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Kyu

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Everything posted by Kyu

  1. Sorry, I'm not sure what you mean. They're permanent pieces of content, like regions, though. The former. If you've purchased any amount of RP, you'll have access to it.
  2. It will be a focus, but not so all-encompassing that nothing else is being done. The majority of our problems at this point are UI and IPv6 networking (which we're going to kick the can on for a while because it's a pain). The major issues, i.e. engine optimizations / build system changes have been mostly resolved over February/March. Skills/Abilities/Items are still being worked on, but they are a lower priority than Android fixes at the moment (these are almost entirely handled by @Desu). There are around 20 in the queue for release as-of this post (mostly skills) Dungeons are something which are currently in design stages, and are actively being worked on by other people. We're currently finalizing the art style and map design of the first "dungeon" area, afterwards storyboarding for the storyline, then implementation/testing
  3. I would recommend waiting for the minimum specifications to be posted before going out to buy anything. We don't want you to buy into a beta for a device which potentially won't run the game well We should have a better idea of the system requirements within the next week or two and we'll publish them then. For now, I think @Desu's Samsung Galaxy Note 2, a flagship phone from 2012 with 2GB RAM, was pulling 40-50FPS in Unova @ 720p.
  4. It is a possibility, but we do not think it's worth the time. Because it 100% requires a jailbroken device in order to function, we do not think there is much of a playerbase for it
  5. That's a good point. Thanks for bringing it up. As the TC's roles have evolved, they're now the PC. We'll have some exciting news as to how more players can join the Player Council in the near future. If you'd like, you can apply for a position and suggest changes directly rather than through the SB.
  6. These are actually all pretty minor changes and are trivial to implement. We're hoping to include them in the next update after we've finished up skills/abilities.
  7. That's alright. I'll help you out. Here's a screenshot from my PTS folder from last July with the same savedcredentials.properties file and the same style of session token (omitting my username): Now, I'm sure that we all know that "The Devs" are leet hackers and can change timestamps on a filesystem, but to be quite honest, if you believe that's what I'm doing here, then you're beyond hope. Anyone who participated in the last Public Test Server who turned on "Remember Me" can go look in their config folder and they'll find the same type of file. We didn't find any Forums posts regarding plaintext passwords in the registry (deleted topics are actually kept for 60 days before they're permanently deleted) but we didn't look that hard. The only Discord messages I saw from you regarding the Windows Registry are from January 30th in #support, before I even joined Discord. You can go look at them by searching for "registry." I don't really understand where this narrative of " 'The Devs' are trying to coverup something and turn everyone against Daedalus" is coming from, but I will say this: If I wanted you gone, I would have just banned you, because that's a shitload easier than faking things and letting you be a jerk on the forums. We have a lot better things to do with our time than conspire against forum trolls, so please stop with that. It's really obnoxious. Since the OP's question has been answered by @Desu and there doesn't seem to be more to add, I'm closing this now.
  8. I'm not trying to dog on you for this, but just to be clear for the sake of everyone's knowledge/safety: We have never offered a plaintext credential storage using the "Remember Me" function. You're mistaken. This is how it has always worked, since the system's initial implementation in 2014. The hashes which are stored in savedcredentials.properties aren't real- they're just session tokens which are sent from the server when you request an authentication ticket. They do not represent your password in any way shape or form. Infact, if you copy them over to another computer or you try to login from a different network, you'll notice that they become invalid and your login will be rejected (this is to protect you against having your client stolen) because they're just session tokens.
  9. Authentication tokens are stored in the game client's config directory and look like this: They're not a representation of your password. I'm not sure where you got this idea, but it's wrong.
  10. Because we're not, and you're dumb.
  11. Kyu

    Changelog: 27/02/2018

    Changelog 06/03/2018 Phenomena will now occur much more often Phenomena's IV bonuses have been reduced from a 50% chance to have at least 1 31 IV, to a 30% chance to have at least 1 30+ IV
  12. I think that, if you regard any form of new PvE as "a waste of time", there isn't anything for me to convince you on. Let other people play it for you, then you can buy it after killing Morimoto 10 times. I think this is really weird and doesn't actually do anything. In the end, you're still playing the same form of PvE, except with apparently destructible terrain, so isn't it "a grind"? You can do this already by putting your money into an escrow and then distributing it to the victor. I think PSL already does this? I don't really pay attention though. I don't actually like gating crafting or general farming behind character-based levels. This is a stylistic choice I made when doing berry farming, to make sure that everyone had access to everything, because this game's audience is accustomed to a very casual experience before they even join our community. I don't think it would be good to reneg on it now. Oh well. Sorry. I don't think it was good for the game due to how centralized the market became on Ditto. It was a bit dumb, and we probably should have changed it when Gen 5 launched. I don't manage player reports, but I looked through the Player Reports Archive, and didn't see any from you. This thread is a bit hard to read, so if you have any reports regarding the GMs or the Tier Council's behavior, please report it to myself, the SGMs, or @Squirtle via PM so that we can review their behavior. As far as I know though, there aren't any especially toxic GMs/TC members. (Aside from maybe gbwead, but he's a flamer, so meh) Alright. I didn't realize that the amount of /vp/ spam corresponded to how active the game was, silly me. I'll fire up some bots for it and reddit. I don't think this thread is going anywhere, or that there's anything left to discuss, so I'm going to end this here. I'm sorry that you're not happy with the changes.
  13. It can work for smaller projects, and for people whose roles are extremely limited in scope. For example, simple tweaks to things like the world map spawn tables only necessitate that the person has access to the raw map data. This is what we already do for some people. For things related to actual client / server development, and which aren't simple number changes, no, it's really not viable.
  14. You're right. Every single MMO does this, and will always do it, because as long as you all keep paying for us to make it, we will. That's always been the contract between us and our community- Send more money, we'll send more stuff. The "Alpha" moniker doesn't actually apply to this style of software development, because it's what's called a "rolling release." We could call the current state of the game "Epsilon" and it would mean the same thing. In fact, that's what we'll start doing. Congratulations everyone, we've made it to Eternal Epsilon. Well, you're objectively wrong, but ok. It literally doesn't. I don't care about RU, so I'm not going to quote the rest of this. We're not going to give out ETAs regardless of how many inflammatory topics you post. >demands new ways to play >complains about theoretical new PvE before it's even out yet I think that many of your proposals are copy/pasted from other games like OSRS without being well thought out, but sure, I'll bite for just this post. Let's go down the list and see my opinions on it: >Open Wildnerness PvP We actually already do this, with MewTwo / Rayquaza in the overworld. The only thing missing is that you don't lose your "real" gear when you lose. I think that most people will acknowledge that this type of PvP is extremely clunky at best, because we stole it from a different action-based combat game: Lineage 2, and its Cursed Swords. Whether or not we'll look at it again depends on whether we can make the combat better. I honestly don't think that we can, which is why we never pursued it further; this game's combat is extremely slow and clunky in general. >Open World elements I don't know what this is supposed to mean, but I actually already want to do a lot of dynamic overworld quests, similar to how GW2 plays. Unfortunately we haven't had time to pursue it yet, but the general idea is there with Phenomena- Group events where your success depends on eachother. >PvP staking A winner-take-all PvP tournament where you buy-in is something we can theoretically do, but for normal matchmaking, I'm not sure it's good. I think that splitting our already tiny PvP playerbase into additional automated categories isn't something we should do for the moment, and that this isn't the appropriate time to pursue additional game modes which aren't designated "official events." I think that the Tournament system in general needs a lot of work, specifically adding additional formats like Double Elimination. But since people complain consistently that there is no "hype" around PvP tournaments, we're pursuing the more social aspects first. >Owning real estate in cities We actually already do this with Secret Bases, but I guess what you're looking for is something more similar to Aion's towns, which from what I've played, nobody cared about, and only functioned as a money sink. I think that this is topical "content" at best, and it's extremely low on our priority list, but we've already talked about running custom Secret Base-like functionality in Castelia City. I think that we can all agree we have better things to do atm though. >Player Classes/levels I think that this is really, extremely pointless considering you all have badges which represent your character's progress. Grinding out chievos is dumb, but we'll probably do it anyway when we have more time to allocate to pointless features. I think that you're trying to put me in a bind here intentionally, and I don't appreciate it. Making ridiculous remarks like this only serves to degrade your post. I don't think that the "entire community" hates the genderless breeding or Hidden Power changes. I think that a lot of people are, rightfully, very salty about their Dittos and Genderless pokes now being worth less, and that their perfect Hidden Power mons are now subject to new rulesets which requires them to rebreed to hit perfect stats. But, I don't think those things were good for the game, and I think that for every person whose Dittos were decimated, 100 people with a story like this existed: I think that you need to concede that, if you expect new people to play the game and for it to continue to grow, the game will need to be easier, because while the grind was bearable in Gen 3, this game is going to continue to get bigger with Sinnoh and Hidden Abilities. With that, we will need to continue adjusting our refinement mechanics to give newer players, and those with less time than they used to have, a fighting chance. If you are not going to cite any specific examples, then your claims are baseless. I think that you don't actually know how many players we have, either now or in 2012, because we don't release numbers. Making ultimatums like this will only make everyone laugh at you, but then again, I thought this was So I'm confused why you're making this post again.
  15. Kyu

    Changelog: 27/02/2018

    Edit: We have re-enabled the email verification process and it is slowly being rolled out to old accounts. If your email address is not verified, you may be prompted to validate it when you login. If you have lost access to your email address, please visit https://pokemmo.eu/account_change_email/ to change your email.
  16. Features Account Security Multi-factor authentication is now enforced for accounts Unknown devices logging into accounts are now prompted with a pincode entry Pincodes are sent to your registered e-mail. If you have lost access to the email address associated with your account, please visit the following webpage to request an email change: https://pokemmo.eu/account_change_email/ If you are having trouble receiving the email please check your spam folder or whitelist mail.pokemmo.eu Phenomena Phenomena are special encounters which occur randomly in all areas of Unova, and have 4 appearances: Rustling Grass, Rippling Water, Flying Shadow, and Dust Clouds: All players share the same Phenomena locations and appearances, and may interact with them once per cycle. Wild encounters which occur via Phenomena have a very high (>50%) chance to have at least 1 31 IV. Phenomena may drop Mysterious Gems or Fossils, depending on the encounter type. Certain species are now exclusive to Phenomena. Fossils All fossils may now be revived in the Nacrene Museum Gems Added Gem in-battle effects When held, Gems will boost the Power of the first move used of a target typing by +50%. Gems are consumed upon use. Mysterious Gems may be converted into 5 Typed Gems (e.g. Flying Gem) by combining 1 Mysterious Gem and 1 Typed Item (e.g. Sharp Beak) When used from the Bag, 20 Gems may be used to override the Hidden Power typing of a party member If 20 Normal Gems are used, the override will be removed If no override is inplace, the HP Type will be calculated by IVs. This is the same behavior as prior to this update Audio Added SFX for moves / world objects / etc. The MIDI engine has been removed GBA music and SFX are now played back using a new high fidelity GBA audio engine Added an option to mute BGM when the game client isn't the focused window General Added animations for most moves Animation processing is experimental and may have graphical glitches. Please do not report issues with move animations playing incorrectly at this time (but do report client crashes and other explicit error messages) Unova's NPCs now use custom movesets for all trainers Previously, this only encompassed Gym Leaders / the Elite 4 This does not change the amount of party members or levels for common trainers, but prevents issues like "default NPCs having no damaging moves due to levelup learnsets of some species" Added rematches for most Trainers in Unova Trainers are rematchable every 18 (real) hours Trainers can be rematched at any portion of the storyline, but will become more challenging after Badge 5 Added daily scripting for Morimoto Shiny species now have a 100% chance to have at least 1 30~31 IV This does not apply retroactively The Move Relearner can now teach moves learned at later levels Added Magnetic Field evolution areas to Kanto/Hoenn Added a Watering Can to Unova for Berry Farming This can be found by speaking to an Old Man in Mistralton City near the Berry Patches Watering Cans may be hotkeyed by registering the item in the Bag, then using the item while facing a Berry Patch EXP is now granted when catching wild species Channel population limits are now calculated per-region instead of per-channel This increases the amount of players which are allowed in a channel, and more evenly distributes players across less populated regions The amount of Channels has been reduced from 8 to 5 Added automated crash log uploading Gift shop The following items have been added to the Gift Shop: Sailor Cap / Sailor Uniform Tracksuit Balancing Breeding Genderless species may now breed with other members of their evolution tree For example, a Magnezone may breed with a Magnemite, Magneton, Magnezone, or a Ditto Genderless species are now marked with a "Genderless" breeding group in the Dex Ditto is an exception and may not breed with other Ditto When breeding, TM / Move Tutor moves are now added to the "hatch moves" relearnability list Previously, the "hatch moves" list in-Summary only encompassed Egg Moves which were passed to a child while breeding This allows these moves to be relearned via the Move Relearner Shedinja may no longer breed Shedinja will now inherit 3 random IVs from the Nincada which it spawns from Shedinja's movepool has been updated to include both Nincada's and Ninjask's moves Shedinja will now inherit hatch moves from Nincada during creation Move Tutor moves now have equal priority to TMs during move passing Removed the wait time to obtain Eggs when breeding Egg Moves / Prevo Moves / Special Moves are now an exclusive classification in the Dex, and are only listed if they're not obtainable in any other manner Crafting PP Up requirements reduced from 30 Berry Powder / 2 White Herb to 9 Berry Powder / 1 White Herb PP Max requirements reduced from 90 Berry Powder / 6 White Herb to 24 Berry Powder / 3 White Herb Moves The default Critical Hit chance has been reduced from 6.25% (1/16) to 4.167% (1/24) General Kanto Game Corner's prices have been updated: GC Coins are now flat pricing ($5/ea) TMs are now 6000 GC Coins Porygon's price has been reduced from 9999 to 4999 GC Coins Kanto/Hoenn now have crafting NPCs staggered throughout their storylines TMs have been reorganized in all regions, to more properly reflect their value vs their introduction in the storyline This means that, the further you get in your storyline, the stronger the TMs you have access to TMs have been consolidated to 4 merchants per region, 3 of which contain "Tier 1/2/3" TMs in various Marts, and the fourth containing Generation-exclusive TMs in their Department Store Most TMs have had their prices adjusted to more properly reflect their current viability: Sucker Punch / Roost / Tailwind / Drain Punch Move Tutors have been reassigned from BP to Item Tutors. They are now accessible via the Harlequin tutors in Unova Dragon Pulse has been added to the Harlequin tutors in Unova Feebas's tiles now change on 45 minute intervals, up from 30 minutes Elite 4 rematch base money rewards have increased by 10% Bug Fixes Fixed various client crashes The game client should now recover from corrupt ROM files more cleanly in some cases Previously, failed IPS patches or ROM corruption could cause a black screen on character login if map data wasn't read correctly. This should now error more visibly Fixed addon displays in the Gift Shop Fixed extended LGC (Spanish/etc.) characters being misaligned in Battle fonts Added Chinese battle effectivity indicators Fixed Italian's FireRed strings Fixed an issue where party member levels wouldn't broadcast correctly if leveling up against an NPC's last member Fixed an issue where Ability Pills could be consumed on a target with 1 ability Fixed an issue where the EXP bar wouldn't roll over correctly Fixed an issue where Soundproof wouldn't block Roar Fixed Fishing Rod encounter tables for many GBA maps Fixed an issue where OHKO / True Damage skills wouldn't display their battle effectivity indicators correctly Fixed an issue where the Advanced Search function of the PC wouldn't take you to the first match Fixed an issue where Hoenn could be selected for region travel without an Emerald ROM loaded Fixed an issue where Berries which depended on HP % (Liechi/Salac/etc.) would activate 1% higher than their defined percentage Fixed an issue where, if an Egg hatched mid-battle and a player otherwise fainted, certain scripts could be bypassed or otherwise broken Fixed an issue where forced movement (water rapids, etc.) over GBA map connections could sometimes cause issues Fixed an issue where Flinch rates would not be affected by Serene Grace In-game seasons are now monthly (January -> Spring, February -> Summer, March -> Autumn, April -> Winter, etc.) Fixed levelup evolution information for gendered level up species in the Dex Fixed Elfbot 2017 items having no animations Fixed an issue where berry tree sprites could become corrupted in some cases Fixed an issue where out of battle moves could be usable by Eggs Fixed Sea Incense Water boost % 5% -> 20% Fixed an issue where Crater Forest would not connect correctly with Giant Chasm The GTL can now be purchased from during NDS trainer matches This does not apply to scripted events, such as storyline fights. This only applies to "simple" trainer matches / rematches. Fixed various missing TMs from movepools This primarily affected TM21 - Frustration, but also affected several others, such as Shiftry's ability to learn TM52 - Focus Blast. Fixed various missing Tutor Moves from movepools This addresses issues where the species learned a Tutor Move from their "Level Up", "Egg Moves", or "TMs" movepool, but it was not accessible via Tutors. Fixed an issue where Forms would not gain STAB from changed typings Fixed an issue where, if a party member fainted on the turn of using Volt Switch / U-Turn, and they had the ability Regenerator, and they were holding a Life Orb, they could be revived from fainting Fixed an issue where Volt Switch / U-Turn would require a swap if the attacker fainted Fixed Unown spawn tables in Sevii Isles Fixed various graphical issues with Skill Learn dialogues Fixed missing restrictions on Unova's Tall Grass movement. This no longer allows sprinting / biking through it. Some NPCs in Unova will now aggro players if they try to run past them Fixed various issues where players could get stuck if they relogged at certain points, if they relogged and reset the positioning of certain NPCs Fixed an issue where players could get stuck if they logged off while in a Castelia City Elevator and failed to reconnect during its cutscene Fixed an issue where Bad Poison's damage incrementer would not reset if the caster acquired it via Synchronize Sweet Scent will now use Safari steps if cast during a Safari Zone event Fixed an issue where Pressure would cause allied PP use to increase Fixed world map pop-in for Tubeline Bridge / Marvelous Bridge Fixed an issue where, in a tournament, if one player disqualified, both players would receive a message that they were disqualified (although only one actually was) Fixed Growth's stat boosts Fixed an incorrect message being displayed with Hoenn's Name Rater if the player didn't have enough money Fixed an issue where Followers would sometimes fly off if passing through certain GBA map connections Fixed an issue where Psywave's strings would not display correctly if used on a species with the ability Color Change Fixed an issue where Effect Spore would not display the correct message if the target was poisoned Entry Hazards (Spikes, etc.) are now processed before Abilities in battles Readded Leech Life to levelup movepools Added Razor Fang item effect Scripted items from many NPCs in the Unova storyline are now untradeable This primarily affects TMs and other similar items which are obtained through scripted events, but were missed during the initial untradeability changes Fixed an issue where certain NPCs in Dewford Gym would not aggro without being spoken to The sleep duration for wild encounters which were encountered during night-time has been reduced from 2 turns to 1 turn Fixed an issue where, if a multi-hit move was called with Sleep Talk, it would only strike once Fixed an issue where players could fish into certain non-water tiles in the Battle Frontier Fixed an issue where wild encounter battle start throw animations would hang slightly during battle start Fixed an issue where Poison-type species would not absorb Toxic Spikes if switching in while they were already afflicted by a status ailment
  17. It only prompts when an unknown device logs in. It's a mandatory thing, so you can't skip it (unless you opt-in to OTP at a later date, probably). Our problem wasn't really with implementing the frontend, it's the amount of website changes which had to occur to support it. We weren't even bothering to do email confirmation of game accounts before now (it's a ddos vector, and back when the game launched in 2012, ddos-protected routes were not cheap), so we needed a way to review/override the ones people lied about, then to implement the actual "talking" to the game server, and then a while was spent rewriting some old and crusty website backend things. Eventually we have to work on the actual game, which is why "real" OTP 2FA is scheduled for a later date. I appreciate the link though.
  18. The initial implementation of MFA is already complete, and will be based on device authorization/email confirmation (similarly to how GW2 manages this issue). This will be the default for all accounts, and should prevent "supicious" logins from succeeding in most scenarios. We'll be looking to add mobile authenticators like Google Authenticator later on this year. I'm not sure we can, but we will try to stuff as much as possible into it. We still have some other complex things to do (Unova's rematchable trainers and some deeper breeding changes) in the queue.
  19. Yeah, I think so. I'm not sure how good it would be from a gameplay standpoint, but we can probably do it.
  20. No, sorry. Circumstances ended up dictating that we work on multi-factor authentication for account security throughout January, so we dumped a lot of time into that. At the moment we're working on some things related to Breeding's balancing to help alleviate the burden of comp creation for edge cases like Genderless species, but there has been minimal work done to items/moves/abilities (of note, Gems but I don't think anyone plays with Gems anyway). We're waiting on some complex animation things to be finished though, so idk how much time we have until the next patch or what may be completed by then.
  21. There are a lot of problems with it from legal/technical perspectives, as this was the generation when encryption started occurring for ROMs. Basic things like how Gen 6 introduced 3D character models, and changed the movement system into 8-directional (I think they achieved omni-directional in gen 7?) are also problems due to the character model requirements for it, and we'd probably have to trash our work on character customization to make it feasible. Eventually we're going to run out of NDS regions so we'll probably try at some point if we think funding is good for a serious attempt at it. It would probably take several years though, and by the time we get to that point, there'll probably be another handheld generation which we'd try for, as the 3DS has already reached the end of its lifespan.
  22. These are being halved in price in the next update, as their requirements are out of proportion to the other permanent buffs (Rare Candy) currently. If, after that change settles @ live, we still see issues with the market, we'll consider a BP-sourced alternative for them, but I think the majority of issues at the moment are due to the farming annoyances of Unova (lack of hotkeys for plant management and the resulting overhead of managing very large amounts of plots) and the berry requirements for these items.
  23. Historically, accounts which have been broken into here were due to password reuse with a compromised website (Pokemon Showdown leaked their database in 2015, Pokecommunity has leaked recently too, and I think the former is listed at haveibeenpwned). We're not aware of any data breaches on the forums or in-game. What we plan on doing in the near-future is adding additional checks to prevent "suspicious" logins occurring so that old accounts can't be attacked with password lists. 2FA is also something we will be considering on an opt-in basis. Edit: In addition to 2FA, we heavily recommend usage of password managers like LastPass which generate a random password and store it for you. Reusing passwords is bad.
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