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Kyu

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Posts posted by Kyu

  1. Just now, coringao said:

    Cool, in this case, I will make the official packaging of this "script + .jar bootstrapper", respecting the copyright and NOT making any kind of changes in these two files.

     

    As soon as I finish and publish it in Debian project , I will let you know.

    The usr/games/pokemmo-launcher script is GPLv3, so you can make whatever changes are necessary for each distribution.

     

    The pokemmo_bootstrapper.jar is currently incompatible with Java 9, and we would like to add a download mirror to ensure it can handle the potential traffic. Please CC [email protected] prior to the release. Thanks

  2. We distribute a Debian/Ubuntu package at https://dl.pokemmo.eu/download/pokemmo-launcher_1.3-1.deb which is a GPLv3 installer script + .jar bootstrapper. This is similar to how Steam's package functions   

     

    Because the game's requirements change over time (OpenGL minimum version, java version requirements, updater feed format changes), and the game is frequently updated, we do not think it would be good to distribute the portable version as the "official" package due to the bandwidth requirements / potential compatibility problems. A minimal version like the above .deb would be better to maintain

  3. 3 hours ago, OrangeManiac said:

    Any chance that Wide Guard and Quick Guard could be implemented in the next patch? Would be pretty hyped to be able to play Doubles like Doubles should be played.

     

    In addition, I'm noticing you are willing to host Doubles related stuff (first official, Doubles CCs) so I guess that would make kind of sense.

     

    2 hours ago, Suneet said:

    Any hopes for eviolite in a coming update?

     

    49 minutes ago, OscarinM05 said:

    @kyu

    
    Do you know when movement tutors will be available? they could have the kanto movement tutors teach the new movements
    
    
     

     

     

  4. 3 minutes ago, Parke said:

    @Kyu @Desu Would it be a idiotic idea to start making things like Toxic Heal Breloom etc now? Assuming it's gonna be not useable until after the new year at least or what do you guys think?

    I dunno, we'll probably go through and work on some easy gen 5 items next patch, but no promises. Up to you if you want to gamble on having value locked up in a potentially useless breed

     

    3 minutes ago, Parke said:

    Also, is there gonna be a christmas event this year? I know you guys have enough shit on your plate as is, so could understand why if there wasnt I guess. Not sure if you guys would want to skip both xmas and halloween events though.

    Did you see how people reacted to having no skeleton hats for a year? I don't think we could get away with it tbh

  5. 9 minutes ago, Matoka said:

    Are there any abilities that look like they will be a nightmare to code? I can't think of too many off the top of my head but hopefully there really aren't that many.

    Anything which has a pre-requisite in order to fully function, such as Klutz's requirement of "grounded" interactions, is tedious to do. Some abilities do super weird shit like Illusion too which requires a lot of effort.

  6. Just now, Matoka said:

    Is there any chance that similar to the list of moves you could add a list of abilities that are added, it will be more relevant when some abilities are added and others aren't.

    yeah sure

     

    Just now, Matoka said:

    Also is there any chance we can see the list from TC? That's more so a curiousity thing I guess, and it could be a good idea of what things people should consider putting off breeding for since it wouldn't work.

    I'd prefer not, for the reason you just described- I don't want to make you guys metagame around future patch notes until the abilities are actually done/tested

  7. 4 minutes ago, Risadex said:

    Multiscale is a Hidden ability only possed by Dragonite and Lugia... Idk how this can be relevant over other stuff like Sap Sipper, Reckless, Mold breaker or motor drive ATM...

    Easier to implement? Maybe. Useful atm? nope.

    I literally said that 2 lines below the quote, but sure dude, w/e

     

    Multiscale Dnite is also apparently in our PvE builds so ¯\_(ツ)_/¯

  8. 1 minute ago, Matoka said:

    Can you give any insight as to how you are prioritising which ability comes first? abilities like Defeatist make sense to be added ASAP as they help balance an arguably otherwise too-strong pokemon, Iron Barbs / Snow Warning are just variations of other abilities (Drizzle / Rough Skin etc) so they assumedly would be easy to code in.

    We asked one of the TC to make a list of really important things, then we looked for really easy things, so we're just going down that list honestly

     

    1 minute ago, Matoka said:

    But why is Multiscale there? I don't mean it in criticism I am just confused why it was given development time as no pokemon can even have the ability and it's an entirely new effect, I'm just curious if there's any system you use to prioritize which ability is focused on being added first or if it's mostly whim.

    It was easy to add. Unobtainable HAs weren't meant to be in the patch notes, it's just backend support for whenever we get HA Dnite. Same as Imposter.

     

    1 minute ago, Matoka said:

    Also, on a side note, you said Ability / Move implementations would be delayed past the next patch for anything extra, could you say if Toxic Orb / Flame Orb will be added as working items? (only asking cause Poison Heal was made a functional ability)

    I meant that we intended to get more core support for Abilities/Moves/Items done this one, but it will be delayed until next patch due to having to work on the economic problems. There wasn't anything extra added besides the move Power Trick

  9. 1 hour ago, CCMayhem said:

    Hey lads, was a bit curious why half of these abilities aren't working. lacking Abomasnow was a blow for my hail team but I was trying to work around it with a Vanillluxe, bred it and EV trained it along with my Reuniclus only to find the abilities aren't working. I could sort of see why magic guard would need some further implementation but if Drought and Drizzle work why doesn't snow warning?

     

    Anyone know the ETA on these?  Kind of a let down since I can't use my planned core at all. Would be nice to at-least have Icy rock if i have to manually set it.

     

    The following abilities will be available during the next update:

    • Adaptability
    • Snow Warning
    • Sand Rush
    • Regenerator
    • Iron Barbs
    • Defeatist
    • Technician
    • Poison Heal
    • Magic Guard
    • Skill Link
    • Solid Rock
    • Super Luck
    • Tinted Lens
    • Download
    • Heatproof
    • Hydration
    • Iron Fist
    • Multiscale
    • No Guard
    • Quick Feet
    • Scrappy

    We're currently prioritizing economic changes, so further Ability/Move implementations have been delayed to later patches. You can find the list of current Moves at https://forums.pokemmo.eu/index.php?/announcement/30-generation-5-move-progress/

  10. 5 minutes ago, atlasstar said:

    NPC buyable items, the rest is fine for the most part.

    One of the main problems with buffing NPC-sourced items is that it invalidates Crafting as a part of the game, which means that end-game players lose a potential money source. What I'm trying to do with healing items is to make the player-sourced versions a much better choice in terms of cost efficiency, although there are a lot of flaws with the berry system currently implemented on Live which stifle that a bit. That is a topic for another day though.

     

    After the upcoming crafting changes are implemented, the money gain throughout the storyline is reviewed, and it's given a bit of time to settle, I'll review NPC healing item prices to see whether it's a necessary change.

  11. 10 minutes ago, atlasstar said:

    Something that could use some balance when the dev team is more free to work on changes is that as someone who knows how STAB/type adv/move coverage/etc works I still don't understand how having them be IV'd EV'd or so meta/comp is useful.

     

    And the IVs/EVs are where I'm esp confused. This is the only option I could see as "artificial difficulty" because it just ups the effectiveness of the pokemon while the player has to do all of it manually.

    I agree that IVs are artificial difficulty, and it's done that way due to the significant boosts that overleveling gives you. It's also because the AI is too simplistic to handle mechanics like afflicting conditions properly right now.

     

    I don't necessarily agree that EVs are artificial difficulty, because the game encourages players to go fight wild encounters when they get "stuck", which boosts their stats passively. Although I guess you could argue that the typing requirements being changed on every gym encourages people to move on to different parties every Gym.

     

    Either way, the bullet sponge mechanics are to compensate for other flaws in the game, and they'll probably be toned down when the AI is made better.

     

    10 minutes ago, atlasstar said:

    edit: I forgot to say, I don't think the item spread is really bad. I got plenty of things to sell, but the items are simply too expensive with how much you currently earn.

    Are you referring to NPC sourced items like Revives/Hyper Potions/Balls, or are you referring to player-sourced items which are obtainable via Crafting?

  12. 12 minutes ago, Matoka said:

    For me, in terms of feedback, the AI is moderately predictable but sometimes it will just behave what appears to be erratically, on the level of "Why would you stay in, you have something that completely walls this and you have swapped into it before against my poke" kinda deals, it can lead to fairly aggravating situations where you have planned something out but what feels irrational on the AI's part ends up screwing you over.

    are the AI built to mind games us or are they just slightly random in their decision making even though they are heavily likely to do something reasonable like swap a water absorb poke in on a water type that is spamming surf etc?

    No, they're not really randomized right now. It's just buggy.

    12 minutes ago, Matoka said:

    Also, this second point will probably be unable to be of much use until probably Sinnoh or even Johto (xd) far into the future, but maybe if you wanted to give new players better understanding of strategy in the end-game you could have then use some rough archetypes per gym and have NPC's leading up to that gym refer to their playstyle and what kinds of things they are weak against.

    Examples maybe being like you bump into 2 NPC's discussing:
    "The Gym leader in XXX city likes to lead off with Toxic Spikes! I kept having to deal being poisoned each time I sent a Pokemon out to battle!"
    "Oh? How did you manage to beat him then? You said you got their badge."
    "Simple, I sent out my Poison Type pokemon! they cleared up the Toxic Spikes no problem!"

    Or other similar things, none of the story line fights really tutorialise things like Entry Hazards, Stall teams, different competitive items etc, they are very loose guides to how to have a varied good team in general and it does it better than the handhelds but maybe some day you guys could try putting in stuff like:

    Gym leader likes Entry Hazards immediately after getting Defog TM which can then be tutorialized to remove entry hazards in competitive play (instead of just being for making it easier to see in Sinnoh) as well as Rapid Spin if they have it, maybe one gym leader (Or Barry) could be obsessed with putting Choice Scarf on everything which would help players learn how to deal with choice pokemon, thinking about how to trick them into locking into moves that they can abuse etc.

    Even things like Resto-Chesto, Trick Room, Focus Sash + Destiny Bond etc, all with moderation of course, but I feel like these would be the kinds of things you'd want to also try to introduce over the course of a region if you wanted to teach people about competitive play a bit more.
     

    People don't even know how to handle typings or how to weigh healing item purchases, I don't think they can cope with actual strategy yet

  13. 20 minutes ago, atlasstar said:

     But this is a much more reasonable post than the first one, although I have to disagree with your comments about items and reviving everything.

    Money is really not that common, esp if you're looking at revives and hyper/max potions.

    Well, we sprinkle Nuggets around like they're candy at the moment, but if it's not good enough, we'll make it better I guess. There's a pretty high incentive to "100%" the region with visible/hidden items (although the latter is completely reliant on guides due to ItemFinder literally never working), but if players refuse to do it, then I can buff the initial Gym Leader payouts I suppose.

     

    Quote

    You did comment that there are changes going out to improve item output and money, but how does that help people who have already gone through the new region?

    Maybe absolutely new players, but then it comes back to the difficulty curve.

    It doesn't. If players have already cleared a region, then the only thing which really changes is that their untradeable items are now unlocked for sale. If we lost players due to the high difficulty and buggy overworld, then oh well, that's our fault and there's nothing we can really do to change it. We'll just keep trying to improve it for the next batch of players.

     

    Quote

    I'm agreeing with Raichu that I just don't see the logic behind these choices.

    The problem is that the end-game is so difficult compared to the storyline that we have severe issues with end-game adoption. We've seen it for years, we know it's an issue, and we think it's primarily because the storyline doesn't represent the difficulty of the end-game and the lack of general end-game content. For example, with existing end-game content like the Battle Frontier being much more difficult than the "normal" Emerald storyline, players very often got stuck in a place where they couldn't complete the Battle Frontier, and they were stuck grinding out trainer rematches in Kanto/Hoenn until they could build a team which could beat it. Then they got frustrated when they saw the amount of BP required to obtain some simple moves/items, and the list goes on.

     

    Quote

    As for the mmo part of it, the part I personally see as important is the chatting, battling, teams, and player interactions in general. My opinion is that this advanced strategy that players should be working towards is not as important as an accessible experience for the common player.

    I agree that the social aspects of the game are something we're lacking on at the moment, and they're a priority over the next month or two. Unfortunately, people got really mad about money and breeding, so we had to fix that first.

     

    With regards to 'advanced strategy', I don't think the storyline requires the depth of the end-game. I've already listed the advantages we give, but our failure to teach players hidden mechanics like STAB via the UI is also something we're working on. I think a lot of the perceived difficulty is unfamiliarity with underlying mechanics of the game (as well as the much easier expectations of PvE set up by B/W as an NDS game), but we'll see.

  14. 9 hours ago, Raichu4u said:

    Question, where do you consider the significance of the casual audience to be? It seems like ingame choices are being made more and more unfriendly for what could be a decent chunk of the playerbase, and if I understand, Pokemmo needs everyone it can get right now due to the fact that its numbers honestly haven't been the best after it initially launched.

    The end-game is never going to be easier than the bosses which are Gym Leaders. So with that being noted:

     

    10 hours ago, XelaKebert said:

    There is one problem though if the players are still learning basic game mechanics by the time they reach end game content then the storyline itself has failed to fulfill its obligations in teaching the players how to play the game. 

    that is the summary of the problem. Do we create a storyline where the difficulty tries to represent the brick wall which we place at the end of the game, or do we create a storyline where "casuals" have a grand old time, hit the brick wall, and then never come back because they have no idea what to do due to us failing to prepare them?

     

    I don't think that an MMO is the type of game which is playable by everyone, because there are fundamental differences between PokeMMO and portable console games. It's not even something you can "win" in a traditional sense. So, with that being noted, I think we'd be doing a disservice to our audience by making the basic game not representative of the end-game and the level of knowledge/time which is required to play it.

  15. 5 minutes ago, atlasstar said:

    It's no use, the mods and devs want the changes, so telling them anything otherwise as Kyu has said very clearly is not going to change anything. He clearly did not read anything or cares about the opinions or experience of the players. I've seen plenty of "why not just have the option there, have the second battle harder". And the response to probably the most reasonable change I've seen is always just "get better at how it is now" or "no, we aren't going to change anything"

    We're really not making a casual game, so, tough luck I guess. I like hard strategy games, so that's what we made. I know it's a little too hard right now, which is why we're buffing everything which isn't builds. We don't want to make the builds easier, and we already give players a significant advantage through leveling ahead of NPCs, the near unlimited use of healing items in-battle, and the ability to straight-up revive everything in-battle.

     

    If, after all that, we still have issues with the general difficulty of the game, sure, we'll consider reducing the difficulty of the builds. But you're sitting there getting mad about something which isn't even done so I can't really take your reply seriously. Sorry.

  16. We're not making builds easier, except for cases where the difficulty spikes are obviously bugs (where the NPCs exceed the level cap for no apparent reason). This is a strategy game, stop expecting to be able to faceroll your keyboards with Earthquake.

     

    What we're doing instead is making healing items more prevalent in the game, and giving more money throughout the storyline so that players can purchase them more frequently. This is partially broken right now with untradeable items not being sellable, which is already fixed for the next update.

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