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Posts posted by Kyu
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9 minutes ago, anakin said:
No. It's not an open source game
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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.
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18 hours ago, Lvkee said:
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.
- PedroLindoUnico, Mint2B and pachima
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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
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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
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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/
- Shadow84700, WannaHearMyOWO, Teddiursa and 16 others
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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
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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.
- AnRae, Bestfriends, Qxia and 1 other
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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/
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Battle Bug Fixes
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Various fixes for Snatch:
- Snatch no longer breaks targeting if the target Shifted (Ally Switch/Triple Battles Switch)
- Snatch can now be cast multiple times by all players during a turn
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Various fixes for Lock-On / Mind Reader:
- These moves now only allow the caster to use a move with enhanced accuracy. Previously, they would allow any ally to boost their accuracy (even within the same turn)
- These moves now expire after 1 turn (except when Baton Passed, where they now expire after 2 turns). Previously, they would continue locking-on until a move was cast against the target.
- Casters can now only cast lock-on against a single target. If another target is already locked onto, the move will now fail.
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Various fixes for OHKO moves:
- Level tests are no longer skipped when handling Telekinesis
- OHKO Moves now respect Lock-On / No Guard
- Sheer Cold now has reduced accuracy when used by a non-Ice type
- Fixed an erroneous tooltip for Odor Sleuth
- Fixed an issue where Critical Hits would not display against Substitutes
- When using Struggle, players may no longer select the enemy targeted
- Fixed an issue where, when calculating Evasion/Accuracy, an attacker with Mold Breaker would not ignore Sand Veil/Snow Cloak
- Fixed an issue where, in Multi-Battles, if an entry hazard resulted in fainting, in some cases the battle would deadlock with no chooseable moves
- Frisk no longer shows which opponent is holding an item in Hordes
- A notification will now play if a player enters a battle (e.g. Matchmaking) while the game window is minimized
- "Little Cup" is no longer a selectable tier and its associated tiering data has been removed
- Fixed an issue where battle timers would not display correctly when reconnecting
- Fixed an issue where damage could overflow to 1 in some rare cases
- Burmy now transforms correctly after battles in the Old Chateau
- Fixed an issue where Zorua would show prematurely in Multi-Battles' target selection
- Disqualified players (players who disconnected before receiving a match) in tournaments now receive rewards if their final placement would have given them rewards
- Pressure no longer affects an opponent's self-targeted moves (except for Acupressure, where it does)
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Rage now increases Attack stat stages by 1 if its caster has used Rage consecutively.
- Previously, this would start a counter which, while separate from stat stages, behaved the same way as stat stages (except that it was unset after Rage was broken)
- Fixed an issue where, if a Horde casted Aromatherapy/Heal Bell, a very long delay would occur for seemingly no reason
- After a match has been evaluated, players who are disqualified from matchmaking rewards are now given a more helpful message stating why
- Status ailments are now more visible when viewing the battlefield
- Fixed an issue where, when responding to a Duel request, players using battle boxes > 15 could not select the correct one
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Eruption / Water Spout no longer re-evaluate the HP of the caster between move cast targets
- Previously, this could result in a situation where one target had lesser/greater power than the other target (e.g. if the caster fainted due to Destiny Bond when fainting Target 1, Target 2 would receive much less damage than intended)
- Fixed an issue where, if a faster attacker using Trick was holding a Choice item which was Tricked onto a slower target holding a Choice item, the slower target would not lock its move
- Fixed an issue where, if a Zorua was targeting a fainted last party member, it would use its particles (despite the new target not using them)
- Fixed an issue where random adjacent foe targeting types (Outrage/etc.) could not be redirected by Follow Me/Rage Powder
- Fixed an issue where, if an attacker with a Choice item was Confused, and they hit themselves, they would unset their Choice move
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Matchmaking queues are now cancelled if a player disconnects
- This change does not apply for Tournament queues
General Bug Fixes
- Android: Players can no longer break their movement configs while the onscreen DPAD is enabled
- Android: Fixed an issue where a black screen could occur when leaving buildings with a full screen UI element open
- Android: Improved handling of ROM Imports during initial setup
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Players who achieve the maximum amount of money (2B) will now have trades rejected, instead of having their money destroyed when acquiring more.
- Note that NPC-related actions, like Pay Day, or trainer battles, will no longer grant money if achieving this value.
- Players can now reorder moves & select particles for monsters in the PC
- Fixed an animation error which would play when a monster with the Solar Power ability fainted because of it
- Fixed an issue where, if a player thieved an item in Oreburgh Gate of Sinnoh, the item would not be tradeable
- When breeding, if a player already has the OT Dex entry for a child species, non-OT breeders will now breed full OT eggs
- When breeding, if a player has bred a male OT shiny with a non-OT female shiny from the same evolution line, the result will now be the player's OT
- Fixed Ability Pill pricing information
- Fixed an issue where reward selection for biweekly Matchmaking cycles could deadlock in some scenarios
- Fixed an issue where model caches would corrupt when handling corrupt ROM files
- Fixed an issue where, after winning a battle, NPCs would not always unlock until after a manual directional change
- Fixed an issue where "Can't Escape!" messages would not display correctly unless FireRed was installed
- Fixed a floating Sailor in Hoenn
- Fixed an issue where chat configs could be corrupted by creating a chat tab in some situations
- When handling locales which are not supported by the game's fonts, e.g. Arabic locales, we now default to English/US formatting
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Improved game client performance when handling extremely large inventories (>1000 items)
- Previously, extremely large inventories would crash the game client when searching, while used with the default memory constraints
- Fixed various seasonal texture issues
- Fixed vending machines not showing proper prices for some items
- Mystery Box vanity items no longer pretend they're rarer than they are
- When interacting with your Mom at home, your Mom now makes extra sure you want to return to your home region
- Improved word wrapping for text elements in the Mail / Move Tooltip UIs
- Fixed PC Box advertisements
- Fixed an issue where some Inside map encounters would be shown as Grass encounters in the Dex (e.g. Dragonspiral Tower)
- Fixed a crash which would occur when throwing a Safari Ball in Sinnoh without FireRed installed
- Several Gift Shop items can no longer be Tossed
Notes
- The Compatibility Mode Software Renderer has been removed from distribution. Players using Compatibility Mode may still continue to play with this option on, but this option will not be available to future installations. Players using Compatibility Mode are advised to backup the game files to prevent being unable to play in the future.
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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!
- FighterChamp, Makarovs, BrokenBulb and 16 others
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1 hour ago, RysPicz said:@Kyu fam we worried, just let us know you're okay and we'll go back to our usual whining and shitposting
We're all fine. Covid's made life difficult for everyone, so work suffers because of that. I personally took a month off after CNY as I got married and moved house, but I'm sure nobody cares about that.
We've had a lot of trouble keeping up with the population growth of the game this past year, so a lot of development time has been dedicated to improving toolage for the GMs & support staff. Players don't see that though. It's a balancing act trying to devote time to those types of things and actual gameplay.
We're currently planning on a bug fix patch to address some ugly gameplay warts, then afterwards a small gameplay patch for PvP improvements. I'm not sure how long the latter is scheduled to take, so we'll see. Afterwards, it'll depend on how ambitious we're feeling.
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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.
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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.
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We've released a game update to address this and other AV vendors' false positives. Hopefully it sticks this time.
Thank you for your report.
- Minaces, Bestfriends and Deliburd
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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.
QuoteUr 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.
QuoteBecause 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.
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Congratulations to the Lunar New Year 2021 event winners!
Event rewards will be sent automatically to the Top 25 teams at February 22nd 00:00-UTC. As a reminder, players will only receive one reward for their high scores. If multiple high scores are eligible, only the topmost score is credited.
The final results are listed below. Thanks for playing!
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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.
- Kupokun, WailordIsANoob and Crueldad
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8 hours ago, Kryuko said:
This happens on Mac OS 10.11.6 the first time i launch the build:
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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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As-of February 18th, the macOS launcher has been updated to increase compatibility to 10.11+, instead of 10.13+. Affected players may redownload the macOS launcher from the website at https://pokemmo.eu/downloads/mac/
- TechnoVortex, 52Hz13, astarmentor and 3 others
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On 2/17/2021 at 12:23 AM, Kryuko said:
Thank you very much for the feedback.
I'll patiently wait for any news about that.
I've made a new build which is marked for compatibility with 10.11.6+, available here. Before deploying it I'd appreciate anyone using 10.11/10.12 check if it actually works and is stable- we only test against 11.0+ internally.
Changelog: 21/09/2021
in Updates
Posted
Features
Randoms
Randoms is a 6v6 matchmaking game mode which allows players to battle with randomized parties.
Species from Generations 1 - 3 are currently available. Species availability will be expanded in future updates.
This game mode is enabled after Badge 4 for matchmaking and dueling.
General
Vanity items now show metadata related to their release. This can include which year they were released in, exclusivity, or where to find them now
Trainers in Kanto & Hoenn now have improved rematch parties to better align with gameplay from more recent regions
Abilities
Added the Pickup battle ability effect
This ability allows its user to pickup an item from a random adjacent foe or ally if they used an item this turn.
Pickup may retrieve items which are consumed, like Red Card, Eject Button, Focus Sash, and Berries if they haven't already been recovered. It will not recover items which are unrecoverable, like Air Balloon or Incinerated berries.
Miscellaneous
Players can now control the zoom level of the camera. This option is accessible in the Settings menu
Added Healing Wish to Mr. Mime's egg moves
Mysterious Gem crafting can now create multiple stacks at a time (Processing up to 99 Mysterious Gems at a time)
Name Change Tickets can now have their availability checked before purchase
Sinnoh's berry plots now function as berry plots
Player render limits now function properly in GBA regions
Players may now sign up with battle box teams if they're in a partially completed region, if they meet the minimum badge requirement in at least one region.
Balancing
Bug Fixes
Fixed an issue where, if a player cast Fling and they missed, they could destroy otherwise un-flingable items
中秋节快乐!