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  1. I mean, I can make around 5 million a day currently and am working on a way to get back up to being able to make 7+ million again. Takes extra work than what it did before but I have a way I've already mapped out and did all the calcs for it. It's not easy work though that's for sure.
  2. So far the players I play with seem to beat all regions in a 2-3 week period and take another week or 2 to get a gym rebattling team together. From there they can make 1 comp every 2 or 3 days and for just a team of 6 they need another 2-3 weeks. So not quite 3 months but 1 month if they are a no-lifer and 1 month and 2 weeks for someone a little more casual to have 6 comp pokes they can use for pvp. This is what it seems like so far. I try and compare them to my hard grinding but it's tough. I beat the whole game in 4 days on my first character so when I hear they just beat the second region on week 2 I think wow.... I don't know how it takes them that long in some cases. Some of them playing literally every day like me too. No offense to them but I just don't get it. I agree that 1 month and 2 weeks is still scary for any player though. And that's just for the first 6.
  3. It only harmed those who wanted to buy limited time cosmetics and high demand shinies really. The abundance of Comps reduced prices because of the supply and demand which I would argue helped newer players. From what I saw in pricing in GTL. It was a very small percentage of people who had lots of money who consistently farmed. There is also no way of doing a re-balance of inflation without cutting everyone's money. I'd argue that setting everyone's money that is above 20 million to 20 million would be a good solution so we don't discourage newer players who desperately need that money and it would curb inflation by a lot.
  4. I mean I could agree with a reset of all money. And I have 100m on me.
  5. Well it's what I was training my new players in my team to do. Literally they made money off of people vendoring berries at over 50% of what those people were profiting. It helped them a lot. So I'm speaking from experience with newer players in my team.
  6. I take it you're a benefactor of the cosmetics hike. Also just because someone is willing to spend more time grinding or has no life you argue that they shouldn't be rewarded for more grinding?
  7. The new player could sell seeds and profit off of the veteran player with multiple accounts with over a 50% profit rating from a single character perspective.
  8. Honestly I can still make around ~5 mil a day after the nerf (not that I farm money every day). But I'm insane. Also, I agree that this nerf hurt new players more than anyone. To the other 99.99% of players out there this is almost impossible (making 5 mil a day). The berry farming change actually effected new players more than anything. For example: Berry vendoring leichi berries at 1050 would yield a character around 1.8 million after 67 hours and they'd have to reinvest about 900k-1.2 million back into seeds from gtl to start a new grow (making 600-900k in profit after 67 hours). Newer players could sell seeds which made them roughly 370k every 16 hours after all the costs of re-harvesting Aspear Berries (or any of the other berries that sold well for seeds on the market). If you do the math, that's around 1.1 million (in profit) in less than 67 hours. New players (who have less characters) profit more off of selling seeds than the other players with more characters that sell their berries to the vendor. It was actually a great way of getting new players to get money is telling them to invest into seeds to make roughly 50% more profit off their character than a player who has many characters who would berry farm to sell to vendor instead of reinvest into gtl since it takes lots of time to sell seeds on many characters where it doesn't on 3 or less characters which new players would have roughly that amount. And it does take a lot of effort to get to that point in game in order to make lots of money profiting off of the lazier players and/or the players with lots of characters. I have over 8 characters who have beaten the game entirely in every region who all have farming pokes and level 100 bred teams that I worked very hard on so it's easy to make money and cooldowns don't really effect me because of that (since I put the work in). I have had multiple team mates play this game over time and I've only ever met a few willing to farm like this. In fact I can only list 1 other person and even that person wasn't as crazy as me in this regard. Perhaps there are more hardcore teams out there with more players that do this but in my case they are very few. Maybe 1 out of 500 players (if even). And to members who are against multiple accounts/characters you are the same people who are not willing to put in the extra effort in order to farm hard and make the money. There is no way to stop this as an "exploit" (it's not) either because of how current ToS is as well as there is no way to keep track of it realistically. Let's say a family plays and exchanges stuff amongst themselves, how would you tell the difference from a mod standpoint from someone trading with himself/herself and if the claim is made of that how would you prove it one way or the other? It can't be an "exploit" if it is available to everyone willing to put in effort but people call it an "exploit" because they aren't willing to put in the effort to do it because of (or most likely) laziness. If anything the hyperinflated prices of cosmetics should be brought back down by some type of mystery box that can hold limited time items and can be bought from a vendor for around 500k with a 1% on some of the old cosmetics (as one of several solutions to this) which would help out new players greatly. Because currently new players that just get lucky with a shiny starter are the only ones that have some type of advantage. Many veteran players literally just held onto cosmetics and now are worth billions because of playing at an earlier date not because of any work they really put in if you want to talk about fairness. I feel like this will be on deaf ears though. Kyu probably listens most to the veteran teams and players and gets a biased perspective as I've been trying to grow a team with newer players and had a few quit after the update where they feel like it's impossible to become competitive or it is just a nightmare amount of work for them to get even a full team of comps. I show them how to farm and whatnot but it still is a large threshold of work and the update was quite discouraging to them.
  9. aww I wasn't in the picture. We should have taken one while the event was taking place :(
  10. Best money making guide is asking me what the best way to make money is. All other guides are either too old or don't know how to make money as fast as myself. Big Flex. (But seriously)
  11. Is there any way I can change my "display name" on the forums to be a different name? I wanted it to represent my main if I can rename/change it to "FenixFox" that would be amazing.

  12. "I began playing in 2017 & didn't benefit from the old breeding mechanic, should that have been left in? The obvious answer is no, it was awful & comps had little to no value. This is just an example of a new player missing out on an opportunity from a bad mechanic that was later changed. It's the same right now with berries, if you didn't take advantage of a bad mechanic that's on you, but it's not a reason to keep it in the game. " But the solution solved the problem by the way the implemented the breeding system. Those who did breed in the previous system did put work in however they made breeds combine to have predictable structure which also naturally made the economy balance out because they still had to breed their stuff to make perf comps if that's what they wanted to sell. Even when the shiny rate was normal shiny rate the difference they added was shinies since they're more rare by roughly 4 times the normal rate now have a much higher chance of having a 30 or 31IV. So it balances out because shinies with low IVs lost a lot of their value from the patch previous to it statistically speaking. They always implemented something to curb for the inflation or change when it was a major change to things. Even when they nerfed the NPCs on Sevii Islands they made gym leaders re-battle-able which also increased the base farm rate around that time. These are constants with all patches that deal with these types of inflation fixes. "1) It will never be a "A Money Sink" it will have to be multiple of them sprinkled through the game that end up collectively eating away at yen in circulation, preferably in a natural way." Ok, you have still never given a specific example. And we need good specific examples that would actually work instead of just generalizing what your term is that everyone should just know. Give EXAMPLES. "How does being pro-berry farming help this argument at all? Berry farming is in the favor of older players & "hardcore" players. You need multiple accounts completed with a reliable & consistent schedule, which most new players don't have. " That's also my point. Those new players didn't put in the work for it yet because they're new. Beating the campaign multiple times takes work. New players haven't invested time in the game like older players. So as they catch up to the hours played of veteran players or get closer as a percentage to (which will most likely be over a long period of time) they will be able to 'catch up'. It depends on how much work they are willing to put in. My point about changing it without curbing anything else is that it will take newer players exponentially longer to get to that same point. By a factor of tens of more years. It's an unrealistic farm at that point. People should be rewarded for work put in.
  13. Ok then curb the base costs for everything to adjust for said inflation for endgame items (like breeding items). The only problem with inflation in any system comes from base rates not changing to adjust to the inflation. But this will literally hurt 90% of the player base without increasing other forms of money base rate farming. -Also everyone can farm the way you're talking about so the real question is then why can't everyone? Just adjust the base prices of endgame items for the curb of the inflation that don't change because they're sold by NPCs. The market decides all in that case and can just be adjusted based on inflation literally at any time. And before I start calling the alt berry farming an "exploit"/"problem" and needs to be "fixed" I don't believe it is as some may; so I will use ' ' to shorten the term of berry farming for it in my next paragraph. And also my main point is there were no good specific solutions (because all solutions were generalized for the most part from others) that people even gave to curb the inflation that were any good (including my purposefully bad solutions). The solutions seem to be completely neglected and it will just let rich people be rich from an 'exploit' which is why you want it 'fixed'. Why not wipe everyone's money or set all player's money above 20 million to 20 million? And if you don't then it's unrealistically unfair for new players because they weren't given the same opportunities to farm the same way as others have up until now and gives those players an advantage from an 'exploit'. While at the same time 'fixing' the 'exploit' and reducing the berry vendor price to $0. (Which I failed to mention before that I was implying after the 'exploit' was 'fixed' for the shiny coin thing. Because what else would rich people spend their money on? And eventually they would be stingy again balancing the market a little better.) Solutions should lead to fair solutions for all players while taking them all into account long term. -But wait, we all know what will happen if we wipe money, many veteran players will quit. Although most people that play have less than 300k at any given time because they are poor problem solvers and don't know how to farm well or are not willing to put in the work for it (because it is a serious grind) or aren't good at saving money. I still think there should be no changes. It's still a hell of a grind even using multiple alts to farm berries. And as I said before, I can make 2-3 million a day outside of farming berries. So it will effect players such as myself close to none and it takes a lot of work that most players aren't willing to do or have even figured out how to do from ignorance. There are always players willing to grind hard and find the best money sources possible and 90%+ of others are lazy. These all need literal/specific answers or else nothing will probably happen. (which nothing will probably happen anyway) These are all questions for long term solutions to the 'problem' Questions to answer to solve this 'problem' if you want to make berries vendor for $0: -How do we create a money sink to curb the inflation already incurred? -How do/Should/ we create opportunities for new players willing to grind to have similar opportunities in terms of getting money or assets to those who have 'abused' this method of farming? Why or why not? -Should we get rid of harvesting tools price since they no longer vendor or reduce them to $25? -Do we cut everyone's money down to 20 million or less to re-balance the market from the 'over use of berry farming'? Questions to answer with no changes to vendoring berries to make things more balanced naturally: -Do we increase base prices of items used in endgame? -Do we increase the base reward rates of NPCs? -Do we just adjust everything to curb the inflation so the berries are the same as others in terms of time investment and adjust other prices accordingly re-balancing the market (this would make everything ultimately have the same value as before the inflation occurred as they'd appear to have higher numbers but since all the other rates are adjusted with inflation they'd cease to have a higher percentage of time rewarded income even though the number itself is a higher price)? All of these things require specific laid out answers, not just the programmers will know how to fix it kind of answers in generalities which are all associated with the 'problem' you perceive. There are several other 'problems' occurring from mostly others not using this method of farming whatever their reason may be. As a capitalist myself I believe in increasing opportunity as well as equalizing opportunity to make money; not taking away methods or creating unfair advantages for a specific caste grandfathered in. So that's a better way of explaining myself. As all I want to be is fair to everyone if this is a 'problem' we want to 'fix'.
  14. I guess I'm just looking at it to what it really has effected in our current inflation situation and how that effects new players. Since the old players will be grandfathered into to their own monopolies... We aren't really looking at a different problem just the same problem differently. I'm more concerned with newer players considering my team is filled with many new players who feel like it's impossible to catch up with someone like myself or some of our veteran players. Comp prices have gone down from supply and demand the only things really effected are shinies, comp shinies, and vanity items. Which those don't really matter so much for new players. I'm not saying inflation can't be curbed either, just know I'm saying that even the biggest and best markets can't curb it in a video game literally used for markets and that it is a very hard issue to solve and deflation of shinies value and vanity value would come with more supply of those things just as it has comps (since their prices have mostly stayed static or went down). Good idea for a sink of gold though through how your thinking is: A shiny token worth 200 million in game money that can make any pokemon a shiny it's used on. Also at the same time nerfing farming. If you really want to make the game a severe grind again.
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