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Rache

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Rache last won the day on February 19

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  1. Signup requirements won't prevent people from bringing "bad" teams if they have the minimum amount of raid experience to join matchmaking, nor can we use team quality to filter people out due to how complex of a thing it is to evaluate in a game with so many options and interactions between options. It's a decent flying attacker with access to some interesting support moves though, sometimes you might be happy to see it in the hands of someone playing it to its strengths.
  2. I'm having a bit of trouble deciphering your question, so I'll answer for the few different ways I'm interpreting it. If you're asking if PvP will be a requirement for raids, it won't be, nor will raids affect PvP rankings. If you're asking if raids will have their own ELO system, they won't. It isn't very desirable as it punishes players for the process of learning what a boss does by playing it themselves instead of spectating another group. Losing the first time then coming back with a better strategy is part of the intended gameplay for harder raids. If you're asking if you can join a raid in a manually formed link without meeting the requirements to enter matchmaking for that raid tier, you will be able to. The intention behind restricting matchmaking for harder raids is to remove the least experienced players from the pool, increasing the chance that random matchmaking groups enough stronger players together for them to have a decent chance of victory. Allowing newer raiders to attempt it with their friends in a manual link doesn't clash with this goal.
  3. Although difficulty modes are a good concept in a lot of games, I don't think it's the right approach for this one as there isn't a very big statistical difference between the game's best gear (5x31 IVs + optimal nature) and the game's ultra cheap gear (15-20 IVs + decent nature), they're largely going to perform the same. The boss itself being part of the reward also means that its HA (or its species if it's legendary) can't be very valuable if everyone can easily obtain it by playing on a lower difficulty. My preference is to instead spawn multiple raids per rotation, with at least one catering to newer players and at least one for better players. This gives everyone something to do and incentivizes building a bigger/better toolkit to be able to tackle the strongest ones at all. Individual raids aren't especially time-consuming to produce either (we have over 150 designed already), so there's less of a need to reuse the same battle for different player groups from a developer perspective when we can create more in each difficulty tier instead. We may consider harder rematches for event raids, but probably not for the main feature.
  4. Being new and unprepared isn't trolling, but accessing matchmaking for higher tier raids (4✫ and above) will require beating multiple raids of the tier below them. This won't prevent people from entering with bad teams, but should improve the overall quality of teammates you can receive in solo queue for the more difficult raids that demand better teams and teamwork.
  5. Most of the currently unimplemented hidden abilities are being saved as rewards for future content rather than excluded by design. Some will be introduced with the upcoming raid feature.
  6. This menu refers to the lv100 rematch which you don't need to beat. If you've beaten the storyline battle, if you check your dex, you'll see that one of the beasts currently has location data indicating that it can be encountered.
  7. I can't give a precise ETA at this stage, but it will take some time as we're working on improving and expanding the feature. The version previewed didn't include several intended balancing and QoL/polish changes, and was limited to some of the simpler custom effects we're planning to include. The event gave us a better idea of how players approach them and how we can improve the overall experience too. There's still a fair bit to do to get them feeling as good as we'd like them to and to create a greater variety of boss strategies to build around. We're aiming to launch them in a state we're proud of, and hoping it will be worth the wait.
  8. Works fine for me. If it doesn't currently work for you, mind making a report here? We'll look into it.
  9. If you tap this button then press and move your finger over what you want to move, you can drag them all to the account box in one motion.
  10. You only changed the colors in the preview, the dyes are actual items which were placed in your bag when you bought them.
  11. It's the same (10) for all of them with the exception of the lv100 Tyranitar which is a bit harder.
  12. Middle evolutions are 30 (same as Chatot) and final evolutions are 15 (same as Volcarona). We felt that these numbers better suited them as the middle evos spawn at the same encounter rates as their prevos (still 45 catch rate).
  13. Forgot about those tweaks, nice catch. The middle and final evo starters are slightly harder to catch than the base evos. This was done both for thematic reasons and to incentivize mass catching their lower leveled prevos instead whose catch rates are untouched.
  14. Species catch rates are largely the same as the mainline games with the exception of the Beldum line and legendaries/mythicals which we made easier, and alphas which are special and intended to be difficult. A few specialty balls function a bit differently to prevent them from outclassing everything else, but overall it's about as fair as the originals.
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