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Kyu

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Everything posted by Kyu

  1. I didn't say they were going to be breedable. An upgrade system similar to that where stat refinement is tied to the instance is what we planned on Edit: I don't think that limiting them to one per player is good though, because it limits accessibility to the species to the people who are willing to do the PvE associated with it. Having legendaries able to come to market by way of other players farming seems important to the health of the PvP scene to me
  2. It's not been done yet, but it's on the shortlist for implementation after Android hits general availability Probably not for this one, sorry. I have made a feature request for it internally though
  3. This is more of a criticism of the entire series rather than PokeMMO's implementation, but the base game does a very poor job at explaining the mechanical complexities which go into a typical PvP battle and preparing you for them. Hidden mechanics, obfuscated stats, and inconsistent rulesets for classes of skills are the worst offenders to me, but the short campaign which focuses on little more than finding the right typing in the grass outside is a major problem. Coupled with vague documentation in-game which forces you to read a fansite to understand how the game works, it becomes very hard to play the game on an advanced level if you're not willing (or able) to sit down and read the manual. What NPCs do you think need attention?
  4. I gave my opinion on the topic in another thread, but I'd like to link it here: Note, this was in response to another player who was complaining about the saturation of goods in-game, and I assumed they were referring to things like Everstones. As I mentioned above, I can't really help the fact that the traditional representations of wealth are being upended without changing how they drop. I don't think anyone wants their shiny chances lowered further though. Within our current economic systems, the main 'solutions' which I would explore would be: Changing the baseline prices of farmed items like Everstones by enforcing NPC buy prices closer to their player-decided pricing. e.g. Everstones can now be sold to NPCs for 15k -> the price is now a minimum of 15k from the GTL. This has long-lasting repercussions, increasing the theoretical baseline cost of breeding. It has been done in a past update with Berries. Increasing baseline prices for valuable yet useless items like Nuggets, or common "Typed items" like Sharp Beaks can be a useful way to buff Payday outputs though. Making NPCs more accessible through PvE, without changing their build quality. This can be done through things like consumable buffs, e.g. X Attack & co. being moved to its Gen 7 mechanics, decreasing healing item prices, etc. This only applies to things which are actually hard. More solely yen rewarding daily stuff like Lady Selphy which is in the base game but not here (Is this even fun?) LuckyEggMMO (encourage players to dump wealth into items which are consumable/rare?) Making NPCs payout more (dangerous) Depending on who this buff is targeted towards, it may be more suitable to buff lower-end common NPCs which are of little consequence to established end-game players. Buffing high reward NPCs like the Elite 4 comes with much greater risk since the profit margins are dependent on player skill/strategy. But, I think that the major flaw within the economy is the endgame which doesn't encourage people to refine their stuff and convert from "farmers" to "breeders" in the first place. I'm hoping that dungeons will fix that part since the PvP in this game is impenetrable for a lot of people and doesn't provide much motivation. If there's anything else which you'd like my opinion on, let me know. Sorry that this post isn't better focused; This is a very complex topic with no easy answers
  5. The difficulty and gameplay is intended to change depending on how many runs you've completed No, it's the latter. I'm not sure about the multiple legendaries in a single one, but there will be multiple bosses in the first. Think Pumpking etc.
  6. Sorry, I misspoke. It is @Squirtle's responsibility as to whether event prizes get retroactively updated. We are not sure how the game is going to implement retroactive HAs at this time, or whether they're going to be strictly for new species, so it's not something we can give you a good answer to right now.
  7. Yes, we will add Sinnoh/Johto/Kanto's Gen 4 variant in the future
  8. Sorry, it's not really my call to make. The GMs/Admins have talked about it briefly, but never reached consensus on what to do. I think most leaned towards not wanting to have staff intervention to upgrade existing prizes, but there was never a concrete decision made, since HA functionality in-game aren't done yet. For future readers: This response has some context which should be clarified: This person is asking about a case where, if we only allow HAs on newly caught species, whether the staff would consider adding HAs to old competitive prizes by GM intervention. Because general HA distribution methods are currently undecided, we can not give a good answer to this question. I can say a lot on the topic of video game economies, but I think you have a fundamental misunderstanding of how pricing and inflation works in-game. There is no "original price" if we do not make an NPC sell the item. It is what players sell it for, and what players are willing to pay for it. For example, let's take a look at Everstones: We can tweak the rates, but if the player count goes up dramatically and the item is generally available throughout the storyline, market instability will occur regardless of what we set rates at, because the item's target demographic is much smaller/different than who are farming it. That's not something we can "solve", nor would we want to, because it builds economic relationships between different gameplay types (farming/stat refinement). We can give the item more uses to encourage consumption or change its availability, but kneejerk economy changes are usually a Bad Idea™. Infact, every "valuable" object in-game which does not degrade (e.g. your shinies/comps), and has an infinite supply given time, will trend towards saturation and price reduction. The only real way to protect wealth stored in non-degradable items in an MMO is by using items which are limited by the game itself ("Limited Edition" hats, event-exclusive cosmetics, etc.) The above is why we release periodic "expansions" to content, like what we were hoping to do with HAs, and will do with Sinnoh. Since it protects the economy by creating degradation in gear quality, even if it causes short-term grief, it is better for the game's long-term economy as a whole. Anyway, on a less down note, all of the consumable economy is meant to feed back into Dungeons, since it provides natural incentives to refine stats/breed, consume healing items, etc. So when we get those functional, it should be in a better place. You get to punch some really hard bosses with your friends Edit: I submitted this early by accident, so I hid it temporarily while writing the rest.
  9. Because Gen 5 was prettier and gave us more stuff
  10. I think the first dungeon is at least 2 months out from this post, so we will have at least one mechanics update out prior, to finish up skills/etc, and to probably work on refining PvP/PvE a bit more. Right now, I'm not working on it, but other people are. Development will move faster once we're done with our skill/ability/item/android obligations, and I can refocus on it It has been in development for a few months, yeah. We are working on mapping it out atm At the moment, we are aiming to make it both 1P / 2P, with incentives for 2P. An earlier iteration was necessitating 2P, but eventually I ended up scrapping that, somewhat because of the negative feedback around the Christmas event It won't really "feel" like anything else in the game, because we're going to be changing some important things, like resource management and how NPCs function in order to suit the gameplay. There are a lot of gameplay concepts which I'd like to play with in this one which should make it very different compared to the base game. I'm not really sure what this means, but go long on lucky eggs I didn't read this thread very well, but please feel free to @ me with questions if you want
  11. Kyu

    Discrimination

    Hi, You were permanently banned for: Legal threats Staff harassment Mailing animal penises to the staff after you were unbanned the first time As a result, you are not allowed to play the game or make more forums accounts. Sorry.
  12. Just to clarify since this topic is a bit important: We're trying to make sure that everything which is obtainable (abilities / moves / items) will be working for the next update, or as close to working as we can get it. That means all the items, and everything on the species which you can catch in the current regions.
  13. All of everything obtainable Edit: I made you a post
  14. We're just doing them all, so yeah, Eviolite is in there
  15. Hi everyone, It has been a while since the last server update, so we'd just like to give a bit of notice as to what we've been doing, and what's coming up for PokeMMO. Late last month we released the initial Android client to donors, and we've been very happy with the response. There has been a lot of enthusiasm about it from new and old players alike, and we're very grateful for it. We are currently working towards making Android generally available, and we think we'll have the first general availability builds available within the next few weeks. Because the Android and Desktop client share the same renderer, all of the performance optimizations which have gone into Android will also be propagated to the Desktop client. Right now though, the Desktop client is a bit unstable because we redid how many important things work in order to make Android as performant as it is. On the server side, we have been focusing on finishing features of the game which are currently incomplete, like battle mechanics, as well as improving other existing systems. We're currently working to resolve the newly introduced bugs and glitches on the Desktop client, and we're hoping to update shortly after Android's general availability release. Thanks for your patience and support
  16. https://invisioncommunity.com/news/product-updates/43-paid-club-memberships-and-other-club-improvements-r1065/ 4.3 seems like it will fix most of the readability issues tbh, at least for participants. Do you think this is enough?
  17. I thought that I was clear in the first post that I'm on the fence about it, but incase you missed it, the "Maybe" that I prepended my concerns / motivations with means that it's not certain whether we'll go down this path. Since I guess you're having trouble reading, "whether it's 'necessary' is up for debate, since there are a few unknowns for future content (e.g. Gen6+ data being implemented)" means that my opinions will change based on whether I believe we have a reasonable shot at implementing content in other ways. I'm not sure where the rudeness is coming from, but please stop with that. Thanks! :)
  18. It's only fitting that our first dungeon would be tied to our first region, right?
  19. The topic of money is an entirely different conversation for a different day, imo. I honestly don't really care about shinies in this context either. No. You're misunderstanding the issue; the problem isn't money, it's the fact that "comps" will trend towards saturation over time because they're not consumable. When you run out of things to make, the game is over. You win. That's why we change things over time and dripfeed content, to keep it going. No, the area is just broken.
  20. Maybe. It depends on whether the target of the feature is to be a direct upgrade path for existing species, or an entirely new class of species. The initial proposal called for the latter because it adds more longevity to the game by forcing people to rebreed in order to keep the economy from stagnating in 3 years, but whether it's "necessary" is up for debate, since there are a few unknowns for future content (e.g. Gen6+ data being implemented) Sorry I don't have a better answer atm No, they're going to be locked behind storyline goals, i.e. there will be "Kanto/Hoenn/Unova" dungeons which correspond to their respective legendaries, and are accessible after the storyline is complete for the target region. They will probably be targeted entirely as end-game PvE for now
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