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Raichuforyou

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    Raichuforyou

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  1. I think what is frustrating is that every event, the devs have a proof of concept that totally show that they can make events/dungeon-ey sort of experiences that differ from base Pokemon gameplay. I don't know if it changed this year, but the Lunar New Year event that was released in 2020 was honestly some of the most fun I've had playing MMO. The dev team clearly has proven that they know how how to do this stuff, and have it be incredibly fun. I have no clue if they just aren't confident in their ability to be making dungeons or what, and they keep second guessing themselves and delaying them.
  2. (Also I think it's ridiculous that this conversation here is framed around what types of teams Kings Rock does better against, rather than the fact that it brings even more RNG into the game. But that's just my take).
  3. Munya, things are banned all the time in competitive games that deal nothing with winrate and moreso because it doesn't mesh well with the competitive intentions of it's community. In this case, it seems like a lot of the community here would like to minimize the impact of RNG as much as possible.
  4. I grinded singles and doubles like a madman during quarantine due to suddenly getting a lot of time, and all that effort honestly didn't even recoup the costs of my 6 comps. I also tried avoiding using consumable items as well to increase my profit margins, and honestly it just wasn't worth it. I also don't even use 5x31's lol.
  5. Should the game corner be cut out then? RNG in tournies with pretty serious prizes? Shiny rates? I know this reply of mine is kind of dweebish, but there are plenty of examples that are pretty ingrained into Pokemmo that rely on random chance, be it if it comes to the PVP scene/battles, shiny hunting, etc. A raffle is certainly a pretty direct type of gambling but I don't think it's too egregious compared to what's present already in the game itself. ------------------------------- I have never participated in a raffle, but if anyone is complaining about someone raffling off a 'mon with their profits netting them a million or two more than the market value of the raffled off 'mon... why not just refuse to participate in those kind of raffles? People refuse to buy the 1x31 shiny tentacruel for 10 mil all the time, raffles should be no different.
  6. Buy every single Heart Scale ever and dominate the market to set the prices to whatever you want for an afternoon.
  7. may there be no weebs in staff in 2021
  8. Are you talking about the GTL, the function of trading around and listing items to sell them? This is never going away in PokeMMO, this is like at least a third of why this game is considered to be an MMO.
  9. People usually find much more profit in Gym Rematches versus Elite 4 rematches, actually.
  10. Hey guys, I think this suggestion I made here is a way to generally fix this issue with the system. Go check it out.
  11. This damn message. It usually haunts every PVP player, usually those playing tiers other than OU, and especially for those that are present within the top 100 for a tier. There has been much talk as of late recently how this is a major drag and turn off for people who generally have to deal with this issue, which results in lower ranked tiers becoming way more lowly populated than they have to be. Ideas have been thrown around by balancing the tiers by making their BP/Matchmaking Point payout be buffed accordingly per the popularity of said tier. But why not introduce a system in place that rewards a player for sitting around waiting anyway? I am proposing some kind of formula being introduced every time you see this message while waiting for matchmaking. The multiplier I personally am proposing is: +.2 to the rate of BP/Matchmaking rewards every time a match cannot be found. In a situation like the picture above, regardless of win or loss, that player would then gain x2.8 more BP/Matchmaking Point rewards due to having to sit around for 9 matchmaking periods without being able to find an opponent. I think a hard cap on how high the percentage of a gain would be fair as well, maybe maxing around anywhere from x4-x6 more rewards. Again, those specific numbers I'm throwing around are a rough idea. The general premise is that I believe that giving extra rewards based off of time spent in queue balances time invested into less popular tiers, or even for higher ranked players present in any tier. This makes it to where the devs do not constantly have to be adjusting the gain rates for every specific tier, and can just focus on this one single global mechanic that inheriently balances participation in every tier. Again, if you don't agree with the gain rate that I proposed (or even if it should be multiplicative), please, talk about it below. The more discussion about this, the better.
  12. Why not add a multiplier for BP/Matchmaking points (probably matchmaking points imo) every time the system is unable to find someone to match with? This would reward someone for sitting around waiting for an opponent regardless.
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