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		<title><![CDATA[Monster MMORPG Game Official Forum - Test Server]]></title>
		<link>https://forum.monstermmorpg.com/</link>
		<description><![CDATA[Monster MMORPG Game Official Forum - https://forum.monstermmorpg.com]]></description>
		<pubDate>Sat, 11 Apr 2026 09:10:23 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Test server opened for testing new market system 2]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Test-server-opened-for-testing-new-market-system-2</link>
			<pubDate>Fri, 29 Mar 2013 17:23:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1">CeFurkan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Test-server-opened-for-testing-new-market-system-2</guid>
			<description><![CDATA[Ok people for preventing possible serious exploits<br />
Here i open test server again<br />
<br />
I want you to focus on these things only<br />
As soon as you test, i will update real game server and start nice weekend event<br />
<br />
<br />
So what to test ?<br />
<br />
From now on you can put maximum 50 monsters on market to sale at a time<br />
From now on you can put maximum 50 monsters on trade<br />
<br />
Each monster sale will require 10% deposit which will be refunded when monster sold or sell cancelled <br />
--- This is very important. Please test extensively you receive your money correctly and there is no money exploit<br />
--- Try combination of different scenarious<br />
<br />
3 stage tax system on monster sell, monster trade money and item sell on bazaar<br />
<br />
100-10m = 5%<br />
10m-100m = 10%<br />
100m+ = 15%<br />
<br />
Minimum sale price of monsters from now on 100 gold<br />
<br />
Ability filter added to the market searches<br />
Fixed some bugs<br />
<br />
Whatever you do on test server won't affect your real server data<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a> - use your existing account to login<br />
<br />
who ever finds bugs exploits will get full uv any nature legendary<br />
<br />
of course if you find same bug exploit only the first founder will get<br />
<br />
<br />
- so far 2 players got rewards<br />
<br />
UritheLostLight  1 emissary &amp; 1 legendary<br />
kunwarkharbanda 1 legendary]]></description>
			<content:encoded><![CDATA[Ok people for preventing possible serious exploits<br />
Here i open test server again<br />
<br />
I want you to focus on these things only<br />
As soon as you test, i will update real game server and start nice weekend event<br />
<br />
<br />
So what to test ?<br />
<br />
From now on you can put maximum 50 monsters on market to sale at a time<br />
From now on you can put maximum 50 monsters on trade<br />
<br />
Each monster sale will require 10% deposit which will be refunded when monster sold or sell cancelled <br />
--- This is very important. Please test extensively you receive your money correctly and there is no money exploit<br />
--- Try combination of different scenarious<br />
<br />
3 stage tax system on monster sell, monster trade money and item sell on bazaar<br />
<br />
100-10m = 5%<br />
10m-100m = 10%<br />
100m+ = 15%<br />
<br />
Minimum sale price of monsters from now on 100 gold<br />
<br />
Ability filter added to the market searches<br />
Fixed some bugs<br />
<br />
Whatever you do on test server won't affect your real server data<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a> - use your existing account to login<br />
<br />
who ever finds bugs exploits will get full uv any nature legendary<br />
<br />
of course if you find same bug exploit only the first founder will get<br />
<br />
<br />
- so far 2 players got rewards<br />
<br />
UritheLostLight  1 emissary &amp; 1 legendary<br />
kunwarkharbanda 1 legendary]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Test server opened for testing new market system]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Test-server-opened-for-testing-new-market-system</link>
			<pubDate>Fri, 29 Mar 2013 14:10:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1">CeFurkan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Test-server-opened-for-testing-new-market-system</guid>
			<description><![CDATA[Ok people for preventing possible serious exploits<br />
Here i open test server again<br />
<br />
I want you to focus on these things only<br />
As soon as you test, i will update real game server and start nice weekend event<br />
<br />
<br />
So what to test ?<br />
<br />
From now on you can put maximum 50 monsters on market to sale at a time<br />
From now on you can put maximum 50 monsters on trade<br />
<br />
Each monster sale will require 10% deposit which will be refunded when monster sold or sell cancelled <br />
--- This is very important. Please test extensively you receive your money correctly and there is no money exploit<br />
--- Try combination of different scenarious<br />
<br />
3 stage tax system on monster sell, monster trade money and item sell on bazaar<br />
<br />
100-10m = 5%<br />
10m-100m = 10%<br />
100m+ = 15%<br />
<br />
Minimum sale price of monsters from now on 100 gold<br />
<br />
Ability filter added to the market searches<br />
Fixed some bugs<br />
<br />
Whatever you do on test server won't affect your real server data<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a> - use your existing account to login<br />
<br />
who ever finds bugs exploits will get full uv any nature legendary<br />
<br />
of course if you find same bug exploit only the first founder will get]]></description>
			<content:encoded><![CDATA[Ok people for preventing possible serious exploits<br />
Here i open test server again<br />
<br />
I want you to focus on these things only<br />
As soon as you test, i will update real game server and start nice weekend event<br />
<br />
<br />
So what to test ?<br />
<br />
From now on you can put maximum 50 monsters on market to sale at a time<br />
From now on you can put maximum 50 monsters on trade<br />
<br />
Each monster sale will require 10% deposit which will be refunded when monster sold or sell cancelled <br />
--- This is very important. Please test extensively you receive your money correctly and there is no money exploit<br />
--- Try combination of different scenarious<br />
<br />
3 stage tax system on monster sell, monster trade money and item sell on bazaar<br />
<br />
100-10m = 5%<br />
10m-100m = 10%<br />
100m+ = 15%<br />
<br />
Minimum sale price of monsters from now on 100 gold<br />
<br />
Ability filter added to the market searches<br />
Fixed some bugs<br />
<br />
Whatever you do on test server won't affect your real server data<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a> - use your existing account to login<br />
<br />
who ever finds bugs exploits will get full uv any nature legendary<br />
<br />
of course if you find same bug exploit only the first founder will get]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[error187]]></title>
			<link>https://forum.monstermmorpg.com/Thread-error187</link>
			<pubDate>Tue, 19 Mar 2013 03:07:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=36291">Mr187</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-error187</guid>
			<description><![CDATA[In the monsterdex these two monsters don't have any capture routes....930 Heatora  945 Psyrox both are Zenith]]></description>
			<content:encoded><![CDATA[In the monsterdex these two monsters don't have any capture routes....930 Heatora  945 Psyrox both are Zenith]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Test server final test]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Test-server-final-test</link>
			<pubDate>Mon, 04 Feb 2013 16:30:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1">CeFurkan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Test-server-final-test</guid>
			<description><![CDATA[Ok people this is the final test<br />
<br />
check everything you can imagine out<br />
<br />
And hopefully i am planning to move V2 today or tomorrow at real server<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a>]]></description>
			<content:encoded><![CDATA[Ok people this is the final test<br />
<br />
check everything you can imagine out<br />
<br />
And hopefully i am planning to move V2 today or tomorrow at real server<br />
<br />
<a href="https://test.monstermmorpg.com/" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/</a>]]></content:encoded>
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		<item>
			<title><![CDATA[Phather does not evolve]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Phather-does-not-evolve</link>
			<pubDate>Thu, 24 Jan 2013 11:53:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=29911">kayler</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Phather-does-not-evolve</guid>
			<description><![CDATA[Hi.<br />
<br />
I've tried to evolve my lvl 70 Phather<br />
<a href="https://test.monstermmorpg.com/SeeUserMonsterDetails.aspx?ID=614927" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/SeeUserMo...?ID=614927</a><br />
<br />
It has Speed &gt; SpAttack<br />
I used the enhanced gem, but it doesn't work.<br />
<br />
[edit: inserting pic does not work <img src="https://forum.monstermmorpg.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1"/> ]<br />
<a href="https://tinypic.com/view.php?pic=2u8vsaw&amp;s=6" target="_blank" rel="noopener" class="mycode_url">https://tinypic.com/view.php?pic=2u8vsaw&amp;s=6</a>]]></description>
			<content:encoded><![CDATA[Hi.<br />
<br />
I've tried to evolve my lvl 70 Phather<br />
<a href="https://test.monstermmorpg.com/SeeUserMonsterDetails.aspx?ID=614927" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/SeeUserMo...?ID=614927</a><br />
<br />
It has Speed &gt; SpAttack<br />
I used the enhanced gem, but it doesn't work.<br />
<br />
[edit: inserting pic does not work <img src="https://forum.monstermmorpg.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1"/> ]<br />
<a href="https://tinypic.com/view.php?pic=2u8vsaw&amp;s=6" target="_blank" rel="noopener" class="mycode_url">https://tinypic.com/view.php?pic=2u8vsaw&amp;s=6</a>]]></content:encoded>
		</item>
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			<title><![CDATA[Extra damage in "Polished Blades" move]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Extra-damage-in-Polished-Blades-move</link>
			<pubDate>Tue, 22 Jan 2013 10:54:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=29911">kayler</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Extra-damage-in-Polished-Blades-move</guid>
			<description><![CDATA[Hi.<br />
<br />
I have used the movement "Polished Blades"  of my Moundible.<br />
I think that it doesn't make the extra damage of 26% of enemy HP.<br />
<br />
In this combat it should be 63 + 499 * 0.26 = 192 damage, but it's only 63.<br />
<br />
Thanks.<br />
<br />
<img src="https://oi48.tinypic.com/10eezia.jpg" loading="lazy"  alt="[Image: 10eezia.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Hi.<br />
<br />
I have used the movement "Polished Blades"  of my Moundible.<br />
I think that it doesn't make the extra damage of 26% of enemy HP.<br />
<br />
In this combat it should be 63 + 499 * 0.26 = 192 damage, but it's only 63.<br />
<br />
Thanks.<br />
<br />
<img src="https://oi48.tinypic.com/10eezia.jpg" loading="lazy"  alt="[Image: 10eezia.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Combat information sometimes not enough clear.]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Combat-information-sometimes-not-enough-clear</link>
			<pubDate>Tue, 22 Jan 2013 10:12:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=29911">kayler</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Combat-information-sometimes-not-enough-clear</guid>
			<description><![CDATA[Hi.<br />
<br />
I have battled agains the Grass Guardian in Pinetree Lane (route order 50).<br />
<br />
I started with a lvl 84 Samstone. He did with his Sounore.<br />
In turn 1, I attacked with "Flame Power" (Fire, special, pow 59, acc 86)<br />
<br />
And I don't understand what happened.<br />
My monster made 162 damage.<br />
His monster fainted and switched, an my monster fainted too!<br />
<br />
Any idea?<br />
<br />
I have repeated the combat, but didn't get the same result.<br />
<br />
Thanks.<br />
<br />
<img src="https://oi48.tinypic.com/10y4f1y.jpg" loading="lazy"  alt="[Image: 10y4f1y.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Hi.<br />
<br />
I have battled agains the Grass Guardian in Pinetree Lane (route order 50).<br />
<br />
I started with a lvl 84 Samstone. He did with his Sounore.<br />
In turn 1, I attacked with "Flame Power" (Fire, special, pow 59, acc 86)<br />
<br />
And I don't understand what happened.<br />
My monster made 162 damage.<br />
His monster fainted and switched, an my monster fainted too!<br />
<br />
Any idea?<br />
<br />
I have repeated the combat, but didn't get the same result.<br />
<br />
Thanks.<br />
<br />
<img src="https://oi48.tinypic.com/10y4f1y.jpg" loading="lazy"  alt="[Image: 10y4f1y.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New monsters features page - still Work in progress]]></title>
			<link>https://forum.monstermmorpg.com/Thread-New-monsters-features-page-still-Work-in-progress</link>
			<pubDate>Sun, 13 Jan 2013 04:04:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1">CeFurkan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-New-monsters-features-page-still-Work-in-progress</guid>
			<description><![CDATA[Since moves were not done yet i decided to not wait and work <img src="https://forum.monstermmorpg.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1"/><br />
<br />
Redesigning monsters features page<br />
<br />
Still WIP<br />
<br />
<a href="https://img547.imageshack.us/img547/3800/monsterdetails1.png" target="_blank" rel="noopener" class="mycode_url">https://img547.imageshack.us/img547/3800...tails1.png</a><br />
<br />
<img src="https://img96.imageshack.us/img96/8434/further.png" loading="lazy"  alt="[Image: further.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Since moves were not done yet i decided to not wait and work <img src="https://forum.monstermmorpg.com/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1"/><br />
<br />
Redesigning monsters features page<br />
<br />
Still WIP<br />
<br />
<a href="https://img547.imageshack.us/img547/3800/monsterdetails1.png" target="_blank" rel="noopener" class="mycode_url">https://img547.imageshack.us/img547/3800...tails1.png</a><br />
<br />
<img src="https://img96.imageshack.us/img96/8434/further.png" loading="lazy"  alt="[Image: further.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[EET EES DONE!!! (Dragon and Psychic Moves)]]></title>
			<link>https://forum.monstermmorpg.com/Thread-EET-EES-DONE-Dragon-and-Psychic-Moves</link>
			<pubDate>Sat, 12 Jan 2013 18:29:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=12043">TexasToast</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-EET-EES-DONE-Dragon-and-Psychic-Moves</guid>
			<description><![CDATA[I have finished the Dragon and Psychic move names! They are attached here in an Excel file because I couldn't post attachments in CeF's thread. The file consists of the moves' IDs, their old names, their new names, and their types, effect descriptions, classes, categories, and base power to help with the renaming. I hope you guys like it! <br />
<br />
Notes<br />
The new names are in <span style="font-weight: bold;" class="mycode_b">bold.</span><br />
If a new name is marked "<span style="font-weight: bold;" class="mycode_b">(as is)</span>," it keeps the old name in the column to the left of it.<br /><!-- start: postbit_attachments_attachment -->
<button class="downloadlink" onclick="window.open('attachment.php?aid=348');"><i class="fa fa-cloud-download" style="float: left; font-size: 25px; margin: 10px 10px 8px 5px;"></i><span><strong style="text-transform: uppercase;font-size: 13px;">Dragon:Psychic Moves.xlsx</strong>
<div style="font-size: 12px;font-weight: bold;">279 Downloads - FileSize: 71.62 KB</div></span></button>
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I have finished the Dragon and Psychic move names! They are attached here in an Excel file because I couldn't post attachments in CeF's thread. The file consists of the moves' IDs, their old names, their new names, and their types, effect descriptions, classes, categories, and base power to help with the renaming. I hope you guys like it! <br />
<br />
Notes<br />
The new names are in <span style="font-weight: bold;" class="mycode_b">bold.</span><br />
If a new name is marked "<span style="font-weight: bold;" class="mycode_b">(as is)</span>," it keeps the old name in the column to the left of it.<br /><!-- start: postbit_attachments_attachment -->
<button class="downloadlink" onclick="window.open('attachment.php?aid=348');"><i class="fa fa-cloud-download" style="float: left; font-size: 25px; margin: 10px 10px 8px 5px;"></i><span><strong style="text-transform: uppercase;font-size: 13px;">Dragon:Psychic Moves.xlsx</strong>
<div style="font-size: 12px;font-weight: bold;">279 Downloads - FileSize: 71.62 KB</div></span></button>
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Difficulty Curve]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Difficulty-Curve</link>
			<pubDate>Sun, 23 Dec 2012 23:47:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1811">Henrie</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Difficulty-Curve</guid>
			<description><![CDATA[Anybody who's been playing on the test server is aware that the <br />
difficulty curve of the game has been cranked up to 11. (Out of 10, <br />
mind you.) You start off with a level 10 starter, and even with a full <br />
team of monsters, can find yourselves spawning at the Monster Center <br />
after a failed battle with a level 2 emissary. (I know I'm not that <br />
great of a trainer, but, uh... it's happened a few times. And not with<br />
type disadvantages, either. :x )<br />
<br />
It makes the game hard and <br />
frustrating to play. I'd quit on it after about 5 minutes, especially <br />
at a normal exp gain curve! (We're getting an exp buff right now. <br />
imagine trying to actually TRAIN in these conditions. Ewwww.)<br />
<br />
I <br />
think we need to put the fun back in the game before updating the main <br />
server, or we'll lose the small player-base that we have. I don't think<br />
we need to give wild monsters the boosts they have, or, at the very <br />
least, the percentages should be toned down severely. Running back to <br />
the monster center every single battle just to train is a trying <br />
experience. I did not enjoy it.<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">What I think we should try:</span><br />
<br />
- Remove wild monster stat bonuses.<br />
- Half the bonuses for NPC monsters (They still get buffed, but half as much, to account for TP training and such.)<br />
- Work on monster loot drops. c: As far as it is between towns, I'd be tickled pink to see monsters dropping healing potions.</span><br />
<br />
I<br />
was also playing with the idea of lowering how much experience it takes<br />
to level up monsters. But That'd be frustrating for people who already<br />
have level 100's and fought hard for them. Also, with higher level <br />
monsters in the wild, it might be easier to achieve those higher levels <br />
anyway. Can't tell. Haven't played the game without crazy bonuses.<br />
<br />
Side<br />
note on loot drops: I'd like to see monsters only drop loot, and not <br />
money. <img src="https://forum.monstermmorpg.com/images/smilies/tongue.gif" alt="Tongue" title="Tongue" class="smilie smilie_5"/> If you want money, sell some of the dropped items and fight <br />
trainers. Monsters don't carry coin. x'D (Well, perhaps some of them <br />
do, but that could be their loot drop. lol )]]></description>
			<content:encoded><![CDATA[Anybody who's been playing on the test server is aware that the <br />
difficulty curve of the game has been cranked up to 11. (Out of 10, <br />
mind you.) You start off with a level 10 starter, and even with a full <br />
team of monsters, can find yourselves spawning at the Monster Center <br />
after a failed battle with a level 2 emissary. (I know I'm not that <br />
great of a trainer, but, uh... it's happened a few times. And not with<br />
type disadvantages, either. :x )<br />
<br />
It makes the game hard and <br />
frustrating to play. I'd quit on it after about 5 minutes, especially <br />
at a normal exp gain curve! (We're getting an exp buff right now. <br />
imagine trying to actually TRAIN in these conditions. Ewwww.)<br />
<br />
I <br />
think we need to put the fun back in the game before updating the main <br />
server, or we'll lose the small player-base that we have. I don't think<br />
we need to give wild monsters the boosts they have, or, at the very <br />
least, the percentages should be toned down severely. Running back to <br />
the monster center every single battle just to train is a trying <br />
experience. I did not enjoy it.<br />
<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">What I think we should try:</span><br />
<br />
- Remove wild monster stat bonuses.<br />
- Half the bonuses for NPC monsters (They still get buffed, but half as much, to account for TP training and such.)<br />
- Work on monster loot drops. c: As far as it is between towns, I'd be tickled pink to see monsters dropping healing potions.</span><br />
<br />
I<br />
was also playing with the idea of lowering how much experience it takes<br />
to level up monsters. But That'd be frustrating for people who already<br />
have level 100's and fought hard for them. Also, with higher level <br />
monsters in the wild, it might be easier to achieve those higher levels <br />
anyway. Can't tell. Haven't played the game without crazy bonuses.<br />
<br />
Side<br />
note on loot drops: I'd like to see monsters only drop loot, and not <br />
money. <img src="https://forum.monstermmorpg.com/images/smilies/tongue.gif" alt="Tongue" title="Tongue" class="smilie smilie_5"/> If you want money, sell some of the dropped items and fight <br />
trainers. Monsters don't carry coin. x'D (Well, perhaps some of them <br />
do, but that could be their loot drop. lol )]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[small problem]]></title>
			<link>https://forum.monstermmorpg.com/Thread-small-problem</link>
			<pubDate>Sun, 09 Dec 2012 16:17:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=697">kunwarkharbanda</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-small-problem</guid>
			<description><![CDATA[in test server ofc<br />
<br />
username :- kmasdkmk21<br />
<br />
problems :-<br />
<br />
1. test server came 10 days ago when all accounts were deleted in version update 1.2.0<br />
but the user mentioned above is inactive for 63 days so how it is possible to be inactive for 63 days when all accounts were deleted 10 days ago<br />
]2. how is this possible <a href="https://test.monstermmorpg.com/SeeUserMonsterDetails.aspx?ID=176" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/SeeUserMo...spx?ID=176</a><br />
<br />
3. he got no starter in his profile which is not possible]]></description>
			<content:encoded><![CDATA[in test server ofc<br />
<br />
username :- kmasdkmk21<br />
<br />
problems :-<br />
<br />
1. test server came 10 days ago when all accounts were deleted in version update 1.2.0<br />
but the user mentioned above is inactive for 63 days so how it is possible to be inactive for 63 days when all accounts were deleted 10 days ago<br />
]2. how is this possible <a href="https://test.monstermmorpg.com/SeeUserMonsterDetails.aspx?ID=176" target="_blank" rel="noopener" class="mycode_url">https://test.monstermmorpg.com/SeeUserMo...spx?ID=176</a><br />
<br />
3. he got no starter in his profile which is not possible]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[extended Test Server feedback (Detailed with opinions)]]></title>
			<link>https://forum.monstermmorpg.com/Thread-extended-Test-Server-feedback-Detailed-with-opinions</link>
			<pubDate>Wed, 05 Dec 2012 08:55:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=1763">Dandragoon</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-extended-Test-Server-feedback-Detailed-with-opinions</guid>
			<description><![CDATA[Here are my thoughts on a few things i noticed while playing on the Test Server:<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Maps &amp; Zones</span></span><br />
<br />
While i like the general design of the zones, i feel like there are way to many maps.<br />
I know you paid for them, and i'm not saying we should ditch any map design in general, but why are there 3-4 maps in a single zone that are exactly the same?<br />
Having so many duplicates of the same map over and over, in every zone, does not add anything to the actual gameplay, nor does it add anything to the flair.<br />
It is just frustrating for people that start fresh when confronted with such a huge world where you barely notice any progress.<br />
And i am very sure it will scare a good ammount of people off that will not give the game a 2nd try when seeing how huge the world actually is.<br />
The total Number of maps could easily be reduced by at least 100 and we would still have enough room for all the different monsters.<br />
<br />
Also, about the random seeding of monsters - while they are placed completely random right now, i see no benefit in having an ancient or legendary monster<br />
apppear on 5 or more different maps. it takes away the distinct feel of "that's the map where you can find that one special monster", though that is of course<br />
just a personal opinion. Still - it is very hard to remember any map names ( especially with the current drop-down menu for flying and 500+ map names)<br />
and then find them on the list, there's no benefit on having them on multiple maps.<br />
<br />
I would really welcome a placement where you can find ancients and legends on max 2 maps, zeniths on max. 3 maps, and even emissarys and lower should be somewhat bound to<br />
the zones of the matching element types. This way things won't be as repetitive, and it would help build a certain flair within each zone. I know placement of monsters is not final, so this is just a suggestion.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Abilities &amp; Monster rates</span></span><br />
<br />
First off a little bug (or whatever you can call it, it seems wrong): Monster that are immune to certain elements can still get the immunity ability for that element.<br />
<br />
As it seems, you want to keep the random abilities chosen from the respective list of monster tier. While that sure makes for some interesting combinations, it is<br />
completely game changing and frustrating for hunting zenith/legend/ancient monsters.<br />
<br />
The chances to get a good nature and good UVs on a Legendary have been really low even before. Then we got the random not beeing able to run away from<br />
a wild monster, and hunting those monsters with low appeareance chance got a lot harder. Fighting random stuff all the time makes it a stretch to finally find what you are looking for.<br />
Not only are the chances on the test server right now much lower with a general 0.32 for zenith, 0.08 for legends and only 0.01 for ancients, but on top you have to pray to get at least 1 or 2 good abilities, even IF the nature is ok, even IF Uvs are ok. I could probably do a calculation about the chances to find a somewhat decent legend with matching nature/UV/abilitie, but anyone reading that number would never go hunt them again. Ever.<br />
<br />
So my conclusion is, while the idea of random abilities is cool, it's just not really useful for rare monsters. It just makes it impossible to find good ones.<br />
So while it is fun for up to emissary class, i'd suggest to remove random abilities from zenith class and higher monsters, or at least legendary and higher.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Catching Monsters</span></span><br />
<br />
I like the change that you can not spam ultimate boxes anymore, it's a great incentive to actually play the game the way it is meant to play.<br />
I also like the fact that wild monster encounters got a bit more challenging - up to a certain point.<br />
<br />
Again, this is mainly a problem for newer players, but it still is a problem. Emissary Monsters on level 50-70+ get boosted so much in stats, they can actually<br />
kill unprepared trainers quite easily. Newer players that use regular / superior monsters in their team, with just random natures, no tp training, will get crushed.<br />
I can see a lot of threads come up in the forums in the future, stating "the game is to hard" or something similar. Toning down those stat boosts above level 50<br />
might be a good idea to not spoil peoples fun in the long run. And for legends and ancients, it creates another problem:<br />
<br />
They are boosted so high that it is now way to easy to catch them. While this may sound weird, it is true. All that people do is use a equality type move.<br />
It instantly brings an ancient or legend into ultimate box range, and in the end nothing has changed. So toning down those stat boosts would actually <br />
make catching them harder again, if you need to hit them 1 or 2 rounds before throwing that ultimate box.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Moves</span></span><br />
<br />
With such a big number of new moves, and such a huge number of total different moves, i ask myself:<br />
What's the benefit of having those? Sure, it brings some variety, but does the gameplay benefit from that?<br />
It is almost impossible to memorize all those move names, and people will pick just the best moves anyways.<br />
I would really prefer a more limited number of moves, but balanced in a competitive and strategic way.<br />
There is no need to have 10 different moves of the same element that just have 2 more damage, 1 less accuracy or other very minor differences.<br />
<br />
if we give every different elemental type, say, 120 moves. (just a random number)<br />
<br />
35 physical, 35 special, 35 status, 15 unique ones that are very powerful and reserved for legends/ancients.<br />
<br />
Make those 105 moves well thought out and balanced, and with a really different function, and just copy/mirror them for every element with a different fitting name.<br />
The 15 unique moves can have various effects in every elemental type to show special characteristics of the element and to make legends/ancients feel unique.<br />
<br />
That way we can strategically plan and balance monsters for pvp, and memorize moves easier, not having to look every move up.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">General Thoughts</span></span><br />
<br />
The concept for the new version is really great, i like it. But i am concerned about the competitive factor of the game.<br />
Let's face it: it's not the casual gamer - logging into the game once a week, not caring for stats - that keeps a game running. Neither will those people ever donate.<br />
<br />
It is the competitive people, trying to best their opponents, trying to achieve something, that keep a game alive.<br />
And those people will demand one thing above all: a well balanced, working game.<br />
<br />
And while adding new stuff is always fun, it can potentially damage more things then it fixes. Having 1k+ different monsters is cool, but with random abilities, it doesn't even matter.<br />
<br />
Having 500+ maps is cool, but if half of them are the same, it doesn't matter.<br />
<br />
I can draw a picture for you how i imagine it working all together, without any realistic chance of having it, just what a competitive minded player would like:<br />
<br />
- Number of maps reduced by ~100<br />
- Monsters are only found in the zones that represent their element; the mixed zone is the only exception<br />
- Zeniths appear on max 3 maps in the game, legends and ancients on max 2<br />
- Random abilities only up to zenith tier; legends and ancients get somewhat good but fixed abilities<br />
- Catchrate for zeniths back up to 0.5% from 0.32% per map, increases the chances to get a decent nature/UV/ability combination<br />
- Because of the very low chance of zeniths having superior nature/ability combination, a few of them are still viable in pvp<br />
- Once we can donate for ability changes, no more then 1 ability per monster (regular up to zenith, not for the legends/ancients anyway) can be changed<br />
- The fly MT dropdown menu has an option to choose the zone before going to map names for easy navigation<br />
- 1 map per zone is a guild map, guilds can fight over it, it contains something people are looking for. e.g. easy TP training, a certain legend, sth like that.<br />
- The guild controlling that map gets a low ammount of taxes for all monsters that are killed on that map to make it interesting.<br />
- Real - time pvp that updates whenever both players have chosen a move.<br />
- Longer time to pick a move before one will be randomly chosen, since we have to look up abilities for every single monster now... or at least for zenith downwards in my dreams<br />
<br />
<br />
These are just a few of my thoughts, i could go on with that, but i won't. I think the general direction i am trying to approach should be clear.<br />
I see the update as a great chance to make monstermmorpg a good, balanced, somewhat competitive game people like to play on a regular basis.<br />
And i would be really sad if we mess it up just because features are added or things are changed just because they seem cool.<br />
<br />
I want a feeling of "i need monster x, so i have to go to place y or z to catch it", i like clear structures. Maybe i am the only one.<br />
<br />
But maybe not.]]></description>
			<content:encoded><![CDATA[Here are my thoughts on a few things i noticed while playing on the Test Server:<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Maps &amp; Zones</span></span><br />
<br />
While i like the general design of the zones, i feel like there are way to many maps.<br />
I know you paid for them, and i'm not saying we should ditch any map design in general, but why are there 3-4 maps in a single zone that are exactly the same?<br />
Having so many duplicates of the same map over and over, in every zone, does not add anything to the actual gameplay, nor does it add anything to the flair.<br />
It is just frustrating for people that start fresh when confronted with such a huge world where you barely notice any progress.<br />
And i am very sure it will scare a good ammount of people off that will not give the game a 2nd try when seeing how huge the world actually is.<br />
The total Number of maps could easily be reduced by at least 100 and we would still have enough room for all the different monsters.<br />
<br />
Also, about the random seeding of monsters - while they are placed completely random right now, i see no benefit in having an ancient or legendary monster<br />
apppear on 5 or more different maps. it takes away the distinct feel of "that's the map where you can find that one special monster", though that is of course<br />
just a personal opinion. Still - it is very hard to remember any map names ( especially with the current drop-down menu for flying and 500+ map names)<br />
and then find them on the list, there's no benefit on having them on multiple maps.<br />
<br />
I would really welcome a placement where you can find ancients and legends on max 2 maps, zeniths on max. 3 maps, and even emissarys and lower should be somewhat bound to<br />
the zones of the matching element types. This way things won't be as repetitive, and it would help build a certain flair within each zone. I know placement of monsters is not final, so this is just a suggestion.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Abilities &amp; Monster rates</span></span><br />
<br />
First off a little bug (or whatever you can call it, it seems wrong): Monster that are immune to certain elements can still get the immunity ability for that element.<br />
<br />
As it seems, you want to keep the random abilities chosen from the respective list of monster tier. While that sure makes for some interesting combinations, it is<br />
completely game changing and frustrating for hunting zenith/legend/ancient monsters.<br />
<br />
The chances to get a good nature and good UVs on a Legendary have been really low even before. Then we got the random not beeing able to run away from<br />
a wild monster, and hunting those monsters with low appeareance chance got a lot harder. Fighting random stuff all the time makes it a stretch to finally find what you are looking for.<br />
Not only are the chances on the test server right now much lower with a general 0.32 for zenith, 0.08 for legends and only 0.01 for ancients, but on top you have to pray to get at least 1 or 2 good abilities, even IF the nature is ok, even IF Uvs are ok. I could probably do a calculation about the chances to find a somewhat decent legend with matching nature/UV/abilitie, but anyone reading that number would never go hunt them again. Ever.<br />
<br />
So my conclusion is, while the idea of random abilities is cool, it's just not really useful for rare monsters. It just makes it impossible to find good ones.<br />
So while it is fun for up to emissary class, i'd suggest to remove random abilities from zenith class and higher monsters, or at least legendary and higher.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Catching Monsters</span></span><br />
<br />
I like the change that you can not spam ultimate boxes anymore, it's a great incentive to actually play the game the way it is meant to play.<br />
I also like the fact that wild monster encounters got a bit more challenging - up to a certain point.<br />
<br />
Again, this is mainly a problem for newer players, but it still is a problem. Emissary Monsters on level 50-70+ get boosted so much in stats, they can actually<br />
kill unprepared trainers quite easily. Newer players that use regular / superior monsters in their team, with just random natures, no tp training, will get crushed.<br />
I can see a lot of threads come up in the forums in the future, stating "the game is to hard" or something similar. Toning down those stat boosts above level 50<br />
might be a good idea to not spoil peoples fun in the long run. And for legends and ancients, it creates another problem:<br />
<br />
They are boosted so high that it is now way to easy to catch them. While this may sound weird, it is true. All that people do is use a equality type move.<br />
It instantly brings an ancient or legend into ultimate box range, and in the end nothing has changed. So toning down those stat boosts would actually <br />
make catching them harder again, if you need to hit them 1 or 2 rounds before throwing that ultimate box.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Moves</span></span><br />
<br />
With such a big number of new moves, and such a huge number of total different moves, i ask myself:<br />
What's the benefit of having those? Sure, it brings some variety, but does the gameplay benefit from that?<br />
It is almost impossible to memorize all those move names, and people will pick just the best moves anyways.<br />
I would really prefer a more limited number of moves, but balanced in a competitive and strategic way.<br />
There is no need to have 10 different moves of the same element that just have 2 more damage, 1 less accuracy or other very minor differences.<br />
<br />
if we give every different elemental type, say, 120 moves. (just a random number)<br />
<br />
35 physical, 35 special, 35 status, 15 unique ones that are very powerful and reserved for legends/ancients.<br />
<br />
Make those 105 moves well thought out and balanced, and with a really different function, and just copy/mirror them for every element with a different fitting name.<br />
The 15 unique moves can have various effects in every elemental type to show special characteristics of the element and to make legends/ancients feel unique.<br />
<br />
That way we can strategically plan and balance monsters for pvp, and memorize moves easier, not having to look every move up.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">General Thoughts</span></span><br />
<br />
The concept for the new version is really great, i like it. But i am concerned about the competitive factor of the game.<br />
Let's face it: it's not the casual gamer - logging into the game once a week, not caring for stats - that keeps a game running. Neither will those people ever donate.<br />
<br />
It is the competitive people, trying to best their opponents, trying to achieve something, that keep a game alive.<br />
And those people will demand one thing above all: a well balanced, working game.<br />
<br />
And while adding new stuff is always fun, it can potentially damage more things then it fixes. Having 1k+ different monsters is cool, but with random abilities, it doesn't even matter.<br />
<br />
Having 500+ maps is cool, but if half of them are the same, it doesn't matter.<br />
<br />
I can draw a picture for you how i imagine it working all together, without any realistic chance of having it, just what a competitive minded player would like:<br />
<br />
- Number of maps reduced by ~100<br />
- Monsters are only found in the zones that represent their element; the mixed zone is the only exception<br />
- Zeniths appear on max 3 maps in the game, legends and ancients on max 2<br />
- Random abilities only up to zenith tier; legends and ancients get somewhat good but fixed abilities<br />
- Catchrate for zeniths back up to 0.5% from 0.32% per map, increases the chances to get a decent nature/UV/ability combination<br />
- Because of the very low chance of zeniths having superior nature/ability combination, a few of them are still viable in pvp<br />
- Once we can donate for ability changes, no more then 1 ability per monster (regular up to zenith, not for the legends/ancients anyway) can be changed<br />
- The fly MT dropdown menu has an option to choose the zone before going to map names for easy navigation<br />
- 1 map per zone is a guild map, guilds can fight over it, it contains something people are looking for. e.g. easy TP training, a certain legend, sth like that.<br />
- The guild controlling that map gets a low ammount of taxes for all monsters that are killed on that map to make it interesting.<br />
- Real - time pvp that updates whenever both players have chosen a move.<br />
- Longer time to pick a move before one will be randomly chosen, since we have to look up abilities for every single monster now... or at least for zenith downwards in my dreams<br />
<br />
<br />
These are just a few of my thoughts, i could go on with that, but i won't. I think the general direction i am trying to approach should be clear.<br />
I see the update as a great chance to make monstermmorpg a good, balanced, somewhat competitive game people like to play on a regular basis.<br />
And i would be really sad if we mess it up just because features are added or things are changed just because they seem cool.<br />
<br />
I want a feeling of "i need monster x, so i have to go to place y or z to catch it", i like clear structures. Maybe i am the only one.<br />
<br />
But maybe not.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Found an error]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Found-an-error</link>
			<pubDate>Tue, 04 Dec 2012 21:29:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=17732">lakebeast</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Found-an-error</guid>
			<description><![CDATA[Ground moves hit flying type monsters.]]></description>
			<content:encoded><![CDATA[Ground moves hit flying type monsters.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Excellent Job]]></title>
			<link>https://forum.monstermmorpg.com/Thread-Excellent-Job</link>
			<pubDate>Sat, 01 Dec 2012 08:56:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=15482">hammerbro13</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-Excellent-Job</guid>
			<description><![CDATA[I haven't played the test server long enough to search moves for errors. I have played long enough to know that it plays and looks great, the ideas are original and expansive, and my prior concerns about things like random abilities all have some form of compromise that makes the dumb luck factor not so overwhelming.<br />
<br />
I noticed that abilities do not change with evolutions and that was a huge plus for me. At first I did not like the show details button on wild monsters, but with the abilities it really keeps you from wasting a bunch of time spam catching everything to get the right ability(ies).]]></description>
			<content:encoded><![CDATA[I haven't played the test server long enough to search moves for errors. I have played long enough to know that it plays and looks great, the ideas are original and expansive, and my prior concerns about things like random abilities all have some form of compromise that makes the dumb luck factor not so overwhelming.<br />
<br />
I noticed that abilities do not change with evolutions and that was a huge plus for me. At first I did not like the show details button on wild monsters, but with the abilities it really keeps you from wasting a bunch of time spam catching everything to get the right ability(ies).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Avatars]]></title>
			<link>https://forum.monstermmorpg.com/Thread-New-Avatars</link>
			<pubDate>Sat, 01 Dec 2012 07:45:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.monstermmorpg.com/member.php?action=profile&uid=27605">heteriam</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.monstermmorpg.com/Thread-New-Avatars</guid>
			<description><![CDATA[I was just thinking that new avatars would be awesome,there is only 46 of them now.<br />
<br />
The game would be more interesting and fun with new avatars in version 2(my opinion) <img src="https://forum.monstermmorpg.com/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13"/>]]></description>
			<content:encoded><![CDATA[I was just thinking that new avatars would be awesome,there is only 46 of them now.<br />
<br />
The game would be more interesting and fun with new avatars in version 2(my opinion) <img src="https://forum.monstermmorpg.com/images/smilies/confused.gif" alt="Confused" title="Confused" class="smilie smilie_13"/>]]></content:encoded>
		</item>
	</channel>
</rss>