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Posts posted by Kyu
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16 minutes ago, iJulian said:
Why not press the big release button like.. right now? Or you know, in 10 minutes? @Kyu
We're currently finalizing things and weren't planning to release on Monday. When I said "there's nothing really holding it up", I was referring to any outstanding features or critical bugs.
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6 minutes ago, iJulian said:
Nice! Red or white wine?
It depends on the day. If I want something sweet, I prefer pink moscatos. But, most of the time I'll take a cheap sauvignon blanc.
I'm not big on deep red wines, but if I had to pick, I'd pick a well reviewed pinot noir. I find merlots unpleasant.
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14 hours ago, iJulian said:So... how did things go?
My weekend went alright, thanks for asking. I've been watching Monster and I'm almost done with that, and I was able to talk to some family who I've been missing due to corona, so that was nice.
We have a mandarin tree which is in season, and I've become very fond of them. They pair well with wine as a snack.
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13 hours ago, iJulian said:
@Kyu Just to confirm, we are taking the showdown approach right? meaning we're getting rid of unranked and having a single (ranked) ladder per tier 24/7. I feel one of the biggest problems with ranked right now is that you can only queue up for it at certain hours while still having a normal games ladder that does nothing really, specially now that we're having seasonal resets and no fee for queueing I see no point in dividing our already small playerbase into two groups..
Sort of. We ended up pretty close to that, with Ranked being the default game mode, and matchmaking rewards exclusive to ranked games. We still believe that Unranked has its place as a test bed for people who just want to clown or practice though, so we didn't outright delete it.
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On 7/15/2020 at 4:29 PM, Parke said:
update tomorrow? POG - nah seriously though, any update on how likely this is to be coming soon or are you guys still doing work on it before release?
I got sidetracked implementing tiering data into the game client. I think we'll consider things for mid next week depending on how well the weekend goes for cleanup. We don't usually push big patches on Friday/Weekends, as it's our peak time, and this one is liable to break things
1 hour ago, FighterChamp said:?
We've never been on time, and we're not starting now.
9 hours ago, iJulian said:@Kyu given how we are transitioning to the latest gen mechanics and learnsets, is there any chance that we get the latests items aswell? i.e, heavy duty boots, room service, etc. kind of like how we god "life ball" back in gen3 before life orb existed.
I got yelled at by Senile for Life Balls. But besides that, I can't give a good answer at the moment, sorry. I think that's a question for next year.
- FighterChamp, mateusvictor, Parke and 11 others
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9 minutes ago, Lvkee said:
Would there ever be any consideration of adding HA's/legends into the wild locations/special locations we already currently have? Or are the development team set on adding them to the dungeons? Just curious if this had been discussed at all previously
I think we're pretty well set on our current path. To pursue shortcuts like that, we'd have to be desperate to release things quickly.
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Just now, Quakkz said:
would be awesome, its the feature that im actually looking forward the most for years now
Me too. Big projects I can lose myself in are my favorites.
- Suneet, Zymogen, HumongousNoodle and 1 other
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1 hour ago, Quakkz said:
are they even still worked on? i mean dungeons have been talked about like what - 5 years ago? and nothing ever really came up connected to that
They're not actively being worked on at the moment, but I hope to change that soon.
- Quakkz and Bestfriends
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6 minutes ago, TechnicianX said:
Riolu will have prankster? @Kyu
No, HAs were not considered for this changeset
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Just now, TechnicianX said:
Will u fix golduck's ability? could nine @Kyu
Both Cloud Nine & Fury Cutter have been fixed and are pending release
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4 hours ago, iJulian said:
The forums hype for the update has come in a big part from the dubs community which is more active now than ever pls dont do us like that
I'll see what I can do, I guess.
2 hours ago, MGRazor said:How many bugs will come with the update? xD
No idea. I only test in prod
- Rakhmaninov, iJulian, Bestfriends and 2 others
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1 hour ago, MaatthewMLG said:
update when
Within 10 days or so, imo
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4 hours ago, kloneman said:
With the release of the Isle of Armor DLC, will PokeMMO also introduce the new movepool changes for re-released Pokemon?
Text file from the Isle of Armor datamine:
https://gist.githubusercontent.com/SciresM/71a38bcdd4717771afa8948532aabc0c/raw/e777fc84e09ed5f1c7c7686330ec649ebaf286ce/Pokemon%20-%20Sword%201.2.0.txtI'll give everything a lookover and try to, thanks
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22 hours ago, Laz said:
A terrible con would be that matches need to start at the same time in every round, otherwise shuffling won't work, which means tournaments will last much longer, especially if some players are stalling because that is their only way of winning their games.
This would only be required if seeking perfect randomness, which my implementation did not. Sufficient randomness is achieved by queueing players after winning, then pairing random players from that queue while a minimum player count remains in the queue. Minimum player counts are derived based on the round's match states, which has the drawback that, the further the round proceeds, the more predictable your opponent becomes. This has a minor drawback of causing players who completed early to wait a few minutes longer before further rounds, but does not increase total tournament time.
20 hours ago, Zymogen said:Would it not be possible to implement a system that applies a randomly-generated shuffle to each round before a tournament starts? I.e. match slots are placed into pre-determined pairs so that the shuffling has already been done, and therefore the matches don't need to start at the same time each round. The pairing pattern would also be unique for each tournament so that it wouldn't be decipherable. It's not perfect - the first and last games of each round would still invariably be susceptible to exploitation, but it would at least greatly attenuate the extent of scouting in early rounds. Perhaps the 10 minute match timer between rounds could be halted until there are at least 4 players waiting to enter their next game.
Additionally it wouldn't be as effective in the later rounds or in smaller brackets, but I'm not sure how you can effectively prevent scouting in these scenarios without anonymising every player or removing live spectating.
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There are also other options available if remote spectating is implemented. The bracket could be hidden entirely until the tournament is finished in order to prevent live scouting, and you could just input a command to spectate specific players such as teammates or friends etc. instead of freely picking from an entire list of matches while the tournament is happening
Scouting is not a solvable problem in our game, which is why I did not seek perfect randomness for my round shuffling impl. As you mentioned, perfectly anonymizing tournament participants is required to resolve it, and we're not willing to sacrifice the social experience for that.
It should be noted that round shuffling is only effective while the player group is too large to be documented by spectators. If a large group of players coordinated simultaneously to document everyone's party, a reasonable prediction of playstyles and parties could be created in real time. The best way to handle scouting from a player perspective is to build more teams and play a variety of styles, and work with other players to borrow items to give yourselves more possible variety.
The lack of the ability to develop teams in secrecy is an interesting oversight, and we may consider an option to suppress Spectatorship for direct duels between Friends/Guildmates.
1 hour ago, Selusio said:Are we getting the new TMs/TRs alongside the old ones, or are some of the current TMs going to be lost?
Does the updated moveset mean pokémon are only getting more options, or are we losing some as well (for example losing Toxic on a lot of mons)?.
You are only gaining new options. All new TMs/TRs were implemented as standard TMs.
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12 hours ago, PedroLindoUnico said:
New TM's can be add?
Aura sphere is a move but no is a tm in the game, but in gen 8 is.
So, Tm Aura Sphere can be added?
All TMs from Gen 8 have been included, including Aura Sphere.
6 hours ago, Paul said:The only things I didn't see addressed was if there has been any discussion about improving the spectating feature, to be more like Showdown where we can skip turns/fast forward games that have been completed.
QuoteAs well as if there are any plans to shuffle brackets in between each round of tournaments to prevent scouting?
I'll see what I can do about this one. Thanks
9 hours ago, WellexGame said:Hi, we are going to have the speed changes?
("In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn")
Yes, speed changes were included. I didn't mention it for brevity's sake.
5 hours ago, gbwead said:UU, NU, Doubles and LC have much smaller player bases than OU and can only be considered as secondary tiers compared to OU for this reason.
Right now in matchmaking, the UU/NU player base is expected to fill as many matchmaking windows (8 per day) than the OU player base which imo is unrealistic and fundamentally problematic. On top of the exclusive rewards for all tiers, will the upcoming features designed to encourage tier participation address the current logistic issues of matchmaking in secondary tiers?
I'm not sure it's been noticed because UU/NU RMM is so unused, but we do have exclusivity periods where only one RMM game mode is active. It's not very convenient, as it still requires 2x the playtime commitment per day though.
In general, when players are queueing multiple tiers at a time, the match coordinator will bias the player's match selection depending on their match history, which should see more matches in smaller tiers being played. But, I think this problem is ultimately solved by enabling Ranked permanently, and I hope we can do that pretty soon. I'm very skeptical whether the RMM time slots are necessary anymore, but some of us are concerned about match fixing.
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19 minutes ago, senzui said:
will the current Gengars in the game have their ability changed or will we have to breed new ones?
The former
19 minutes ago, senzui said:In the case of Garchomp. Will he get Rough Skin? If so, will it follow the same mechanic as mentioned for Gengar?
No ability changes were done for Garchomp
16 minutes ago, Bestfriends said:Good morning, I have a question to ask as well. In relation to the shard tutors, they will be located in every Pokemon Center or are they in certain locations?
They will be in every Center, alongside a combined Relearner+Deleter NPC. Only one type of Shard Tutor NPC will be in each region's Centers though (Kanto's = Red Shard Tutor, Hoenn's = Green Shard Tutor, etc.)
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6 minutes ago, PedroLindoUnico said:
Blastoise will learn shell smash
Yes
QuoteGengar with nasty plot and cursed body?
Cursed Body yes, NP maybe. We're not sure yet.
- FinnTheMember and Bestfriends
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1 hour ago, LifeStyleNORE said:
- There's no mention of adding LC or Doubles to Matchmaking. Will these never be added at all, or do you just want to see what this update does for NU/UU activity first?
There's no definitive plans for these at the moment, but we're toying with the idea of "featuring" alternate game modes which would have exclusive rewards. LC, Triples, Rotation Battles, Co-op Doubles/Triples, and FFA battles would fall under this category, and could be rotated out regularly for some gimmick variety, perhaps on a weekly basis.
In hindsight, Doubles is probably a better choice for a secondary game mode in MM than either UU or NU. We will likely support it for MM in either this update or the next. UU & NU are naturally harder to understand than Doubles due to the restricted species set, and I noted earlier on that we have no real explanation of how tiers are decided inside the game client. I feel like their turnout is always going to be more depressed than something which is more easily accessible like OU/Doubles, but I hope to be proven wrong.
Quote- "Tournament rewards will be more versatile in their choices, allowing for Gender selection & selectable IVs with any value (0~31)" - Does this mean people can get full 31 IV shinies? Or is the base still 2x31 4x25 and it just let us go down from those?
The standard policy used by the GMs is 2x(0-31), 4x25. This was intended to address things like Gyro Ball/Trick Room builds, where 0 qualifies as a perfect stat, and the tournament prize was gimped as a result of technical constraints.
Quote- "missing mechanical changes to Gengar's ability" - So will Gengar lose Levitate and gain Curse Body as its only usable ability?
Yes
Quote- "regional-exclusive moves for a Shard+Item-based feed." - Are these items the same ones for old tutors like Black Belt, Magnet, Twistedspoon, Hard Stone, etc.?
Mostly yes. Some recipes will require previously useless items.
Quote- Will each Pokemon be getting EVERY move they can learn in Gen8? Or will you be ommiting some things such as Nasty Plot on Hydreigon? If not, then will Hydreigon get Draco Meteor?
Some things will be omitted, though we're defaulting to inclusion for almost all moves. We're deferring most of the decision-making to the TC, and NP was noted for exclusion on Hydreigon. Whether Hydreigon will see DM is up to the TC if they believe it falls off too hard after Gen 8 I think.
The list of moves which will be excluded hasn't been finalized yet, sorry I can't give a better answer.
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Hi everyone,
The next game update will feature a wide list of changes for PvP players. This will include a general balancing patch, refinement of most PvP systems in the game, and refinement of management tasks like move tutoring.
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Automated PVP Updates
Matchmaking will see a suite of changes, including updated reward structures, a seasonal based matchmaking ELO system, and features to encourage more tier participation.
For reward structures, we have shifted the BP-based rewards to a streak-based approach. Over the years, we've been hesitant to include an automated Forfeit function in structured PvP due to the potential of encouraging poor quality matches where people forfeit while a match is still winnable. To counter this, players are now more encouraged to stay in a match at risk of losing their streak bonus, and additional bonuses are given if you're fighting an especially well ranked player.
Matchmaking ELO decay has been another problem which we let stagnate over the years, which will be resolved by a season system for ELO. Seasons will last 3 months (the first season after the update's deployment will be slightly shorter due to updating in the middle of a season) and will perform a hard reset of ELO once over. Each Season will be capped off by an automated tournament exclusive to the top players of each tier's leaderboard, winners of which will receive exclusive items.
To encourage UU/NU tier participation, we've introduced exclusive rewards for all tiers. Players may now also queue for multiple tiers in Matchmaking simultaneously, with a battle box assigned to each tier.
Automated Tournaments have seen some attention. Tournament rewards will be more versatile in their choices, allowing for Gender selection & selectable IVs with any value (0~31). PokeMMO's Game Masters may also choose to give stacks of items, vanity items, or BP in future tournaments too. (Note that these changes only apply to future tournaments, not ones which have already been scheduled, or rewards which have been already mailed to players).
On the small side, players will now be able to spectate others while queueing for matchmaking & tournaments with no fear of missing their queue. We'll now automatically shift from Spectate mode to Battle mode when a match is found. Battle Boxes are now also less terrible to manage, and can be assigned and changed more easily in the PC UI.
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Generation 8 Updates
With the introduction of Gen 8, many moves have had updated functionality increasing their versatility. Move changes will be included where applicable (Teleport, Rapid Spin, Healing Wish, Fling, and Howl), as well as ability changes (Intimidate, Moody) and egg group updates for a few species trees.
This changeset also introduces Gens 1 & 2 TM moves to the relevant species, and Gen 7 changes which we'd omitted until now, including Gen7-3 (LGPE) movepools and missing mechanical changes to Gengar's ability, and the Prankster ability.
Movepools for all species have been updated in some way or another, and the changes are far too numerous to note. In general, Gen 8 has priority over all other changes, then additional moves are processed from there.
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Movepool Management Updates
Those knowledgeable with earlier Gens & Gen 8 will notice that we are introducing a slew of new TMs- over 100, actually. This large bulk of items necessitated that we look at how we can better the move learning systems, and we've focused on streamlining the gain of renewable moves.
Each region will now host an NPC in every healing center you come across, which will offer to teach you all of the Tutor moves that a region can offer, if you've acquired 8 badges in that region. 4 Shard-based "Regional Move Master" tutors are present in the game, 1 for each region, allowing you to learn regional-exclusive moves for a Shard+Item-based feed.
Each of them is also accompanied by a Move Deleter & Relearner NPC. Prices for Relearners will also now more properly reflect the value of the move being relearned. All regions now have a store which will sell every TM in the game in their respective department stores, after you've completed its storyline.
Redundant tutor data for all tutors has been removed, meaning no more TM / Tutor overlap. For GBA areas, NPCs with single-move move tutor scripts (e.g. Dream Eater) will now simply give untradeable TMs. Older Shard tutors have been removed entirely, and their moves redistributed as either TMs or into the newer Shard tutors.
Overall, we feel it should be much easier to keep track of and learn.
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This overview is not comprehensive, but covers the most important things we'll be changing this update. We're currently finalizing everything and expect to release it in early July. We hope you'll enjoy.
Thanks for reading- LuisArTuRoX, DanteGrin, Azphiel and 200 others
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下一次游戏更新已解决此问题。 谢谢
PokeMMO Dev Blog 9000: Questions
in General Discussion
Posted
Yes