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Stabington

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  1. I believe Showdown is open source, actually. Even written in javascript. Imagine, the battle engine from Showdown integrated in PokeMMO. Now that would be amaze! Worst thing is, it might even be possible...
  2. If that is the case, the net code could be optimized to send those packets while the animations are playing. My point being, things that are slow can by fixed fairly easily :P
  3. Nope. The text speed is fine. Read the thing, then you'll understand :P Please understand
  4. I would suggest speeding up battle animations to something close to what Showdown has. The animations aren't that spectacular (understandably so, considering what you have to work with), and I actually think speeding them up would make it look more fluid. But that is not why I'm suggesting this. Currently, in a battle, you select the attack (which can be done fast, the menu is pretty much instant) then it takes a sec, then the text pops up to tell you who's attacking using what, then it takes a sec, then the animation happens, then it takes a sec, then maybe some text shows up (saying if it's super effective / crit), then it takes a sec, then the health starts going down, then the same happens for with the opposite pokemon on the field, then repeat. When you start to notice all the dead time in a battle, it starts to get annoying. :P It seems the server-side logistics of a battle is much faster than the actual battle. Seeing as sometimes you see the health go down in the party before the opponent has even called an attack, and items stolen shows up before the animation for Thief is done. So the client could probably also work faster than it currently does. If you're not familiar with Showdown, I urge you to check it out. Battles feel a lot more fluid there, even if they are just working with sprites. http://play.pokemonshowdown.com/<- just take a random battle and see In a time where it's all about grinding, I think it wouldn't hurt to make the meat of it a bit faster ^^ EDIT: I think drawing the animations at the same time as the text would go a long way
  5. This thread is another shining example of the best method of extracting information - saying someone is wrong on the Internet ^_^
  6. Sorry, I was not looking at the system from an economical standpoint when I made my case against the new mechanics. Just purely from a mechanical standpoint. I can see inflation being an issue with the old system. (From an economical standpoint, that is!) In the 3DS games, nobody wanted my 5x31 IV Abras because everyone already had one. But what this encouraged, was breeding more exotic and rare pogeymans in exchange for other rare ones. This made the competitive scene interesting, since people abstained from using the cookie cutter Smogon OU sets. I think inflation would do the same for PokeMMO, thus I don't see it as an inherently bad thing. Inflation is such a scary word, but I've never cared much for the pokedollars anyway. I liked when people traded things of actual value like lucky eggs for comps. Just my point of view. I get it if you don't want inflation in your game. EDIT: I think I just reached a stalemate... gg
  7. See, this is a useful answer This is not
  8. I still haven't heard a compelling reason for this being a bad thing
  9. I that inherently a bad thing, though? I certainly wouldn't mind easier accessibility for comps. Of course, this wouldn't be a problem if the randomness was still there. Alright, crazy idea time. I'll attempt to make a frankenstein of both the new and old system: Randomness is back. All the IVs that aren't directly inherited are randomized. That way you're not getting infinite amounts of 6x31 IVs if both parents have that. Items are consumed, like in the new system. Which means, if you want to control the outcome, you'd have to spend money on it. No more free clones. With these 2 simple principles, you can strike a balance between keeping the breeding intact while maintaining the economy. A few crude examples are: - Tweaking the braces to where they append an IV to the 3 directly inherited (rather than being included in the 3), resulting in 5 IVs with uncertain nature, or 4 IVs if you use an everstone on the other parent. - Adding a consumable Destiny Knot, and decreasing the amount of directly inherited IVs without the use of items (from 3 to 2?). (Destiny Knot takes 5 IVs at random from both parents directly to the offspring) Even with those items, you wouldn't with a 100% certainty make the ultimate offspring even if both parents had 6x31 IVs. My point is, there are more elegant ways of reducing abuse rather than tearing the whole system apart.
  10. Would even fit into the lore ^_^
  11. Well, one is already in place. Having eggs hatch in real time, makes mass production a bit more time consuming. Another step could be having a 'cooldown' on the parents, so you can't just blatantly make a bunch of clones. But I'm not a game dev. I don't have all the solutions.
  12. I have to admit though, I had no regard for the whole MMO economy thing when I made the wall of text. I'm just looking at the system, and trying to make sense out of it from a game perspective. That being said, the concern about 'cloning' causing inflation and whatnot... some easier measures can be put in place, rather than ripping apart the good ol' breeding system that has been an integral part of Pokemon since gen 2. Frankly, I don't care about the pokédollars. You can get those in spades from running around with a Persian and a VS Seeker... I used to be quite active in the online stuff in XY, and what I found is that even though it's easy to mass produce pokemon with good IVs, they never dropped in value. I would trade a specific pokemon I had bred up with another one of equal value. Simple as that. Sure, it wouldn't be worth many pokédollars, but nobody cared. The competitive scene got much bigger after XY made breeding easier.
  13. So, I just figured out how breeding works in this game. Instant turn-off, quit the game. Won't return until this is fixed. I lied, game is too good to just quit. Don't get me wrong. I love the idea of making it less RNG based, and I like the new items in PokeMMO that lets you pass down IVs. But.. why must the parents be consumed in the process? This makes absolutely no sense to me. Since when did pokemon become consumable? And wtf does the old man do with all the leftover pokemon? Does he sell it to Team Rocket? Does he shove them into a giant meat grinder to make pokéburgers? This just does not fit into a pokemon game at all, having to give away pokemon you've worked hard on getting to that point. For what, maybe getting a better one in an egg. Breeding used to be pretty chill in the original games. It's a lot more RNG based, but you could just grind it out. Now it's just a gamble! A bit more controllable, but still a bloody gamble. Besides my gripes with the system, there is a huge flaw with it. I noticed this when I was about to breed Ch'Ding, the only Farfetch'd in the game, with my Spearow to pass down False Swipe. If I do this, it would be impossible to obtain another Farfetch'd. Don't read this. All in all, this makes breeding decent comps more effort than it needs to be. I get that the devs are trying to balance the game, but all it comes down to is how much money you have. All this does is move the grinding from one place to another. In stead of grinding away at the breeding, now you just run around with a Persian and a VS Seeker. Not only that, now you can't even use the finished super expensive 6 IV pokemon to breed with other species in the same egg group. You gotta basically start from scratch between every pokemon you breed, which just means even more running around with a Persian and a VS Seeker. Making this giant grind-wall for getting into the competitive stuff just seems counter intuitive. Would it be so bad to let people make good pokemon without the Persian business? Wow, didn't expect to write this much. But I hope that just puts in perspective how... misguided I think this attempt at reworking the breeding system is. tldr; new breeding bad, me no like running with Persian and VS Seeker.
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