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#51 |
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sometimes experimentation begins with "let's multi battle strip pokémon"
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Join Date: Aug 2006
Posts: 3,691
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Only in 3rd gen. In 4th gen the state RNG stays the same until a new number is drawn.
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#52 | |
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Join Date: Aug 2007
Posts: 1,945
Reach
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So are we assuming that there are a couple instances of hax on each side that could be predicted, or it would be occuring every other turn (still predicted)? Also how would you know when your opponent will get it? Is each player's hax determined by their own RNG's actions?
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As for the match itself, I think people wouldn't really consider packing a Shell/Battle Armor user (who's to say it would be a good switch-in anyway?), maybe use Honchkrow/Absol a little more, maybe use Sniper Kingdra / Drapion a little more, maybe use + critical hit moves a little more, but things like Feint Scizor are completely inconceivable, IMO. I think teams would remain pretty unchanged for the most part. One think I think that would really change would be that people would hang onto "death fodder" a lot tighter, to absorb the hax with little consequence. Also, if someone is waiting half a battle trying to make sure they get their Sniper Kingdra in at the right time to Draco Meteor the shit out of something, are they really going to play the best match in the meantime? Probably not. I could be wrong, but I think people would freak out over this for a while, then realize it's really not for anyone's benefit to dedicate time and energy learning and applying this process. I think you'd see a lot of sigs saying "no hax manipulation" next to their battle FCs. That said, it actually be used in tournament finals or something to prevent hax from occuring, which would be cool, but that all depends on if people think hax is "part of the game" and therefore shouldn't be eliminated. |
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#53 |
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sometimes experimentation begins with "let's multi battle strip pokémon"
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Moderator
Join Date: Aug 2006
Posts: 3,691
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Correction: the in-battle RNG always uses the same sequence in HGSS. In DPPt it still advances by 1 per frame (1\60 second), making it nearly impossible to control.
Last edited by ΩDonut; Mar 30th, 2010 at 4:10:53 PM. |
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#54 |
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Join Date: Nov 2009
Posts: 604
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I think this will make Wifi battles longer than it is... We don't want to calculate things EVERY SINGLE battle. And I think manipulating the Battle RNG would be cheating... Dude you are just complicating things.
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#55 |
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Join Date: Mar 2009
Posts: 134
Chile
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This may sound awesome/good/bad/awful for some on paper, but bringing this to practice would show that it wouldn't be worth it. I mean lots of people have trouble with calibrating/hitting frames/whatever for RNG breeding, now imagine that if for every battle you would have to do the same bullshit. (I would pull the plug on this game) Some people like me would just say f**k it and either quit from the game or just resign to lose to most people that will use this "luck knowledge", others will abuse it to a point that it will become just like Mario Kart DS's snakeing: a cancer that kills the game (until a new gen introduces a new RNG that is).
Please try to not go too far if you reaserch this, there is no telling what you will find or cause.
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#56 |
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Join Date: Sep 2009
Posts: 1,964
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I don't think people who like ''Battling" so much will like this + checking every turn will make battles long.
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#57 | |
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Join Date: Sep 2009
Posts: 1,119
Fort Worth, TX
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If people want to make another server or something to do this, I don't see why it bothers you so much.
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1506-0469-4826. My trade thread!
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#58 | |
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Join Date: Mar 2009
Posts: 18
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RNG abuse is taking advantage of information that not all players had the opportunity to see. I would compare it to watching the dealer shuffle the deck and memorizing the card positions, an incredibly rare skill that I am actually told some people can perform. This is banned behavior at any level of play. Anyways, I'm kind of getting off topic. I really like the idea of exploring the RNG abuse in Pokemon not for competitive reasons but because I enjoy watching tool-assisted speedruns of Pokemon. In fact, there's already a lot of research being done on that side of it: advancing the game by a certain amount of frames before attacking to guarantee a critical or whatever. More off topic again, sorry. I haven't had this argument in years but if you really believe this, I'm still willing to try to convince you that your opinion on this is ignorant and wrong. |
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#59 | |
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Join Date: Oct 2009
Posts: 3,358
England
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#60 |
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Join Date: Mar 2010
Posts: 68
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Is this going to be possible for battles in the battle frontier facilities?
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#61 |
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Join Date: Jul 2009
Posts: 299
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I'm inclined to agree with this, using the hit chance of Hypnosis as evidence. It's a lot more plausible to imagine that the host system is rolling the chance of Hypnosis itself (for both players), than it is to imagine it asking the other cartridge for an RNG number, then comparing it to Hypnosis's hit chance itself. (And the third option, that the group members ask the host for the hit chance of the attack they're using then calculate themselves, suggests an implausible amount of foresight from Game Freak's point of view, in knowing at the time Diamond/Pearl were released that they planned to change attack hit chances later.)
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#62 | |
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Join Date: Aug 2005
Posts: 858
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Or does the RNG work differently during Wi-Fi battles, as opposed to ingame ones? EDIT: ah, didn't see your second post. So it only works like that in HGSS. Odd. I wonder why they'd change it. Actually I'm a bit confused why they changed it from the RS method of new RN every frame all the time. It's almost as if they want RNG abuse to happen. |
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#63 |
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Join Date: Jun 2005
Posts: 4,905
Irvine, CA
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The only way I would ever want this implemented would be if you were to use it to "justify" a hax-free mode on Shoddy for people who wanted to play with it. Otherwise, it will ruin the game, plain and simple.
I am all for this from a "let's figure out how it works because that would be cool" perspective, but not for implementing it into Shoddy. Also, purely for lulz, does this mean that certain legendary pokemon + pokeball + IV spread combinations are illegal, since for a particular seed and starting frame, the RNG might always make them run out of PP, Struggle, and kill themselves before it allows you to catch them? I swear people have said they've missed catching it on one try, hit the same seed/frame again, and caught it the second time, though. Unless they're all lying and using the 100% catch code.
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#64 |
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np: Michael Jackson - 'Mon in the Mirror (Dream World mix off the "Black or White" album)
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Join Date: Dec 2004
Posts: 4,737
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That's a pretty good point, though I guess one could always make the argument that the pokemon they're using were either from someone else's cart and traded over or from their own and stored elsewhere before they hard reset or whatever.
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#65 |
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winter is coming
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Join Date: Aug 2009
Posts: 2,309
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Researching it would be cool, just to see if its possible. However applying stuff like this would certainly ruin the game.
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#66 | |
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Posts: 6,605
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#67 | |
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Join Date: Jun 2009
Posts: 805
Riding a Ferriswheel
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Not sure about HG/SS though, it would be interesting if you could guess the IV combination from the pokeball.
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#68 | |||
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unreliable analysis writer.
Join Date: Dec 2009
Posts: 1,138
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i think this thread is pretty interesting but i'm confused at how the RNG changes in HGSS and DPPt. is it changed based on what moves you use or does it change by itself?
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#69 | |
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sometimes experimentation begins with "let's multi battle strip pokémon"
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Moderator
Join Date: Aug 2006
Posts: 3,691
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HGSS -> changes only when the next random number is needed |
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#70 | ||||
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unreliable analysis writer.
Join Date: Dec 2009
Posts: 1,138
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ah ok. So the HGSS RNG only changes whenever you basically do anything in and out of battle right? ( I alwasy get cunfused by this sort of stuff so sorry for asking obvious questions)
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#71 |
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sometimes experimentation begins with "let's multi battle strip pokémon"
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Moderator
Join Date: Aug 2006
Posts: 3,691
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Actually, for all 4th gen games the RNG advances only as needed. It's only DPPt that advances 60 frames a second during battle, but it rewinds to the state that it was before the battle started.
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#72 | ||||
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unreliable analysis writer.
Join Date: Dec 2009
Posts: 1,138
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But why would they change it for HGSS? that just confuses me
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#73 |
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Join Date: Jun 2005
Posts: 4,905
Irvine, CA
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I don't know, but it really seems like they made 4th gen easier to abuse than 3rd gen. Almost like some programmer somewhere was encouraging us to crack/abuse it.
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#74 | ||||
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unreliable analysis writer.
Join Date: Dec 2009
Posts: 1,138
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thats prob the most likely answer but why would they want us to crack the RNG when it's supposed to be hidden from the players? Guess the programmers found out that people leraned to abuse the system and decided to make it easier for some odd reason?
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#75 |
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Join Date: May 2008
Posts: 449
Florida
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The day that players begin to be able to abuse this in battles consistently is the day that Pokemon dies. If the game becomes more about abusing an RNG than skill, than what is the point of even playing? I just hope that Shoddy Battle never implements this.
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