Jump to content

Kyu

Administrators
  • Posts

    2677
  • Joined

  • Days Won

    289

Posts posted by Kyu

  1. Changelog: 06/11/2020

     

    Balancing

    • (PvE) Wonder Guard will now fail after absorbing 2 attacks

    Bug Fixes

    • The Matchmaking Service will no longer select the same species as the last reward pool when generating new monster rewards
    • Only one cry per species in a fainted horde will now play
    • Fixed an issue where players could become stuck if evolving a fainted monster while losing a trainer battle
    • Fixed shiny particle playback for monsters which only had that particle
  2. 22 hours ago, The5thHorseman said:

    I was curious to know if PokeMMO had any plans to implement the ability to access the Wifi Battle Systems for the Sinnoh/Johto and Unova Region battle servers to owners of a real game on a DS over the fan-based re-creation of the "Nintendo Wifi connection"?

     

     

    Facts to note in regards to this question/recommendation:

    1. While the Nintendo Wifi connection was disabled by Nintendo, it was re-created by a 3rd party re-creating the use of the ability to utilize the function provided the settings are set properly. PokeMMO could easily allow access to this for players for cross Compatability for battles with users of Pokemon Diamond, Pearl, Platinum, Heartgold, SoulSilver and the other battle server for Unova (Black and White 1 & 2), which runs on a separate server, allowing those on PokeMMO to battle with players who have a real version of a Pokemon game.

    2. Please note that this question/suggestion is ONLY for the battle feature via WiFi to those with an actual game on a DS on the fan-based re-created "Nintendo Wifi connection", and does not apply to the trade system over WiFi to owners of a game. The reason for not suggesting trade with real games is due to the Official Pokemon Championships vetting process for eligibility, when evaluating a game for "corrupted or out of place data" so not to be disqualified for entry if having an illigitimate traded Pokemon.

    Here's why this is a bad idea:

    - Pkhex is a thing, and you can very easily cheat things into VGC tournaments. This style of cheating is not a thing on PokeMMO and we'd like to keep it that way.

     

    Here's why this is not as simple as you make it out to be:

    - PokeMMO does not attempt to make a 1:1 recreation of either B/W or Platinum. Fundamental battle mechanics do not behave the same. We do not have interest in rewriting the server to support Gen 5's or Gen 4's implementations of move mechanics, it's not within the scope of this project.

    - Even if we had interest in rewriting moves and abilities and all the other stuff to mirror a Gen 5 or 4 implementation, which we don't, the way that the NDS works is fundamentally different. Where we have a standard client-server model in which the client connects to the server and blindly does whatever the server tells it to, the NDS uses a shared state where each client runs its battle independently of each other, only really broadcasting actions. This means that you have to absolutely perfectly emulate the battle across both clients (something which still hasn't been accomplished, even in projects who care about older gen implementations), otherwise shared state concurrency becomes a problem. But, sure, theoretically possible I guess if you write some gameserver->wfc translation layer and throw a few years at it.

    - Even if networking were compatible, which it's not, as far as I can tell NDS WFC emulation is pretty dead, with this project apparently being the standard. We don't have any interest in developing a WFC server further. Networking on the NDS is also apparently broken, but I digress.

     

    If we overcame all these technical issues and somehow made it work, we have another problem: Nobody would play it, because you wouldn't get any hats.

     

    † I'm not actually 100% sure that this is how B/W NDS networking works, but it seems like the most logical way for it to. I have no idea how they handled bugfix releases where move mechanics would have differed, though I guess you could manage it through a weird master/slave state for each NDS where the most recent NDS ROM does all the calculations / move functions.

  3. They were nerfed because Matchmaking is outpacing all other BP sources at the moment, and runaway inflation is a concern. They were reduced from an average scale of (1000~3500) to (500~2000) for the timebeing. We'll be reviewing BP sources & prices to better scale them during the next game update.

  4. 22 minutes ago, LifeStyleNORE said:

    Do point rewards still factor in *gulp* match length? Cuz I keep beating scrubs in 5 minutes or they wait just before the 10 minute mark to click forfeit. 

    To an extent, but not as much as before now. A 5 minute game will not equal a 10 minute game, but players who try to grief you by forfeiting just before "cut-off times" won't accomplish anything; the system scales much more smoothly due to increased point scales and more tolerant math.

     

    We have considered instituting penalties against players who forfeit excessively and early, but I'm not convinced it's a great idea atm.

  5. Changelog: 19/08/2020

     

    Balancing

    • Matchmaking Rewards schedules have been updated
      • Matchmaking rewards are now on a scale of 10, instead of 1. Players with existing rewards have had their matchmaking stats updated to compensate for this change.
      • Various changes have been made to the matchmaking formula to better reward players

    Bug Fixes

    • Fixed various damage formula inconsistencies which could have led to slightly less damage than intended
      • (This typically manifested as -1, but up to -3 damage in some cases. This issue did not apply to all damage.)
    • Toxic Spikes is now prevented by Safeguard
    • Roar will now bypass Protect/Detect
    • Fixed Pickup for Fishing in Unova
    • Fixed Multi-Hit RNG calculation for Flinch effects
      • Previously, Flinch would only roll once per move. It now rolls for a flinch proc every hit
    • Fixed Sucker Punch's interactions with Me First & Focus Punch
    • Eggs can now be hatched while spectating
    • Fixed Prankster not restricting some status moves, like Taunt, when applying against Dark-types
    • Metronome can no longer be restricted by Torment
    • Fixed Pressure's extra PP reduction for several move types
      • Previously, moves which targeted the field and moves which did not consume PP on the first turn would not be affected by Pressure.
    • Fixed various issues with Custap Berry
      • Previously, this item would not always consume reliably when it activated (e.g. during 2-turn moves), and would not always broadcast correctly.
    • Fire / Water / Grass Pledge move fixes
      • Gems no longer affect Pledge moves
      • Pledge moves, when combo'd with each other, now always have STAB. This is in addition to Combo-moves' base power increase to 150.
      • Combo moves will now invoke the most effective typing, when issuing a combo move
        • (Water > Fire > Grass > Water). Previously, this would use the last move cast
      • Pledge moves can no longer be redirected by abilities such as Storm Drain
    • Bad Poison will now increment its counters even if the target's ability renders it immune to its damage
      • This affects targets with Magic Guard or Poison Heal, which would not receive the correct damage if their ability was removed via e.g. Worry Seed.
    • Fixed Fast Battle Replays crashing on battles with Team Preview
    • Fixed Future Sight's damage calculations and interactivity with many items/abilities
    • Fixed Encore sometimes propagating impossible targeting to Encored moves
    • Pursuit will now seek out any opponent who is switching during Double / Triple Battles
    • Pursuit no longer gains extra power against Teleport
    • Fixed Psych Up / Clear Smog's broadcasting for stat stages
    • Berry Blender NPCs now allow multiple results to be crafted simultaneously
    • Water Sport / Mud Sport now reduce damage by 2/3. Previously, it reduced by 1/2.
    • Focus Items / Endure can no longer proc off of False Swipe
    • When switching, Shed Shell will no longer broadcast its existence unless its restrictor enemy is still on the field
      • Previously, Shed Shell could have leaked its existence if the opponent swapped into something which restricted your swapping on the subsequent turn (but not when the swap action was issued)
    • PP differences are now healed when using PP Up / PP Max
    • Ethers no longer fail if the target is fainted
    • Transform can no longer Transform against Illusioned targets
    • Life Orb will now recoil on 0-damage moves, if they were still a successful attack (not Evaded/etc.)
    • Fixed Stats display ordering for Matchmaking / Tournament reward claim UIs

     

  6. Changelog: 04/08/2020

     

    Balancing

    • Matchmaking rewards have been rescaled
      • Players may now earn between 1~10 Matchmaking Reward Points per battle, depending on their ELO & the duration of the match
      • Excessively low ELOs may now be disqualified from rewards
    • "OP Item" clause has been removed in standard PvP
      • BrightPowder / Lax Incense restrictions have been merged into Evasion Clause
    • When searching for an opponent in Matchmaking, if you've been waiting for a while, your eligible opponents will now expand over time

     

    Bug Fixes

    • Fixed an issue where some wild encounters would be spawned without damaging moves
    • Fixed speed evaluation after swap actions in Double Battles (Drizzle+Swift Swim/etc.)
    • Matches in very low ELO brackets, and matches which ended too quickly, will no longer be logged for PvP Statistics
    • Fixed an issue where party indicators would update before health bars when receiving damage
    • Fixed an issue where tournaments would not proceed after semi-finals
    • Fixed Teleport (for realsies this time)
    • Fixed an issue where, if a player descended from the Matchmaking Leaderboard, their ranking would not always be updated
    • In Double Battles, Encore will no longer forcibly redirect target slots, unless the target slot of the encored skill was invalid
    • Reward Claim widgets for Matchmaking / Tournaments now default to 31 for their IV selection
    • Fixed Matchmaking's spectate page support
      • Default sorting is now Ranking for all pages
    • Fixed an issue where, when initiating spectating in Matchmaking, sometimes the client would get stuck
    • Fixed a crash when rendering some species' Statistics pages

     

    Notes

    • Weekly rewards & progress for Matchmaking have been reset due to rescaling
  7. 51 minutes ago, razimove said:

    What about those who are dropping to 300, to spam teams like some did and already have the headgear vanity of the tier, by win trading 24/7?

    "Match fixing / match manipulation will get you banned very quickly, and we'll take away your rewards too."

     

    6 minutes ago, Takens said:

    wait that's how they got it?

     

    my question is why giving a delay on the spectate? 

    There isn't a delay on spectating. We suspect there's too many battles being played, and the client can't show all of them atm.

  8. 1 minute ago, DarylDixon said:

    so, people who's keep doing that type of thing will get banned, alright thank you.

    Also i can use alt in same time to playing it seriously? or i just have to playing with 1 main account?

    if i log off on my main and i play on the alt seriously , over using my main it's possible to do that?

    As long as you're not trying to fight yourself, we don't care

  9. An earlier iteration of the 31/07/2020 patch introduced a restriction where players would receive reduced matchmaking rewards if the battle ended before turn 15. This was reverted, and currently the restrictions are on:

    • Matches which end before turn 6 (normal forfeiture cutoff)
    • Matches played against the same opponents, if your ELO is below 550

    We'll be looking over the reward system to better handle griefing in the near future.

  10. 2 minutes ago, gbwead said:

    I was assuming there would be rotating from one tier to the other, so that following a year every tier would have the chance to earn one. If that isn't the case, I understand why halving the requirements is necessary, but if you have multiple chances to get these hats, season after season, it's no big deal if the requirements are high.

    OU: 0->1->2->3->0

    UU: 4->5->6->7->4

    NU: 8->9->10->11->8

    Doubles: 12->13->14->15->12

     

    Vanities never leave their tier, and 16 items are allocated for PvP rewards currently. Vanities are scheduled for reintroduction after 1 year at the moment.

  11. 1 hour ago, Paul said:

    Not a fan of this imo

     

    I feel the goal should be to keep 'casual' players interested in PvP for as long as possible. It keeps matchmaking alive, and will make it so people normally not interested in PvP find themselves improving & actually enjoying the competitive side.

     

    I have friends who have zero interest in pvp already having 25+ wins. I guarantee they play for 2 weeks, get the vanity, and never play again. 

    For people desperate for hats, we do have 4 active at a time. It's quite a lot if you want to complete more than 1 tier's reward tree during a season at the moment, and we'd like to encourage people to build for more than one tier.

     

    43 minutes ago, gbwead said:

    edit: 2 pts per win no matter what is pretty dull and boring imo

    I would prefer 1 pt for the first win, 2 pts for 2 wins in a row, 3 pts for 3 wins in a row, 4 pts for 4 wins in a row, etc. Grinding would be more fun that way and there would be more at stake in each duel. Grinding would also be much easier that way, so I'm assuming you would need 2000 pts instead of 1000 pts to get the vanity.

     

    I think we'll consider changing MMRWP after we get metrics for how many people are playing the season's tree to completion. It's too early to tell what appropriate values are at the moment.

     

    45 minutes ago, gbwead said:

    edit2: I also hope there could be a way when you get enough points to "transform" the 4x25 comp into a 6x31 comp.

    Matchmaking rewards are a crutch to help players become more competitive over time. They are not meant to take the role of perfect breeds, and we do not want to give players an upgrade path which is completely devoid of economic interaction with the greater game.

  12. ye it's a placeholder value which got its way into prod, we're halving the requirements for it next update

     

    4 minutes ago, Lvkee said:

    Now each season lasts 90 days, this means you will have to play ranked 3.3h every single day for 90 days if you are an average top 100 player to meet this criteria for the vanity.

     

    This is too much.

    casual

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.