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  1. hello kyu,I have some questions,if you dont want to answer no problem,¿What is the next region in PokeMMO?

    ¿How is going to be halloween event?¿Is there going to there a Christmas event?

  2. This feature is pending release, so this topic is now closed.
  3. 用户名被删除能不能找回来

  4. Hey Kyu,

    I tried submitting a support ticket at the suggestion of one of the mods, but I can't for the life of me figure out how to do it. I just had an unknown person sign in to my account. I signed in for the first time in two days and it asked me to reconnect to an existing sessions. I thought this was weird, but I clicked no and signed in. A few minutes after logged in I got a message saying that someone signed into my account on another location and kicked me off. I changed my password and signed in using the new one to kicked the person off my account temporarily, but I'm not sure how anyone would have gotten my password in the first place. I hope that you guys could potentially look into this because I have a lot of valuable items and pokemon on my account and I don't want to lose any of them. 

  5. Here's why this is a bad idea: - Pkhex is a thing, and you can very easily cheat things into VGC tournaments. This style of cheating is not a thing on PokeMMO and we'd like to keep it that way. Here's why this is not as simple as you make it out to be: - PokeMMO does not attempt to make a 1:1 recreation of either B/W or Platinum. Fundamental battle mechanics do not behave the same. We do not have interest in rewriting the server to support Gen 5's or Gen 4's implementations of move mechanics, it's not within the scope of this project. - Even if we had interest in rewriting moves and abilities and all the other stuff to mirror a Gen 5 or 4 implementation, which we don't, the way that the NDS works is fundamentally different. Where we have a standard client-server model in which the client connects to the server and blindly does whatever the server tells it to, the NDS uses a shared state where each client runs its battle independently of each other, only really broadcasting actions†. This means that you have to absolutely perfectly emulate the battle across both clients (something which still hasn't been accomplished, even in projects who care about older gen implementations), otherwise shared state concurrency becomes a problem. But, sure, theoretically possible I guess if you write some gameserver->wfc translation layer and throw a few years at it. - Even if networking were compatible, which it's not, as far as I can tell NDS WFC emulation is pretty dead, with this project apparently being the standard. We don't have any interest in developing a WFC server further. Networking on the NDS is also apparently broken, but I digress. If we overcame all these technical issues and somehow made it work, we have another problem: Nobody would play it, because you wouldn't get any hats. † I'm not actually 100% sure that this is how B/W NDS networking works, but it seems like the most logical way for it to. I have no idea how they handled bugfix releases where move mechanics would have differed, though I guess you could manage it through a weird master/slave state for each NDS where the most recent NDS ROM does all the calculations / move functions.
  6. 我的小卡比在仓库,一转头消失了,小退,还是没有

  7. They were nerfed because Matchmaking is outpacing all other BP sources at the moment, and runaway inflation is a concern. They were reduced from an average scale of (1000~3500) to (500~2000) for the timebeing. We'll be reviewing BP sources & prices to better scale them during the next game update.
  8. Kyu

    UU Reward

    To an extent, but not as much as before now. A 5 minute game will not equal a 10 minute game, but players who try to grief you by forfeiting just before "cut-off times" won't accomplish anything; the system scales much more smoothly due to increased point scales and more tolerant math. We have considered instituting penalties against players who forfeit excessively and early, but I'm not convinced it's a great idea atm.
  9. Kyu

    Changelog: 29/07/2020

    Changelog: 19/08/2020 Update 2 Bug Fixes Fixed AI consuming held items before the turn started Fixed Struggle immunity issues Toxic Spikes will now only be dispelled by Poison-types if the Poison-type is Grounded
  10. Kyu

    Changelog: 29/07/2020

    Changelog: 19/08/2020 Balancing Matchmaking Rewards schedules have been updated Matchmaking rewards are now on a scale of 10, instead of 1. Players with existing rewards have had their matchmaking stats updated to compensate for this change. Various changes have been made to the matchmaking formula to better reward players Bug Fixes Fixed various damage formula inconsistencies which could have led to slightly less damage than intended (This typically manifested as -1, but up to -3 damage in some cases. This issue did not apply to all damage.) Toxic Spikes is now prevented by Safeguard Roar will now bypass Protect/Detect Fixed Pickup for Fishing in Unova Fixed Multi-Hit RNG calculation for Flinch effects Previously, Flinch would only roll once per move. It now rolls for a flinch proc every hit Fixed Sucker Punch's interactions with Me First & Focus Punch Eggs can now be hatched while spectating Fixed Prankster not restricting some status moves, like Taunt, when applying against Dark-types Metronome can no longer be restricted by Torment Fixed Pressure's extra PP reduction for several move types Previously, moves which targeted the field and moves which did not consume PP on the first turn would not be affected by Pressure. Fixed various issues with Custap Berry Previously, this item would not always consume reliably when it activated (e.g. during 2-turn moves), and would not always broadcast correctly. Fire / Water / Grass Pledge move fixes Gems no longer affect Pledge moves Pledge moves, when combo'd with each other, now always have STAB. This is in addition to Combo-moves' base power increase to 150. Combo moves will now invoke the most effective typing, when issuing a combo move (Water > Fire > Grass > Water). Previously, this would use the last move cast Pledge moves can no longer be redirected by abilities such as Storm Drain Bad Poison will now increment its counters even if the target's ability renders it immune to its damage This affects targets with Magic Guard or Poison Heal, which would not receive the correct damage if their ability was removed via e.g. Worry Seed. Fixed Fast Battle Replays crashing on battles with Team Preview Fixed Future Sight's damage calculations and interactivity with many items/abilities Fixed Encore sometimes propagating impossible targeting to Encored moves Pursuit will now seek out any opponent who is switching during Double / Triple Battles Pursuit no longer gains extra power against Teleport Fixed Psych Up / Clear Smog's broadcasting for stat stages Berry Blender NPCs now allow multiple results to be crafted simultaneously Water Sport / Mud Sport now reduce damage by 2/3. Previously, it reduced by 1/2. Focus Items / Endure can no longer proc off of False Swipe When switching, Shed Shell will no longer broadcast its existence unless its restrictor enemy is still on the field Previously, Shed Shell could have leaked its existence if the opponent swapped into something which restricted your swapping on the subsequent turn (but not when the swap action was issued) PP differences are now healed when using PP Up / PP Max Ethers no longer fail if the target is fainted Transform can no longer Transform against Illusioned targets Life Orb will now recoil on 0-damage moves, if they were still a successful attack (not Evaded/etc.) Fixed Stats display ordering for Matchmaking / Tournament reward claim UIs
  11. Hola Kyu, te escribo para saber si puedo recuperar una cuenta antigua donde tenia muchos pokemons y tenia avanzado las historias. Que pasos debo seguir para poder recuperar mi cuenta?

    1. Dario


      Q tal.. pudistes recuperar tu cuenta


    2. FamiliaZoldyck


      En eso estoy ahora con ayuda de un cm

  12. Kyu

    Changelog: 29/07/2020

    Changelog: 04/08/2020 Balancing Matchmaking rewards have been rescaled Players may now earn between 1~10 Matchmaking Reward Points per battle, depending on their ELO & the duration of the match Excessively low ELOs may now be disqualified from rewards "OP Item" clause has been removed in standard PvP BrightPowder / Lax Incense restrictions have been merged into Evasion Clause When searching for an opponent in Matchmaking, if you've been waiting for a while, your eligible opponents will now expand over time Bug Fixes Fixed an issue where some wild encounters would be spawned without damaging moves Fixed speed evaluation after swap actions in Double Battles (Drizzle+Swift Swim/etc.) Matches in very low ELO brackets, and matches which ended too quickly, will no longer be logged for PvP Statistics Fixed an issue where party indicators would update before health bars when receiving damage Fixed an issue where tournaments would not proceed after semi-finals Fixed Teleport (for realsies this time) Fixed an issue where, if a player descended from the Matchmaking Leaderboard, their ranking would not always be updated In Double Battles, Encore will no longer forcibly redirect target slots, unless the target slot of the encored skill was invalid Reward Claim widgets for Matchmaking / Tournaments now default to 31 for their IV selection Fixed Matchmaking's spectate page support Default sorting is now Ranking for all pages Fixed an issue where, when initiating spectating in Matchmaking, sometimes the client would get stuck Fixed a crash when rendering some species' Statistics pages Notes Weekly rewards & progress for Matchmaking have been reset due to rescaling
  13. Just stop scamming people lmao
  14. "Match fixing / match manipulation will get you banned very quickly, and we'll take away your rewards too." There isn't a delay on spectating. We suspect there's too many battles being played, and the client can't show all of them atm.
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