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Kyu

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Everything posted by Kyu

  1. Image limit is 2 for Members. For those concerned about bandwidth limitations: To re-enable, visit your Settings @ https://forums.pokemmo.eu/index.php?/settings/signature/
  2. You're assuming that: There's some form of prune task which automatically runs. There is ofc; it's called Archiving, and it can't prune based on vote count and we leave it disabled because it's mostly useless when Trash exists. Any of us want to spend the time to create an auto-prune task. The Forums get nearly-0 dev time and I only took the time to enable Q&A settings because I thought it might be neat to have. That suggestions' merit is based on upvotes. If you actually took the time to read the thread you're complaining about, you'd know that the only thing it does is signal a request of our attention to an issue the community wants addressed. I will come and tell you all "No" personally if you manage to gather 500 upvotes on some terrible topic.
  3. I already have. Take the time to read the thread you're responding to. Just to be clear to you all: This is not for your fun. It is for us to increase our productivity, and to ask people what they think is important and needs to be changed about the game. If you don't care about that, it really is fine. Someone else will. Anything which undermines that defeats the purpose of this subforum.
  4. The downvotes weren't removed solely for sockpuppeting. That's just one of the risks. I already said that the main reason is for lack of filtering and you all trolling.
  5. If you guys take the time to make 50 sockpuppet accounts and upvote everything to be annoying, I'll just ban you off the forums and reset the vote counters.
  6. No realistic method to do so. Free emails are abundant and tying things to in-game accounts is a whole different class of vulnerabilities security-wise. Edit: I guess we could do Ranks, but I don't like Ranks either. Too much of a bother to deal with. Just because they do it too doesn't mean I don't want to see what you all think is important. When we make goals for a patch, I ask around, but there are so many things to do that it's easy to forget the details.
  7. Vulnerable to sockpuppets. No way to restrict downvotes to content count.
  8. If you seriously think we don't take feedback from Mods/GMs, and that nobody ever reads this forum, I don't know what to tell you.
  9. Just because you upvote it doesn't mean that it's going to be implemented. This is a system to ask what you all think is important; We can judge the merit ourselves. I would prefer not to.
  10. Yep, you're right, I am terribly lazy and I don't want to go sifting through the SB after spending 6 hours working on GM tools & dungeons. If you don't want to participate, that's fine. I don't really care. It's for people who do.
  11. It defaults to sorting by recent so that you all can do that. Also, I don't read this forum unless we're looking for something to do. It takes too much time to sift through. I'm asking you to sift through it for us, and the downvote function muddies that signal:noise ratio too much due to lack of filters. I mean, I can do it myself, I just don't want to have to. I have other things to do.
  12. That defeats the purpose of you all voting. Besides, there's 1500 topics in this forum and I don't want to spend 3 hours of my life looking through 50 pages.
  13. agreed But seriously, I can't sort topics by upvotes since IPB is terrible. The only thing I can do is sort by "total votes" which means stuff @ -25 is at the top, which makes it harder to read. The purpose of this is to make my life easier when viewing the SB, and to remind me of the small things we forget, which the community has reached consensus on.
  14. Kyu

    We Reddit now

    Aight boys IPB can't sort by upvoted content, and you're all a bunch of trolls, so you don't get to downvote things anymore. Tough luck.
  15. Kyu

    We Reddit now

    Vote up ideas that are good. Vote down ideas that suck. upboats to the left
  16. Thank you for the kindness, but I do have to ask something of you all now: Keep this conversation in mind when others criticize. The audience of each thread is different, and it's impossible to explain to everyone individually why PokeMMO works the way it does or how we reached our style of decision-making. The way that these forums can be filled with snide comments and resentment is very tiring to read. I don't do it often or participate in the community much as a result. But, for macro problems like our market, it's more beneficial for everyone to try to find those small details and to keep our limitations in mind.
  17. It's a high-effort conversation. We're very private and odd people, each of us with our own lives and struggles, and most of the days, it's easier and more efficient to just continue our work instead of talking about ourselves or how we do things. The first day of this took 10 hours, and to be entirely honest, I'd prefer to be working on hordes instead of discussing myself as a person. Discussing our methodology and philosophy is also tiring, and I usually view anything related to "thinking about thinking" as a waste of time when it comes to PokeMMO. Again, it's something we need, but it's more complicated than it appears. The way that battle states were initially designed didn't allow for a reversal of action since that's one of the least "exploit-prone" methods of doing things. It's probably not going to happen within this one, but when someone's bored and doesn't have a huge subproject to work on like the particle engine / dungeons / Gen 5, I'll keep it in mind. Last year is when we tried to go over things like this to prep for Gen 5 and make the core gameplay better, but we need to finish what we started before getting into that type of cycle. It has an effect which is hard to quantify to people who don't see the stats we do. We call this our "churn rate" -- how fast people can blow through the storyline and realize that there's not much else to do. By accelerating that type of gameplay, it reduces the overall amount of time players spend on things we spend an immense amount of time on, which reduces its time cost:reward ratio for dev time. Slowing down the storyline and preventing that acceleration is how we can grab a person's attention, and so that they stay long enough that we can convert them into someone who goes long-term and can see other aspects of the game. There are many other flaws to the storyline besides this, but the GTL, and people dumping literally everything onto it forever, exacerbates them dramatically. That's why we're implementing limits. This type of long-term goal isn't something within the scope of this patch. I've mentioned above that we're not looking for huge changes related to the GTL right now. Many of these I've already addressed above. It'll become more clear once it's done. Global Chat doesn't scale for a monolithic server structure. If we had a multiple servers, sure, but when this game is especially busy, Global Chat turns into either a 30s cooldown chatroom, an LFG chat, or Trade Chat 2. We don't have things to turn it into an LFG room right now, and we're not going to toggle things on/off just because things are quiet right now. When we have some form of end-game PvE where player parties are necessary, that's when you'll see the return of a global chat styled as LFG, or a separate global message board.
  18. I'm sorry you feel that way. The only thing we ask from you, as a community, is to trust us and our vision. We try our best to demonstrate our competence through work and words. This thread is a glimpse into the complexities and people behind PokeMMO, and the truth is that it's not always pretty and fun. It's hard work to create teams of people to accomplish a goal, and even harder to create something as ambitious as this. This exhaustive and frustrated tone is the same one we use every day when talking to each other, and this type of reaction is why we don't talk seriously in public often. We're used to it, but you're not, and you might think it's odd and angry, but it's how we accomplish everything and learn about each other. When I'm willing to speak seriously and analytically, and when I'm willing to make jabs at a person's argument so that they second-guess themselves, it's not out of malice, but out of respect so that I can try to understand more about what motivates people to say things. Because that's how we learn and get better at what we do. The people close to me know that, but you don't. That's why we hide it.
  19. It is a very complicated change even though the result is simple. I know it's something we need to do, but I'm not sure it's feasible for this update. I'd need to talk with Desu to get his opinions on it.
  20. I'm a very liberally minded person in terms of how we should moderate players. But I don't participate in many Mod-oriented conversations because my words carry a lot of weight and I'm not always right, and this is one of those I abstained from until fully understanding the problem. I don't think we necessarily need "VD", but that we need some form of way for players to price check things. I didn't mention it in the previous post, but a globalized Trade Chat also provides this kind of discussion room where prices can be talked about in a free market manner, although it's a less optimal version due to impermanence. Whether Mods choose to allow another VD is up to them. But I do think we need it because players don't have any "history" function in-game to see what has been sold. A completely different trade entry with intent for bartering is the ideal. This includes a desc field like that. In addition to improving liquidity, the fee ceiling is a really janky but easy way to implement this kind of trade type which is why it's the short-term proposal. I think it's too complicated for many people to understand. Moving fees into escrow would increase liquidity & volatility, but the posting fee is a very low barrier to entry in terms of knowledge. The same type of escrow system is already implemented in many marketplaces though, so it does work. I just don't think it's suitable for here since our primary game is targeted for a casual audience.
  21. The reasoning is already listed in the notes. This is also being done. It's in the post. We already have a mail system in-game. These changes are to give players a cheap way to contact each other and set up barters. People can list things for 2 billion with a fee of 20k which is either a waste of money for epeen or a show of intent that they want to barter an item. This is why we're exposing usernames for listings too. It is effectively an in-game advertisement for an intent to sell in a certain way.
  22. This was the reason Trade Chat is moving to Global. The GTL is not suitable for service advertisements and we need a platform for it in-game. But, any big and sweeping changes to the GTL is not going to happen in this update. Message boards like that are high-effort and need several days' worth of work, and that's not something we can do right now. All the changes in that list are either trivial or <1d.
  23. Several hundred at least. I'm not sure on the exact number yet, and we'll probably need separate counters based on whether it's an item or pokemon. Feel free to suggest. Edit: The intended goal of the change is to prevent people from dumping all their catches onto the GTL for an easy 5-10k from noobs. We want things on the GTL to have some real value. Cooldowns are a soft limit and just make things annoying to list. They also encourage macroing the task with external tools which gets people banned. Welcome to my world. Every day is like this. It's maddening and exhausting.
  24. When I said "Only send & receive items when interacting from PC" I meant both pokemon/bag items. It will be restricted the same way as the GTL where you can't claim goods mid-PvE.
  25. This is the list of things we plan on doing to change it short-term. Any huge sweeping changes are out of scope for this update, but feedback would be appreciated to see if I missed anything. Do note, the balancing changes are unrelated to the current topic and were decided on for different reasons. General Move Trade Chat to Global-type T1588: Price min/max filter for GTL Add Sort by tiering Balancing Limit the total amount of listings a player can have // The current limitation of a buy-in fee and timebomb is not enough to prevent GTL spam. This creates a rift in difficulty where players can purchase very good pokemon very cheaply, and devalues work on the storyline. While this is still vulnerable to muling, it reduces the behavior in total and should be a net gain. Alternatively, we can increase fees as the total amount of listings increases, but this is also vulnerable to muling and undermines the fee ceiling. Create a hard delist time of 1-2 weeks. // With the reduction in fees, relisting increases the money sink of using the GTL and prevents high availability of garbage pokemon. Having too many pokemon available makes sifting through the GTL a difficult task due to information overload. Decide a fee ceiling to reduce overhead of trading especially valuable objects. // Currently, high-value things like Shinies don't have good liquidity because of the prohibitive fees when listing them. This prevents price adjustments and causes a stagnant market, so this ceiling should be low. Enabling bartering Encourage online communication between buyers and sellers Create a username field for the GTL's table which shows the seller's name Add an indicator as to whether the user is online with headshots [OPTIONAL] Make an option for a listing to be anonymous Players should be able to click the headshot of a seller to create a mail (if not Anonymous). Improve offline communication between buyers and sellers Decouple Mail from the PC. Players should be able to send and receive mail at any location and immediately on login. Only send & receive items when interacting from a PC. Increase Mailbox size to 250. Reduce fees for Mail to $200 if no item or pokemon is attached. $1000 if so. Prevent players from sending too many messages to a single player. // Two methods to do this would be to either create a timer as to how many messages a player can send to a target, or to prevent new messages if >5 are unread
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