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Kyu

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Everything posted by Kyu

  1. The event has been extended by 1 day due to the boss being temporarily disabled while we fixed several critical issues. Boss fights will now end on November 9th 11:59pm UTC+0. The turn-in period for any extra candy will now end on November 11th 11:59pm UTC+0.
  2. Halloween 2022 PokeMMO's Halloween Event has returned for 2022! Beat up children and steal their candy! Defeat the Spirits of Halloween and steal theirs too! Feed it to the pumpkin to win a prize. Swarms have become more frequent for this event! Keep an eye out for new Alpha Swarms. Mysterious Wisps have been spotted around the world. Collect them all and capture special seasonal Halloween Alphas! Special ghosts may also be found with their Hidden Ability unlocked. Challenge Pumpking for a fight over 11 new vanity items, with 2 Ultra Rares. Hard Mode winners also get an exclusive particle for their teammates. The boss can be found near Lavender Town, Fallarbor Town, Solaceon Town, and Driftveil City. The Halloween Event ends on November 9th at 11:59pm UTC+0. Players will have a 2-day turn-in period to return any unspent candy after the main event's over. Gift Shop Green & Purple Cthulhu Masks are now for sale for a limited time Shiny Charms have returned for Halloween 2022 Ghostly Hats & the Hex Cloak Seasonal Items have returned for Halloween The Black Cat Particle Effect has returned for Halloween Bug Fixes Improved server performance during very high load periods Various minor client fixes Notes Players who held Special Candy and Spooky Candy from last year's event have had their items removed during this maintenance. Players who held Special Candy have been reimbursed $75,000 each, the approximate market rate at time of posting. Special Candy will automatically become untradeable after this event ends.
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    1. Show previous comments  13 more
    2. xLari

      xLari

      Release the event today, so we can play on the weekend 🙂

    3. Akq46494

      Akq46494

      我正常捡垃圾,平时有验证码第一时间输入,希望官方大大给我解开,用户名是guoqiaokun

    4. 1llus1on

      1llus1on

      play mmo 3years but my first Halloween🥳

  4. Don't worry. The tooltip's wrong, but nobody's actually right. It shouldn't be applying the 0.3x in the first turn, so it should actually be 11 turns to maximum effectiveness. Edit: It was actually starting at 1.6x. Woops
  5. Changelog: 20/10/2022 Balancing Endeavor no longer works against Alpha minibosses Timer Ball's price has been increased from $800 to $1,200 Alpha Swarm durations have been increased from 60 minutes to 75 minutes When fleeing from an Alpha miniboss, a 2 minute penalty for respawning now occurs Note, this penalty does not occur if you white out Changes Improved behavior for automated channel swaps during very high load times Previously, the game server would automatically switch players' channels under very high load conditions very often. This change allows a moderate overflow to channel capacity to prevent unnecessary changes (until an excess channel is closed automatically) Bug Fixes Fixed Gender ratio calculation for Alpha minibosses Fixed an issue where secondary spawns in Alpha Swarms did not have appropriate IVs for Shinies Fixed stat stage copying for Transform / Imposter Notes While this update improves in-game channel behavior, the game is still running at maximum capacity during high load times due to the popularity of the alpha swarm feature. Please note that players with active Donator Status automatically skip queues and receive privilege when logging in during high player volume times. This is not a new feature, but it's not normally relevant.
  6. This is correct. The game is running at absolute max capacity at the moment. Large queues cost memory and take up resources which can be used by players who are actually playing, so we just reject login requests if there are too many in the queue to ensure the gameplay is stable. This is an unusually high amount of players due to the new features, but if the demand continues after a few days we'll look for areas to improve.
  7. Due to this patch's economic changes, GTL listings for these items were cancelled during the server maintenance to prevent auction sniping: Brown and Grey Werewolf Masks All Shinies / Secret Shinies
  8. The prices that the NPC offers scales depending on the effective rarity of the shiny you offer him. This means the most common species like Pidgeys will see a reward of 4 Pearls, and the most rare species like Shedinja will have a reward of 28. The vast majority of species will pay out 4 - 12, but if you want to liquidate something very, very rare for Pearls, we need to offer an appropriate price. I'll note also that this is the base value of the reward. Certain multipliers come into effect for Shiny Alphas and Secret Shinies if you decide you want to turn those into Pearls too. We don't expect players to actually be regularly liquidating their Secret Shiny Shedinjas. The feature is tailored to cleaning up the amount of very cheap and worthless shinies. But, we do need to make sure that if the player offers something ridiculously rare that we give them a ridiculous price in exchange. "Super rarely" isn't really true. Currently it's scheduled to be 1 per in-game day, which is 4 alpha swarms per real day. With this update we're releasing ~60 unique species trees' HAs via alphas. Most competitive players have multiple competitive pokemon which they would otherwise need to rebreed as the metagame shifts, so the system's scaled with that in mind.
  9. No. Only the alphas from the event were shiny-locked.
  10. 中国用户请访问此链接 Alpha Swarms Alpha Swarms have been spotted in the wild! Alpha Swarms are rare swarms. These formidable minibosses can be found once per in-game day and will wait for challengers for 1 hour. But, don't wait too long! They're very hard to catch. Alphas always have the Hidden Ability attribute and always have high IVs. Secondary encounters around the Alpha also have a small chance to have their Hidden Ability. Alphas will let you retry a battle if you lose. Even if you don't end up capturing the Alpha, you'll be rewarded with EXP Candy if you can defeat it. A new menu in your Dex has been added to keep track of Alphas as they're spotted. Check back frequently to see what's been released! Swarms are now broadcast to the Town Map when active Prismatic Pearls Prismatic Pearls allow you to shift the Hidden Ability attribute from one party member to another. But, they only work for members of the same species tree. Baron Moray is a man with expensive taste. He'll only trade you Prismatic Pearls in exchange for a Shiny. Shinies can be valued anywhere from 4 to 28 Pearls each depending on the rarity, with special bonuses for Shiny Alphas and Secret Shinies. Moray can be found in: Celadon City Hotel Lilycove City Motel Valor Lakefront, near the Seven Stars Restaurant Undella Town, by the beach New Items Assault Gear has been added to Battle Point vendors everywhere Assault Gear is an item which increases the holder's Special Defense by 50%, but prevents them from using Status moves. The Training Link has replaced the Amnesia Brace The Training Link doubles EV gain and allows its holder to gain EVs even if they don't participate in a battle. But, the holder can't gain any EXP while holding it This item is Account-bound. It can be traded between characters on an account, but it can't leave the account Players who had an Amnesia Brace have had their item automatically replaced with the Training Link UI Changes Mobile: The UI for the Dex has been updated to more closely reflect the Desktop client's layout. Desktop: The Bag UI has been improved. Misc Gameplay Changes Trainer data has been updated with new abilities introduced in the 24/06/2022 Update Mysterious Gems are now known as Mysterious Gem Clusters. No change has been made to the item's effects. Alpha monsters' glow has been improved The maximum price in the GTL for rare stackable items (e.g. older event bundles) has been increased to $250 million Note, the maximum amount of money which can be requested for a GTL Listing can't exceed the max money cap of $2.1 Billion The Brown and Grey Werewolf Masks have received a refresh The previous howl animation is now triggerable, and their sprites have been updated: Technology Changes PokeMMO can now automatically extract compressed archives for ROMs during setup The client is now able to automatically switch audio devices upon disconnection. Players can select an explicit audio output device in the Settings menu under the Sound tab Mobile: PokeMMO now supports native keyboard integration for iOS/Android mobile platforms. The UI is now properly offset from any notches in the phone screen iOS: Performance on iOS has been significantly improved PokeMMO on iOS now supports controllers Windows/macOS/Linux: PokeMMO now requires Java 17 for the Desktop client. Upgrade steps are below: Windows: Standard Installer: No action is necessary for the standard Windows installer. The game will automatically update with the required libraries. Portable Zip: Users who are using the portable (.zip) packaging may need to update their system libraries manually. macOS: Update the macOS Installer to the latest version (v47) if prompted. Linux: Snapcraft.io Packaging: Java 17 has already been deployed for Snapcraft platforms. If you're unable to start the game, update the package manually by entering this command into a terminal: sudo snap refresh pokemmo Others: Consult your distribution's documentation for how to remove OpenJDK 11 and install OpenJDK 17. Windows/macOS: PokeMMO now offers an alternative rendering pipeline to OpenGL. To switch from OpenGL, select "ANGLE" under the Rendering Pipeline dropdown menu in the Settings. The game will automatically download the required files. On Windows, this changes the rendering mode to DirectX 9 or DirectX 11 (the higher of which is available). Note: ANGLE on Windows does not support 32-bit Windows. On macOS, this changes the rendering mode to Metal This mode will become default during the next game update for macOS. It is currently opt-in for testing Windows: The Compatibility Mode Software Renderer has been removed Users who were still using the software renderer after its deprecation in the 11/05/2021 Update will now be prompted to install ANGLE when a startup failure occurs. This mode allows native rendering via DirectX and improves performance significantly. The Windows Installer now contains both 32-bit and 64-bit versions of the game. The installer will automatically select the appropriate version for your platform. Bug Fixes iOS: Fixed an issue where severe battery drain / overheating occurred if sound was on iOS: Fixed many issues with the client's handling of general inputs and the keyboard Town Maps in Kanto/Hoenn/Sinnoh now render accurate positions for players and swarms in all maps Fixed an issue where Friend Guard would broadcast its presence on swap-in in Multi-battles Fixed an issue where the Professor's Assistant would not render the correct region string during their dialogue Fixed Illusion ability owners not copying the correct attributes for Alpha or Shiny monsters Fixed an issue where AI could get stuck when trying to Shift Fixed an incorrect string used when Suspect Tests are rendered in the Tier Data UI Fixed Vitamins not multiplying their Happiness modifier when more than 1 were used at the same time Fixed Revive not broadcasting correctly for PvE Spectators Fixed an issue where species checks used for Hidden Ability breeding would return incorrect results in some odd edge cases This issue was previously addressed in a hotfix which prevented breeding from occurring at all. This limitation has been reverted, and the underlying issue resolved Fixed Team Trophy vanity item metadata Fixed an issue where multi-turn moves could be prevented from executing correctly in Multi-battles if one of the player's requested actions was invalid When Reactive Gas is removed from the field, the resulting ability activation is now ordered by Speed Fixed an issue where Reactive Gas would not be removed properly if it became suppressed through e.g. Worry Seed EXP Candies can now be used on the last level of obedience, and their stored XP is now properly capped Fixed an issue where EXP Candies could not be used if switching between regions with inconsistent level caps Fixed an issue where negative EV counts would not be displayed correctly for multi-use Berry dialogues Fixed an issue where reorganizing your PC would not update the AFK timer Fixed an issue where particles would render slightly too high for Alpha monsters Fixed an issue where Contests would freeze immediately after starting a battle Contests have been re-enabled with this update Fixed an issue where player sprites would not render correctly in the Trainer Card or in-battle for some items Fixed an incorrect tooltip for Covet Fixed an issue where the camera would do a totally sick loop-da-loop when entering Unova's Victory Road Mobile: Fixed an issue where the DPAD would block some Town Map locations When loading an invalid texture from a rom, the client will now display a dummy texture instead of crashing Fixed an issue where Entrainment would not fail properly if the target Protected themself Various database optimizations to improve performance during server maintenance Sketch can no longer be cast against semi-invulnerable targets (e.g. Fly, Dig, etc.) Fixed an issue where, in rental battles, items being consumed would not always show the correct slot they were consumed from Fixed an issue where held item states would not be broadcast correctly upon reconnecting into a battle Battles now accurately show the currently held item when the item is changed through moves, e.g. Trick Fixed an issue where Frisk would not show correct messages in NPC Trainer battles Fixed an issue where swarms in GBA areas wouldn't walk around at all Fixed an issue where a crane in Snowpoint City was really bright Fixed an issue where the Surf model could be left behind when flying Fixed an issue where pools of water in the Resort Area did not completely fill the pools Fixed Flint's room's fire animation in the Elite 4 The conveyer belts in Oreburgh now move properly Fixed an issue where the Great Marsh's swamp wouldn't render its borders correctly Fixed a crash where the world map could become invalid if players used an item which affected their position while warping Players can now adjust their team's order if a Duel Request / Trade Request prompt is on-screen Fixed an issue where Secret Power would playback damage before its animation in-battle Fixed an issue where red bars would sometimes be seen on icons for mods Fixed an issue where the waterfall in N's Castle would not loop correctly Fixed an issue where popup emotes would not render correctly in non-standard map layouts (e.g. Gear Station) Fixed an issue where, when using Berry Blenders in Hoenn, if Blend was clicked without any items, a softlock would occur Fixed an issue where tournament / matchmaking prizes with Volt Tackle could not be claimed from Mail Fixed an issue where Fling could fling untossable items Fixed an issue where Encore could be cancelled by self-inflicted Confusion damage Fixed an issue where, if affected by self-inflicted Confusion damage, Encore could not be re-applied Fixed an issue where, if a player recently came online, they could still not be mailed items until they logged off again Fixed an issue where some abilities could apply in Safari Zone battles Fixed an issue where Reactive Gas's ability neutralization would apply after entry hazard damage Fixed an issue where the Kanto Friends particle would crash when using certain ROM files .. and more! Notes Players who currently have Anniversary Medallions from PokeMMO's 10th Anniversary Event will have them replaced at a ratio of 1:7 for Anniversary Chests in this update The Terms of Service has been updated. No content changes occurred aside from the domain name change from pokemmo.eu to pokemmo.com
  11. While I'm sure this post is enlightening to some players unfamiliar with the concepts of cybercrime, I'm not sure why you seem to be broadly accusing other players of it. Malware distribution, phishing, account takeovers, etc. are explicitly against the Terms of Service and result in permanent account termination when reported to us. If you have a report to make, please do so via https://support.pokemmo.com so that it may be addressed. Thanks
  12. The main event is now over, and some players have expressed concern regarding Anniversary Medallions, as they did not immediately become exchangeable for Chests after the event expired: Anniversary Medallions will be automatically exchanged for regular Anniversary Chests during the next server maintenance, at a ratio of 7:1 Chests per Medallion (approximate market rate at the time of the event's end.) So, hang onto them until then Anniversary Medallions can no longer drop from Anniversary Chests. They were automatically removed when the event expired. Thank you for playing.
  13. Medallions were automatically removed from the chests when the event expired, so you can not get more. They will be automatically exchanged for regular Anniversary Chests at market rates (approximately 7:1 regular chests per medal) during the next server maintenance.
  14. The initial batch has "~50 evolution lines, some impactful and some not" and were handpicked. Their introductions are meant to be unpredictable, so I can't really offer specifics there. Afaik the TC wants us to immediately complex ban anything impactful to OU until they can review it, so the unpredictability shouldn't be too much of a pain from a PvPer's perspective.
  15. I think it's a fair criticism that our tiering rules haven't kept up to date with how we develop the game, and that the game suffers due to it. But the TC is a player-run organization, and we try not to insert ourselves too much into it. I've asked someone to talk to them about the problem though
  16. Ah. I thought you meant that players were so enticed by the idea of HAs that we had a "Star Citizen" type of scenario where we kept dangling that promise for years on end, and players somehow took that bait. We suffer from some unique problems because the game is structured on ROMs. A major one is that we have an absolutely finite amount of content to work with [unless we begin backporting items/abilities, or shift to another base ROM]. While it's my opinion that we do have the possibility of Gen 6 later on, again, it's very hard to appreciate how much R&D has gone into this game to even make it function at all. Our major options atm for additional [ROM-based] content are transitioning to B/W2 and Johto. B/W2 is going to be the most realistic consideration for our next base ROM as the only major changes between B/W & B/W2 were script-based, iirc. Johto is obviously a meme region, and while we'll do it, it doesn't really give us anything long-term aside from ticking another box and giving you another E4 to grind. But anyway, the point I'm making is that it is in everyone's interests for us to keep the game as interesting as possible for as long as possible, and staggered HA releases are one way to help achieve that. While we have definitely enjoyed a very successful few years, the next major introduction of new monsters is going to be a very long process, and we'd very much like to prevent a scenario like our Gen 3 -> Gen 5 transition where the game basically died for a year because we blew our load with no concern as to how we'd weather a very long content drought.
  17. Alright. It wasn't ready, and stalling content doesn't generally make players play longer. I'm not sure why you have the latter opinion. To comment on HAs themselves, they were mostly suffering from a lack of consensus as to what to do about them. While we originally did want to include them alongside legos, eventually it became comical how long we were waiting, and it felt like it was about time. So, we just built something which could release them in a way which didn't feel completely lackluster.
  18. Your response is very passionate. I think we have very different opinions on how games should be developed though, and I won't comment on upcoming content which isn't near release. I think it's difficult to fully understand how problematic releasing large swathes of new content (e.g. targeting Gen 6 as base) is, from a player's perspective. Decisions like those around HAs buffer us against content droughts which occur during prolonged periods of content development for very large projects, like introducing new regions. I have no idea what the "hostage" comments are based on, though. I find that kind of silly.
  19. Wow. Those are some extremely compelling arguments, but you already do play in a "clown meta", and always will, because we've backported skills and abilities from generations which aren't gen 5, and you will never have access to the most powerful legendaries because they just break the game. Our intention to stagger the release of HAs, as was mentioned in the status update you're referencing, is primarily to give us the opportunity to release things slowly and through multiple features. Alpha Swarms are one of them, but perhaps, maybe, we'd like the ability to be flexible, and give meaningful rewards for future features or to revisit rewards for past features as well. We don't think it's a particularly wrong approach to give you something to look forward to in the future, nor do we think it's wrong to occasionally throw a wrench in the metagame (and I'm sure players who have endured our stale PvP meta this past year can agree). So, no thank you. We don't think your suggestion is a good approach for the game.
  20. Hi everyone,

     

    As the event ramps down, many players have had questions regarding the new Alpha monsters, so I'd like to make some clarifications regarding them.

     

    We often use events as a way to preview new features in a unique manner. Alpha Swarms are no exception, and this feature will be made permanent during the 3rd patch in the 10th Anniversary patch series.

     

    Eevee is the final Alpha Swarm species released in this event. The first release of this feature will have quite a few more, but we will not be releasing every Hidden Ability within a single patch. Hidden Abilities give us an opportunity to extend the lifespan of the game by continually introducing new batches of metagame-changing monsters, before we eventually introduce new generations.

     

    Players who have monsters they don't want to rebreed will be given an avenue to introduce the Hidden Ability attribute for existing monsters, but it will be a very costly process to upgrade them.

     

    Thank you very much for enjoying the event. It's a very humbling experience, when our hardest problems are trying to accommodate so many players.

    1. Show previous comments  18 more
    2. Uzzil

      Uzzil

      this is a pokemmo died in reach??

    3. MajoraAKC

      MajoraAKC

      Please do something special with Jotho. Maybe make it an end game region with higher level Pokémons or any other special feature that sets it apart from other regions. Give it a purpose!

    4. hamizoss

      hamizoss

      hey @Kyui have a question that i was asking myslef since i started the game more than year ago why arabic language not in mmo , cause on my pokemmo journey i met too many arab ppl so , we are using english and always trying to use english words for arabic meaning , is the game only accepting the words which is go from left to right , cause all languages is , except arabic , if you guys can add it thats good for some ppl and i apriciate it if not its fine we are enjoying the game , hope you reply soon and thanks so much , exciting for part 3 of 10th anni , have a nice day Kyu :D

  21. Hi, We're aware of an issue where potions are not able to target inactive party members. It'll be resolved in the next game update. Edit: This issue was resolved in a hotfix on July 2nd
  22. PokeMMO's 10th Anniversary Event Alpha Swarms have been spotted in the wild! Alpha Swarm mini-bosses can be captured once per player for the rest of the event. If they're fainted, they'll come back too, until you catch them. Rumor has it, while there's only one right now, more may show up later. So, check back every day to see what's new! Changes The Jack-O-Lantern Mask now has a triggerable animation Bug Fixes Ability Suppression effects no longer overlap their functions Previously, Reactive Gas and Gastro Acid would apply the same effect, leading to a situation where Gastro Acid could be cancelled by an opponent removing a Reactive Gas user from the field. These effects are now tracked independently Fixed many issues with Reactive Gas Fixed an issue where Fake Out could be cast twice in the starting turns of Rotation Battles Fixed an issue where Battle Replays would continue playing in the background after logging out Fixed an issue where players could switch a monster's containing inventory while it was evolving Fixed an issue where the Sweet Scent prompt wouldn't always disappear when entering battle Fixed several issues with Fight Together! which could cause its combo effect to break, and allowed the AI to double cast it Fixed an issue where AI in Triple Battles would nonsensically target itself when it ran out of other valid targets Fixed an issue where overworld sprites for swarms wouldn't always render correctly in GBA areas Known Issues We're aware of an issue with Unova and Sinnoh's Ability Patch claiming which has prevented some players from being able to claim them correctly. Because this issue will require database maintenance to resolve, its resolution has been postponed until after the event. Thanks for your patience
  23. christmas in july ✕ halloween in june ✓
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