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gbwead

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Posts posted by gbwead

  1. I will give World Cup Media Partners a few days to verify that the following information is correct:

    • @EEdays  recorded 14.33 duels and will therefore receive $ 2,974,220.
    • @AngelVRrecorded 81 duels and will therefore receive $ 16,811,712.
    • @Toxicz recorded 23 duels and will therefore receive $ 4,773,696.
    • @skyluxNG recorded 9 duels and will therefore receive $ 1,867,968.
    • @DrakeHope recorded 1 duel and will therefore receive $ 207,552.
    • @Matthzinxl recorded 30 duels and will therefore receive $ 6,226,560
    • @xMago recorded 6 duels and will therefore receive $ 1,245,312
    • @xStarr recorded 2 duels and will therefore receive $ 415,104
    • @Godhelll recorded 1 duels and will therefore receive $ 207,552.
    • The remaining $ 2,421,556 from non recorded duels will be donated to WC7.

    If I did not make any mistake, I will send out the money in a few days. Please confirm your exact IGN if you want to receive the money by in game mail.

  2. Administrative Notes for Finals

     

     

    World Cup Media Partners (per duel: 10% of the cash prize/179 duels)

  3. Administrative Notes for Semi Finals

     

     

    World Cup Media Partners (per duel: 10% of the cash prize/179 duels)

  4. Administrative Notes for Quarter Finals

     

     

    World Cup Media Partners (per duel: 10% of the cash prize/179 duels)

    • @EEdays  13.33
    • @AngelVR 59 + 11 = 70
      • DarQuiler vs Skylux
      • WarwitoX vs killuacuba
      • Aerun vs sannuo
      • TehKharma vs LoveSiNiLe
      • smbee vs shiroecchi
      • Huargensy vs SpartaFS
      • lTear vs ZeknShooter
      • Aldahirramirez vs Gabuchox
      • kiwikidd vs Locoll
      • mkns vs heichicoda
      • TheDH vs Queest
    • @Toxicz 21 + 2 = 23
      • Sweetforu vs Wolfangt
      • WarriorPast vs DiosdadoCabello
    • @skyluxNG 7 + 2 = 9
      • Arca vs DRIDRIGOFK
      • ForFour vs Smadagos
    • @DrakeHope 1
    • @Matthzinxl 25 + 4 = 29
      • Wallarro vs Zhiko
      • zLithium vs Enchanteur
      • HogniRagnar vs Frags
      • Shentiger vs lKillua
    • @xMago 5
    • @xStarr 2
    • @Godhelll 1
  5. My thoughts:

    • WC6 Group Stage was too short. 3 weeks of Round Robin is not enough.
    • I believe a Group Stage structure where more than 50% of each pool goes into the playoffs could be better and would reduce the chances of teams being eliminated after only 2 weeks. 
      • There should also be a clear plan when it comes to potential tie breakers in the group stage.
    • A campaign phase in the preseason gives us imo more solid teams for the event overall imo and a better cash prize
      • The term "Mandatory Donator" is confusing, something like "Patriots" would be more appropriate imo.
      • Teams that do not enter the event should only get a portion of their donations back, not 100%.
      • Qualifiers tournaments should be reworked, so they are more flexible.
    • Perhaps a limit of players per team would be a good thing. If there is no limit of players, there should be more than 6/5 duels per week. 
    • I personally enjoyed the Snake Draft for the constitution of each group in the Group Stage. I think each Group was pretty balanced imo. 
    • Rules regarding substitutions should be more defined going into a season. I personally believe substitution should be limited in some manner, but I'm not sure how.
    • I'm not sure if WC Police / WC Staff is a great structure. I believe it could be reworked in something better.
    • I'm happy with all the duels that got recorded and I hope future hosts will support players that want to record.
      • Rules regarding who records which duel should be clear going into the season to avoid any confusion and having multiple recordings for the same duel.
    • I'm not someone very active on betting threads, but I think the Betting Club reduced the amount of players getting "scammed" compared to other seasons.
  6. PokeMMO World Cup 6

    60bde8a4b1d36188741236.gif.dbfca3b554445950e36af90e67e83211.gif

     

    Welcome to the WC6 Feedback Thread. Now that this event is over, I'm opening this thread so players can give their input. This is the place to complain, criticize, appreciate or voice concerns about any aspect of the event that you would like the next host to change, improve or keep. If you agree or disagree with how the World Police handled a situation, if you respect or not any of the host decisions, if you want talk about the behaviour of certain players or just want to underline some format flaws of the event, please feel free to share your thoughts.

  7. On 10/17/2022 at 9:55 AM, gbwead said:

    Prize Distribution

    1st Place will get 70% of the prize pool & the title of World Champion.

    2nd Place will get 20% of the prize pool.

    Community members that record duels will get 10% of the prize pool.

    On 10/17/2022 at 9:57 AM, gbwead said:

    Donations - IGN: "WCSIX"

    TOTAL: $ 371,519,239

     

    Congratulations to Team China for winning World Cup 6. @queest will receive shortly the 1st place cash prize of $ 260,063,467 that he will distribute to the members of his team as he sees fit.

    Congratulations to Team Peru for their great run in World Cup 6. @xLuneth will receive shortly the 2nd place cash prize of $ 74,303,848 that he will distribute to the member of his team as he sees fit.

     

    Thank you to all the players that recorded matches this season. They will each get a portion of the remaining $ 37,151,924 cash prize based on the number of duel they recorded. For each recorded duel, players will receive $ 207,552. More details later.

  8. 15 hours ago, Munya said:

    And no, you are ignoring the fact no subsequent bans will occur for a specified period of time after another ban has occured(now 2 weeks) outside of quick bans which this one already had and failed vote on.

    This is not clear:

    Special Considerations

    Quote

    No subsequent bans or unbans will be made for a period of at least two weeks after a ban, unban, or suspect test is announced in order for the tier to stabilize after a change; changes may still occur by usage as dictated above. This applies to all bans & tests.  A Quickban can bypass this time requirement but if it fails, must wait the 2 week minimum that normal bans require.

    Quick Bans

    Quote

    Quick bans will be made when a certain aspect (be it a Pokémon, an ability, a move, an item or a combination of the aforementioned) of the metagame becomes so blatantly broken that passing it through a formal discussion or testing period would be a waste of time and effort for everyone. They can circumvent all other normal process and as such are used sparingly. Quick bans will be made according to the following circumstances:

     

    The tiering policy is contradicting itself, so I think you should edit it to make it more clear. "This applies to all bans & tests, but not quickbans" or "They can circumvent almost all other normal process..." 


    Nidoqueen was quick banned and then we had to wait one and a half month because there could not be any subsequent ban.
    Venomoth was quick banned, but Medicham got banned 2 weeks later as standard process.

    Please clarify why the Tiering Policy applied differently in these two situations. 

  9. 10 minutes ago, Munya said:

    As with any ban you need to convince the TC, I will just advise against doing it in the middle of a month due to the aforementioned usage.  They are free to do whatever they want though as long as the timeframe and or requirements mentioned in the policy for bans are met

    Thank you. Very interesting.

  10. 9 minutes ago, Munya said:

    It hasn't changed its been that way for a long time, it has always been the stance we prefer not to change in the middle of a month, especially in the seasonal month as we can't take that usage back, but its never been off the table, at the very least not for years.

    I know I'm annoying and I apologize for that, but could you clarify who is "WE" when you say "We prefer". Are you refering to Developpers, yourself or are you speaking on the behalf of the Azphiel, Huargensy, DoubleJ, iRusher, Axellgor and Awaxgoku?

    It's important for the community to know who you are refering to because in the future when players make a case for a middle of the month standard ban, they need to know who they need to convince exactly.

  11. 11 minutes ago, Munya said:

    And I'm telling you I don't care what it was in the past, what it is now is what it is and how it has been for some time now.

    That's fine, we don't have to argue about the timing of these changes if you don't want to. However, for the sake of clarity, it would go a long way if you could actually say the words for the record that "Standard Bans can happen mid month".

     

    Edit: "what it is now is what it is and how it has been for some time now"

    These kind of statements are overly cryptic and create more confusion than anything else. 

  12. Just now, Munya said:

    Policy changes.  We still prefer to not do them in the middle of a seasonal ending month but nothing prevents them from happening whenever.

    I have a copy of the previous Tiering Policy and I can compare it to the new one that was updated on April 18th, 2023. The only change that was made for Quick Bans that now have to be unanimous.

     

    Your personal preferences regarding the timings of potential bans is of no importance. For the past several years, bans have always occured at the end of each month unless it was a quick ban. You can ask @suigin, @pachima, @PoseidonWrath or any previous TC member of the past 5 years, there will all confirm that you never allowed us to vote for standard bans unless it was the end of the month.
     

    I am personally fine with the Medicham decision, but your application of the policy changed and therefore you should make an announcement to explain what these changes are. The least you can do is confirm officially that from now on Standard Bans can occur in the middle of the month because that was absolutely not the case before.

  13. 4 minutes ago, Munya said:

    Its a normal ban.

    Normal bans happen at the end of the month. When I was TC, you would not even allow us to vote unless it was the end of the month.

    So it is a quick ban and it's actually a good thing if you removed the unanimous requirement for quick bans. Thank you if that is the case.

  14. 5 minutes ago, caioxlive13 said:

    Wobbufet i think is because of the time, 1 turn more of trapping change the whole interaction. Wobbu enters against, let's say chansey(who used seismic on the turn he entered), and wobbu encore on the next move, if you predict that and use toxic, then the opponent has to use safeguard to not get statused with the sweeper, and after that the shadow tag's time expired. Add 1 more turn and this change, because you can switch, chansey is still trapped, safeguard is active so you basically get a whole free turn to setup.

    No.

  15. 2 hours ago, Munya said:

    Probably a few things, first being scope. This is an ability that only a single mon has, its much easier to monitor and evaluate its change compared to outrage that has a much broader impact at least in where it can be used and by what.  That said theres also probably the timeframe in question, the Gallade nerf is very recent  and you could consider it still in the testing phase.  Outrage was left that way a long time ago in comparison.  Outrage is not off the table entirely though, it was very recently asked about so you may see it get tested sometime in the not so distant future after these changes are done and things settle with them.

    What about Wobbuffet going from Uber to Untiered? Why is this fine, but Gallade going from 20% usage in OU to 6% usage in OU is unacceptable?  

  16. On 8/30/2023 at 8:05 AM, gbwead said:

    Knock-Out Stage | Finals

     

    Peru (0) vs China (0)

    OU: Secretplayer vs forfour 

    UU: huargensy vs heichicoda 

    NU: warriorpast vs kimiwakuzu

    Dubs: aldahiramirez vs lovesinile

    LC: darkquiler vs queest

    Place your bets.

  17. 12 minutes ago, pachima said:

    I would suggest creating a different system for UU-NU, where movements can only happen at the third month of each season, averaging the data over a much more significant sample (3 months), as well as reducing the Yo-Yo shenanigans that have been happening for a long long time. 

    This doesn't work. If devs plan to slow down with their constant drop by drop content release, your suggestion would be fine, but I don't think that's their plan at all.

     

    The issue with UU-NU is that devs release new features constantly and that creates a butterfly effect for lower tiers. The data from 3 months ago is completly irrelevant when making usage movements for right now. Hidden Abilities are getting released drop by drop, so UU will always be adjusting to what goes in OU. Suicune gets released, that changes the usage structure of OU. Raikou, same thing. Entei same thing. Gallade Sharpness. etc. These things get released every now and then, so you can't possibly make usage movements based on data where these things did not exist. 

    Movements need to be based on large amount of relevant data. Movements based on what happens 3 months ago is not a good idea. However, I do agree that it is absolutely absurd that Munya disregard the last week of each month when making movements. That would be the easiest thing to change in order to get more data for UU-NU movements.

    If we want more relevant data, we need imo the following things:

    • Movements based on the usage of an entire month, not just 3 weeks (that's so lazy).
    • Elo weighed usage
    • OU-UU movements not happening at the same time as UU-NU movements
      • OU-UU movements should happen at the start of the month
      • UU-NU movements should happen at the mid-month mark 
    • Removing or reforming Randoms

     

     

  18. PokeMMO World Cup 6

    Discord Server

    60bde8a4b1d36188741236.gif.dbfca3b554445950e36af90e67e83211.gif

     

     

     

    Please refer to the Rules & Guidelines for Scheduling, Disconnections and Cheating.

    Please refer to the PokeMMO Official Tier Lists thread for OUUUNU and Dubs.

    Please refer to the Little Cup Rules for LC. Join the Little Cup Club in order to get access to further tiering information.

     

     

    Finals

    Betting Thread

     

     

    Peru (1) vs China (4)

    OU: Secretplayer vs forfour

    UU: huargensy vs heichicoda

    NU: warriorpast vs kimiwakuzu

    Dubs: aldahiramirez vs lovesinile

    LC: darkquiler vs queest

     

     

     

     

    Matches must be played in Vermilion Ch4 Outside and announced in this thread or on the World Cup Discord Server at least 10 minutes prior to their start. Once a player is subbed out, that player is out for the week and can no longer be subbed in.

     

     

    Deadline

    October 15th @ 11:59 PM UTC

  19. 18 hours ago, gbwead said:

    Since it seems the buff is going to happen no matter what, I would like to suggest an alternative that imo would be more "clean". It would still be fucked up, but still closer to the original games.

     

    In the original games, Sharpness gives a 1.5 boost to slicing moves:

    • 252+ Atk Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Skarmory: 70-84 (40.6 - 48.8%)
    • 252+ Atk Sharpness Gallade Leaf Blade vs. 252 HP / 252+ Def Rotom-Wash: 114-136 (72.6 - 86.6%)

    The suggested change would give Sharpness a 1.4 boost to slicing moves:

    • 252+ Atk Supreme Overlord 4 allies fainted Gallade Sacred Sword vs. 252 HP / 252+ Def Skarmory: 66-78 (38.3 - 45.3%)
    • 252+ Atk Supreme Overlord 4 allies fainted Gallade Leaf Blade vs. 252 HP / 252+ Def Rotom-Wash: 106-126 (67.5 - 80.2%)

     

    I suggest applying the Sharpness buff as a bonus to the the stab boost. Usually stab moves get a 1.5 boost. Here stab moves affected by Sharpness would get a (1.5 + 0.5) boost, so x2 like adaptability. Non stab moves affected by Sharpness would get a (1+0.5) boost, so x1.5 like the original game Sharpness. This would give us the following calcs:

    • 252+ Atk Gallade Sacred Sword vs. 252 HP / 252+ Def Skarmory: 62-74 (36 - 43%) / This is extremely close to the current dmg output with the x1.3 boost (35.4 - 42.4%).
    • 252+ Atk Sharpness Gallade Leaf Blade vs. 252 HP / 252+ Def Rotom-Wash: 114-136 (72.6 - 86.6%)

    I think this way Sharpness would be authentic for Leaf Blade and Night Slash, but would still be nerfed on Sacred Sword and Psycho Cut on which the dmg output was deemed problematic. The boost would be exactly the same as the original games, but at least by applying the boost with the stab bonus Sharpness would be more "manageable" than the original game Sharpness. 

     

    Don't get me wrong, I would prefer all the following options before considering my buff option or the 1.4 buff option:

    1. Sharpness to be removed entirely
    2. Sharpness to remain nerfed as it is (x1.3)
    3. Sharpness to go back to (x1.5)

    However, if Sharpness has to be buffed, I would prefer to see this buff because it's closer to the original mechanics, more balanced than a x1.4 boost imo and less messy overall.

     

    For what it's worth, based on the teratype definition, my suggestion could be defined as follows:

    "Slicing moves receive STAB. Slicing moves of the Sharpness user type(s) receive of x2 power boost instead of the usual x1.5."

     

    For people that were concerned with the lenght or complexity of the definition, something as simple could work. And since Sharpness comes from the generation where teratype was introduced, using that specific dmg mechanic seems only fitting for a nerf/buff and would result in the same dmg output for Leaf Blade and Night Slash, but reduced dmg for Sacred Sword and Psycho Cut.

     

  20. 7 minutes ago, TohnR said:

    Go explain your suggestion to new players who come in and see Gallade has sharpness in a gen5 environment, feel excited to play it, and don't understand why their rolls don't match the calculator. I don't necessarily dislike your suggestion I just mean that this would not help. The real problem is that the game is absolutely impossible to understand for people who haven't been around for literal years. At least doing 40% instead of 50% power boost can be written in the ability subtext and easily understood, without having to be told by a more experienced player. Altho I agree it's awful for any comp nerd to see those random numbers which don't make any sense 


    My issue with all of this (beginning with the 1.3x nerf) is that MMO is a game with very little competitive resources provided by the playerbase, that's almost impossible to get in for someone who just wants to play some ladder on his own, because there are so many hidden mechanics or rules that don't make sense and aren't written anywhere in-game (cause yea having to go to forums for guides to learn about some game mechanics is not good game design)

     

    Like it's already really hard to understand that mons have latest gens movesets with additional moves because we never drop any, that they have gen6 stat boosts for a few of them, new gen abilities but not new gen moves, that Outrage is nerfed and some mons have their best moves removed to nerf them, that exceptionally Dugtrio doesn't have his gen6 stat boosts because that was too strong, that we still have gen5 type effectiveness and typing when everything else is current gen AND that Shadow Tag and Wonder Guard only work for a certain amount of turns before they wear off. Like come on what the hell is that ? 

     

    There's a lot of work to make Pokemmo's unique metagame/ruleset more clear for the average player, we should avoid to add any more complicated rule if we can
     

    Oh totally and that's why Sharpness should have been removed and not nerfed. It makes it impossible to understand for new players.

     

    However, I feel it's easier to understand that Sharpness = Adaptability for Psycho Cut/Sacred Sword and Sharpness = Sharpness for Night Slash/Leaf Blade than Sharpness giving an unprecedented 1.4 bonus to slicing moves. That might just be me. Perhaps, players prefer the 1.4 bonus to my suggestion, but I feel most players would rather have Sharpness removed entirely.

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