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Everything posted by Amethyst
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My implication was more that she may have boosted or bought it...
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Neither. The Wasteland will be getting its own Field Effect in E14. Although I guess I may as well add Corrosive temporarily.
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im not convinced that ahri was actually diamond, with 80 farm in 26 minutes
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...I think Essentials must have reverted the old day/night system because this is entirely different from when I last examined it. And thank god because the old one was a mess. Awesome.
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Blind told me this evening he's working on this for E13 so I'll make sure he sees this, which he probably will anyway I also wager he'll sigh at the title thinking its another request for it rather than some help with it. Pleasant surprise, non? What's is Gemini? Aside from my parrot's name
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In regards to the forum/server downtime serveral days ago: when a user was claiming to be DDoSing us, apparently that was an unexpected power failure from the host. We were not under any attack. Additionally, there will be a planned host maintenance on 7/31 for which the site and server might be down. No need to worry if and when that happens.
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I've said a number of times I regret the Crustle puzzle. It should be noted part of the reason it's so tedious is RMXP limitations that I failed to foresee, but even aside from that it was very unclear. Some additional dialogue in 13 should help this, as well as decreased lag, and I've cleared out some of the unnecessary rock-jumps. On the other hand, I received a lot of positive feedback for Iolia. With the lighting, I think having three sets is probably unnecesary, but I am impressed nonetheless. Do you mind taking some screens of each of your modifications at different points?
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Not willing to do. That opens up a whole can of worms, embodied by people this: Hell, even I do that. But yeah, I'm not changing anything about the Pokemon themselves otherwise this would be like Pokekom BlazeVolt Reborn no shh its ok this is why we keep you *pets*
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You're correct, so there isn't a need to wait until 7th street Incidentally, Pokemon distribution is actually deliberately front-loaded for this reason. Now, obviously there are more total species as you go on, but considering how many you get episode per episode. Of the ~500+ (total guess) currently available, based on the count iirc from releasing the first couple episodes, ~200 of those are actually pre-second gym. Grant, that is counting starters and evolutions so it feels like less, but there is a deceptive amount of potential variety to get people started. I also try to encourage players to get a full team quickly with all the people talking about catching pokemon in the first area, and a few other things. I don't believe it's unreasonable at all for a player to get a full team, but that's assuming people aren't in the Fire-Emblem mentality of only giving EXP to what they intend to use in the end. It's super awkward to have level 74 pidgey running around somewhere. People are like why?? pidgey y u no evolb???? Not having to put in any effort to evolve something removes the anticipation from a relative interesting mechanic of the game. I think Gamefreak agreed with this based on their experiment with Unova species having considerably higher levels to evolve at later stages. I do lament that they didn't continue that in Kalos because it really worked out a lot better... Anyway, you're right, it is currently coming at that cost so I see it as a lose/lose. This is part of what I meant when I said that I need to prioritise some values. I'll take a look, thanks. It's possible I overlooked this or that the time I did look at it was when I was still shying away from script things completely (i dont like code its ugly) There used to be a lot of ethers and I realised players didn't value them much at all so I replaced a lot of them... I wonder if I replaced them all. Whoops.
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The reason good TMs have been held off is because past level 50 or so Pokemon stop evolving and learning moves, so there's almost no team development. I've saved TMs for the part of the game we're approaching so that teams can continue developing even in these upper levels.
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Oh my goodness gengar gracious All right, so after reading dondon vs the world of a topic I want to first say that I think you make some very well-reasoned points. I think the community is naturally getting defensive as anyone might when a game they like comes under critique, so I thank you for your patience in the discussion. This discussion began with a lot of points and split out into a lot more, so I'm going to start with the first post and then just respond to a few things after that. Gotta try it keep it all Simple and Clean. A change I've wanted to make since the day/night system was implemented. Unfortunately when it decides screen tint it considers everything from hemisphere, to date and timezone, meaning making these changes is not as simple as it should be. In short, I don't presently know how to do it. Side note, thunderstorm intensity has been taken down in an E13 weather rework brought to you by your neighborhood sightless sentinel, so that part might be a little better. First- I try to limit walking distances being too far at any given time with the assorted shortcuts that open up, but that can only go so far. Even just coral-ward to beryl ward can take a few minutes, especially with "lag-hell Peridot." Incidentally, the city has been broken up by now, so the lag is largely removed. There are some parts in the story that don't do very well with this; For instance I've been considering removing the part where the player walks to Jasper to get Cut. I originally had that to 'show' player Jasper and not just have extra dialogue, but it isn't worth running through the slums once and peridot/opal twice. The removal of Abra and Ralts had nothing to do with teleport. I'm not going to remove a field move just because I occasionally make careless glitches because of it. That's my fault and can be fixed. Mostly. After Aya, there is a teleport option available in ralts. Baltoy is a challenging potential before then, but as weak as Natu is I don't want it in too early because of Magic Bounce. Baltoy could maybe be around the Shelly gym part of the game without causing too many issues, but that's only a few episodes of difference. The fly thing: To correct what was said in a reply, Fly will not be the last HM obtained (I might have said that previously; Rock Climb was added since). Fly can't be obtainable earlier for some story/technical reasons that will make sense when the time comes. Fair. I don't want repels to be entirely absent but I'll take a look at the placement. A few comments: -- The level curve of the early-game is balanced for a team of 6. If you're using fewer than that, then common candies are expected; I don't think that's avoidable. -- Being ~10 levels below Samson is normal and expected; Unfortunately I had to jack his level way up to make him challenging, but I'm hoping EV control and AI improvements in 13 will help him, since despite that he's one of the easiest leaders yet. Isn't that good to let the player decide if they want to fight those or not? It can be frustrating for players who don't want to, and then if they do later want to train up some levels, the trainers will be there. A solution I would sooner take, as such, would be to increase the number of optional trainers. However part of the reason there are fewer trainers at this point is because I'm trying not to run into the level 100 hard cap. In fact, for this reason I've been considering reducing the number of trainers in the early game, especially the pre-first two gyms, to match, rather than the opposite. I'll learn as we get further into the game what my risk of hitting the 100 cap is. So I agree about the event pokemon, although I do usually try to keep to that to not seem strange, it isn't always worth doing so. I do not currently agree that the level limits should not always be 5, because that becomes rather unclear to trainers and will be harder to remember than it already apparently is. The feedback by whomever, it might have been you, that the faq is just checked every time anyway, is valuable. I know now that I need to find somewhere in-game to display the level limit for each badge-- I'm thinking the Trainer Card will be easiest. Once the level limits are readable in-game I could consider non-5 limits. However even in that case it probably will not have the effect you are hoping for. I'm more likely to scale down early trainers and gyms, than up. Most players fight Julia around level 15 but I didn't want to hard-cap them at that in-case they are playing at a type disadvantage *cough water starters* and need extra levels as a crutch. (Incidentally, since there's now a ton of lightningrod pokemon before Julia, that may be unnecessary too). You are correct it would make managing the level limits from later gym leaders more sensible. Actually, that kind of was the purpose. With Pokemon like that that are relatively strong for their part of the game I lower the level to discourage everyone picking them up out of convenience. My hope is that the levels are in a range that people who want to use that Pokemon because they like it won't mind putting a little extra time into it, and that people who would just be using it because it's 'good' will think twice before committing to it. With something like Joltik I would not normally keep the level below but I feel like it doesn't make sense to have a level ~40+ Joltik that has just decided to not evolve for whatever reason. Wild levels are much the same. For new species, I don't necessarily want people to just level it once and it automatically evolves, so I keep some species low for that reason. By now we're at a high enough level that that doesn't matter for anything not from Kalos, but I seem to have made a habit of making newly-introduced species lower-leveled for the first area they appear in. My reasoning is as above; if people like it they'll catch it anyway. Otherwise, should it really be on-par with the team they've been training all game? Should it be? I always thought of it as one of the most valuable potential side-quest rewards, so I saved it for a rather involved quest. So what is actually the benefit of the EXP share? It saves some time, and it saves your stronger Pokemon one turn of damage from the turn they switch in. I don't mind time-saving. But I think by the time we get the EXP share, party pokemon are strong enough that a player doesn't have to worry too much about those extra hits, which would have been considerable in the earlier parts of the game. As such, I don't want the EXP share being in too early. I'll be the first to agree that tedium is best removed. I don't think grinding should be part of the game's challenge. Honestly the only thing that challenges is a player's patience, which I'm not looking to do. the pace of pokemon's battle system does that plenty enough already I can see how this intention conflicts with some of my comments about pokemon levels and the exp share. I think I need to prioritise some values here. Although I don't mind people running services like these, I'm not sure I agree with prescribing them as a solution to a potential gameplay flaw. I um. I think a speed-running version would entirely defeat the point of speed-running. I attempted to make it so that teleporting from the circus takes you back to the circus entrance, but I don't believe I was successful.
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I think it's a little rude to outright say one is choosing not to read a user's post. Even if it's true, tact is a boon. Welcome. I said it on the server, but after reading your post unlike some others (oops, am i being back-handed again?) I'm inclined to agree with myself: You'll do well here.
- 21 replies
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- Uten
- Introductions
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Illusion is one of the handful of abilities noted in the readme as not having been implemented yet. This exactly what 12.1 should have fixed. If it didn't, you might still be running the original 12 Is this really true? This is the first I'm learning of this, for one, and for two if it were I think I'd have a lot fewer requests for the Magmarizer... As others have alluded to, if your computer isn't able to keep up with all the Pokemon displayed in the PC try to limit yourself to keeping boxes half-full
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Gamefront doesn't work in certain countries, but I don't know what Mega's deal is. As for the file size, E13's release is going to be a little lighter, so hopefully you can get it then.
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My lamentation with Feebas is that I've had a place for that for a very long time, and honestly no one's going to use the thing at all until they can evolve it-- so there isn't much point in giving it before then. This is contrasted against Magikarp who, in theory, the player has to put "a lot" of "effort" lol switch training on level 50s into raising. I like the Shinx idea, and I also like the idea of that sidequest becoming Magikarp again but spanning much longer
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Rewer puts it well. That said, I will admit going through that sequence of events designed to keep Gyarados from you, only to get something as lame as a Ducklett, is not especially appealing. So now the challenge is to find a Pokemon that isn't all that great (worthy to be pre-first gym) but that people really like anyway. I have a suspicion most incoming suggestions are not going to meet that first category...
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wow they really hate elise q-q thresh nerf is rough but i dont mind it dfg nerf makes me sad :cccc
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Route 1 is staying the same, but that cave is going to be absorbed.
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"two kinds of people"
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Considered? It's already done. Other areas have been split as well, including Chrysolia Forest and every ward in the city. Ding dong the lag is gone ...mostly. To satisfy curiosity, lag is caused by map connections (which join two maps together seamlessly, currently seen at the stairway between the Circus and Route 2 (as well as a million other places)) that adjoin maps with lots events, such as the aforementioned. The guess about the jumping platforms isn't wrong, since those count as 'events' for the program.
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#placeholders #places that will be different places by E13
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It was wasted space. Not that we don't appreciate y'alls birthdays, but for every active member who had a birthday there were two inactive members and a bot and keeping it there just wasn't accomplishing anything
- 19 replies
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- OOOOOLLLLD
- #Old
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I'm redoing the stickers, not removing them. Not interested in fusions or evolution though. That's not this game
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It's funny you did that, because all music files have been converted to OGGs for the E13 release already One step ahead!
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Thanks to everyone who watched! Join us next -Monday-, not Sunday, for Pokemon Origins!