Just because its not in the official mod doesn't mean that it is not apart of the final product. The point of side mods is to give people the option to add it or not. If its in the core mod then those features are forced into play...
No, I didn't realize, but is there a reason for those mods not being a part of the main product? If a developer would answer this question for clarification, I would appreciate it. I would also question whether or not it IS part of the final product, else I figure it would be part of the main Pixelmon package.
I'm also not looking for the perfect server. I'm only offering sensible alterations to the core package. I also only play singleplayer, so setting up a server doesn't matter that much to me personally, though I think my suggestions could better the server-side experience too.
As you use up the Quick Balls you throw, allow the opposing Pokémon to attack your Pokémon each time, and can't weaken the Pokémon while using this strategy, this exploit isn't particularly game-breaking. There is also another limiting factor if the opponent is fast enough that you can't run away reliably.
Not true. I'm going to assume that Pixelmon uses the Gen5 catch rate system; if not, let me know. But let's break down the numbers.
We'll take a level 70 Raikou for example. Using this Quick Ball strategy, I can enter a battle and throw a Quickball. According to Dragonflycave's catch rate calculator for Gen5, the one Quick Ball has a 5.239% chance of catching Raikou. If it fails, my Pokemon gets attacked. I then try to flee, and if that fails, I get attacked again. Rinse and repeat until I am able to flee. I can then reheal as needed and enter the battle once more to repeat the process.
Now we'll try with a level 70 Raikou with 10% or HP, and using Ultra Balls to catch it. At 10% or less HP, an Ultra Ball has a 5.994% chance to catch - less than 1% of a difference compared to a Quick Ball used on turn 1. If Raikou is Poisoned, Burned, or Paralyzed, the Ultra Ball's chance raises to 8.123%, and if Frozen or Asleep, it raises to 11.917%. But we must also consider the time and effort it takes to even get to this point, with Raikou attacking us back while we attempt to weaken it - therefore both methods involve Raikou attacking us. The Frozen and Asleep statuses are obviously temporary, too.
I would hypothesize that in the time it would take to get Raikou into the previous scenario of being weakened and status-inflicted, I would have been able to throw AT LEAST 3-4 Quick Balls, if not more. If I'm able to get off 4 Quick Balls in the time it takes to weaken Raikou legitimately, I would have already had a 19.36% of catching it. That's almost a one in five chance without having to legitimately fight Raikou. See how this is exploitable? The Quick Ball method also allows the player to attempt a catch even without a team capable of weakening Raikou. As long as the player has enough revives and Quick Balls, a catch is definitely possible, and having a functioning and very trained team wouldn't matter.
Revives are currently bugged on servers; this will be fixed in the next version. If you try on singleplayer for the time being, you'll see that right-clicking the air while holding one will bring up an interface to use it on a Pokémon.
I'm not sure about an interface... from what I saw, it was me holding out a Revive, and right-clicking would use it on the "selected" Pokemon shown at the left of the screen, which is hard to discern because the "selected" Pokemon only has a blue circle in the middle of its pokeball symbol (and sometimes that blue circle is only a half circle, and if the pokemon is fainted, no circle shows at all). I learned recently it works better than what I initially thought when starting this thread, but it still has its issues.
Boss Pokémon are still wild Pokémon, just at a higher level than your Pokémon. Therefore, they will continue to have random moves from their level-up movepools. Even if type advantages can be exploited, this is not necessarily a bad thing, and is not something that will always be possible.
Kind of unfortunate. But that brings up another point - Pokemon that have no damaging moves. Early game I caught a Flaaffy that knew no damaging moves, and so did my friend. I think there should be something in place to make sure that doesn't happen, because I don't believe that happens in the main games; that is, unless you're catching Pokemon like Magikarp. IF this move-checking system is possible, I think a boss algorithm derived from that should be made to make sure each boss has at least 2 damaging moves that are different types from each other (i.e. boss Gengar knowing Shadow Ball and Dark Pulse). Both of these methods, if possible, would help smooth out catching pokemon for your team so that they can fight right off the bat, and keeping bosses from being exploited and keep them challenging more consistently.
With the large number of items in Minecraft and the unaccounted high variance in spawn rates, a raw percentage of Pokémon drops is a horrible metric for an item's rarity. Several Pokémon that drop glowstone dust spawn commonly in common biomes, and you only need four glowstone dust to make a PC.
Fair enough. Though if every Pokemon Center had a PC like I had suggested earlier, then this point would be obsolete.