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Dontea

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Posts posted by Dontea

  1. 2 hours ago, KaynineXL said:

    I already said a showdown tier being included is something I wanted to do and something to freshen up this season. I want to change things up to make sure it doesn't go stale. These were my conditions to host, if that isn't wanted then I will allow someone else to host. I don't exactly see a huge amount against the idea.

    Impossible to make Luke happy, even though your a riven player you are doing a great job mashallah 

  2. 57 minutes ago, WorldCupMMO said:

    Please respond to this post and specify your tiers. You are not signed up as of now.

    Sure, I can play any singles tier as in OU/UU/RU/NU/PU. I will even suffer through playing an LC game if my team required it as I am a loyal patriot. 

     

    Edit: I forgot to mention I would prefer to play random battles as I feel that is the most skillfull tier and want to demonstrate my abilities to the community. 

     

  3. 14 minutes ago, TohnR said:

    Yo I'm sorry for assuming it's a scam so early you right. But to be honest you are not even entitled to pay me since you did not accept my bet anywhere. I was just wondering why are you posting bets if you do not engage with people on this thread

     

    Also nobody asked for your opinion Jovi

    I don't wanna drag this out and already sent you the money since as far as I am concerned by posting and you taking the bet that does in fact seal it in. 

    If you don't even feel like you are entitled to win the bet why post in the thread slandering me? 

     

    Also why are you editing your post now changing the initial message? In short I have quite a lot of money in PokeMMO that I will never use and enjoy gambling so I am betting on my friends for fun idc if I win or lose and def do not mind paying out.  Not sure why my reasons for betting matter to you but their it is. 

     

    Let us end it on that note. 

  4. 49 minutes ago, TohnR said:

    Did Dontea go dead ? They put a whole betting post last week but never got in contact after their bets were taken. I took a bet for 500k that I won, I guess I'll never see any of that, classic NORE ? 

    I do not actively play and did not even check the outcome of the match, I apologize for not paying you on time.* I am not sure why you didn't message me on here or discord or even @me in this message if you are that concerned though. 

     

    Luckily for you I am not a dishonest rat, I am just not that invested in the game or the bet, what is ur IGN I will mail you the $$. 

     

    Also I would ask that you treat me like an individual, if the new week started yesterday I am at worst 1 day late on giving you your winnings, I have no idea who you are and never interacted with you before so this level of hostility is honestly pretty appalling. 

     

    I sincerely hope you have a nice day and enjoy your winnings, hopefully you are more respectful in the future. 

  5. Triple City  Vs The Mismagicians 


    UU: QuinnW Vs Arca
    LC: TheDH Vs YettoDie

    Dubs: Mislandier Vs iMat
    NU: DoubleJ Vs Zymogen

     

    Roy Rogers Hooligans  Vs The Evil Devilbats 


    UU: TohnR Vs Umbramol
    LC: ItsGray Vs Cali
     

    The Primal Primeapes  Vs The Eden of Hazard's 

    OU: Quitezy/Leotsb Vs PoseidonWrath

     

    Mienfoo Fighters  Vs Qwilfish n' Chips' 

    OU: Lachidrago/xxLazaro Vs Kiwikidd

    LC: Hernjet Vs Lotus

    UU: IYaseer Vs Pablobacas

     

    500k EA 

  6. On 11/15/2021 at 5:49 PM, gbwead said:

    If you mean showdown got destroyed, then yes. Perhaps, we were saying the same thing, my bad. That was the second round vote:

    617a4ae7da263625257827751a327ba6.png

    Why would you give power to the people? Should have a fundraiser to add DPP if people are actually interested, increases prize pool and adds best tier win-win.  Set benchmark for a reasonable amount and the voila everyone wins. 

  7. 2 hours ago, ThinkNicer said:

    Because MMO lacks enough interesting tiers. If we had RU and PU as well if would be a different story.

    I mean it is dependent on the format, in an 8 game per week format SD seems to make the most sense. Anything less than that and the value of that game might feel 2 high for something that is unrelated to MMO which I get. 

    The other interesting part is that it seems like people prefer DPP which will have the largest skill gap between players compared to Gen 8, which most players are probably on a much more even playing ground.  It will be much harder to make up years of experience in something like DPP compared to modern gen OU. 

    Also legit question why does adding an SD tier take away from the MMO aspect? A large part of the teamtour/mmo aspect is the community portion of the game which will still exists. The question comes down to how the quality of player is distributed and if adding an SD tier disproportionally benefits certain teams. 

  8. 3 hours ago, gbwead said:

    No. If you want to play stall, you have plenty of very solid risk free options against conk. If you want to play more offense or balance, you can play more risky answers in exchange for more overall pressure. There are so many different ways to deal with Conk that it really doesn't bother me if some answers are more risky than others.

     

    I litteraly said: "Sure, [Conk] restricts teambuilding" Every respectable threat should restrict teambuilding in a way or another. That's not a problem unless Conk restricts teambuilding too much which I do not believe is the case and I suppose you believe is the case.
     

    That's true for any threat, not just Conk. You never want to allow free switches. Conk doesn't get easier free switches than other threats. 
     

    I really don't see the issue at all. You took the risk of Double Switching and you get yourself in a better position because of it. Good on you if your risk paid off, but that's not always the case. Also, what's preventing you from having an answer to Hydreigon anyways? If you have an answer for Conk and another for Hydreigon, I fail to see the issue of that sequence.

     

    Conk always runs two fighting moves: Mach Punch + Drain Punch/Close Combat. For coverage, Conk always runs either a shitty accuracy and contactless Rock Move or Ice Punch. The last move is either Facade or Bulk Up.

    That's how I would describe Conk's variance in two lines. He doesn't have much to work with, but what he does have is indeed quite good.

     

    The way I see it. Conk has answers. Those answers are sometimes risky depending on your own playstyle. Conk also has important drawbacks, namely speed and recovery. Conk is outsped by almost everything in OU. Conk is always prone to chip dmg. It doesn't have any immunities. It's not immune to any hazard. It's only way to regain hp is through Drain Punch which is resisted by 11 out of 40 OU mons and makes contact with all the Rocky Helmet users of the tier. Its lack of speed is compensated with priority Mach Punch which encounters the same issues as Drain Punch. 

    Overall, Conkeldurr remains a great OU mon and a considerable threat, but there is no way Conk can be seen as banworthy in our current meta.

     

     

     

    Ty for the in depth response, first off while you initially said he restricts team building you go on to make the point that he has tons of potential counters and that all well built teams would be running these mons anyway. Which seems to imply that he isn't an especially difficult or unique threat. 

     

    I also agree with most of your general assessment of conk but still feel like you are downplaying his strengths. Many of the counters you initially mention would be classified as "soft checks" meaning they can either counter it by prediction or revenge kill it/force it out. Even mons like skarmory can lose to conk 1v1 especially if it isn't properly teched for it. This means that if you are not running a legit counter as in Cofag/Spiritomb etc you are 100% relying on prediction to deal with Conk.  

     

    I think you are overplaying his drawbacks and underplaying his strengths quite a bit, just to be right. Dealing with Conk requires either a hard counter or some level of risk. Unless you are playing semi/stall which will have dedicated answers to such a common threat you open yourself up to flipping coins. Hand waiving the fact that you have no choice but to play the prediction game with conk unless your playing stall is an indication of it being unhealthy if anything. 

     

    Yes, more offensive playstyles can apply more pressure to Conk but against teams with no hard check he will almost always trade favorably. I really do not think Conk is as much of an issue as is his combination with teleport. Without teleport Conk needs to be played much more carefully but in combination with teleport and the fact that blissey/chansey is the most common carrier who also happens to handle many of ur listed counters quite well make him so much harder to deal with. 

     

    Analyzing him in a vacuum I actually agree with you. But I have a hard time seeing Conk as healthy just due to the fact he forces so many coin tosses. 

     

    Sorry for my formatting I am responding from mobile. 

     

     

  9. 14 hours ago, gbwead said:

    For me, Conkeldurr is just a good solid mon. Sure, it retricts teambuilding perhaps slightly more than how casual threats would, but not to the extant where you open yourself up to significant drawbacks. Mons like Cofa, Hippo, Gengar, Skarmory, Reuniclus, Gliscor, Salamence, Tentacruel, Starmie, Chandelure, Jellicent, Sigilyph and many others are just good addition to any team even if Conkeldurr wasn't around. I don't feel like Conkeldurr forces me to run many of those because I would most likely play several of them in the same team anyways. 

     

    As for the synergy of Conkeldurr + Hydreigon, well I don't think it's surprising for Dark special mon to pair up well with a Fighting physical mon. Without Fairy type, that combination will always be devastating and will require more than one single answer for both these threats. Imo, that's completly fine and OU is overall in a very good state right now.

     

    Don't you think it is a slight issue that many of the checks you mention require some level of prediction to be able to actually handle him? I would also disagree with the assertion that he does not restrict teambuilding, as you pretty much have to limit the amount of mons that are weak to conk or get outraded by it. It is not just about having answers but limiting ur mons that let it come in for free. This is only exacerbated by teleport Blissey/Chansey which pairs perfectly with Conk. The fewer real answers to conk and the immediate pressure it puts on the opp when it gets a safe entry also makes it very easy to abuse the opp with a good double. Teleport into Conk -> Force Cofag Entry -> Double into -> Hydreigon. Sequences like this are common and have little counterplay without predictions/risk. 

     

    Conk having a large variance of moves and viable spreads also adds to his issue. The variance in speed investment or the risk of facing a bulk up variant only adds to the immense threat and pressure he puts on teams. Unlike other high pressure mons like volc he has fairly few drawbacks with his impressive bulk and access to priority. 

  10. 49 minutes ago, gbwead said:

    Forums and discord have a pretty big language barrier. Most of the PvP english speaking community visit forum and discord, it's everyone else that doesn't because there is no point for them to do so. In the case of the chinese community, I believe very few of them have access to discord. 

     

    Anyone that intends to host a big event probably needs to present that event in at least english, spanish and chinese. 

    We have chinese players on our discord, given they speak english but def have access to discord if they want it. 

     

    Edit: Would also add that having 2 many different discord that are similair but separate will be confusing and reduce participation. If you could merge with einstein or ur viability discord it could help as well. 

  11. I am not a big PokeMMO player so take what I am saying with a grain of salt. However I have ran and continue to help run tournaments in other Pokemon MMO's and have run leagues in other games for quite some time so have a bit of experience with this type of thing. I think you identified two of the really big factors which hurt participation which are obviously the rewards for playing, and the effect that event fatigue has on players. The time investment required for league styled team tours can be exhausting especially for managers or top players who are required to play every week. I am 100% sure the playerbase size is not the issue, as we host regular leagues with 40+ players with 1/5th the playerbase. 

     

    I think following a smogon esque schedule could lend itself over your proposed timeline just due to familiarity. We have had a lot of success doing snake draft tours, which are obviously similar to PSL but can be considered it's own tentpole event.

     

    Alternatively you could host circuit styled tournaments leading to some kind of grand tournament as a way to build up hype but still have continuity. I personally do not like swiss or round robin style non team tournaments just due the high time requirement and exhaustion it puts on players. Having to play 5+ games consecutively in a weekend where you aren't actively progressing through a bracket is hard for me to personally be motivated to do. 

     

    Once again excuse my ignorance around MMO but the lack of a proper "hub" outside of this forum board I think hurts you guys a lot(This might exist I am just not familiar with it). Having a central discord for all unofficial tours that is active will help out a lot, as the forums are quite dead imo. In the game I run tours for having a central discord for all of the unofficial tournaments and discussions around PvP helped foster a PvP community outside of just guilds/teams and is pretty cool despite all the nonsense trashtalk that goes on. 

     

    Overall I am fairly surprised that you are having problems getting people to sign up because of how large the PvP playerbase is on here, but would guess it comes down to some combination of lack of exposure and lack of funding for players. I doubt fatigue is as big a factor as many people like to mention. If the prize is big enuf people will find the time/motivation.

     

     

  12. 37 minutes ago, Kyu said:

    These are mostly my feelings as well. I'm of the opinion that arcadey game modes need a bit of bullshit in order to be really fun.

     

    Small correction here: Gems weren't actually removed because they're a dead drop, it was due to an infinite gem exploit which occurred with event parties sometimes.

     

    To tack onto this, 4p teams actually take a small penalty compared to 2p teams (-2 score), though it's not obvious. Players eventually decided that the hat / utility of the 3rd/4th characters was worth it though.

     

    I'm not really a fan of splitting the leaderboard either. We'd prefer to bias the game towards 4p- It's a coop event, and from a design standpoint, the most amount of social engagement possible should be encouraged.

     

    It was definitely not meant to run as long as it did. 8-10h is a conservative estimate for a top 25 position; @Rache's 58 run took 17(!) hours, and the very last team to post a score (53, FlorDeCaramelo/GulySilver/Ayzakk/Norkez) was at it for around 16h.

     

    In the current iteration, I don't think that reducing wave lengths would actually shorten the event, though it'd make it less tedious. It would just inflate scores and give you more resources to go further. When you're in a wave, if you're playing perfectly, your loss condition is the total banked PP / species. The obvious way to shorten it here would be reducing total PP given / species counts, though that hurts the game in other ways.

     

    Increasing the Nian's difficulty based on the wave difficulty is likely something we'll be doing next year. Though, whether that'll be enough to shorten it is something I'd be skeptical about (especially with any proposed post-boss item drops). There's only so many resources the Nian can take per battle.

     

    I don't think it's a fully solvable problem without writing a definitive ending to the instance, and adding a score metric against something not related to enemy counts, like time or resources remaining. There's always going to be some guy who's willing to strap on a diaper and sit in his chair for 24h straight because he really wants that hat. It's just sort-of the consequence of an infinitely-running instance combined with gated items.

     

    We agree and it'll be adjusted for next time. It was an oversight which wasn't really possible to be fixed in the middle of this one, once the event started really getting underway.

    Hmm I guess I just fundamentally disagree with the idea that reducing wave size would not reduce the overall time. And that increasing Nian difficulty wouldn't hurt the overall run. 

     

    We beat Nian using less than 3 PP 90% of the time because of how low of a threat level he had. If he actually did damage and getting him down as fast as possible was important u would not only need to risk more of ur mons but also lose them as a result but would def end up using more "valuable" PP. For example wasting 4-5 dragon claws on each Nian drastically reduces the runs potential upside. If every pre evo mon like dratini is gonna get insta popped by a super power or devour then it makes them impossible to abuse as well. I am not sure if u stopped by in our streamed run but I am fairly confident the main advantage we had over most other players was our overall PP management and finding ways to get value out of all of our pokemon, not how safe we played. 

     

    I am fairly sure our 58 run was around 12 hours. I am assuming Raches run was able to be that long due to prolonged breaks in between rounds. 

     

    I guess I do not see how wave size wouldn't effect overall game length since the majority of our wasted time came form needing to use methods of conserving PP that ate up time such as howl spamming pre evos or mass switching to put everything at -6 before killing etc. If the waves are shorter and you create some some incentive to do them faster (maybe have a high score category for who got to later waves the fastest). 

     

    I will also say on most of our later runs we were prepping to be able to beat later rounds from the beginning and thus started conservation tactics very early. Which prolongs the runs quite a bit.

     

    Once again though thanks for making a fun event I enjoyed it a lot and hope to see more content like this in the future. If you ever want help testing stuff like this ik Nevari and I both really enjoy trying to beat/solve this type of thing and would be happy to help. 

  13. I was thinking about making a similair thread but will post my thoughts here instead. I am fairly sure nobody has played the event more then Nevari and I, and we clearly had the most success. So I think I have a pretty good handle on the issues in the event. 

     

    Like you said the Item RNG is a big issue, however I think that the runs still need a way to feel unique and thus should stay. However because the run is completely reliant on Evolution stones and Str stones to a less extent these need to be ensured drops. I think 2 of each should drop at the end of each boss wave in the house just like at the start. Doing this would allow you to lower the evo/str charm rate in the normal red bags and maybe add in other items like the gems back in. Since the gems were only usable if u had a ton of the type boosting items which is nearly impossible in the current system. 

     

    Ur 2nd point is legit just incorrect though, playing with 4 people has no real advantage besides using 2 people as a glorified PC unit. The core issue with the game mode is that it can only sustain 2 players actually playing, a full redesign would be needed to fix this. The more players increases the overall risk of messing up and losing valuable assets in the run. 

     

    Rewarding percentile would comptelely kill incentive to be on the top of the leaderboard. The prize distribution is fine the game mode itself is the issue. 

     

    Because the event requires a massive time commitment both to learning and pathing and then the actual run and execution it makes getting a high score for the average player near impossible. In fact some people who asked us to carry them, would have to refuse after we told them we needed them to be around for 8-10 hours. The actual length of the event to get a high score is way to long. I think conceptually they event got the survival and endurance parts perfect and really forced players to use their brains to optimize the entire run not just each round. However I think reducing the wave lengths and increasing the boss difficulty would go a long way in making the event harder and making the run times shorter. 

     

    Having a much more difficult boss that always rewards str and evo stones I think would make the event be more consistent and make run times shorter but still reward optimization. 

     

    I do not see an issue with the same people taking multiple slots in the leaderboard of they fix the issues around run times. We held 3 top 10 spots but it serves to make the hood more exclusive and in some way rewards us for putting the time into solving the event mode. However for this event I do feel a little bad bumping people out of top 25 and eating up 5 good slots with duplicate accounts/my alt. Most people cannot commit 10 hours to sitting on their PC to get a high score and think this requirement is a bit absurd. A high score run should cap out at 5-6 hours.

     

    Overall the biggest changes should all be around Nian itself. First off it should have Inner Focus, intimidates are the core way to beat him and barring a crit he legit never does anything. This makes the boss fight extremely low risk and boring until he randomly crit nukes one of ur mons which is just unfun RNG. We beat boss 8 once exclusively damaging Nian with dragon rage dratini, the current design is easy to manipulate and braindead to beat. Make his spawned partner correlate with the wave that was deleted. For those who do not know the boss wave will consume the zodiac wave it falls on, the boss partner should have a special lunar new year themed mon as it's spawned partner that falls into the deleted wave. This allows for players to still always get mons from every category makes the fight more difficult in many cases and adds more variety. 

     

    Another alternative is to make Nian have multiple lives and potentially change type (that relates to the consumed wave, could also give it a move that changes it's type based off of nians) as the rounds go on but I am not a big fan of that. 

     

    Overall I really enjoyed the event but the long runs really burned me out and are untenable for majority of the playerbase. The event should reward skill and willingness to learn the event not the amount of free time people have available on any given week. It currently requires both which is why Nevari and I were able to take as many top spots as we were. I should also add that I am highly confident that up to 70 score is very attainable and we did not even hit the upper echelons of what a true efficient run would be. We made mistakes almost every run inting valuable mons or misusing PP and we still had success. If anyone is curious about how we did the event I streamed our last run and it is saved as a vod on my Twitch.

     

  14. On 2/19/2021 at 6:46 AM, RealMak said:

    I don't see why Genesect is broken. Yes, sure, it has access to Shift Gear but it doesn't have enough coverage

    You must be trolling. Genesect has absurd coverage which is part of what makes him so ridiculous on top of access to download. He has Flamethrower, tbolt ,ice beam, u-turn, espeed. You can run him physical/special/mixed. 

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