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Kyu

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Posts posted by Kyu

  1. 15 minutes ago, caioxlive13 said:

    Maybe this happen because server Queue and server are 100% full

    This is correct. The game is running at absolute max capacity at the moment.

     

    Large queues cost memory and take up resources which can be used by players who are actually playing, so we just reject login requests if there are too many in the queue to ensure the gameplay is stable.

     

    This is an unusually high amount of players due to the new features, but if the demand continues after a few days we'll look for areas to improve.

  2. 13 minutes ago, Valerie42 said:

    I feel like Prismatic Pearls are so limited in what they can do, I mean, they can transfer HA status, sure, but only within the same species evo line?? I guess it's good for breeding and not risking your HA mon, but other than that...? What do you need 28 of them for. I kinda hope we get some use of them as currency for... something. idk what.

    The prices that the NPC offers scales depending on the effective rarity of the shiny you offer him. This means the most common species like Pidgeys will see a reward of 4 Pearls, and the most rare species like Shedinja will have a reward of 28. The vast majority of species will pay out 4 - 12, but if you want to liquidate something very, very rare for Pearls, we need to offer an appropriate price.

     

    I'll note also that this is the base value of the reward. Certain multipliers come into effect for Shiny Alphas and Secret Shinies if you decide you want to turn those into Pearls too.

     

    We don't expect players to actually be regularly liquidating their Secret Shiny Shedinjas. The feature is tailored to cleaning up the amount of very cheap and worthless shinies.  But, we do need to make sure that if the player offers something ridiculously rare that we give them a ridiculous price in exchange.

     

    7 minutes ago, Valerie42 said:

    But you need to *already have the HA*, which, so far seems to only be from the alphas? Which spawn super rarely? Correct me if I'm wrong here

    "Super rarely" isn't really true. Currently it's scheduled to be 1 per in-game day, which is 4 alpha swarms per real day.

     

    With this update we're releasing ~60 unique species trees' HAs via alphas. Most competitive players have multiple competitive pokemon which they would otherwise need to rebreed as the metagame shifts, so the system's scaled with that in mind.

  3. While I'm sure this post is enlightening to some players unfamiliar with the concepts of cybercrime, I'm not sure why you seem to be broadly accusing other players of it. Malware distribution, phishing, account takeovers, etc. are explicitly against the Terms of Service and result in permanent account termination when reported to us.

     

    If you have a report to make, please do so via https://support.pokemmo.com so that it may be addressed. Thanks

  4. 3 hours ago, Pemula said:

    I think this is bad idea to delete red together with roaming gym leader and e4. It would be good to make red stay longer for few days after delete roaming gym leader and e4. We already grinding anniversary chest until the event end then we open all chests. If we got anniv medal it will be useless.

    Medallions were automatically removed from the chests when the event expired, so you can not get more. They will be automatically exchanged for regular Anniversary Chests at market rates (approximately 7:1 regular chests per medal) during the next server maintenance.

  5. 7 minutes ago, Paul said:

    On the topic of staggering abilities, are you able to share how often new alphas will become available after the event, and how the species will be decided for the swarms? 

    The initial batch has "~50 evolution lines, some impactful and some not" and were handpickedTheir introductions are meant to be unpredictable, so I can't really offer specifics there. Afaik the TC wants us to immediately complex ban anything impactful to OU until they can review it, so the unpredictability shouldn't be too much of a pain from a PvPer's perspective.

  6. 4 minutes ago, Poufilou said:

    Are you gonna adress the issues this choice causes and that were pointed out in the other thread ? I feel like besides what this rant talks about, which conclusions and claims are debatable, what is shared by everybody is that the way tiering is handled has a definite impact on how players enjoy PvP and decide to play at all or not.

     

    This is something where you can't have excuses of having to deal with ROM or whatever. It's simple organization and cooperation. You can add or not legendaries and all HAs you want, if it stays with this system, PvP is going to be shit no matter what. 

    I think it's a fair criticism that our tiering rules haven't kept up to date with how we develop the game, and that the game suffers due to it. But the TC is a player-run organization, and we try not to insert ourselves too much into it. I've asked someone to talk to them about the problem though

  7. 28 minutes ago, Paul said:

    I understood these comments as hidden abilities are ready, but won't be released until later dates to keep us playing the game for longer & extending the game's lifespan. I don't understand that as the reason to stagger the release of hidden abilities, because your game isn't dying anytime soon and you've shown you are capable of making interesting content, so there's no reason to believe you won't continue doing so in the future to keep the game alive. 

    Ah. I thought you meant that players were so enticed by the idea of HAs that we had a "Star Citizen" type of scenario where we kept dangling that promise for years on end, and players somehow took that bait.

     

    We suffer from some unique problems because the game is structured on ROMs. A major one is that we have an absolutely finite amount of content to work with [unless we begin backporting items/abilities, or shift to another base ROM]. While it's my opinion that we do have the possibility of Gen 6 later on, again, it's very hard to appreciate how much R&D has gone into this game to even make it function at all.

     

    Our major options atm for additional [ROM-based] content are transitioning to B/W2 and Johto. B/W2 is going to be the most realistic consideration for our next base ROM as the only major changes between B/W & B/W2 were script-based, iirc. Johto is obviously a meme region, and while we'll do it, it doesn't really give us anything long-term aside from ticking another box and giving you another E4 to grind.

     

    But anyway, the point I'm making is that it is in everyone's interests for us to keep the game as interesting as possible for as long as possible, and staggered HA releases are one way to help achieve that. While we have definitely enjoyed a very successful few years, the next major introduction of new monsters is going to be a very long process, and we'd very much like to prevent a scenario like our Gen 3 -> Gen 5 transition where the game basically died for a year because we blew our load with no concern as to how we'd weather a very long content drought.

     

  8. 9 minutes ago, Paul said:

    My comments were in reference to having content ready to be released, but not releasing it in order to keep us playing the game for longer. You're stalling the progression of your own game to keep us interested in features that were teased 4 years ago. We're 10 years into the game and the only solution to the content drought is to keep core game mechanics from releasing, which is odd because you've shown the ability to create interesting/engaging content/events when you actually try.

     

    My perspective would be to release the basic mechanics that were teased 4 years ago, and focus more on the custom content you've shown the ability to make interesting. 

    Alright. It wasn't ready, and stalling content doesn't generally make players play longer. I'm not sure why you have the latter opinion.

     

    To comment on HAs themselves, they were mostly suffering from a lack of consensus as to what to do about them. While we originally did want to include them alongside legos, eventually it became comical how long we were waiting, and it felt like it was about time. So, we just built something which could release them in a way which didn't feel completely lackluster.

  9. 5 hours ago, Draekyn said:

    The game won't find balance until legendaries are added. Pokemon was built by people likely more competent than you and me with them in mind.
    Certain tiers will always disproportionately favor a certain archetype until we get the proper tools to balance them. 

     

    I read a response from Kyu earlier that confirmed that we were never getting "the most powerful legendaries". What about the others? Why do you still have an Ubers tier? We have been strung along for the better part of a decade with the promise of balance.

     

    Now is the time that you turn around and reveal that your priority has always been to string us along with the slowest ever drip-fed content the world of gaming has ever seen. 
    I'm torn between a sarcastic "who would've guessed?" and "it's about time".

     

    What, exactly, are your arguments against the perfectly balanced - non-"powerful" - legendaries, if any? Because I fail to see the issue with implementing the legendary dogs for example right this second, most of the lower-tier legendaries are in fact likely to drop to lower tiers and not even be OU.

     

    You have supposedly been working on implementing legendaries since 2014. If they are not damaging to PvE and are a boon to PvP, what on earth is the hold-up? I have my theories, most of which involve most of the development time being sucked down the drain of server stability and the monitoring of RP-related economy in an effort to accomodate your casual chinese cash cow, but I won't go into another rant inside a rant, I'll respect your time, unlike you.

    We've established that your goal is not balance, your goal is preserving the shitshow we have had to deal with for years because you believe it is the best way to keep people interested and to prevent a stale metagame. You are wrong.

     

    What you are doing is shooting yourself in the foot. Because you don't offer the proper tools, instead of several viable archetypes, there is only 1 per tier. That is staleness. That is a game people want to move away from.

     

    Staleness in a player-driven PvP environment isn't broken by drip-fed content, it is broken by player innovation. Why do you think older gens are still popular on showdown?

     

    Your concern likely is that legendaries would "break" PvE. Let me be the bearer of good news: not a single person plays PvE pokemon expecting a challenge. You can tune that AI up to the moon and it won't make a difference. You will never offer a challenging PvE experience unless you remove a significantly larger amount of tools available to the player. If that is really something you want to do, take inspiration from rom hacks like Emerald Kaizo, create a nuzlocke mode... in short, do your job. Don't punish PvP players for your lack of imagination in problem-solving PvE problems. 

     

    You tend to respond to players asking for perfectly reasonable things in a know-it-all, condescending way using hasty generalizations, false dilemmas, everything in the book to avoid revealing your roadmap, to the lucky 1% that get a response that is. These are the same players in a community that have been carrying the shit out of your game for a decade and have allowed you to milk an insane amount of money from an IP that isn't yours. Show them some respect. You have enough money to hire a PR rep, do it. I would ask that you also hire additional devs to not have to delay your projects 17 times over the course of 4 months, but you've made quite clear you're afraid the unqualified and uninitiated would immediately start unraveling your spaghetti code.

    Your response is very passionate. I think we have very different opinions on how games should be developed though, and I won't comment on upcoming content which isn't near release.

     

    1 hour ago, Draekyn said:

    Hope he'll read all this then, good points 

     

    2f7a0a808058b6074e3be1129de0abe1.png

    I think it's difficult to fully understand how problematic releasing large swathes of new content (e.g. targeting Gen 6 as base) is, from a player's perspective. Decisions like those around HAs buffer us against content droughts which occur during prolonged periods of content development for very large projects, like introducing new regions.

     

    I have no idea what the "hostage" comments are based on, though. I find that kind of silly.

  10. 35 minutes ago, Thekingofglory said:

    @Kyui have a ques:it comes from this picture:

     

    translate:

    The server achieves relatively real randomness through time difference. For those who use donations, there will be delays between multiple requests, and other people's requests will be interspersed. If the interspersed person is a sweet scent, they will get shiny directly. Therefore, if many people are finding the same pokemon at the same time, it is established

     

    i used translation,idk if i have sth wrong

     

    No, we did not create our own randomness algorithms for the game, and your activity cannot affect other players' RNG rolls. For shiny rates (and any other important RNG calls) we use cryptographic RNG via Java's SecureRandom engine. Basically: If it is good enough for government encryption keys, it's good enough for you and your shiny randomness.

     

    Sometimes, interesting things happen which players can visualize patterns in, but they don't actually exist.

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