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Messages - gaurdianAQ

Pages: 1 [2]
16
Ideas & Suggestions / Re: Day/night and seasons
« on: April 11, 2011, 02:55:07 AM »
It was late and I was tired, my brain does not work at well when I'm tired...

17
New Trainers / Welcome / Re: Introduction
« on: April 10, 2011, 09:36:09 PM »
why thanks!

18
Ideas & Suggestions / Re: Day/night and seasons
« on: April 10, 2011, 05:01:18 PM »
January - Fall
February - Winter
March - Spring
April - Summer
May - Winter
June - Spring
July - Fall
August - Winter
September - Spring
October - Summer
November - Fall
December - Winter

fixed and modified so winter is still in december

19
Development / Re: Pokémon Universe Music
« on: April 10, 2011, 03:39:59 PM »
Is there any way for you to edit the mix and levels of the individual tracks with the software you are using, I'm no expert but the mix sounds off and the bass seems to be overpowering the other tracks in some of the songs

20
Game Features / Re: Proposal for Legendaries/Rares
« on: April 10, 2011, 02:52:21 PM »
What I meant between the difference between 5 for every 1000 and 1 for every 200 is in the way it's calculated.

Yes they equal the same.

But with 5 for every 1000 I meant that say you have 1999 players, it's still only 5 moltres, the next 5 are not calculated till the game recieves reaches that milestone.

Where as if it was 1 for every 200, then say there was 1601 then there would be 8 moltres in the game as it is calculated on the basis that every 200 players that join another moltres is added.

21
New Trainers / Welcome / Introduction
« on: April 10, 2011, 06:18:48 AM »
So I realized that I've gone to an irc chat, and posted a few ideas but I haven't even formally introduced myself yet!

Alrighty well here I go.

You can call me gaurdianAQ

or Evan, it's your choice.

I'm 18 years old (turning 19 on the 26th of this month :D) living in good ol Canada Ontario!

While I'm not the biggest pokemon fan anymore (I kind of lost interest after the second generation and don't really have a whole lot of knowledge past the first generation) I do like the concept behind pokemon games, I was playing a rom of pokemon red for a while until i got bored after capturing mewtwo, and I might try some of the newer ones as a way to learn about some of the newer pokemon games to see what they're like.

I've always firmly believed since playing Pokemon Red that this style of gameplay would make perfect MMO material and after browsing on the net I found Pokemon Universe which shows great promise and I've already met a few of the developers and they seem like very nice people! I'm hoping I can stay active and be a contributing member of this community and this game.

Lets hope that nintendo doesn't shut it down!

22
Ideas & Suggestions / Re: Day/night and seasons
« on: April 10, 2011, 06:02:19 AM »
This is an interesting concept, which could have interesting results. One thing to consider is that different pokemon would be more likely to come out at different times, (night/day) but the seasons idea takes it a step further... The only issue I see is people getting annoyed that say they joined just after the summer season ended and now they will have to wait to get the pokemon they wanted.

Perhaps make seasons last a month each? Then the 4 seasons would cycle 3 times a year.

An example could be.

January - Summer
February - Fall
March - Winter
April - Spring
May - Summer
June - Fall
July - Winter
August - Spring
October - Summer
November - Fall
December - Winter

Hey that would work nicely as winter holidays would be during the winter season so if they wanted they could do winter themed holiday quests!

23
Game Features / Re: Proposal for Legendaries/Rares
« on: April 10, 2011, 05:57:31 AM »
Ya and I just noticed on the forum above this one that there is a pinned post with a similar idea, I guess I just figured maybe I had an idea that hadn't been considered yet.

Oh well, thank you for reading!

24
Game Features / Re: Proposal for Legendaries/Rares
« on: April 10, 2011, 05:53:25 AM »
Did you even read my idea or did you see legendaries and say no?

25
Game Features / Re: Elaboration on the 'Guild' System..
« on: April 10, 2011, 05:52:33 AM »
With the concept of being able to overthrow a leader, it is a bad idea...

If the clan wants someone out they can set up their own battle to prove it, but the leader should not be forced out of his own clan if he is not wanted, the fact is he created it and he is in charge.

26
I'm not sure if this belongs in the quest/story section, and I know the devs already have a back up plan should this be shut down. But I had an idea running through the back of my brains...

Assuming you guys are shut down, instead of all the hard work for this engine go to waste, the engine could be used to create a new game with similar if not the same mechanics as pokemon but under a different name and artwork/story.

I realize it would be a large undertaking to create an entirely new story and graphics that would still be appealing but at least then all of your work creating an engine to support a pokemon MMO would not have gone to waste.

Heck for all I know this could be your secret back up plan!

27
Game Features / Proposal for Legendaries/Rares
« on: April 10, 2011, 05:45:52 AM »
Now I know you said they would not be catchable but I would like to make a few propositions in terms of legendary pokemon.

I remember reading that you said they would appear as overworld bosses.

One idea is that after you have defeated them, perhaps there is a chance you could randomly run into them in very high level areas, now hear me out here, this would be an extremely rare occurrence that is unlikely to happen once in a year. I'm even thinking so rare that you could play 4 hours a day every day for a year and there is still a good chance you won't run into one. Thats how rare I'm talking about.

My other idea which may or not have been proposed is to have them as rewards for contests and/or winning official tournaments. This would keep it so that having a legendary is still special.

Another idea to go in conjunction with one of my ideas above is to have it so that depending on the rarity of the pokemon and the number of people playing there is only a specific number of them ever in circulation. So say the pokemon we are talking about is Mew, there would only be 1 mew for every thousand players, or maybe make it every 2000 players to keep it rare... I don't know... Now lets go down to a less rare pokemon (lets use moltres as an example) there might be 5 moltres for every 1000 players in circulation. Or possibly 1 for every 200 players. Depending on how the game calculates when to add another.

lets go with my first example of every 1000 players.

So when the game starts off there would be 1 mew, but say the game gained enough popularity to have 100000 players. Then there would 100 mews in circulation, after that it would be impossible to get mew unless you could convince a player who owns one to trade it for a very large sum of money and/or items.

This would allow for every Pokemon to be used while still keeping a balance and would allow for legendary Pokemon to be as powerful as they are meant to be while keeping the balance.

Another rule might be that a player can only ever own 1 legendary pokemon at a time. So if a player who owns mew wants to own a Lugia they would have to trade it off. Or perhaps only 1 of a single legendary pokemon and you can only have 1 in your current roster for a battle. That way you can't have a team of 6 legendary pokemon.

These are just some ideas that I came up with on the spot (which the devs may have already considered, I'm not sure as I just joined this site today) to include legendary pokemon as usable without upsetting the balance.

28
Game Features / Re: Elaboration on the 'Guild' System..
« on: April 10, 2011, 05:30:57 AM »
it's definitely an interesting idea and a guild/clan system would be very good to have for a game like this...

But there would definitely need to be an instanced area for guild members to meet, and a tournament system would be interesting although I'm not sure how that would work if battles were to be on such a large scale.

What if your guilds instanced area was a town, that only your guild and invited guests can access, in the beginning it is just a blank area but if you build up enough currency then you would be able to populate it with common buildings such as a pokecenter, a shop which with currency could be upgraded to house higher level items (pokeballs and other things of the sorts)

Heck maybe it could go as far as to be able to set up your own personal gym, which guild members would be able to practice on, the leader of the guild would be able to set up the AI and which pokemon they use and possibly even what skills they have so that the guild members and guests could practice, they would not be able to gain and xp but the guild leader may be able to set prizes from his own inventory for defeating the gym.

So as an example, say the guild leader is a really experienced player and has high level items that most lower level players couldn't afford, he could place one of them as a prize if they defeat his gym (though he would have to set it fairly high)

at the moment I'm tired and can't think of any more ideas but I'll come up with more another time.

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