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Raichuforyou

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Everything posted by Raichuforyou

  1. Thank you for also bringing this up. They are not, sadly.
  2. Thanks for reminding me of this then. Will just change it to an ability changing service then.
  3. This should go to the vanity thread within the suggestion subforum.
  4. Current rate of BP to Yen (move tutors only): 1,000 BP per 16,000 yen Welcome to my shop! I am mainly running a move tutor service that will be done instantly the moment I can get to it. Likewise, I will have other BP related items for sale that I am constantly price matching the market. The items I am selling will be price matched to their current GTL prices with a 2% discount. I have the right to refuse a sale based off of egregious prices on the market as well. The items being sold are: Ability Pills (trading Pokemon to me to change their ability) Focus Sash/Air Balloons/Eject Button/PVP consumables/etc (100 BP items, minimum order of 5) Muscle Band Wise Glasses EV wings Vitamins Any other items that can be obtained from BP that are not on this list will be sold at a flat rate of 1BP/13 yen, per request only. Feel free to send me a message here on the forums, within this thread, on Discord, or ingame as well. If you are mailing in game, please send the Pokemon, the name of the move you would like tutored, the move you would like replaced, and the amount of yen attached. Likewise, you can always hunt me down ingame to do a normal trade as well.
  5. I'll just correct you on this. This game has an in-game economy to where the time to obtain money, encounter pokemon, finish a battle factor into the pricing of various things that are sold, and the dev team very much so values that they have created such a balanced marketplace. Like they say, time is money. Any change in how fast yen, hold items, or even Pokemon as a whole are obtained throws that equilibrium all out of whack, be it the Luvdisc heart scale farmer being able to spend 5 seconds less per battle obtaining a heart scale, or the gym rematcher which now can complete the gyms 30 seconds faster due to the lack of animations. Having animations turned off would honestly be an 'obtain yen/items faster' toggle for a LOT of farmers in PokeMMO, which isn't a good thing to have. It just becomes the de-facto best option to have turned on for grinders, and puts those at a disadvantage who have the animations turned on either because they like them, or don't know of the disadvantage.
  6. You could also make sure you don't have one Pokemon remaining by the end of the battle.
  7. I can't speak for how this specific ranking system works in terms of the logic of how it decides your ELO gain or loss, but this is decently in par with any game that tracks player skill by a ranking like this. Losses can typically be harsher on the player. If you are as good as you thought you are at the 10.05 ELO loss, then you should easily climb back up to 628.17 where you were at.
  8. I generally think that even more rewards in the form of higher matchmaking reward points for higher ELO games is a fair compromise to make up for the longer wait times, and if done in a fair way it won't have the snowball effect. Again, this is just my own opinion, and is not reflective of the rest of staff/the dev team.
  9. I think it has less to do with how the current system works, and moreso how this suggestion essentially streamlines the 'smurf effect' and enables it further.
  10. I actually did not know that you guys cannot find a match asap and this factors much more into your argument here. That being said, I still think the 'smurf effect' is something that any competitive matchmaking systems really want to avoid or minimize, even it it really only impacts lower ranked players to a small degree. I think allowing a top ten player the ability to climb throughout the ranks again is a bandaid solution at best to the whole issue of their ability to gain matchmaking reward points in a timely matter. I'd be much more in support of higher matchmaking reward points at higher ELO's.
  11. I am speaking from my personal opinion and not one of the dev team. Can't this lead to some major abuses to freely allow one's ELO to be reset? The point of a ranking system in any video game anywhere is to put your rank in equilibrium around what your skill actually should be. If your ELO should be 600, you might go anywhere between 570-620 throughout a day, and hypothetically get an equal amount of wins and losses associated with it. I understand the critique that at higher ELO's you will be playing against more experienced players who might be able to use stuff like stall better than a lower ranked player, but you hypothetically should be getting the same win/lost ratio of somehow who plateaued at 620 vs someone who plateaued at 520. Another unintended consequence of letting someone reset their ELO at will also can prevent some breakout performances of someone who is trying to get out of the low 500 range, but is fighting a would-be 600 player that reset simply for easy wins. I think maybe a better criticism you could make is the amount of Matchmaking Reward Points that are handed out at higher ELO's, or even for streaks. I don't think making a change that impacts the integrity of the rating system as a whole will be healthy.
  12. Legendaries are eventually planned to be distributed throughout the hinted dungeons that have been talked about for a while now, but there is no plan for them to have the system to where you find them at their normal overworld places and you try and catch them. The mentalities and comments of the dev team has shown that they would like to eventually give out legendaries, but make them more challenging to get than just showing up to Mt. Ember, lowering Moltres down to 2 HP and chucking ultra balls until it's caught.
  13. Correct, save for the seasonal reward. That resets every three months.
  14. Hey there, the balancing team here really only considers adding/removing moves from a Pokemon either if there is a precedent for it in another game (Gen 6 and onward, sometimes Mystery Gifts, etc), or if a move or ability on a Pokemon seems overpowered. You're welcome to keep on making this suggestion, but I'll have to say you'll probably have to make a really good argument as to why we should break this precedent other than 'it would be cool'. Trust me, I wish Ninjask had something other than aerial ace.
  15. Congrats to the winner, getovaherez, our lucky other 15 placement holders as well!
  16. Details Automated Tournament | Single Battle | 256 Players | 6v6 OU | Bracket Date & Time Sunday, 12th July 5PM CEST | 15:00 UTC | 11AM ET | 11:00PM CST | Time Zone Converter Registration Registrations will open 15 minutes prior to the tournament. You can register by clicking on the PvP menu option (Masterball icon) and then select "Tournament Signup". You may only enter on one account. Clauses Evasion / Sleep / OHKO / Unique Species / Self-KO / OP Item Tournament Clauses Explained OU Ban List Wobbuffet 1st Place Prize Shiny GIFT Mienfoo Lv. 50 Your choice of nature, two moves, with IVs 2x31 & 4x25 & 1,500 Reward Points 2nd Place Prize 700 Reward Points 3rd & 4th Place Prize 350 Reward Points 5th - 8th Place Prize 125 Reward Points 9th-16th Place Prize 75 Reward Points
  17. Trade was accomplished, have a good day!
  18. While I'll say this is cool, the only way to do this would probably be to scale our ingame sprites, which honestly would end up really bad, as the only thing you would be doing is just stretching them out or shrinking them out. This could be the grounds for a rather ambitious sprite replacement mod though.
  19. The guys over in the competitive subforum would probably be able to answer this much better than me, but it has to deal with the combination of Garchomp's amazing stats and an ability that can create a lot of inconsistencies and luck based matches. Garchomp regardless will be a huge threat in the meta without his ability being active, and will still probably be highly used.
  20. I just want to add (speaking on my own personal opinion, not one of the dev team) that there's a very big difference between raising your own evasion and lowering your opponent's accuracy. You have to put in a hell of a lot more effort to counter-play evasion increases than accuracy decreases, and the solutions usually put you (the one trying to counterplay evasion increased abilities) at a disadvantage. The reasoning why Sand Veil can be problematic usually fall under the arguments against if everyone was hypothetically permitted to set up just a single Double Team. For evasion increases, you could try and chip away with never missing movies which are frankly very bad to be using on Garchomp, try to get something set up with Hone Claws or Coil (which is problematic if the Garchomp is already on the field in a sandstorm and has a sub), run Machamp with No Guard (who frankly gets countered by plenty of other common OU mon's, probably Garchomp himself too), or you could just pray that your ice beam is going to actually hit and that you're not going to lose this battle for missing on a very battle defining turn. For accuracy decreases, the counterplay is that you switch out and then it's done and over with. That's it. I'll say that Night Daze is maybe a little problematic (but nowhere near ban-worthy) since it is the strongest damaging move that can cause accuracy loss, but the move itself has a 5% chance of missing, and the accuracy loss isn't even guaranteed.
  21. First Place Prize MullenYu Second Place Prize YEYOxD Cograts to the winners!
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