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Tier Rotation System
I would like to propose a monthly rotation system for the current PvP tiers available in matchmaking: Never Used (NU), Under Used (UU), Over Used (OU), and Randoms. At the moment, there is a clear concentration of activity in the OU and Randoms tiers, while NU and UU often suffer from low participation. This situation limits strategic diversity and competitive growth in the other tiers, leaving a large portion of the game’s PvP potential underutilized. Proposal: Implement a monthly rotation where only one or two tiers are available for matchmaking each month, alternating evenly among the four. For example: Month 1: OU + NU Month 2: Randoms + UU Month 3: NU + UU Month 4: OU + Randoms (This can be adjusted based on balance and observed activity.) The goal is not to remove any tier, but to actively motivate the community to explore and build teams in different formats, promoting a richer and more varied experience for everyone. With certain months excluding OU, players will be encouraged (and required) to invest in new strategies and better understand the full metagame that PokeMMO offers. This approach could create a more dynamic and less repetitive competitive environment, while also providing new learning opportunities for both veteran and newer players. Español Me gustaría proponer una dinámica de rotación mensual en las tiers competitivas que actualmente están disponibles en el formato PvP: Never Used (NU), Under Used (UU), Over Used (OU) y Aleatorios. Actualmente, se observa una concentración evidente de actividad en las tiers de OU y Aleatorios, mientras que NU y UU suelen quedar relegadas con escasa participación. Esta situación limita la diversidad estratégica y el desarrollo competitivo en el resto de las categorías, haciendo que gran parte del contenido PvP potencial quede desaprovechado. Propuesta: Implementar una rotación mensual en la cual solo se permitan jugar una o dos tiers por mes en el matchmaking, alternando de forma equitativa entre las cuatro disponibles. Por ejemplo: Mes 1: OU + NU Mes 2: Aleatorios + UU Mes 3: NU + UU Mes 4: OU + Aleatorios (Esto puede ajustarse según balance y actividad observada.) El objetivo no es eliminar ninguna categoría, sino motivar activamente a la comunidad a explorar y construir equipos en otras tiers, fomentando una experiencia más rica y variada para todos. Al haber meses en los que OU no esté activa, los jugadores tendrán la oportunidad (y necesidad) de invertir en nuevas estrategias y conocer mejor el metajuego completo que ofrece PokeMMO. Esta medida puede incluso generar un ambiente más competitivo y menos repetitivo, además de brindar nuevas oportunidades de aprendizaje a los jugadores tanto veteranos como novatos.
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Clan War integrated into in-game team panel
Totally in favor of this.
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
That's another mechanic that serves the same purpose I'm talking about — making the game more entertaining based on battles. And the way you present it sounds really interesting. You should definitely make a separate post suggesting duels under a clan system. I had also thought about formalizing clan wars — it's something the community already does on its own. Hopefully, more attention is given to these kinds of ideas. I support your idea as well.
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Sunamie reacted to a post in a topic: High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
It's illogical to keep replying to you. Habbo Hotel? Pokémon is a game originally created for mons battles. I understand that there are players like you (and there are many) whose only interest is to spend weeks glued to a pixel hunting shinies, only to spend years on another pixel with that shiny. But some of us players would like different kinds of mechanics when it comes to battles and rewards. It may not make sense to you, but it does to many others. Just go your own way — keep asking for a pop-up window that notifies you when your shiny runs away. This post clearly isn't for you.
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Sunamie reacted to a post in a topic: High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
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Sunamie reacted to a post in a topic: High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
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Sunamie reacted to a post in a topic: High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
My reasoning for what would make this an interesting mechanic, or what would make players go to these zones and take the risk of losing Pokémon or items, is somewhat similar to what happens in games that have this kind of mechanic, like Albion. It doesn't even have to be a large map extension that compromises current farming or shiny hunting areas — it could just be a single city where this mechanic is active. The issue of affecting new players can be easily solved by limiting access to this area, either by giving the player a warning before entering or simply making it accessible only after reaching a certain point in the game. And what would motivate players to risk their Pokémon? Well, if there were NPCs that gave above-average amounts of money — making farming in this area significantly more profitable than usual — that would be a strong incentive. Of course, the thrill of risking your Pokémon adds to it: just like you can lose, you can also win big.
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
There are always ways to balance that kind of conflict—like setting a level limit on the Pokémon you can bring. PokeMMO doesn't have a level-based system, but the closest thing we have to that are playtime hours. It could be restricted to players with a certain number of hours in the game.
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
If the problem is losing items since there's currently no way to store them safely like in the PC, it could be limited to just the Pokémon. Players could either store them or only bring the ones they're willing to risk in order to farm in these high-interest zones. Swarms were a great novelty back in the day, but to be honest, I don’t do them anymore. What I’m talking about is a mechanic that makes players more active in different parts of the map, not just farming items or hunting shinies like NPC s.
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
In the trading chat, Pokémon are not being wagered, and it's clear you have no idea how this mechanic works perfectly in other types of MMOs. It's actually a great incentive, especially if high-risk zones offer much more attractive farming opportunities than what's currently available.
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High-Risk PvP Zone Where Defeated Trainers Lose Pokémon or Items
Introduction They say dreaming is free—and so is suggesting ideas here. So here's another proposal, meant to bring a fresh and exciting mechanic to the game. Proposal The idea is to implement special PvP zones within the map—or use parts of existing regions—where player-versus-player combat is free and unavoidable (no option to decline battles). The key feature of these zones would be high risk: if a player is defeated, they could lose part of their belongings. This could range from items in their bag to, for the boldest players, even Pokémon from their active team. There are many ways to balance this, such as limiting it to certain levels or allowing a recovery system if the items aren't claimed. Goal A system like this could truly refresh the gameplay by giving new life to regions that currently serve only as story checkpoints or farming spots. Many parts of the map feel empty, and adding high-risk PvP could turn them into dynamic, high-stakes zones. The chance to win or lose items or Pokémon adds an extra layer of strategy and excitement. Plus, exclusive farming opportunities or unique rewards could be introduced in these zones, making the risk worth the challenge.
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UPDATE RANK PVP RIBBONS LOGOS AND RE CREATE DIVISIONS - Make the pvp more atractive !
Keep making a dream
- Viewable Team Logs
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UPDATE RANK PVP RIBBONS LOGOS AND RE CREATE DIVISIONS - Make the pvp more atractive !
Of course, you could even have a floating window placing the cursor above the player which displays this information. I insist on the chat, because it would also be innovative for this section of the game, I have seen it in other games and it works very well.
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The player with the most official tournaments is
thanks im looking this
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The player with the most official tournaments is
Who is it? Is there a record of who has won the most official tournaments? I mean shinys
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UPDATE RANK PVP RIBBONS LOGOS AND RE CREATE DIVISIONS - Make the pvp more atractive !
I think they can be made more dynamic by shortening this part, 3 min is too much