.
  14. Y'know what; Maybe next year - but I expect a bottle full of maple syrup sent my way.
  15. No, you misunderstood; Catch rates were 'broken' (more advantageous than vanilla), some balls were 'too strong'. The difference that's being noticed is likely because of a combination of the two. The ball changes were not particularly new, whereas the fix to catch rates was.
  16. While the healing aspect is relevant, it's also about the sweet scent aspect as it is upping the convenience of sweet scent and lowering the amount of PP berries used. Hordes are actually balanced around their distance from a PC, and given the abundance of secret bases, we'd likely have to gimp most of the hordes in Emerald to the point where they probably wouldn't be very beneficial.
  17. We don't know yet. As far as I'm aware they'll be obtainable via smashing rocks in the same way that they (fossils in general) currently are for existing regions.
  18. We hope to make them all available upon release.
  19. No. Yes. Many species have been distributed in the vanilla games giving only one per storyline, however this mostly implies their rarity, not that they're considered legendary. For every instance of these species, we've made them available in the wild in one way or another - this one will be no different.
  20. The problem is, even with an OT limit the additional regions you partake in sort of become altogether redundant, because then you could just use the same fully-leveled up teams you've used in your first region to just steamroll everything without even needing to level.
  21. That's not the issue, the point is that the reason they're considered 'legendary' is because they're rare. There are multiples of many legendaries - or even many legendaries as a whole, but you don't see every trainer with one.
  22. If anything it's doing everyone a favor and not wasting their time halfway into a match when they quit after realizing they have a wall team.
  23. Which of course is exactly what Star Wars needs after they promised Rian Johnson a trilogy. I was pretty amused by this small clip of a set designer in the trailer for the documentary they're putting out on Season 8 (Specifically 18 seconds in): Which I think sums up the attitude Benioff and Weiss had to writing it.
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