May 28, 2020, 05:14 pm

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Suggestions / Re: ZanZero suggestion 5: Chan...
Last post by DjScorsy - Mar 20, 2020, 06:09 pm
This should be done, and the gymleader tag should be gotten rid of. Keep the elite tags and also possibly add a kit to the rank. Each challenge of the E4 takes you going through all 8 badges of a region, and you can only hold 1 elite/champion spot per region, also, non canon idea, once you beat a champion of a region, you get a trophy of honor or something, then once you have that from all regions, you go down into ultra hall of fame or something. To replace the gymleader stats/commands we could put the rewards for continued play into ranks based on online time, ingame economy buy ups, vote token buy ups, etc. Plenty of servers are utilizing ranks and in game bonuses you can buy from vote coins. Make each vote give more coins, but raise the cost of vote rewards for the good stuff and offer smaller stuff like in game resources/cash etc with vote coins
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Suggestions / Re: ZanZero suggestion 6: Smal...
Last post by DjScorsy - Mar 20, 2020, 06:05 pm
Also give different basic rank stuffs for online time, like basic trainer names. First log on = New Trainer, 24 hours of total play time = Trainer, 1 week of total play time = Trainer+, 1 month of total play time = C. Trainer. etc etc.

With the afk kicker they'll have to actually be invested unless you're like a certain somebody on the server and use an afk machine.
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Suggestions / Re: ZanZero suggestion 4: Remo...
Last post by DjScorsy - Mar 20, 2020, 06:00 pm
I say we do this, make the different caves have mobs for sure. Also put some respawning melons/pumpkins etc into the different forests. Keep the two maps completely seperate. A challenge to mining should be mobs. But as it is they spawn too heavily for mining in any of the caves to be successful. Also make certain ores only spawn in certain caves, with increasing difficulty and sparsity based on the mineral.
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Suggestions / Re: ZanZero suggestion 4: Remo...
Last post by r1579 - Mar 19, 2020, 09:33 pm
Quote from: Zanzero on Mar 11, 2020, 01:51 pmI think the nether could potentially stay on the main map, as it isn't directly tied to the acquisition of diamonds or other goods used in basic progression.

It can be. Diamonds and other materials can be found within nether fortress chests. 19% per chest which isn't a bad rate to get them. I would rather have the nether as a second, more risky choice if we were to include it as a zone for the safari.

Quote from: Zanzero on Mar 11, 2020, 01:51 pmWild safari could be a lot of fun, in my opinion. Or at least gating entry behind some sort of in-game currency or time limit so players cant become too reliant on using it as their de facto form of progression.

Use the daily vote tokens for the safari zone. you can get up to 3 per day so we can choose do just dump all 3 to go until you drop/leave, or go like as an example -> (1 token = 5 minute run, 2 tokens = 8 minute run, 3 tokens = 10 minute run)

Quote from: tenebrae on Mar 18, 2020, 07:47 pmI think the activity in each should be different too for more variety. Scavenger hunts, waves of mobs, pvp, puzzles, I think this is something that could be a good game changer, if done well.

Could we just implement some of this into the actual battle frontier so it can have some use as well? You'd be able to win a currency like BP for doing well and use said BP to buy stuff like tm's? maybe berries?  The only thing is we'd have to charge a good bit of in game money per attempt unless we gate them vote tokens, but i don't want everything to be locked behind them either.
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Suggestions / Re: ZanZero suggestion 3: Magi...
Last post by tenebrae - Mar 18, 2020, 07:51 pm
Quote from: Zanzero on Mar 11, 2020, 02:08 pmLuckily magicspells has a lot of that baked in with options to use items, exp lvls, cooldowns, or "mana" for a casting cost.

I don't know if I agree with having moves be that hard to charge up and use. I think they should become a reliable part of every players toolkit for both PvP and PvE. I think setting cooldowns up so some moves are out of commission for 10+ minutes would be fine if we REALLY want to stop players from spamming it or using it too often.

I think a good idea for a lot of the spells would be having them act as sort of "cantrips" from D&D, where they are weak but reliable parts of a player's kit. I'm thinking like Bug Bite, where it would do 2 damage (1 heart) and heal 2 hunger, but had a 6-second cooldown, meaning you can use it often but not constantly. Or String Shot, which would inflict a target player with Slowness1 for 6 seconds on a 15-second cooldown, and have a cost of 5 string per use. I'd be more than willing to throw together another sheet of 4-6 moves of each type and how I would personally approach designing them if you guys would like.

I recently did one for my own server, converting D&D spells and classes using MagicSpells and although we haven't been able to put it into practice yet, it's looking pretty good at a surface level.

I never thought of item sacrifice to use spells. It just reminded me of Runecraft when we had it, where you would use items for a desired effect. If you wouldn't mind putting together a sheet with some moves, it would be much appreciated.
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Suggestions / Re: ZanZero suggestion 4: Remo...
Last post by tenebrae - Mar 18, 2020, 07:47 pm
Quote from: Zanzero on Mar 11, 2020, 01:51 pmI think the nether could potentially stay on the main map, as it isn't directly tied to the acquisition of diamonds or other goods used in basic progression. I would prefer it is put as a feature of the wild and is left unused for the main map, just for the sake of consistency, although I will admit that is purely a personal preference.

Wild safari could be a lot of fun, in my opinion. Or at least gating entry behind some sort of in-game currency or time limit so players cant become too reliant on using it as their de facto form of progression.

I would imagine resetting inventories would be a smart idea, although I know a lot of people may have an issue with that.

Except with 1.16, nether materials will be part of basic progression with the introduction of netherite.

Wild safari idea: there could be multiple tiers, like safari to gather plant type materials, battle frontier to gather rarer materials more geared for combat, and other dungeon areas to collect other blocks and items. This won't limit players to just one area to collect stuff, and will spread out what can be found in certain places. Would accessing these areas require a fee? More money spent = more time spent? More money spent = better chance to get rare items? I think the activity in each should be different too for more variety. Scavenger hunts, waves of mobs, pvp, puzzles, I think this is something that could be a good game changer, if done well.
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Suggestions / Re: ZanZero suggestion 1: In-M...
Last post by tenebrae - Mar 18, 2020, 07:42 pm
Quote from: Zanzero on Mar 11, 2020, 01:36 pmAs for the market/wild, I think that you hit the problem I have with it on the head. I seriously think having the wild be something that impacts the progression/acquisition of goods on the main map is a serious problem for the longevity of the server. Because at that point why not just play on an SMP server? So fixing the market and making it either a competitive alternative to the wild or self-sufficient enough to be able to make the wild optional is the right way to go, in my honest opinion.

I've always considered the server to be SMP at it's core. Then add in the extras like custom map, skill level plugin, economy plugin, and a different type of progression to vanilla gameplay (gyms and elite 4)

I have no idea how to fix the market to be fair, while also adjusting for money that is constantly being added (mob bounties)
I think wild removal may be the only way to curb that, but the biggest issue is balance.
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Suggestions / Re: ZanZero suggestion 7: MCJu...
Last post by tenebrae - Mar 18, 2020, 07:22 pm
Quote from: Zanzero on Mar 11, 2020, 01:30 pmIf it dissuades any fears of it really taking a toll on players with bad computers, I've been running it for a couple of months now and it is incredibly lightweight. Also optional.

I've never once had an issue with anyone not being able to use it or having a bad performance because of it, even with the most potato of my staff/playerbase.

Usually people have other windows open in browser, and often just having the browser open consumes some amount of resource. Being optional is fine though. Depends whether people will use it often enough.
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Suggestions / Re: ZanZero suggestion 2: Bloc...
Last post by Zanzero - Mar 11, 2020, 03:00 pm
Quote from: tenebrae on Mar 10, 2020, 04:45 pmThis is really an extension on quests, though with a potential money reward. The hardest thing will be balancing rewards based on how many nodes there are.

Money/items/magicspells. Really anything. I think if they don't give a massive amount it's not a big deal to have a bunch of nodes across the map. I think somewhere between 1-3 in each dungeon or cave with a few easier to find ones along routes. Not on a 1 per route basis, but hidden throughout.
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Suggestions / Re: ZanZero suggestion 3: Magi...
Last post by Zanzero - Mar 11, 2020, 02:08 pm
Quote from: tenebrae on Mar 10, 2020, 04:40 pmPlayers should not lose gym badge progression from dying, whether a silly mistake or a PvP kill. If we can add a set "PP" for each move that requires some sort of recharge, it could work. No recharging at a Pokemon centre, but a special item (elixir) that will recharge the special move. It could be bought with vote tokens, or earned by defeating certain "tough" mobs. MagicSpells would definitely need some serious balancing regardless.

Luckily magicspells has a lot of that baked in with options to use items, exp lvls, cooldowns, or "mana" for a casting cost.

I don't know if I agree with having moves be that hard to charge up and use. I think they should become a reliable part of every players toolkit for both PvP and PvE. I think setting cooldowns up so some moves are out of commission for 10+ minutes would be fine if we REALLY want to stop players from spamming it or using it too often.

I think a good idea for a lot of the spells would be having them act as sort of "cantrips" from D&D, where they are weak but reliable parts of a player's kit. I'm thinking like Bug Bite, where it would do 2 damage (1 heart) and heal 2 hunger, but had a 6-second cooldown, meaning you can use it often but not constantly. Or String Shot, which would inflict a target player with Slowness1 for 6 seconds on a 15-second cooldown, and have a cost of 5 string per use. I'd be more than willing to throw together another sheet of 4-6 moves of each type and how I would personally approach designing them if you guys would like.

I recently did one for my own server, converting D&D spells and classes using MagicSpells and although we haven't been able to put it into practice yet, it's looking pretty good at a surface level.
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