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Raichuforyou

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Everything posted by Raichuforyou

  1. Maybe it's just me but this was gladly never an issue to me on the old amulet coin to be making cash while taking as much time as I wanted to make cash. Having to rush and dash now to do the gyms with my teams of level 100's seems to be the antithesis of PokeMMO. It's just unnecessarily stressful for what was once a chill, daily activity. My few main complaints with the coin is that it was previously balanced to be accessible to be used by everyone. Now it is only profitable if you are making more than 90K in a run. I agree though that it was said earlier in the thread if the coin worked on a per-battle instance. Maybe maxing out at 25 battles?
  2. This is pretty much very similar to what was added in X and Y onwards, but just the ability to chose what song will play in your PVP match instead of the default Unova vs Trainer battle theme. This can get bland really fast. For those unfamiliar with it in X and Y, alongside with selecting your party, the game would ask in a match what song you would like played. This ranged from stuff like the Vs Trainer, Vs Wild Pokemon, Vs Gym leader, Vs Evil theme, and so on. My suggestions would be for selectable music: Every Vs Trainer theme Every Vs Wild theme Every Vs Gym leader theme Every Vs Champion theme Every Vs Evil Team theme Every Vs Rival theme
  3. I have a shiny Bellsprout caught in a premiere ball, HP 8, Attack 26, Defense 3, Sp Attack 5, Special Defense 11, and Speed 30, with an Adamant nature. No egg moves or anything. How much could I fetch for this?
  4. Hoenn is honestly probably the easiest region to beat anyway.
  5. This is my biggest exploit I can see with the system, although it's slow, you can just set up alt accounts with comp teams sitting in front of Morimoto and just shut off the game right away once you've beaten him. I'm afraid that the devs would just fix this issue by just making the coin still expire when you're logged off, instead of addressing the issue that most people think that the 1 hour time on the coin is a bit stressful.
  6. Either this, or they should really change their amulet coin to a per battle basis system. Like you'd consume it and it applies 50% more money to your next 20-25 battles. And the effect would expire in like six or so hours. This honestly removes a lot of the stress of the current amulet coin while still having a focus on the coin being consumable itself.
  7. I know you haven't obtained these items yet, but your hotbar for your bike or old rod or other similar key items can be used in any region.
  8. I actually benefit (if I specifically play for an hour straight) from the new amulet coin and was in favor of the berry nerfs. It seems that speaking out for less experienced players isn't okay with some of you.
  9. Honestly the Amulet coin as a hold item was never really a hindrance before though. Pretty much all the gym battles consist of anyway are just EQ/Surf/Any double hitting moves once you get up to the highest level anyway.
  10. Give me the ability to dress up my Bidoof with a tophat and moustache or I'll riot.
  11. No offense, but both times I've offered a rebuttal to your points, you just been changing the goal posts like this every time. I'll just say that this pretty much only applies to the postgame gym runs, but do you honestly think that lower experienced players were making a killing on the old amulet coin? A battle between the 50's-60's netted you about 5.9K-6.5K, and those battles typically take longer as well because the gym party is closer in level to yours compared if you brought some level 100's in and you experience a 19 level gap advantage. That's such a crawl speed to begin with on how much yen (and experience) they were gaining. I don't see why anyone thinks that needed to be nerfed.
  12. Experienced players are not targeted. If you have a team of 100's you actually gain better from this patch and you make more yen than you did before. If you do not or do not make 90K in one run, it is worthless to use it. Therefore those players are subject to a 25% nerf. Then I don't see the reason in making a change for someone to play 25% more if they do not have a team of 100's.
  13. Then why are newer players the target of the corrective deflationary measures when more experienced and hardcore ones who were grinding berries on plenty of alts caused it? That's just bad economics. These players literally were contributing pretty much nothing to inflation. Someone who has a party in the 60's doing gym rematches is likewise pouring that money right back into other things on the side.
  14. I think you're missing this point. You personally can get 250K from them because you probably own a team that can sweep them real fast. Therefore the amulet coin is profitable to use for you. It isn't for newer players because they usually cannot make gains back past the 30K (the price of the amulet coin in the PTS right now) and therefore it is useless to them. On top of that, they can't use the original hold item 25% amulet coin anymore, so they're hit with a nerf in that regard.
  15. My point is that if you do so, you are effectively nerfed 25% yen from the last patch, and this is an issue that doesn't effect people with level 100's, but rather newer players who are working their way up with the rematches.
  16. I feel like this is pretty tiring for everyone on all sides to talk about the Amulet coin, but I'd really like to put some attention on it just because I feel it's going to cause a larger gap between newer/casual players and hardcore/already established players. I'd like to preface that I love the gym rematch system. I think it's a very comfortable Yen making activity that most players after beating the Elite four go to. The level scaling system is honestly awesome with it, because the higher that you get leveled up and get better as a trainer, the better your rate of return. It's honestly a pretty comfortable curve to climb up. Where the new amulet coin has problems is that it's straight up not profitable to use if you're not at the last level scaling (when the gym leaders are level 81). Not only does it cause a huge spike in the rate of return once you reach that level threshold, players before the patch who were either not that high level enough or couldn't play for an hour non-stop were essentially hit with what was it 25% nerf to their yen making (due to holding old Amulet coin). I didn't want to have too much of an overaction when the changes first came out because I figured that the prices of most consumables would drop by about 25% as well (Everstones, Shards, Heart Scales, etc). But it's been almost a week and the only thing that has gone down is Berries, and some limited vanities, and that's entirely due to the berry nerfs. Even so, fixed items sold by NPC's like bands and Pokeballs obviously stayed at the same price, which means that it's going to cost every player who was previously relying on the old held amulet coin has to spend 25% more time now to obtain items. I really wish economic decisions just weren't made like this that hinders what is pretty much the bottom line of the economy. It seems that less experienced or not as grind heavy players are being used as leverage to help with deflation, even though these players before weren't even contributing in a meaningful way at all with inflation in the past. I'd really like to see some changes to the amulet coin to be honest as well to be more accommodating to those on the lower end of the economy. Maybe making it work on a "per battle" usage for it, nerf the 50% rate down while increasing the find rate in it on Meowths, reintroduce the passive back while keeping the consumable, etc. There's many different ways to gracefully deal with the amulet coin, but how it currently is in place just isn't it. TL;DR: New Amulet coin in its current state is pretty bad for players that don't have the Pokemon or the time to grind with its changes.
  17. Intro: Hey there, I have noticed that this other Moemon mod hasn't been updated in a while, and is decently patchy in terms of what Pokemon are present in it. This mod is simply working off of that one to where everything that it has accomplished so far (Gen's 1-3 complete, with some 4 and 5 included) is still in. The main goal of me posting this version of the mod is to complete the Sinnoh Pokedex considering that we are going to be seeing the release of Platinum pretty soon. I have no plan to put in the shiny versions of the new Pokemon I am putting in just due to the fact that the sprite resources aren't out there and I am not a spriter. Pokemon Added: Everyone is complete for gen 4! Gen 5 to be worked on next! Download link: https://www.mediafire.com/file/p47wg61dehy2gta/Moemon_Enhanced.mod/file And always throw some love over at these guys over here, because without their work and help this mod wouldn't exist.
  18. I can confirm for a fact that when I do alt runs for fun, I usually send out good natured 3x31 IV'd pokemon to play through the game and make a note to not buy any items whatsoever. After 3 regions you are usually only making 1 million.
  19. I think a bit is that these bonuses would have to be made in such a way to where they're not scheduled at predictable times (the first weekend of a month, every month), and not boosted in such a way that they become the definitive way to grind in the game. I'm talking like a 10% leftovers hold chance boost. 30% for the Elite 4. 20% more EXP from trainer rematches and so on. And they happen not too frequently and cycle onto the next idea that nobody thinks "Oh shoot, I missed boosted Leftovers weekend. I'm going to wait to farm until the next one."
  20. This suggestion is very hard to convey through just a title, so bear with me and please read me out. I've constantly looked to other MMO's and even games like Monster Hunter and Grand Theft Auto V (which admittedly don't have much of an economy to it, but still needs to attract players to keep coming back), but a partial reason on why these games are so compelling for repeat playing week to week is that they do this neat thing where they're always making your grind different. They'll be doing something to where more of an enemy shows up more often for a duration of time, an item drop is easier to find during a specific timeframe, double XP weekends, etc. I feel like a lot of these concepts could aide PokeMMO to become decently dynamic with how players are constantly grinding for items or money. A few ideas I have are: Boosted EXP weekends Double Elite 4 payout Weekends Increased item hold chance weekends (Snorlax having a higher percentage chance to hold leftovers) Increased berry yield weeks Higher percentage chance of a rare Pokemon showing up in a certain area (Chansey in the Safari zone, maybe adding a few Febas tiles for a weekend, Johto Starters, etc) And more... And honestly in any of those specific examples if anyone has a problem with any certain specific phrasing of "double money" or "lasting an entire weekend", literally replace it with any duration or any multiplier that isn't economy breaking.
  21. @SecretDjinn stated maybe the weekend in the discord.
  22. I think we should stop giving out the 15 IV neutral nature starter then if that is the case.
  23. If they made only non ranked matchmaking for this suggested mode, and only rewarded 100 BP for a win, why would anyone bother playing it who is good enough to make a 31IV team?
  24. ༼ つ◕_◕ ༽つ [YOU NEED A POKEMMO PLATINUM ACCOUNT TO BE ABLE TO READ THIS POST] ༼ つ ◕_◕ ༽つ
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