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Safari Game Suggestions

Discussion in 'Safari' started by Ascarotte, Oct 30, 2015.

Moderators: Fuzzysqurl
  1. Ascarotte

    Ascarotte Well-Known Member Forum Moderator Channel Leader Forum Moderator Channel Leader

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    tl;dr: Prevent weird characters

    Option to re-arrange Pokemon by Dex number, BST or name added

    Maybe ban alts with weird characters from playing, just preempting issues that might arise in the future. There's just /rock now that might matter now in relation to speed, but there might be other stuff later on where it becomes an issue, at a point where it'll be harder to rectify
     
    Last edited by a moderator: Apr 8, 2016
  2. Endeavour

    Endeavour Member

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    tl;dr: Request board

    Another thing that might be nice to have is some kind of bulletin board or something, so if I want to buy a certain Pokémon, I don't have to go asking people if they have it, or scouting every shop, but simply be able to search if someone has it for sale in their shop.
     
    Last edited by a moderator: Apr 8, 2016
  3. xburnout

    xburnout Its not me, its my sister please dont ask

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    tl;dr: Global Scientist message and/or warning with losing quest mons

    Is there a way to give an extra warning message when you try to sell/trade etc. pokemon that are in a quest for you?
    It has happened multiple times now that people ask for a pokemon and then people trade that pokemon. Then a few minutes later they come to the conclusion that that specific pokemon just turned into the Scientist pokemon and they feel ripped off.

    What you could also do is make a global announcement when the Scientist pokemon changed, or do the extra warning message. It would solve a lot of ruckus about people feeling scammed.
     
    Last edited by a moderator: Apr 8, 2016
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  4. Yttrium

    Yttrium Well-Known Member Developer Developer

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    tl;dr: Global Statue raid

    Ripping off an idea from another game, but speaking of statues...
    Maybe have something like a "World" statue with 4 types and 1000000000 HP or something? Have it be like a quest and allow people to attack it once a day (obv will cost something) with the Pokemon in their parties. One of its types should be revealed every day. When it is defeated, players should receive rewards based on how much damage they did to the statue (like maybe #1 most damage gets Egg, top 10% gets Prize Pack, top 20% gets Rare Candy, deal over 100000 damage get Ampere Gem, deal over 1 damage get Safari Balls, something like that); the statue should respawn after 24 hours.
     
    Last edited by a moderator: Apr 8, 2016
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  5. Zoroark

    Zoroark Rakugaki Forum Moderator Server Moderator Forum Moderator Server Moderator

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    Just thought on two more contestrules that could probably be included.

    Form Buff/Nerf. Pretty much adds a buff or a nerf if using a pokemon form. (Florges-White, Basculin-A, etc).
    Mega Evolution. Buff or nerfs any pokemon that is currently in its mega evolution form (As far as I know, megas don't revert during contest, but after it ends so in that sense I dont think it can break lol) Perhaps this can give mega evolutions more uses during its 72 hours.

    Hope this can be considered as a good suggestion. Thanks for reading.
     
    Ancalagon likes this.
  6. Lpola456

    Lpola456 A Random User.

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    How about a ball of the day? Similar to Pokemon of the day, there can be a specific ball that could get a boost (and maybe another get a nerf) everyday. This could increase the use of some unused balls.
     
  7. Joeypals!!

    Joeypals!! Don't you worry 'bout a thing~

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    Bring on the Mono Buff
     
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  8. La.Neptune

    La.Neptune Active Member

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    "Unused balls"??? What are you talking???
    I dont think there is any ball in safari which is "unused".
    And if your suggestion is applied wouldn't everyone use "Boosted-Ball+Boosted-Mon" 24/7 to catch every shit ._.
    Seriously then every other things would be really "unused" i guess ._.
     
  9. Lpola456

    Lpola456 A Random User.

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    What I mostly mean by this is are for balls people don't really use often. Example: When was the last time you saw spy balls being used? Aside from that, people are always complaining that safari ball sucks and so on. I only was suggesting a boost of some sort not anything insane.
    Finally, regarding the double boost, I really don't think it be a "game changer". Not everyone uses boost of the day. People will always use Terrakion over a caterpie. Not arguing, just pointing things out.
     
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  10. Fuzzysqurl

    Fuzzysqurl baa baa mareep I do what I want Server Owner Developer I do what I want Server Owner Developer

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    Certain balls have planned buffs to make them more desirable to use. Myth got the first wave of buffs (albeit, it didn't -need- to get buffed) but others are going to be addressed soon enough.

    In my personal opinion, catch rates need to decrease instead of increase. Most pokemon are caught by the 1st person to throw, provided they throw half way intelligently. The only problem is trying to buff stuff while nerf it at the same time to maintain some sort of balance.

    Since a contest was going to start in less than 2 minutes before I clicked submit, I decided to jot down the catches/throws:
    Starter contest. No Special Rules.
    Anything bolded is something that was caught with 1 or fewer misses (on hordes, asterisk means that was a catch, otherwise the last in the list is the catch). Everything else you can see a strong pattern of Safari ball throwing.
    If I count right, 11/21 spawns are bolded meaning about half the contest was more about who got the lucky pull from the throwers list.
    Monferno- 1 (Quick)
    Wartortle- 2 (Myth, Great)
    3x Bayleef- 4 (Quick, Great*, Ultra*, Great*)
    Croconaw- 2 (Safari, Great)

    Squirtle- 3 (Safari, Safari, Premier)
    Bulbasaur- 2 (Safari, Luxury)
    Froakie- 5 (Safari, Safari, Safari, Safari, Safari)
    3x Bulbasaur- 5 (Safari, Luxury*, Safari*, Great, Premier*)
    Tepig- 6 (Safari, Safari, Safari, Safari, Safari, Great)
    Charmander- 5 (Safari, Safari, Safari, Luxury, Premier)
    Froakie- 3 (Safari, Safari, Safari)
    Piplup- 4 (Safari, Great, Safari, Luxury)
    Froakie- 1 (Premier)
    Totodile- 6 (Safari, Safari, Safari, Safari, Safari, Safari)
    Snivy- 2 (Safari, Safari)
    Fennekin- 4 (Safari, Safari, Safari, Safari)
    3x Grovyle- 3 (Luxury*, Ultra*, Safari*)
    Chimchar- 4 (Great, Safari, Safari, Great)
    Grovyle- 1 (Great)
    Totodile- 1 (Premier)
    Treecko- 1 (Premier)

    Obviously this has flaws in the data collection. I'd need to compare leaders versus how many people actually threw at each versus their projected catch rate and probably extend it over multiple contests as this is an extremely small sample.
     
  11. E.T.

    E.T. Rainbow Rowlet Super Moderator Server Administrator Articles Leader Super Moderator Server Administrator Articles Leader

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    One thing that I've noticed that doesn't seem to be contributing anything healthy is the Pokemon spawns that happen right at the end of a contest where no one has a chance to catch them. I've seen this happen multiple times with rare/shiny Pokemon too, and I'm only online for a small window of the day. Also, the whole Illusion/Imposter Pokemon appearances was cute the first couple of times it happened, but it has very quickly gotten old. I don't mind the feature, but the occurrence rate should probably be decreased significantly.
     
  12. Whereabouts Unknown

    Whereabouts Unknown Absolutely Stunning

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    Ah, what a quaint and not very active thread.

    More Pyramid suggestions:

    Strong Room
    I suggest changing Strong Rooms entirely. Currently they are almost as mindless as Hazard Rooms.

    Instead of making the room based on types, as many rooms are, which is the reason teams are overcentralized with mons like Aegislash and Hydreigon, I think it would be cool to make a room based on stats only. Here's how it could work:

    Turn 1, mystery mon appears, and a random stat (HP, Attack, Defense, SAtk, SDef, Speed) is listed. Everyone can either fight using one of their mons or hide.
    If a player chooses a mon whose stat is higher than or equal to the mystery mon's strength in that stat, the mystery mon takes damage. In this first turn, everyone probably just plays their mon with the highest number in that stat.

    Turn 2, the mystery mon is revealed, and another random stat is chosen. The same process is used to deal damage to the Strong Mon, and if the user fails, the user takes damage. If you think none of your mons can beat it in that stat, you can hide to avoid taking damage for that turn. But if everyone hides, everyone takes massive damage. Otherwise, the Strong Mon will randomly attack 1 of the players who used a mon to attack it, plus deal extra damage to players who tried to attack it but failed because their chosen mon was lower in that stat.

    You can add some randomness - when you attack you have a chance to get a critical hit and your stat value is increased by +30 - but preferably, the point of this room would be to test to see if you knew comparative stats, i.e., when one of your mons has a higher value in a stat than a Mega or Legend. Whether your mon is within this +30 range and worth risking going for the crit (1/6 chance? 1/8 chance? 1/16 chance?) would also be a good test.

    This might sound easy, but here's an example. The Strong Mon is Mega Latios, the stat is Attack, and your highest Attack stat is Blaziken. Do you attack? Probably. I would. But actually Mega Latios' Attack is 130 and Blaziken's is 120. So you'd be better off letting your teammate who has Excadrill (135) do it. Otherwise you need a crit.

    This probably still sounds too easy, so here's another idea. At floors 1 & 2, eliminate the Mystery Mon's lowest stat. E.g., Mega Beedrill can't roll Special Attack, Mega Blaziken can't roll HP (for ties, just eliminate the first one in order). At floors 3 & 4, eliminate the bottom two stats. At floors 5 & 6, eliminate the bottom 3 stats. At floor 7, make it so the Strong Mon can only roll its top two stats (unleash the mega ray). I would also make it so that the same stat cannot be rolled two times consecutively, e.g., you can't have Mewtwo roll Special Attack 5 times in a row, making it nigh impossible to beat, and Mewtwo also won't roll Special Defense twice in a row, making it a pathetically easy defeat.

    This is still fairly easy if you've played much competitive mons or just know the games in general, but at least it's harder than it is currently.

    Speaking of difficulty scaling, rather than scaling HP and damage output, it could be interesting to use the aforementioned "lowest stat removal" in tandem with increasing the BST floor and ceiling. Floor formula: 480 + (floor-1) * 30 <= BST <= 600 + (floor-1) * 30. This way you stat with Mega Mawile ~ Latios at floor 1 to Kyurem ~ Mega Mewtwo X/Y at floor 7.

    Strong Mons die after 6 hits with a superior stat. Which means you need at least two turns of fighting to beat it. But since the first turn you don't know what the mon is, after floor 2, you'll likely face it for at least 3 turns. By the time you're at floor 7, you're probably only fighting 1 person at a time since hitting the second lowest stat of something like Primal Groudon requires, like, Aggron, and teams will make sure ahead of time there is at least 1 extreme in every stat but not more than that. Basically that means 6 or more turns in the higher levels.

    For damage output, a flat rate of 10 damage to a random attacker seems fair (about 20 at floor 1, about 60 at floor 7). If everyone hides, do 20 damage to everyone. If someone attacks, but their stat is weaker, it should damage the fail attacker proportional to the discrepancy between the stats.

    (5 + Sqrt(Strong Mon stat - Player's choice stat) * 3 (rounded)) is a "miss recoil" damage model I thought of just now, but there's likely better ones. The idea would be that, say it's floor 7 and no one can beat Mega Mewtwo-Y's Special Attack, even with a crit, and you need to beat it with Attack (its second highest stat), then you still need someone to attack it when it's using Special Attack. To minimize damage, it would be smarter to have the person with Chandelure attack it than for someone to idly throw out Swampert. Chandelure takes 26, Swampert takes 35. Not a big difference I guess. But it's also good to note that this makes attacking with mons that have barely lower values in a stat somewhat viable since you can hope for a crit. I.e., if the stat is Attack, you can choose Terrakion (129) vs Latios (130), hope for a crit, and even if you don't crit, you only take 8 damage as "miss recoil."

    tl;dr
    You win by knowing whether you have a mon that is higher in a given stat than the Strong Mon. You lose if you think you do, but you actually don't. If your mon's stat is within 30 of the Strong Mon in that stat, you can try using it anyway and hoping you crit, so it's (almost) never hopeless.

    Again, this isn't terribly convoluted, but at least it's a new challenge, and not a less-interesting-statue room. You have to remember what your highest number in 6 stats throughout a run, and how they compare to random legends and megas. It will also generate diversity in team building, because we'll see more Shuckle, Mega Heracross, and Mega Alakazam for people planning to take on floor 7 Mega Rayquaza and stuff.

    I also like this idea because it really emphasizes the "strength" of the "Strong Room." Their stats are generally insane, so it's always struck me as a little weird that Swampert can down Primal Groudon on types alone.

    Trainer Room
    I think I posted something similar before, but I suggest making Trainer Rooms a game of picking one player out of the team of three to battle the trainer (this is how trainer battles happen anyway, unless it's triples, and then why is it 3v1 and not 3v3? :x)

    So I would have it reveal the trainer's profession (Fairy Tale Girl, Hiker, Swimmer) etc, thus revealing their main type(s). This doesn't have to be the only type, but it should give a pretty big hint of what types they use. Generally only 1 or 2 types per trainer class. So you pick one out of the three of you best fit to fight that type of trainer.

    But if that's too easy, why not throw in curveball buffs/nerfs? "Gen 1 mons buffed. Gen 4 mons nerfed. Ghost types nerfed. Poison types buffed. (Inverted.)" That makes it pretty difficult. It would be very rare for a pyramid team to be 100% strong vs a single type since you're usually going for type diversity because of statues, and when you throw in odd nerfs and buffs, there's a lot to consider when choosing which team to send in.

    So let players volunteer to fight (first to volunteer is locked in unless the leader assigns someone) and take damage or win rewards based on how well they do.

    This takes a lot more thinking, and involves more 'hint' based reasoning, and rewards strategy and team knowledge. It also makes it less of a 'everyone get our your aegislash' room.

    Empty Room*
    Remove this room
    Make it more hint based!

    Instead of just basing the mons which are not recommended in this room on their types, you can get more creative. Type weaknesses. Abilities in common. Moves in common. Region in common. So, if Pokémon like Slowbro are not recommended in this room, you can't just play Shiftry, because both are weak to Bug. You can't just play Mamoswine, because both have Oblivious. You can't just play Salamence, because both get Flamethrower. You can't just play Venusaur, because both are from Kanto.

    This gets a lot more difficult, and also requires risk-management. Let's say, 1 bad weakness and 1 bad move are chosen. If your chosen Pokémon has that weakness, has that move, or shares an ability or the same generation, you take damage instead of getting a reward. Of course, weed out moves like Protect, Return, Round, Toxic, Thunder Wave etc so they don't get chosen. Moves are pretty strong, since if a well-distributed move is chosen it kills everyone pretty hard.

    You could also 'reveal' one of the "good" types to give people a reason to take risks. It doesn't have to be true 100% of the time, in fact making it only true 1/3 of the time is fun because it will still get people to try. Like, if Slowbro is the not recommended mon, but Water is the recommended type, maybe just maybe Swampert is worth using. After all, the only weakness it has in common is Grass, so if Dark, Ghost, Bug, or Electric is chosen, you're fine. And there are actually quite a few moves like Flamethrower, Psychic, or Slack Off that Swampert is fine with. Generation and ability are also fine. So it might be with it to go for the reward if you have a 1/3 or better chance to score big.

    Statue Rooms*
    Start with 0 types revealed.

    You said this as a joke once, but if the rest of the statue is appropriately nerfed, this makes it way better as a room which requires thinking and not just choosing something which beats the types that have been revealed. If you're good at statues, you can figure out the third type by the time the first two have been revealed by looking at past damage.

    Abilities*
    This is an idea to add diversity to Pyramid gameplay by making some of the more obscure abilities have beneficial, passive effects. You activate them by just bringing at least 1 mon with the ability to your Pyramid run. And they do generally small, helpful things - nothing too overwhelming, but they give people a reason to explore some more uncommon choices. Here are some ideas for abilities (there's always room for more):

    Natural Cure/Regenerator - At the end of every Floor, heal teammates by ~5% of the user's remaining stamina. So if someone with this has 200 Stamina at the end of a floor, heal teammates by ~10 stamina.
    Sniper/Super Luck - Critical hits do +50 instead of +30 in Strong Rooms (for this player only). (Only useful if crits have ~1/6 chance of happening)
    Analytic/Telepathy - Reveals the Strong Mon's stat in the tested stat (sometimes off by a few points).
    Pickup/Infiltrator - More likely to pick up items in the Empty Room.
    Illuminate/??? - Some sort of extra hint in the Empty Room.
    Huge Power/Pure Power - Increases damage of super-effective hits on statue (for this player only).
    Pressure/Shadow Tag - Reduced damage from Strong Mons.
    Intimidate/Pixelate - Reduced damage from Hordes.
    Magnet Pull/Guts - Takes more damage from statues, while teammates take less.

    This can make for spaghetti code, and exception coding isn't fun to do, so these suggestions are things which only get checked once in the code.

    * means I've coded this on my own (to some extent). Of course I'd be happy to code any of them though if you're hiring (I won't put indents everywhere :x).
     
    Last edited: May 7, 2016
  13. xburnout

    xburnout Its not me, its my sister please dont ask

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    I really love your idea, good work!

    My only point is that Illuminate/??? might be used on the random attacks, "A pokemon attacked from the shadows", would make sense if Illuminate gives you a hint about that.
     
  14. Riviera

    Riviera Member

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    Bring back the lb! Well we all know lb is rigged because a certain guy is spending his whole life on lb while we here have lifes unfortunately (fortunately) so i suggest that there will be a cd on the last month lb winner to prevent repeated results

    i mean, i once played 16 hours of safari non stop just to try and match ikuntgz which i was catching a lot mons but his total is even more than mine around 2 times more which makes it almost impossible to beat ikunt on the lb even if im not the best player on safari his total being 2 times more than me is ridiculous but still i try hard in lb because there is a shiny i want to get and i think everyone does too but how are we supposed to do so if a guy keeps winning it over over and over?
     
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  15. IceKirby

    IceKirby A.K.A. RiceKirby

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    IMO it would be rigged if someone who didn't want to put any effort into it won over someone who did.
    And no, there will be no cooldown for that if it ever comes back.

    I will comment on Miki's suggestions later, there's some cool stuff there.
     
  16. Edna

    Edna Chasing the Dragon Forum Moderator Forum Moderator

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    Not something very hard to make I guess, but it would be nice if we can spectate someone's Pyramid run, so people can chill and watch it
     
  17. IceKirby

    IceKirby A.K.A. RiceKirby

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    A stats-based room is a cool idea, but it may need something else (which I don't think critical hits would be enough). Otherwise it would put some big restraints into picking your Pyramid party as you would need to not only check for type coverage and useful moves, but also good stats, which would make the overall game even more tilted toward legendaries.

    plsno rules are a pain to write (and I mean write, coding is not even that bothersome).
    The overal idea is interesting (though it only works if it's used entirely), but I'm not sure if Trainer Classes is the enough. What I had in mind when reading this suggestion was "Restricting to 1 type would be a bit too repetitive", so maybe they should have a main speciality and a secondary one, which I don't know how to represent with Trainer Classes.

    plsno no no @ bold. I mean, look at your own example, who would relate Salamence to Slowbro?
    The idea of more hint relations other than type is cool. It could allow to add a "But you may want to use Pokémon like Kakuna" hint without being too obvious (but not something so broad like moves or regions).

    The thing about Empty Room is that it was initially designed to be a room where players can rest at the expense of not gaining more points, but people don't seem to care about points here :(

    MFW I saw this suggestion soon after that last PR.
    I think statues are cool as they are. It allows players to have something to base their decisions on, while still needing to put some variation (Steel type? Someone use Ground and another one use Fire just in case) and allows some amusing traps ("Wow I used Ground against this Steel statue, mfw Flying").

    plsno, some of the code is already quite tight, adding more stuff like that would be a pain.
    Also some of those abilities fall on the same thing I said about restricting party-making.
     
  18. Whereabouts Unknown

    Whereabouts Unknown Absolutely Stunning

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    You could make crit likelihood a ratio of total BST. E.g., 400 BST mon is twice as likely to crit as 500 BST mon, which is twice as likely to crit as 600 BST mon etc. Even if it did require people to bring also mons with good (uneven) stats, that's no more centralizing than the current setup which values good offensive/defensive typing and access to a few HM moves.

    Format: Primary/Secondary
    Youngster: Bug/Fairy
    Delinquent: Dark/Flying
    Dragon Tamer: Dragon/Fire
    Guitarist: Electric/Steel
    Fairy Tale Girl: Fairy/Grass
    Roughneck: Fighting/Bug
    Cyclist: Fire/Electric
    Pilot: Flying/Dragon
    Sage: Ghost/Grass
    Aroma Lady: Grass/Water
    Ruin Maniac: Ground/Psychic
    Skier: Ice/Rock
    Ninja Boy: Poison/Dark
    Channeler: Psychic/Ghost
    Hiker: Rock/Fighting
    Scientist: Steel/Poison
    Swimmer: Water/Ice

    * most of these are represented in the games at least as secondary types pretty commonly and you can make an argument for the ones that aren't.

    points lol

    I suppose the move category is a little extreme and requires too much balancing. Positive hints would incentivize more people to go rather than just sending one person to take attrition. What about a good mon, bad mon, thing? Where you get a bonus for sharing a random resistance with the good mon, but take damage if you share a random weakness with the bad mon. Abilities/Generations on top for bonus if needed. It would require recoding the room quite a bit though.

    pls don't make 0 hazards get revealed

    idk i think it's a little mindless, but it has its ups and downs. For casual gameplay, knowing the first type is fine. But there isn't a large enough window to use the hints of the damage you did turn 1 vs the type/type/??? statue to guess what the third type is too reliably, making it less appealing from a competitive viewpoint. It is fine as is though. Congrats, you've made statues the least controversial part of Pyramid!

    Just have it create a dictionary of all the abilities, pointing to arrays of who has them, on startup (and whenever someone dies). Then when it came to a piece of code that tested for abilities, access that dictionary key of the move in question and execute the code for each player in that array. I mean it could be messier. (Alternatively, make them global buffs, so you can use a boolean instead of an array - way easier but less cool.)

    Because the buffs are so minor, they would hardly cause overcentralizing. On the contrary people will experiment more with stuff like [the entire type of Psychic] because the bonuses are appealing. People might drop their Salamence for Altaria to get the Natural Cure bonus if their team needs a cleric, which balances out the problems of high stat mons gaining value from Strong Room. It would really be minor though, but any reason is good enough to not spam Hydraslash.

    Defense Rooms:
    Instead of the extra "good" type mechanism to get people to not spam Aegislash and Skarmory, why not just punish spam directly? Since it's a directly defensive room you could make it so the defending mon "gets tired" from taking too many consecutive hits and becomes more vulnerable to the next attack.

    So if you use Aegislash twice in a row, if it gets hit the second time it will be already weakened from the previous hit and take extra damage. This stacks, so 3rd time in a row being used results in greater damage, etc. It also should stack even if you take damage (e.g., your "number of times using Aegislash in a row" always goes up when you use it, and only gets reset if you use one of your other mons).

    The "good" type is fine too I guess but a little exploitable because it's so straightforward (I think, I haven't actually looked at that code). Other than making it sometimes not accurate (like the empty room suggestion above) I'm not sure what else to suggest.
     
  19. Kurapika

    Kurapika Born to be a Troll

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    I have a lot of suggestions some of which I forgot...
    1- 10 or 12 Premier Ball as winning prize of Normal theme.
    2- Total change to the Rocket Costume effect, I can see a good combination with Spy Ball.
    3- Ampere Gem's recipe should include Rocks.
    4- Prize Pack should not contain troll content such as 50 Rock.
    5- Reduce Boxes' prices.

    Details:
    1- Currently there is only one boring way to get Premier Balls, besides this suggestion
    will help make the Normal theme more desirable as it is one of the most unpopular themes.
    2- Currently, Rocket Costume's effect is lame due to its very low chance to work. A higher chance would make it broken, but keeping it as it is right now means that we have a completely useless feature that is better off removed. So, I suggest a whole NEW EFFECT.
    So, my suggestion for the new effect is as follows: Rocket Costumes doubles chances to get Spy Balls from ItemFinder. Rocket Costume gives bonus catch rate with Spy Ball OR EXCLUSIVELY on other people's baits and gacha-lures, depending on which one you judge more balanced. Successful thievery should have some fancy bonus: something like "Stealing a Pokémon has 30% chance to refund the ball, Master Ball excluded". Also, the messages of Spy Ball could be changed from "An anonymous person ..." to "A Rocket Team Grunt ..." or something on that line.
    3- The current Ampere Gem recipe feels like it misses something. So, why not add Rocks to the recipe! Although, the name of this item is constantly changed...
    4- The game is in constant growth, now we have plenty of useful items, Mono Balls, Balls Fragments, ...etc. Some items found more usefulness like Pearls and Honey...etc. Prize Pack is meant to be a prize so using it should feel rewardful, we need less useless crap in it.
    5- Yet again, the game has grown pretty much and now we have Pyramid and Decor to drown our money, Boxes' Price should now have lower prices at first purchases especially. Help newbies catch up with old zombies. ;)

    EDIT: I just remembered another suggestion.
    6- During an auction, current bidder should not be able to raise his own bid. Some people abuse it during their final turn to not let others raise bid slightly. So you might need to look at this one ASAP. :3
     
    Last edited: May 10, 2016
  20. mibuchiha

    mibuchiha Was yea ra chs ieeya.

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    1 already done. Wut.
    2 idc, I prefer the current effect tbh. The proc rate is crap though I agree. Changing the spy text when the costume is equipped is cute though, I like that.
    3 doesn't have to be specifically gems, but I completely agree that we need a way to use the rocks other than rocking LittleRoot.
    4 full agreement here, it's rarish and expensive why would there be trash in them.
    5 full support, however the old zombies might complained for having spent millions on them so...
    6 oh how I agree. Please accept this asap.

    Edit:

    Wanna add a suggestion: have the alchemist quest cooldown for each item be evaluated separately.
     
    Last edited: May 10, 2016
  21. fitzy

    fitzy Heart of the cards Forum Moderator Forum Moderator

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    I'd like to see the answer to clues in this message.

    ±Tauros: As the door opened by itself, a voice so loud that it hurts your ears could be heard: "YOU ARE TERRIBLE AT RIDDLES!!" | Points: -58 | Stamina lost:
     
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  22. Kurapika

    Kurapika Born to be a Troll

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    OH YEAH! I support noob fitzy's suggestion. It's already frustrating to fail to answer, why add more frustration to it by keeping the answer unrevealed. (this must be sadistic noobkirby's idea...)
     
  23. Fuzzysqurl

    Fuzzysqurl baa baa mareep I do what I want Server Owner Developer I do what I want Server Owner Developer

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    Because its more fun that way :)

    And to respond to Kurapika:
    4- When was the last time a prize pack was given out? If I remove dumb items then they're gonna be even more rare.
    5- No.
    6- Don't wait till the last second to bid then
     
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  24. xburnout

    xburnout Its not me, its my sister please dont ask

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    I would like to hook in on the Gem quest thing here. I think adding rocks or other items to the finders would be really nice if you can also buff the rate of actually succeeding. Because right now it feels like you can "never" actually make a gem. I have tried for about a week now and I believe I made like 2?

    TL;DR Add items to the crafting recipe for Ampere Gems (rocks most likely) and buff the succesrate.
     
  25. fitzy

    fitzy Heart of the cards Forum Moderator Forum Moderator

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    (08:53:26) ±Tauros: You can buy the following Items with Silver Coins:
    (08:53:26) ±Tauros: Clone Ball: 1 Silver Coin
    (08:53:26) ±Tauros: Spy Ball: 1 Silver Coin
    (08:53:26) ±Tauros: Quick Ball: 4 Silver Coins
    (08:53:26) ±Tauros: Ampere Gem: 15 Silver Coins
    (08:53:26) ±Tauros: Prize Pack: 65 Silver Coins (Only 4 available)
    (08:53:26) ±Tauros: Rare Candy: 80 Silver Coins (Only 8 available)
    (08:53:26) ±Tauros: Master Ball: 150 Silver Coins (Out of stock)
    (08:53:26) ±Tauros: Mega Stone: 300 Silver Coins (Only 1 available)

    This pricing no longer matches up with how much these items are worth when buying from other players.

    I suggest:
    2 Spy balls - 1 Silver
    Clone - 2 Silver
    Quick - 2 Silver
    Ampere Gem - 10 Silver
    Rare Candy - 50 Silver
    Prize Pack - 65 Silver (10 available)
    Mega Stone - 110 Silver (10 available)
    Masterball - 160 Silver (10 available)
    Bright egg - 500 Silver (3 available)
     
  26. IceKirby

    IceKirby A.K.A. RiceKirby

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    No. This is Pyramid-only reward and will not be added anywhere except on very special occasions.

    For the rest, I only really agree with Ampere Gem. And maybe Quick Ball to 3 coins.
     
  27. fitzy

    fitzy Heart of the cards Forum Moderator Forum Moderator

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    Fair enough about Bright egg.

    Mega stone - The fact that this has been in the shop without purchase for months should show how overpriced it is.
     
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  28. xburnout

    xburnout Its not me, its my sister please dont ask

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    I agree with the Megastone that its overpriced. I also think Rare Candy is a bit on the high side aswell but 50 is too low. I think 70 might work for it.
     
  29. mibuchiha

    mibuchiha Was yea ra chs ieeya.

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    One suggestion on the collector quest. Currently these are almost entirely bst-based. Nothing really wrong with that but...

    Easy:
    These are now terrible, ironically hard too because almost no one keeps the mon. I don't propose this be scrapped completely but instead change it a little bit. First, the bst range of these mons are extended to include normal mons as well, and have a check that ensures at least 1 of the 3 requested mon is already in the player's possession.

    Epic:
    The payout is terrible. It asks for 6 mons, one of which is legendary but not Phione. Cool, but I think this can be improved a little bit to make it truly epic. 1 legendary asked is there to stay, but now let's use one slot for a shiny mon with any bst range. The payout should also be increased to epic range as well.
     
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  30. xburnout

    xburnout Its not me, its my sister please dont ask

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    I believe the Easy quest is no longer for "us", with us meaning the longer playing people. I found out that the easy collector quest is decent for new players.
    I do agree on the Epic quest, most of the time a couple of pokemons already are worth more than the payout from the collector.
     
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  31. Zoroark

    Zoroark Rakugaki Forum Moderator Server Moderator Forum Moderator Server Moderator

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    (09:54:50) ±Tauros: A loud clunk comes from the machine. Some prankster put <img src='item:206'>s in the Gachapon Machine! You received 1 <img src='item:206'>.

    A+
     
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  32. Kurapika

    Kurapika Born to be a Troll

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    I think Clone Balls do need a price increase up to 2 coins. (I should stock on them ASAP lol)
    I think Quick Balls' price needs to stay as high as 4 coins.
    Rare Candies at 50 coins sound quiiiite a good price. (Althought I personally find it still sliiightly high, but it needs to stay a bit high!)
    Prize Packs need a drop to 50 coins, or at least 60.
    100 coins fits the Mega Stones quite well.
    Master Ball, oh Master Ball. I don't quite know... I hate how I can easily get one when I happen to use the one in my possession, and I am not quite the active user. So, I think it should be removed of the store. Or, increase the price up to 200 coins (or even 250 coins) AND/OR reduce the number of purchasable copies to like 1 per week, or 5 per month at most.
    Ampere Gems, I think those too need to be removed of the store, but the fail chance on Alchemist needs a removal.

    Talking about the Alchemist, the failure/success message needs to be in bold. I have failed Gem crafting a dozen times before realising there was a failure chance with Alchemist...
    In fact, I am actually against a fail chance EXCEPT if you add some new item like "Felix Materia" that you can use to insure a 100% success chance.
    The command to use it can be like /quest alchemist:gem:felix:finish
    Also, each recipe should require a certain number of Felix Materia, depending on how much valuable the recipe is, the more valuable the more Felix Materia should be needed.
    Now what can we possibly use to craft a Felix Materia, I stare at the stars and those tell me to use a couple of Star Pieces mixed with an Eviolite and a hundred Rock. The recipe should give around 5 Felix Materia, because a star has 5 corners. Then, weak recipes like Ampere Gems' should require only 1 Felix Materia, while more powerful recipes like Master Ball's would require 5 Felix Materia.
    Adding Felix Materia would require adding a recipe for Star Piece too probably. Which can be something like 20 Stardust + 5 Rock = 5 Star piece.
    The name Felix came from Felix Felicis, aka Liquid Luck, from Harry Potter. :3 Felix in latin can mean fertile or lucky.
    Can someone tell me where I can get more information about Alchemist failure system. I believe some recipes need to have 0% failure chance.
     
    Last edited: May 15, 2016
  33. Professor Oak

    Professor Oak same Forum Administrator Server Owner Social Media Rep Forum Administrator Server Owner Social Media Rep

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    I think we need to be extremely careful about increasing the prices of anything, as newer users can very easily be priced out of items if changes are too extreme.

    Note that I'm not a Safari dev, I'm just throwing a cautionary post out there.
     
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  34. mibuchiha

    mibuchiha Was yea ra chs ieeya.

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    I am in general against any price increase. Same with alchemist failure chance, I am one of those who thinks these should be removed completely.

    That said, the current Gem recipe will just be an infinite well if it has no chance to fail. So I propose that this recipe be changed: to make 1 Gem you need say... 250 rocks. This solves many issues at once - people salty of their craft failing, people with too many rocks to throw, another moderately good source of income...

    The numbers can be tweaked of course.
     
    Last edited: May 15, 2016
  35. fitzy

    fitzy Heart of the cards Forum Moderator Forum Moderator

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    Pretty sure the point of the Ampere Gem recipe is for people who want to use up daily finder charges quickly when they don't have much time. I think it is fine.
     
  36. Zoroark

    Zoroark Rakugaki Forum Moderator Server Moderator Forum Moderator Server Moderator

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    Burning 30/50 (depending on cell battery amount) charges doesn't sound like a lot of effort anyways. You could even find some candies with that but giving the alternative to burn them faster with a "chance" of obataining an item that gives you more charges is gladly accepted.

    Also, just like in previous posts, I disagree with price changes, since it would make a considerable effect on how people manage their resources, it would also cause a change in the way people perceive the value of things, either increaseing or decreasing the prices of said objects in their shops, overall it'd create a different resource management/obtaining situation.
     
    Last edited by a moderator: May 16, 2016
  37. xburnout

    xburnout Its not me, its my sister please dont ask

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    from reading Kura's post on the Felix Materia,

    How about a new Perk item corrosponding with failrates on the Alchemist quest?
     
  38. Fuzzysqurl

    Fuzzysqurl baa baa mareep I do what I want Server Owner Developer I do what I want Server Owner Developer

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    Rocks will never be the primary ingredient in a recipe unless it's for like Safari balls.
     
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  39. mibuchiha

    mibuchiha Was yea ra chs ieeya.

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    So I got a frag, for forgetting that it's 32n - 1, NOT 32n.

    Not gonna be crying for refund or anything (unlike the playerbase huehue) but I think, since the devs have been nice enough to give the "login tmr u get mstr lel" message at the beginning of the day, why don't we extend this a wee bit more and have this message included also when we use /info? I have to refresh the webclient MANY times an hour so anything shown just once is easily lost, so I think this rather small extension will be immensely helpful.
     
  40. LittleRoot

    LittleRoot Active Member

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    I wanna suggest for rock, perfect landed rock gives CD in catching. So a Rock Shield would be nice to prevent this CD. It'll be unlimited like stick and costs $2,00,000(i guess). It increases the failing chance of rock by 50%.
    It gets very irritating when 5-6 people keep rocking you on favorite contest and you can't gat a single throw.
     
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