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Updates March 2015 Goto Page: 1 2 [>] [»|]

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What do you think of the latest updates?
They're Great!
69%
 69%  [ 9 ]
I feel Neutral on the matter, they don't really apply to me.
7%
 7%  [ 1 ]
I don't like them :/ (Please leave a comment explaining why D: )
15%
 15%  [ 2 ]
I want more! (What did you have in mind? Please leave a comment! c: )
7%
 7%  [ 1 ]
Total Votes : 13


SpectralEternity
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PostPosted: Sat Mar 28, 2015 10:30 pm


Thank you all for your patience as the guild has underwent some maintenance!
Here is all of the changes we have applied;

HP System Change:

Our HP system has been adjusted to 10 HP per level, leading up to a max HP of 1000 at level 100.

Attack Adjustments:

The following attacks have been adjusted:

-Ice Ball
-Rollout
-Return
-Frustration
-Sleep Powder
-Sing
-Hypnosis
-Yawn
-Me First
-Grassy Terrain
-Metal Burst

Potential Side Effects for attacks have gotten an increased chance of occurring as well so please make sure to check over any attacks that have a side effect to make sure it's up to date with the new adjustments.

Ability Adjustments:

The Following abilities have been altered;

-Huge Power
-Pure Power
-Snow Warning
-Drought
-Sand Stream
-Drizzle
-Flash Fire
-Mega Launcher
-Strong Jaw
-Iron Fist
-Compoundeyes

Held Items:

-Megastones: Now add x1.3 damage to attacks instead of x1.5

-Gems: One time use type specific x1.5 boost rather than x1.3

-Plates: Held plates will now do x1.2 type specific damage, but if the plate is being held by a pokemon with the same type as the plate, have those types of attacks do x1.3 damage, rather than base x1.3 and type matched x1.5.

Battle System Updates:

We have slightly altered the mechanics of defense and special defense. Rather than only applying to the base damage of an attack, it will now take into account the total attack damage.

Have no idea what I'm talking about? That's fine, because if you feel confused with the battle system, we are also now adding some Battle Simulations to the Battle Info thread, so if you are confused by calculations and what to apply and when, please feel free to check out those handy little step by step guides!

We are also aware that a lot of the first posts of different areas are lacking images, descriptions, and location specific items, and we apologize for the incompleteness, however this week they will be worked on to look nice and pretty c:

Also please vote on your feelings with the new updates, your feedback is important to us! Don't forget to leave a comment if you do not like what we have done and explain your reasons why, we will be happy to discuss the matter and see what we can do to make it better for the guild. c:
PostPosted: Sat Mar 28, 2015 10:52 pm


Don't think I can vote. I'm alright with all of them except the HP one. Now I have to adjust all my team's HP. crying I'll do it. It's just bothersome. What HP do they start out with at level 1 exactly? The others are fine, though. They don't really apply to me on a role play level just yet since none of my Pokemon have those things.

That Taisho Guy

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SpectralEternity
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PostPosted: Sat Mar 28, 2015 10:56 pm


Sythril Vythethi
Don't think I can vote. I'm alright with all of them except the HP one. Now I have to adjust all my team's HP. crying I'll do it. It's just bothersome. What HP do they start out with at level 1 exactly? The others are fine, though. They don't really apply to me on a role play level just yet since none of my Pokemon have those things.


I know it's an inconvenience and I apologize, but when HP gets over 1000 it gets to be an even bigger pain in battles, so we're trying to reduce the length a little in later level battles. It will be better in the long run, I promise x3

and at level one they would have 10 HP, because it's 10 HP per level :3
PostPosted: Sat Mar 28, 2015 11:03 pm


I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.

Edit: And after looking over the moves - or at least the normal type ones - that's... Pretty much the only complaint I have that isn't overly nitpicky. If I wanted to nitpick, I'd gripe about Return's nerf, and more because it means I should have waited another happiness point before teaching it to the Eevee since I replaced Tackle with it. XD Mostly because I'm that oddball that decides to track her Pokemon's happiness even if it doesn't evolve through that or isn't going to learn Frustration or Return, just in case I decide to teach it to them later. Because honestly, the game tracks it whether or not you'll use it, so I don't see any reason to just change one more set of numbers on the posts I qualify to do so. And, to be honest, I'm perfectly fine with the nerf, especially since a basic run through the other normal type moves shows it's still on par - if not better than overall - with the heaviest-hitting moves of its type. Takes a lot of work to get it up there (or, you know, some of those berries/Sweet Hearts I have stocked up), but I'd rather have this than a move that does 40 more damage but makes you wait the turn after. Or does more than double and makes the Pokemon faint. >.>

Lia Syuki
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SpectralEternity
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PostPosted: Sat Mar 28, 2015 11:28 pm


Lia Syuki
I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.


I struggled with that idea at first as well, however in the starting areas pokemon are at level 2 or 3 and only take three posts to encounter, so a starting pokemon at level 5 will have the first hit every time, and that helps to get them some quick exp needed to be higher level for other areas. c:
PostPosted: Sat Mar 28, 2015 11:35 pm


SpectralEternity
Lia Syuki
I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.


I struggled with that idea at first as well, however in the starting areas pokemon are at level 2 or 3 and only take three posts to encounter, so a starting pokemon at level 5 will have the first hit every time, and that helps to get them some quick exp needed to be higher level for other areas. c:
True. And heh, I see this after I make the long edit. XD But yeah, I'm probably going to be annoyed at Poison Sting's raised poison chance later, considering I (and Sythril, and Lucifer) am in Viridian Forest and we've been having a plague of Weedle, Kakuna, and Beedrill for a while. XD

Lia Syuki
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PostPosted: Sat Mar 28, 2015 11:43 pm


Lia Syuki
SpectralEternity
Lia Syuki
I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.


I struggled with that idea at first as well, however in the starting areas pokemon are at level 2 or 3 and only take three posts to encounter, so a starting pokemon at level 5 will have the first hit every time, and that helps to get them some quick exp needed to be higher level for other areas. c:
True. And heh, I see this after I make the long edit. XD But yeah, I'm probably going to be annoyed at Poison Sting's raised poison chance later, considering I (and Sythril, and Lucifer) am in Viridian Forest and we've been having a plague of Weedle, Kakuna, and Beedrill for a while. XD


Heh sorry >w< I'm more on the ball as of late so I'm cranking out responses and working on images, links, items, and descriptions for areas x3

Oh my xD I'm sorry about that, but at least it makes things more interesting right? And it's still a fairly lower chance, its just enough of a boost not to dissuade people from getting a weedle maybe for a chance at poisoning opponents, and rolling for that side effect actually has a chance of doing something, where as 1/10 did not. This was a case where even though the games stated 1/10 chance, for RNG and RPing sake, we needed to boost the odds in favor of something happening. That way the rolls weren't quite so pointless and annoying. x3
PostPosted: Sat Mar 28, 2015 11:50 pm


SpectralEternity
Lia Syuki
SpectralEternity
Lia Syuki
I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.


I struggled with that idea at first as well, however in the starting areas pokemon are at level 2 or 3 and only take three posts to encounter, so a starting pokemon at level 5 will have the first hit every time, and that helps to get them some quick exp needed to be higher level for other areas. c:
True. And heh, I see this after I make the long edit. XD But yeah, I'm probably going to be annoyed at Poison Sting's raised poison chance later, considering I (and Sythril, and Lucifer) am in Viridian Forest and we've been having a plague of Weedle, Kakuna, and Beedrill for a while. XD


Heh sorry >w< I'm more on the ball as of late so I'm cranking out responses and working on images, links, items, and descriptions for areas x3

Oh my xD I'm sorry about that, but at least it makes things more interesting right? And it's still a fairly lower chance, its just enough of a boost not to dissuade people from getting a weedle maybe for a chance at poisoning opponents, and rolling for that side effect actually has a chance of doing something, where as 1/10 did not. This was a case where even though the games stated 1/10 chance, for RNG and RPing sake, we needed to boost the odds in favor of something happening. That way the rolls weren't quite so pointless and annoying. x3
It's fine. :3 And yeah, I can get that. Doesn't mean I'm gonna enjoy the back and forth between Pewter and the forest. XD Although, to be honest, I still grabbed a Weedle anyway a while back. >.> I just like Beedrill, and I think Mega Beedrill looks awesome. Poison Sting is just one of those moves that I look at replacing when I can, that's all. Doesn't distract me from the Pokemon that gets it. :3

Lia Syuki
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SpectralEternity
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PostPosted: Sun Mar 29, 2015 12:06 am


Lia Syuki
SpectralEternity
Lia Syuki
SpectralEternity
Lia Syuki
I'm also gonna poke at the HP change, although I agree it was needed for the long run. Depends on whether Tackle got a nerf from doing 50 damage or not, since that kinda makes most encounters at the start a matter of first one to move wins. Other than that... Guess that means people might need to spend those 15 posts toodling around before trying to fight something. *shrugs* Ah well, at least it's easier to find alternate ways to fix that problem for the low levels than it is to struggle through absurdly long fights at higher levels.


I struggled with that idea at first as well, however in the starting areas pokemon are at level 2 or 3 and only take three posts to encounter, so a starting pokemon at level 5 will have the first hit every time, and that helps to get them some quick exp needed to be higher level for other areas. c:
True. And heh, I see this after I make the long edit. XD But yeah, I'm probably going to be annoyed at Poison Sting's raised poison chance later, considering I (and Sythril, and Lucifer) am in Viridian Forest and we've been having a plague of Weedle, Kakuna, and Beedrill for a while. XD


Heh sorry >w< I'm more on the ball as of late so I'm cranking out responses and working on images, links, items, and descriptions for areas x3

Oh my xD I'm sorry about that, but at least it makes things more interesting right? Its just enough of a boost not to dissuade people from getting a weedle maybe for a chance at poisoning opponents, and rolling for that side effect actually has a chance of doing something, where as 1/10 did not. This was a case where even though the games stated 1/10 chance, for RNG and RPing sake, we needed to boost the odds in favor of something happening. That way the rolls weren't quite so pointless and annoying. x3
It's fine. :3 And yeah, I can get that. Doesn't mean I'm gonna enjoy the back and forth between Pewter and the forest. XD Although, to be honest, I still grabbed a Weedle anyway a while back. >.> I just like Beedrill, and I think Mega Beedrill looks awesome. Poison Sting is just one of those moves that I look at replacing when I can, that's all. Doesn't distract me from the Pokemon that gets it. :3


Daw well you could catch a break and not get poisoned, plus potions are unlimited and antidotes are 10 posts, but Im not sure if you're already posting something for the post anywhere slot or not >w>;;

I must say, Mega Beedrill looks pretty darn epic :0 I want one, but I'm not sure who I'd give it to if I did happen to get one at some point. Probably Roxas, mega beedrill looks kinda techy x3 would be fun to give it her signature a neon recolor too. And haha yes, Poison sting is certainly replaceable, but when you get moves like Twinneedle, their secondary effects are also improved, because you'd roll twice for poison chances, once per hit, so everything sort of works its way up x3
PostPosted: Sun Mar 29, 2015 4:20 am


Didn't I just adjust all the HP? scream

Fae Princess Euphie


TheWhiteDragonfly

Friendly Duck

PostPosted: Sun Mar 29, 2015 6:50 am


I haven't had time to look into the moves and other changes yet but I agree completely with the HP change. Not only were high level battles reeeally long, but hp recover moves were super overpowered because of the high HP. I still like that it makes Total HP easy to calculate (just add zero!)
PostPosted: Sun Mar 29, 2015 10:33 am


Most of the changes are alright, but my only issue is with the HP and Mega Stone changes.

Admittedly, HP is more of a minor annoyance, just because I don't quite see the need. I dunno, 10 just seems kinda low, even if it's not that far from 20.

As for the Mega Stones though, I'm not entirely sure how to feel about the power swap between them and the gems. I understand why, since it seems more balanced that one-use items would be stronger than a permanent buff, but from an RP standpoint, the numbers are just weird.

Mega Stones are supposed to be this "super item", for lack of a better term, that brings out the most in a pokemon's hidden potential, or at least that's my understanding of it. Just seems really weird that it's power would be lowered to that. I dunno, 1.5 just seems like a smoother number to work with. Maybe it's just me, but I just think it's an odd choice of numbers.

Sonic Lazar
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PostPosted: Mon Mar 30, 2015 6:38 am


I think most of these changes were needed in the long run. Huge/Pure Power were a bit ridiculous with flat x2 scaling, and Compoundeyes was pretty much useless before. The HP change makes battles much faster at the expense of making lower level Pokemon have the battle capability of soggy cardboard. I'd suggest lowering the exp needed to level up at lower levels, but that might throw things off even more... I'm not sure.

Item damage boosts/nerfs are fine. Again, unlike the games, these plates and gems give flat damage boosts that aren't affected by stats. That's pretty freakin good, regardless of whether it's 1.3 or 1.5. I don't see any problems with the adjustments.

As the guild's resident Rollout abuser (SERIOUSLY, I'M SORRY THAT LIKE ALL OF BASTIEN'S POKEMON LEARN ROLLOUT AT SOME POINT) I can say that the nerf to Rollout and Ice Ball were very much needed. The first few hits are extremely weak though, and it seems like a poor choice to rely on Rollout now when it only does decent damage after 3-4 turns. Plus, it's easily interrupted. HOWEVER! This is much preferred to the alternative, with Rollout just rofl-waffle-stomping everything. The only thing I might suggest is maybe adjusting the damage it does the first couple turns. 10-20 damage while the opponent wails on you or gets a pretty much free buff/debuff is just not worth the payoff imo.

Status ailment boosts will also make things interesting! Chance-to-flinch moves might benefit from a boost as well, although the RNG fairies have been pretty kind to me in my battles, so I can't speak for everyone when I say that flinches have been pretty much negligible unless they're absolutely guaranteed with a move like Fake Out.
PostPosted: Mon Mar 30, 2015 8:02 am


Fae Princess Euphie
Didn't I just adjust all the HP? scream


We apologize for the inconvenience. >: We tried to make it a fairly easy adjustment since the new HP is essentially just 10 x your pokemon's level, or half their current HP. I'm really sorry if you just changed all of that D: The length of upper level battles were just proving to be incredibly difficult, with an actually rped out battle taking several pages when the pokemon levels started to get high.

TheWhiteDragonfly
I haven't had time to look into the moves and other changes yet but I agree completely with the HP change. Not only were high level battles reeeally long, but hp recover moves were super overpowered because of the high HP. I still like that it makes Total HP easy to calculate (just add zero!)


Thank you for your feedback x3 I'm glad you like the HP change!

Sonic Lazar
Most of the changes are alright, but my only issue is with the HP and Mega Stone changes.

Admittedly, HP is more of a minor annoyance, just because I don't quite see the need. I dunno, 10 just seems kinda low, even if it's not that far from 20.

As for the Mega Stones though, I'm not entirely sure how to feel about the power swap between them and the gems. I understand why, since it seems more balanced that one-use items would be stronger than a permanent buff, but from an RP standpoint, the numbers are just weird.

Mega Stones are supposed to be this "super item", for lack of a better term, that brings out the most in a pokemon's hidden potential, or at least that's my understanding of it. Just seems really weird that it's power would be lowered to that. I dunno, 1.5 just seems like a smoother number to work with. Maybe it's just me, but I just think it's an odd choice of numbers.


The adjustment was made mostly because of how incredibly long the battles would take, as well as matters like Dragonfly mentioned, with HP recovery moves. It makes things a bit simpler, in the long run, and more manageable, so that people who are training can still battle stronger pokemon without spending hours on a single NPC battle, and Gym Leader battles won't take quite as long, as well as being easier for the mods to look over, avoiding minor mistakes, and expediting the process overall : )

As for Mega Stones, that was made because of the compounded effect it could have with several of the abilities that came with some mega evolutions, such as Mawile's Huge Power, or Charizard's Tough Claw, which could boost all, or some, attacks substantially. The numbers were just getting ridiculous when we calculated out some hypotheticals, and we decided it would be better to lower it slightly so that we didn't have pokemon dishing out enormous amounts of damage. This way, though, they're still getting a pretty fair boost to all attacks, making them still useful, and better than most items because it applies to all attacks.

Kogamo 11
I think most of these changes were needed in the long run. Huge/Pure Power were a bit ridiculous with flat x2 scaling, and Compoundeyes was pretty much useless before. The HP change makes battles much faster at the expense of making lower level Pokemon have the battle capability of soggy cardboard. I'd suggest lowering the exp needed to level up at lower levels, but that might throw things off even more... I'm not sure.

Item damage boosts/nerfs are fine. Again, unlike the games, these plates and gems give flat damage boosts that aren't affected by stats. That's pretty freakin good, regardless of whether it's 1.3 or 1.5. I don't see any problems with the adjustments.

As the guild's resident Rollout abuser (SERIOUSLY, I'M SORRY THAT LIKE ALL OF BASTIEN'S POKEMON LEARN ROLLOUT AT SOME POINT) I can say that the nerf to Rollout and Ice Ball were very much needed. The first few hits are extremely weak though, and it seems like a poor choice to rely on Rollout now when it only does decent damage after 3-4 turns. Plus, it's easily interrupted. HOWEVER! This is much preferred to the alternative, with Rollout just rofl-waffle-stomping everything. The only thing I might suggest is maybe adjusting the damage it does the first couple turns. 10-20 damage while the opponent wails on you or gets a pretty much free buff/debuff is just not worth the payoff imo.

Status ailment boosts will also make things interesting! Chance-to-flinch moves might benefit from a boost as well, although the RNG fairies have been pretty kind to me in my battles, so I can't speak for everyone when I say that flinches have been pretty much negligible unless they're absolutely guaranteed with a move like Fake Out.


I'm glad you like some of the changes! x3 We definitely had a lot of discussion over the downfall of the lower level pokemon, but we hope the one-hit-KO opportunity will make training easier to assist in compensating for that D:

You're definitely right, on that the 10-20 damage isn't a lot in the beginning o ~o It's hard to balance things out when you have to consider how high things can get with level buffs and items, but we'll try and take another look at that to see if there's a way to raise the initial damage to level things out a bit, without making the move do to extreme an amount of damage : )

And again, thank you for your feedback >w<


In fact, thank you all for your feedback! We try and keep things in mind and look over everything certain matters come up, but regardless of what we think, it's ultimately the guild as a whole that will decide how things end up as, so getting feedback, both positive and negative, tells us what we might need to adjust, take to the polls, or just outright remove altogether. So thank you guys! The feedback is very much appreciated! emotion_kirakira

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Darkie Ramirez Werepyre

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PostPosted: Mon Mar 30, 2015 9:54 pm


Hola everyone, I'm back from the dead! And by the dead, I mean Virginia x3 But anyways! Here are my thoughts on the updates:

HP- I'm a little on the fence about this, but I can understand the reason behind the adjustments here. Considering how high the HP could get at higher levels and how much damage the attacks do even with super effective and item boosts as well as status afflictions, battles could last for an unnecessarily long time. Which is what we don't really want from a roleplaying standpoint.

Attack Adjustments- The attack adjustments are good, especially for the sleep afflicting moves because of how easily spammable they can be if restrictions aren't set for them. Case and point being the Gym Battle in Mossdeep City, where the battle kept dragging on and on because of the near-constantly repeated use of moves like Hypnosis and Yawn. So yeah, putting restrictions on them would certainly help to prevent them from being spammed so often, and the rest of the adjustments are fine too. The increased side effects for attacks is certainly a welcome adjustment. I know that the guild was trying to be more true to the games in that respect, but some of the fractions for those attacks were ridiculous, especially the ones where it only had a one out of ten chance of happening. With chances that low, you just might not even bother to roll for it at all because more likely than not it's not going to happen. So I certainly agree with the adjustments here.

Ability Adjustments- Some of the abilities certainly needed to be adjusted, and the change to abilities like Pure Power is good. Because with a powerful moveset and a x2 boost from Pure Power, certain Pokemon can easily become overpowered and it's just absolutely ridiculous. So the adjustments here are welcome too.

Held Items- No complaints here.

Battle System- Looks good here too!
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