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SelflovingWhale

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  1. How do yall calculate the number of encounters? Do yall keep track?
  2. Little important things I've noticed after my runs: 1) Estimate the number of enemies you need to kill, and kill them from "outside in", meaning defeat the pokes farther away from the shrine first, then kill the ones near the shrine last to finish the wave. This allows you to choose what pokes to change to to deal with a new wave. Knowing this wouldve saved my team several times, instead of getting stuck with mons that were good for the previous wave but bad after the reset. 2) Best mons early (i think) are ponyta and mankey, and tauros is pretty much a must have with its headbutt stab + rest and sleep talk. Chimchar imo is too frail, and fake out falls off hard after the 3rd round. I don't know about all mons, but i think charmeleon/zard and dragonite are really good later on.
  3. Title says it all. What are your thoughts on team preview? Personally i don't like it, because pvp and comps ive always played in pokemmo had no team preview. However, im very interested to see how the game changes after this.
  4. How does nature power work in pvp? Does it jusy become tri attack all the time?
  5. Not even Ghetsis' hydreigon? I must just be bad lol.
  6. You can check the IVs of your pokemon. Right clicking the pokemon in your inventory will pull up the summary screen, and the tab at top of the summary menu that looks like a "DNA strand" will show you the IVs of your pokemon. I believe its the 4th tab from the left. This game is one hell of a grind lol, to EV train, farm berries, gym runs, and PVP BP farming, so you'll enjoy it. Its worth it to find new teams to pvp with IMO. Idk about encounter rates, and catch rates are slightly tweaked i believe to make pokes harder to catch. Yes, the game is much harder than the original games. Some gym leaders have ridiculous coverage and min/maxed EVs. Whether or not the premium pass is worth it is up to you to decide. However, i recommend you to buy the premium pass when youre experienced enough to breed + start to shiny hunt, to get the most out of the pass. Cheers and happy hunting.
  7. I'm going to attempt to tackle the elephant in the room, and put it out there that the run throughs right now are possibly too hard. Now i know that this topic has been raised multiple times before and discussed, don't kill me with your pitch forks yet, im posting this due to the constant inflow of posts both on this forum as well as the pokemmo subreddit. Personally, i have no problem with the difficulty of the game, as do most of us who are rather familiar with pokemon games, and the play throughs are definitely doable with a bit of thought and care. However, the fact that there are posts surfacing every 2-3 days about "is this game supposed to be this hard????" poses the issue that Pokemmo is perhaps too hard for a portion of new players. My main motivation for suggesting the below changes is because i find it a pity to lose a potential player base. For Pokemmo to grow, my opinion is that the mmo and the majority of its multiplayer elements should be attempt to be accessible to all new (and old players), and the attitude of "git gud" shouldn't be perpetuated lest it creates a toxic environment for new players. If players are giving feedback (constantly) that theyre struggling + some quitting, maybe something should be done to retain these players. My suggestion is that there be multiple difficulty levels for players entering the first time. "Easy" can be for players who want to enjoy the mmo with their friends or just experience the unique experience of an online Pokémon multiplayer game. Normal or hard can be the current difficulty, or possibly scaled even harder for extra challenge. For balancing purposes, the normal difficulty can offer the current ingame rewards (items, TMs, Cash), while easy mode can be nerfed hard to give much less cash, and fewer valuable items. With the selection of difficulty, players can choose easy to finish regions and gain access to pvp. Understandably, PVP after an easy mode run through would be an incredible jump in knowledge and skill; to this, i have no good solution, but I raise the points that 1) players have greater access throughout the game, whether or not they are good at pvp or not doesn't matter as much as whether they CAN participate in endgame content. 2) Pokemmo can capitalise on greater player retention to stimulate the economy and grow the game. Ultimately, these are just some thoughts i have after making the observation that many new players are struggling. My suggestions are by no means perfect, and the input of the rest of yall experienced players on the forum can perhaps come up with a better solution. Given that the chances of this implementation ever becoming fulfilled is close to zero with devs with their hands full with other updates, I suggest that all veterans of the game at least actively help new players struggling in the game. Maybe there'll be that one player who whispers you asking for free ground type pokemon to beat a gym theyre struggling with, please lend a helping hand to new players as you may play a part in growing the playerbase. :)
  8. Hey all, I've intended to collect data of the Pokemmo economy for quite a while, and began this project 3 months ago but never got around to constantly updating the data. I've just decided to look at some prices i recorded back then, and I intend to continue keeping much closer attention to price fluctuations along with events that may impact the economy. This is mainly just for fun, to see how changes in the economy could potentially affect prices. ---------Farmables Everstone sometime in early August 2018 17000~20000 10/10/18 4998 16/01/2019 8300 Life Orb 10/10/18 144000 16/01/2019 159000 Leppa Berries 10/10/18 1188 16/01/2019 1390 --------- Runthrough Farmables Exp. share 10/10/18 50000 16/01/2019 64000 ---------Bp farm Rocky Helmet 9/10/18 140000 10/10/18 178000 16/01/2019 149999 Choice Scarf 10/10/18 260000 16/01/2019 249999 Choice Band 10/10/18 255000 16/01/2019 245000 Choice Specs 10/10/18 255000 16/01/2019 240000 --------- Cash 7 Day donator status 10/10/18 699999 16/01/2019 1400000 15 Day donator status 10/10/18 1205000 16/01/2019 2820000 30 Day donator status 10/10/18 1900000 16/01/2019 4395000 Pokemon ---------Ditto (breeder) 1V Hp 10/10/18 10500 16/01/2019 13000 1V Atk 10/10/18 9555 16/01/2019 11000 1V Spe 10/10/18 11000 16/01/2019 14000 ---------Hydrei 5V timid comp 10/10/18 850000 16/01/2019 16000000 (2listings available) ---------Metagross 5V adamant comp (ungendered) 10/10/18 1300000 16/01/2019 1466666 Shinies ---------Rapidash (hotspot for ev and exp) No perfect IVs non rare 10/10/18 1650000 16/01/2019 2999999 ---------Dratini rare 10/10/18 72mil 16/01/2019 no listings available From here, the notable observations are mainly 1) how the Donator tickets have jumped in prices dramatically 2) there is noticeable price increase in all farmables, Dittos, berries, everstones - this is likely inflation. 3) Everstone prices have recovered to what I would think is a healthy price; around Septemeber - Oct in 2018 the influx of Chinese players i assume brought the everstone prices way down. The explanation for this may be that either the influx of players then have left after a brief stay in the game, OR have continued to the end game pvp content where other means of farming are preferred. 4) Shiny prices have not decreased despite an assumed increase in player base, which indicates that the shiny rate is either balanced or a little too low (wink) These are just my interpretations of the data, note its just opinion and definitely not necessarily true. I'm sure the devs do track the prices, but i hope this spread of data and item variety can inform the player base or in the future aid the dev team. Cheers, do let me know if yall want other items to be tracked. I am currently tracking redreaperhood + xmas lights.
  9. Can we take a moment to look at WHY there isn't a 100 accuracy rock type physical move, and the next best alternative to stone edge is rock slide still without 100 accuracy with a 25% decrease in power. Nothing to see here just a SALTY boi that's confused why he's being punished for stone edge predicts
  10. Is this Xmas event possibly a beta test for future dungeons for HAs and Legendaries? *fingers crossed*
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