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Kyu

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Posts posted by Kyu

  1. 29 minutes ago, Etozuri said:

    In the code of conduct it states that "You may not defraud other Users of in-game currency, items, resources, or services to be performed (commonly known as "Scamming")."

     

    Most players wouldn't consider listing RP vouchers at a higher price scamming - Even if they do have ill intentions, the buyer has a conformation prompt so ultimately the responsibility falls on them.

    The spirit of the rule is "if you are making your money by defrauding other players, no matter how that's done, even if it's within the confines of what the game allows you to do, your trades are liable to be reversed and you may potentially eat a ban." It's given a blanket statement for a reason; we can not list every possible example of scamming in the ToS for the sake of rules lawyering.


    Pricing an item higher than others isn't scamming and it's disingenuous to represent this topic that way.

     

    To repeat it, again: The issue comes from players fishing for mistakes from others in a consistent, repetitive manner whereby they make more money from swindling than any normal gameplay would otherwise give. If you think we're banning people for getting lucky in finding a sucker to buy their items for 10x once or twice, you're just wrong.

     

    29 minutes ago, Etozuri said:

    Regardless of whether you agree or not, can we see that these permanent bans (at least) become temporary as there has been a clear lack of understanding due to the vagueness of the code of conduct/rules. And can we see the code of conduct/rules being updated to show your stance on "gts scamming" in particular?

    We don't discuss bans of other players, but we're reviewing existing bans to see if a better punishment is available than a permanent ban. Typically bans for scamming are handled depending on the amounts involved and the assets the player has on-hand, and a permanent ban is a last resort.

     

    And, again, because it's obvious that this issue is a result of systemic flaws in how the GTL works, we'll be looking to improve the system to prevent this type of behavior from being effective in the first place.

     

    31 minutes ago, EssDeeCee said:

    You kind of failed to address... well, everything else.

    a6d.png

     

     

  2. 18 hours ago, Lvkee said:

    No dev response? Coming up to 2 months. 

     

    I'll keep hammering until i get a response!

     

    @Kyu@Squirtle@Desu @Rache

     

    I'm fairly indifferent on the items. As has been repeated multiple times thoughout the thread, these items are bad, so it's not really a problem for the TC to address in the first place imo. Obviously they're just not fun to play against so it's an emotional topic.

     

    I am more interested in why this type of RNG is being rejected yet others like Snow Cloak/Sand Veil are more readily accepted by the community. I'd guess it's because they occur less often and abilities are more innate than items/moves, so you can see them coming, and you can't take them away without violating the characteristics of a species. Though, as has been mentioned in that smogon thread- it begs the question why others like BrightPowder have also been rejected.

     

    Anyway, smogon constrains themselves by the rules of the rom games, but we don't, so I don't really care what solution they ended up with. It is more our style to nerf something into the ground than delete it. We'd already decided last month(?) that the items need to broadcast their existence on sendout, but I'd be interested in rates adjustments as well.

  3. Changelog: 03/06/2021

     

    Bug Fixes:

    • Fixed a client crash which could occur if no PvP bans were active
    • macOS: PC UIs now allow Cmd+Click hotkeys as substitute for the Alt+Click hotkey
    • macOS: Display modes except for Windowed are now disabled.
    • macOS: Fixed an issue where, when refocusing the window after switching to a different window (e.g. via popups), when attempting to select the game client, the last button may be fired again
    • macOS: Added an option to allow low-power, integrated Intel graphics, where applicable
      • While this option is available for all macOS systems, it will only function for systems which have dual graphics available (Intel+Nvidia/AMD)
    • Desktop: Fixed various issues with transitioning between Windowed/Borderless Windowed/Fullscreen mode which could leave the game client stuck and non-interactable
  4. An updated macOS launcher is now available for download at https://pokemmo.eu/downloads/mac/

     

    This package resolves issues specific to Apple M1 machines which prevented the game client from starting. The game will still run under Rosetta2 emulation for the time being.

     

    For issues related to the launcher, please create a ticket at https://support.pokemmo.eu/

  5. Changelog: 20/05/2021

     

    General

    • Move tooltips now show stat stage adjustment percentage chances if the move's effect does not always proc (e.g. Crunch)

    Bug Fixes

    • Fixed an issue where client inventories could become corrupted if deleting / gaining items very quickly
    • Android: Incremental patching has been enabled for Android 11+. This will only affect future updates
    • Fixed a video memory leak which could occur with some spawn particles
    • Fixed an issue where certain TMs would have their item text run out of bounds
  6. On 5/12/2021 at 7:34 AM, Obvi said:

    Yep exactly. Cant get the rich to donate when they dont need too, but new players with less and less oportunity to grind for profit will be more likely to donate. From a profit standpoint it makes sense for the devs. Sucks for the playerbase tho

    I refrained from commenting on this until after the latest patch because people were in the mood to hate on "money-grubbing devs", but Frisk gaining the ability to peek at hordes' held items was actually a bug. I think I introduced that one in Xmas and it was forgotten about until after CNY. That's why it was listed under bug fixes.

     

    Sorry to turn off your guys's money fountain, but no, it was kind of dumb. When the going rate for a stack of damp rocks on the GTL is $150/ea, it's very obviously problematic to the game, and should be a huge red flag to anyone who cares about making money selling individual items.

     

    We threw you a bone in this one to make it less miserable, but item inflation isn't something you actually want.

  7. Changelog: 14/05/2021

     

    General

    • Move tooltips now indicate Natural Gift typing and power, Critical Hit ratios, and Recoil/Absorption percentages
    • The maximum listing price for a single GTL item has been increased to 1,800,000,000

    Balancing

    • Thief no longer fails when fainting the target and does not bypass Sturdy
    • Hordes now carry less items and Pickup occurs much less frequently vs Hordes

    Bug Fixes

    • Fixed inventory text becoming unreadable on Desktop clients after certain events (Use/Give/etc.)
    • Fixed an issue where status animations wouldn't cancel if being replaced by another status (Rest/etc.)
    • Fixed an issue where, when exiting some rental battles instances (Battle Frontier/Tents), the party information wouldn't revert to the original party
    • Kanto's Route 10 fly point now unlocks at its healing center, instead of at the Power Plant

    Notes

    • This update includes an experimental workaround for compatibility issues seen with Windows 10 and certain old Intel GPUs (e.g. Intel HD Graphics 3000/4000 series), to allow hardware acceleration on these platforms. Users with affected Intel GPUs who have been prevented from playing after the last game update are encouraged to reinstall the game client via https://pokemmo.eu/downloads/windows/
    • This update addresses an issue where users with overzealous antivirus clients may prevent correct installation on Windows. This was first seen with Avast after the last update. Users with affected installations ("Java 11 is required" startup failure) are encouraged to reinstall the game client via https://pokemmo.eu/downloads/windows/

     

  8. Thank you for the kind words everyone.

     

    4 hours ago, Quakkz said:

    Can you talk about what plans you have regarding the pvp improvements?

    At the moment, we're looking to introduce a Randoms mode for PvP. @Rache is the primary designer of that. As well, I'd like to see what we can do to encourage more NU/UU play, through rewards or other means.

     

    We haven't pegged the scope of that patch yet, so it'll probably feature creep into more items.

     

    3 hours ago, 3065640587 said:

    To be honest, I'm still worried about Shu. His active state didn't tell me. He's very good

    He doesn't use the forums but is still active in development.

     

     

    2 hours ago, Gilan said:

    Which body pillow did you marry? I was personally rooting for Astolfo.

    Sebastian-sama!

    Capture15.PNG

  9. While technically possible, the android client has very limited support for controllers right now. This means that most UIs do not behave as expected when interacting with a controller. If you're willing to deal with cumbersome controls, there's nothing stopping you, though I'd recommend bringing a proper mouse to handle UIs which otherwise expect touch inputs.

  10. Quote

    Do admins ban ip address if a player got a permanent banned? Are they allow to create new character and start over again? I saw someone posted about getting permanent banned and he created new account after getting rejected in ban appeal, while he was in the middle of story he received an RMT ban. I'm very confused some others who got a permanent ban is still available to play until now while some getting ban again after creating new account. Looking for a clear answers.

    There are no clear answers to give here. GM behavior depends on the individual case.

     

    In general, we do not impose IP bans against individuals, nor do we forbid ownership of new accounts for first-time permanent account bans (but obviously, exceptions will occur for extreme rule violations.) An SGM will advise the user in their appeal whether they're allowed to create a new account or not.

  11. 1 hour ago, Dontea said:

    Like you said the Item RNG is a big issue, however I think that the runs still need a way to feel unique and thus should stay. However because the run is completely reliant on Evolution stones and Str stones to a less extent these need to be ensured drops. I think 2 of each should drop at the end of each boss wave in the house just like at the start. Doing this would allow you to lower the evo/str charm rate in the normal red bags and maybe add in other items like the gems back in. Since the gems were only usable if u had a ton of the type boosting items which is nearly impossible in the current system. 

    These are mostly my feelings as well. I'm of the opinion that arcadey game modes need a bit of bullshit in order to be really fun.

     

    Small correction here: Gems weren't actually removed because they're a dead drop, it was due to an infinite gem exploit which occurred with event parties sometimes.

     

    Quote

    Ur 2nd point is legit just incorrect though, playing with 4 people has no real advantage besides using 2 people as a glorified PC unit. The core issue with the game mode is that it can only sustain 2 players actually playing, a full redesign would be needed to fix this. The more players increases the overall risk of messing up and losing valuable assets in the run. 

    To tack onto this, 4p teams actually take a small penalty compared to 2p teams (-2 score), though it's not obvious. Players eventually decided that the hat / utility of the 3rd/4th characters was worth it though.

     

    I'm not really a fan of splitting the leaderboard either. We'd prefer to bias the game towards 4p- It's a coop event, and from a design standpoint, the most amount of social engagement possible should be encouraged.

     

    Quote

    Because the event requires a massive time commitment both to learning and pathing and then the actual run and execution it makes getting a high score for the average player near impossible. In fact some people who asked us to carry them, would have to refuse after we told them we needed them to be around for 8-10 hours. The actual length of the event to get a high score is way to long. I think conceptually they event got the survival and endurance parts perfect and really forced players to use their brains to optimize the entire run not just each round. However I think reducing the wave lengths and increasing the boss difficulty would go a long way in making the event harder and making the run times shorter. 

    It was definitely not meant to run as long as it did. 8-10h is a conservative estimate for a top 25 position; @Rache's 58 run took 17(!) hours, and the very last team to post a score (53, FlorDeCaramelo/GulySilver/Ayzakk/Norkez) was at it for around 16h.

     

    In the current iteration, I don't think that reducing wave lengths would actually shorten the event, though it'd make it less tedious. It would just inflate scores and give you more resources to go further. When you're in a wave, if you're playing perfectly, your loss condition is the total banked PP / species. The obvious way to shorten it here would be reducing total PP given / species counts, though that hurts the game in other ways.

     

    Increasing the Nian's difficulty based on the wave difficulty is likely something we'll be doing next year. Though, whether that'll be enough to shorten it is something I'd be skeptical about (especially with any proposed post-boss item drops). There's only so many resources the Nian can take per battle.

     

    I don't think it's a fully solvable problem without writing a definitive ending to the instance, and adding a score metric against something not related to enemy counts, like time or resources remaining. There's always going to be some guy who's willing to strap on a diaper and sit in his chair for 24h straight because he really wants that hat. It's just sort-of the consequence of an infinitely-running instance combined with gated items.

     

    1 hour ago, Riesz said:

    I would appreciate if one same character gets multiple slot be addressed, though it doesn't (and probably never) affects me

    We agree and it'll be adjusted for next time. It was an oversight which wasn't really possible to be fixed in the middle of this one, once the event started really getting underway.

  12. 20 minutes ago, Kupokun said:

    I certainly hope you do mean in-game cash. 
    Just a reminder that RMT is a instantly banworthy offence, would hate to see you get one to have the account banned.

    He does mean in-game cash, and as far as I'm aware, the user has enough to purchase one outright (though the last time I looked at these prices was years ago). He's doing so through an alias obviously, but it's a valid request.

  13. 8 hours ago, Kryuko said:

    This happens on Mac OS 10.11.6 the first time i launch the build:

    ...

     

    If i open the game again it works without any issue.

     

    I tested the portable zip on the same mac as described in the OP.

    We actually played the lunar event for a couple of hours with your new build, without any issue.

    Thanks for the feedback. The update is now available for users of 10.11+ on the website, but macOS platforms < 10.13 will display as "unsupported" in the game client after the next update.

     

    Unfortunately, I don't think we can reasonably accommodate for 10.9/10.10. Nobody tests for these platforms, and our metrics indicate less than 100 people have logged in with 10.10.x over the past 3 months, and less than 10 with 10.9.x within the same timeframe. I'll keep this thread in mind when we next discuss improving support documentation though.

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