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Messages - Alais
16
« on: April 03, 2010, 04:33:28 AM »
There's no option for "I think they're all weak and annoying" :/ Misty can die in a beautiful roaring great fire, and I will toast marshmallows on it.
17
« on: March 31, 2010, 04:00:19 PM »
You would only be able to equip berries in the berry slot.
18
« on: March 29, 2010, 04:53:44 PM »
Yes really, we have a bunch of team members who are not EU timezone. It's just preferred - but for pixel artists we are so far beyond being that kind of picky. If you are interested, you should talk to us on IRC.
19
« on: March 29, 2010, 04:40:45 PM »
This is quite offtopic, but there are no restrictions on timezone or age or anything else except skill for pixel artists. If you are a good artist, we are interested.
20
« on: March 29, 2010, 12:17:11 PM »
Me, me! I grew up in Brisbane. I live in the UK now.
21
« on: March 29, 2010, 09:00:03 AM »
Berries are really underused, and none of them have game breaking effects. So: why not make a dedicated hold item slot just for berries? Here's a list of berry effects in case you want to think about strategies or issues: 1 | Cheri Berry | Cures Paralysis | 2 | Chesto Berry | Cures Sleep | 3 | Pecha Berry | Cures Poison | 4 | Rawst Berry | Cures Burn | 5 | Aspear Berry | Cures Freeze | 6 | Leppa Berry | Restores 10 PP | 7 | Oran Berry | Restores 10 HP | 8 | Persim Berry | Cures Confusion | 9 | Lum Berry | Cures any status ailment | 10 | Sitrus Berry | Restores 25% HP | 11 | Figy Berry | Restores 12.5% HP, confuses Pokémon that dislike spicy food | 12 | Wiki Berry | Restores 12.5% HP, confuses Pokémon that dislike dry food | 13 | Mago Berry | Restores 12.5% HP, confuses Pokémon that dislike sweet food | 14 | Aguav Berry | Restores 12.5% HP, confuses Pokémon that dislike bitter food | 15 | Iapapa Berry | Restores 12.5% HP, confuses Pokémon that dislike sour food | 36 | Occa Berry | Weakens foe's super effective Fire-type move | 37 | Passho Berry | Weakens foe's super effective Water-type move | 38 | Wacan Berry | Weakens foe's super effective Electric-type move | 39 | Rindo Berry | Weakens foe's super effective Grass-type move | 40 | Yache Berry | Weakens foe's super effective Ice-type move | 41 | Chople Berry | Weakens foe's super effective Fighting-type move | 42 | Kebia Berry | Weakens foe's super effective Poison-type move | 43 | Shuca Berry | Weakens foe's super effective Ground-type move | 44 | Coba Berry | Weakens foe's super effective Flying-type move | 45 | Payapa Berry | Weakens foe's super effective Psychic-type move | 46 | Tanga Berry | Weakens foe's super effective Bug-type move | 47 | Charti Berry | Weakens foe's super effective Rock-type move | 48 | Kasib Berry | Weakens foe's super effective Ghost-type move | 49 | Haban Berry | Weakens foe's super effective Dragon-type move | 50 | Colbur Berry | Weakens foe's super effective Dark-type move | 51 | Babiri Berry | Weakens foe's super effective Steel-type move | 52 | Chilan Berry | Weakens foe's Normal-type move | 53 | Liechi Berry | Raises Attack when HP falls below 33% | 54 | Ganlon Berry | Raises Defense when HP falls below 33% | 55 | Salac Berry | Raises Speed when HP falls below 33% | 56 | Petaya Berry | Raises Special Attack when HP falls below 33% | 57 | Apicot Berry | Raises Special Defense when HP falls below 33% | 58 | Lansat Berry | Raises critical hit ratio when HP falls below 33% | 59 | Starf Berry | Raises a random stat when HP falls below 33% | 60 | Enigma Berry | Restores holder's HP if hit by a super effective move | 61 | Micle Berry | Raises the accuracy of one move when HP falls below 33% | 62 | Custap Berry | Causes the holder to go first once when HP falls below 33% | 63 | Jaboca Berry | Causes recoil on foe if holder is hit by a physical move | 64 | Rowap Berry | Causes recoil on foe if holder is hit by a special move |
22
« on: March 26, 2010, 12:54:15 AM »
The choice you make here may or may not influence your future PU career. Think carefully.
23
« on: March 21, 2010, 10:23:41 PM »
What I love is how so many people have unusual favourites. It's not just Charizard, Pikachu, Scizor etc.
24
« on: March 20, 2010, 05:50:38 AM »
Did you ever realise how utterly ridiculous some of the building designs are? I refer you to strawberry-laser-ufo pokemon center apparently of Celadon City: Apologies to IRC dwellers, who have already seen this.
25
« on: March 19, 2010, 02:27:46 AM »
I also think there should be some kind of warning [...] when the pokemon are more than 15 levels above, "You feel a strong urge to turn back...". For 20 levels+, "You feel a sense of immediate danger, as if something terrible might happen at any moment...".
It should probably say "There's a strong urge to turn back," "There's a sense of danger" Instead of "you."
I respectfully disagree.
26
« on: March 16, 2010, 05:26:26 PM »
I think travelling as a pair will be fairly well developed, with a system for shared xp (maybe 70% per pokemon defeated). We may even implement double battle skills which can only be trained while playing as team of two players.
With apologies for borrowing slightly from ffxi, we could also have a system where you could chain wins against wild pokemon so that as long as you don't leave the grass/cave/water, you get a boost in xp for every pokemon you defeat. Chain could work like:
Defeat pokemon 1 (unlimited turns): 100% xp (normal) Defeat pokemon 2 (6 turns or less): 110% xp Defeat pokemon 3 (4 turns or less): 120% xp Defeat pokemon 4 (3 turns or less): 130% xp Defeat pokemon 5+ (3 turns or less): 140% xp
i.e. Every pokemon defeated after number 6, as long as it takes 3 turns or less, gives 140% xp
Applying this to double battles, you would need to defeat both opponent pokemon in:
Pokemon 1&2: unlimited turns : 70% xp (normal for double battle) Pokemon 3&4: 8 turns : 80% xp Pokemon 5&6: 6 turns : 90% xp Pokemon 7&8: 5 turns : 100% xp Pokemon 9&10+: 5 turns : 110% xp
27
« on: March 16, 2010, 01:43:31 PM »
So basically what your saying is players will have to use things like surf, strength, cut ect ect ect....
Obviously some other player could move a boulder or a cut a tree for you, but in MMO's it could be thought of as a walk through or power leveling.
If you don't want that to happen then just ask a dev to make it so that you have to have a pokemon in your party at XX level to continue...
There would be HM blocked areas but that wasn't what I was talking about. I mean areas which you can't access until you complete a quest. Examples: Need a boat/plane ticket. Need a cave entrance unblocked (via quest element). Need a certain trainer level to get past a guard. Need an HM that can't be used for you (Waterfall/Rock Climb/Surf move the player, not clear the path) Btw, I am a dev, lol. I like that idea but one of the joys of pokemon is the option to run from a battle. Even if a superior wild poke' were to show up, the run option would always be there, making the warnings somewhat pointless in a way.
It is extremely hard to run from a much higher level pokemon. Chances are it will wipe you out before you can successfully escape. I think the messages add a sort of forbidden-ness feel to areas way higher level than you, and everyone likes breaking rules, so they will have to come up with strategies such as using a pokemon with the equivalent of "Run Away" ability, or having a stash of pokedolls. That sounds nice, but should there be also words if you are going to a patch of grass that contains pokemon that are to weak?
Apart from being annoying, it isn't really necessary. Once you encounter one pokemon in a patch of grass, you know what level the grass is approximately.
28
« on: March 16, 2010, 12:22:50 AM »
So PU will be an open world game. You will be able to take your level 5 charmander and walk for 2 hours along various roads until you reach The Plains of Death, and if you so choose, you will be able to encounter level 50 pokemon, and you will be owned for your trouble. All this is well and good (if you wander that far, you kinda deserve what's coming to you).
However.
I think there should be certain (small) islands, caves, hidden valleys etc. which must be unlocked or inaccessible in some way to players who either aren't the right level or haven't completed some kind of quest. Having everything open from day 1 takes away from the feeling of progress and prestige. The reason you can get away with almost full open world roaming in 3D mmos is because the monsters will literally see you and kill you before you can get very far into areas that are too high a level for you. Perhaps if we have large patches of grass which a player must cross, this would simulate such a situation (repels don't work if you haven't got a high level pokemon, as in the official games). This would be in addition to special unlockable areas.
I also think there should be some kind of warning when you walk into or near (maybe within 2 tiles) of a patch of grass which contains pokemon higher than 10 levels above your highest pokemon. Something like "You feel a little uneasy..." in the chat window, visible only to yourself. Then when the pokemon are more than 15 levels above, "You feel a strong urge to turn back...". For 20 levels+, "You feel a sense of immediate danger, as if something terrible might happen at any moment...".
29
« on: March 10, 2010, 07:54:12 PM »
-_-;
30
« on: March 10, 2010, 07:48:21 PM »
The maps look fine for general routes with no points of interest, but I'm afraid that stair tile in map 2 is definitely wrong.
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