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MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to emulation [link] [comments]

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https://preview.redd.it/vnbe2rogjs061.jpg?width=315&format=pjpg&auto=webp&s=4cd30e6919728fd0111bba2310362ceeffc4fdb9
submitted by Lolrary to u/Lolrary [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to MAME [link] [comments]

MAME 0.223

MAME 0.223

MAME 0.223 has finally arrived, and what a release it is – there’s definitely something for everyone! Starting with some of the more esoteric additions, Linus Åkesson’s AVR-based hardware chiptune project and Power Ninja Action Challenge demos are now supported. These demos use minimal hardware to generate sound and/or video, relying on precise CPU timings to work. With this release, every hand-held LCD game from Nintendo’s Game & Watch and related lines is supported in MAME, with Donkey Kong Hockey bringing up the rear. Also of note is the Bassmate Computer fishing aid, made by Nintendo and marketed by Telko and other companies, which is clearly based on the dual-screen Game & Watch design. The steady stream of TV games hasn’t stopped, with a number of French releases from Conny/VideoJet among this month’s batch.
For the first time ever, games running on the Barcrest MPU4 video system are emulated well enough to be playable. Titles that are now working include several games based on the popular British TV game show The Crystal Maze, Adders and Ladders, The Mating Game, and Prize Tetris. In a clear win for MAME’s modular architecture, the breakthrough came through the discovery of a significant flaw in our Motorola MC6840 Programmable Timer Module emulation that was causing issues for the Fairlight CMI IIx synthesiser. In the same manner, the Busicom 141-PF desk calculator is now working, thanks to improvements made to Intel 4004 CPU emulation that came out of emulating the INTELLEC 4 development system and the prototype 4004-based controller board for Flicker pinball. The Busicom 141-PF is historically significant, being the first application of Intel’s first microprocessor.
Fans of classic vector arcade games are in for a treat this month. Former project coordinator Aaron Giles has contributed netlist-based sound emulation for thirteen Cinematronics vector games: Space War, Barrier, Star Hawk, Speed Freak, Star Castle, War of the Worlds, Sundance, Tail Gunner, Rip Off, Armor Attack, Warrior, Solar Quest and Boxing Bugs. This resolves long-standing issues with the previous simulation based on playing recorded samples. Colin Howell has also refined the sound emulation for Midway’s 280-ZZZAP and Gun Fight.
V.Smile joystick inputs are now working for all dumped cartridges, and with fixes for ROM bank selection the V.Smile Motion software is also usable. The accelerometer-based V.Smile Motion controller is not emulated, but the software can all be used with the standard V.Smile joystick controller. Another pair of systems with inputs that now work is the original Macintosh (128K/512K/512Ke) and Macintosh Plus. These systems’ keyboards are now fully emulated, including the separate numeric keypad available for the original Macintosh, the Macintosh Plus keyboard with integrated numeric keypad, and a few European ISO layout keyboards for the original Macintosh. There are still some emulation issues, but you can play Beyond Dark Castle with MAME’s Macintosh Plus emulation again.
In other home computer emulation news, MAME’s SAM Coupé driver now supports a number of peripherals that connect to the rear expansion port, a software list containing IRIX hard disk installations for SGI MIPS workstations has been added, and tape loading now works for the Specialist system (a DIY computer designed in the USSR).
Of course, there’s far more to enjoy, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. (For brevity, promoted V.Smile software list entries and new Barcrest MPU4 clones made up from existing dumps have been omitted here.)

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Merged pull requests

submitted by cuavas to cade [link] [comments]

The Economy of Pokemon

Money is a huge problem in Pokemon games. Or rather, the issue is that it isn't- you just get way too much of it. If you're still budgeting after the second Badge, you're either buying rare, one-time purchases or you're doing something really strange. And while a lot of RPGs struggle with balancing their economies, Pokemon has a significant difference- money is also finite. Well, it's never been truly finite, but for all intents and purposes, the player is not expected to acquire money in large amounts in the main story except through finite methods- defeating Trainers and selling selling items.
The first thing to note when understanding how Pokemon's economy came to be is to know that, according to an interview for Shoko Nakagawa's book "Pokemon Taught Me The Meaning of Life", Trainers were intended to rematch you every time the map was loaded, and the wild encounter rate was to be significantly higher. Lots of RPGs include regular encounters in between towns and in dungeons, but these didn't fit Pokemon because of the nature of healing and attacking- Pokemon does not have a free attack and there is no healing except with items. As such, the system was tweaked to the now familiar "Trainers won't fight you again", with later games adding "unless you ask them" and only B2W2 experimenting with the original trigger system. Since wild encounters don't give money without using the Pay Day attack, this made money finite.
In conjunction with the above, Pokemon, until the third generation, borrowed another RPG staple mechanic about economies: if you black out, you lose half your gold. Theoretically, under the new system with high income, no bank and finite money, this would be catastrophic... but the ability to save anywhere and the low cost of backtracking if a problem proves too powerful for your current team means it's easy to circumvent. Firered and Leafgreen introduced a new system where the money you lose is determined based on the number of Badges you have and the level of your Pokemon, and this has been the norm since Diamond and Pearl.
But the main additional flaw with money is that there's just not that much to spend it on. In Dragon Quest, the RPG I am most familiar with that has a functional economy, the hellion's share of the gold you acquire is spent on new weapons and armour, without which you will struggle against new foes. Pokemon has no similar mechanic, leaving gold to be largely spent on healing items, Poke Balls, and additional items (predominately, Escape Ropes and Repels, although other items are available at select stores)- all of which are rather cheap compared to how much money a single trainer gives. Dragon Quest allows you to purchase healing items and repellents too, and with a similar pricing system, but with one key difference- Medicinal Herbs are outclassed when the Heal spell is, and Holy Water is more of a 'get out of trouble' button that most players don't want in bulk rather than the convenience it is in Pokemon. Pokemon items themselves are also not things you need to amass and then keep amassing- buy 50 of an item and you'd need to rely on that item extensively to want to buy any more, and then you get the stuff on the ground that is more of these items.
So what 'big ticket' items does Pokemon have? Technical Machines, Vitamins, and in the first gen, evolution stones. The latter can be found for free in the amounts needed, Vitamins can be replicated through careful training and have a relatively low cap (no getting every stat to 999 like Dragon Quest's seeds), and Technical Machines- especially the ones available in shops- only matter if your team needs one of those moves. Newer Pokemon games have found ways to add more money sinks, but all of them have been on cosmetic features.
And as a side note, while we're comparing Dragon Quest and Pokemon economies, there is also a Casino in Dragon Quest, where you spend gold to acquire Tokens and gamble Tokens to amass more and spend them on even nicer equipment and items than you can find in shops. While cash flow is infinite, most DQ fans accept that buying enough tokens for the big ticket items will take too long and either find some trick to raise the gold an alternative way or figure out how to win the casino games relatively painlessly. Pokemon players have so much money and so little sinks that circumventing the gambling and buying the prizes outright is actually a viable option. Definitely not something you can do at will, but if you only need one prize, it's not like your wallet will still be hurting after half an hour of play.
Mechanically, the economy of Pokemon is largely stolen from the RPG formula, tweaked until it fits in with the other mechanics Pokemon chose to use, and then left as it turned out to fit in strangely. Considering how much of an impact money has on the game, one could construct a solid argument that it doesn't actually belong- though it would take some solid effort to replace outright. Fixing the economy, on the other hand, would take just as much effort, since the game as set up doesn't have a lot of places that adding new purchaseable goods would fundamentally change, leaving tweaking the payout of encounters or the cost of goods. In the end, you just have a mechanic that exists because RPGs have economies and the purchaseable goods are just important enough that you can't take away the ability to acquire them in bulk without changing the reasons you need them. And those reasons are "catching Pokemon" and "healing Pokemon without regular free full heals".
submitted by phineas81707 to pokemon [link] [comments]

Reviving the Game Corner

The Game Corner has been missing since the fourth generation of games, most likely due to associations with gambling. While it is only a side feature and is unimportant in the grand scheme of things, I miss the Game Corner dearly. I want to start a discussion on the Game Corner, how to bring it back, and brainstorm ideas for a new Game Corner.

Why the Game Corner was Removed

The most likely reason for the removal of the Game Corner is its association with gambling. With games like roulette and slot machines, the gambling comparison is almost too obvious. Bulbapedia states that games with gambling must have an age rating of at least 12, something that Pokemon will not do. Because the Game Corner is such an insignificant feature to Pokemon games, it is simply easier to remove it entirely than to rework it.
The increased PEGI age rating comes from the presence of simulated gambling. In order for something to be defined as gambling, there must be consideration, risk, and prize. All three must be present for it to legally be considered gambling.
Consideration is the wager. It can have any value and as such, almost anything can be a consideration, even cryptocurrencies. This site uses World of Warcraft gold as an example of consideration, so in game currencies absolutely could be defined as a form of consideration.
Chance is the uncontrollable element that can determine the winner. The amount of randomness required for something to be defined as ‘chance’ can vary though.
Prize is similar to consideration, but it is what you receive if you win. Also similar to consideration, it does not need official value to be defined as ‘prize’.
As stated before, all three of the above must be present for something to be defined as gambling. Since in a game like roulette, the coins could be a form of consideration and prize and the nature of the game obviously has chance involved. That said, by removing just one of those elements, the roulette game could make a comeback.

Bringing Back the Game Corner

Unless the gambling laws drastically change in the near future, it is very possible to work around gambling regulations by playing your cards right. For example, roulette could be brought back as it is if the player was not required to risk any coins. I noticed this exact same strategy in the recent Super Smash Bros. direct when revealing the new spectate mode feature. In it, they clearly state that “there is nothing to lose”, removing the possibility of there being consideration; therefore, this new spectate mode cannot be gambling. The same strategy can be applied to Pokemon’s Game Corner games, making them perfectly legal.
But given the current gaming environment filled with controversies over loot boxes and other gambling-like mechanics, it may not be very tasteful to bring back the roulette wheel even with this legal loophole. Which is why I think the Game Corner needs to be re-branded as an arcade. Arcade games do not carry the negative connotation of gambling and they often enjoy the luxury of being exempt from gambling laws. Additionally, changing the vibe from a casino to an arcade means that there is more flexibility with prizes. High scores or world record times make for a satisfying reward without involving money. Additionally, the Game Corner could be found in more environments than just its own building in a single city. Many cities could have their own Game Corners (maybe with their own assortment of games) and they could be found inside other buildings too. A Game Corner on the S.S. Aqua in particular sounds fun to me. I see this re-branding benefiting the Game Corner in every way with no drawbacks.

Building a Better Game Corner

While reworking the old Game Corner to be compliant with the law is nice, there is still so much that could be done with the Game Corner. Mainly, new games! There are loads of areas to pull inspiration from to build up a good group of games.
Classic arcade games could have a Pokemon twist added to them. Snake is almost too easy of an example. Put in a purple snake, have it eat Oran berries and call it Ekans. Or maybe a Pac-Man clone where you play as a Munchlax while trying to avoid Ghastlys. Or perhaps Doodle Jump but it’s Jumpluff Jump. So many simple games already exist that could easily be made for the all new Game Corner.
Inspiration could also come from what we already know of the Pokemon World. Charjabug Racing could be turned into a simple top-down racing game. The Bug-catching Contest could also be brought back in the form of an arcade game. But the best idea would be to bring back old side games into the Game Corner to continue being enjoyed. Pokemon Pinball fits so well it hurts. Pokemon Snap might be a bit complex, but bringing back a simple map to play could easily fit into a modern game.
Multiplayer games have their own place too. Though I never played them, Pokemon Jump and Dodrio Berry Picking were multiplayer only games in gen 3. I would like to see more of these kind of games, especially with online capabilities. Imagine Pokemon Stadium mini-games making a comeback with online play in this new Game Corner. As suggested in this thread (I thought of this concept days ago, but they posted the same idea mere hours before I actually started writing this so they win), the trading card game could be added to the main games as well and the Game Corner is by far the best place. Alternatively, abandoned mobile games such as Pokemon Duel could fit in well too. And if you want to play online but no directly against someone, spectating matches (similar to the example above with Super Smash Bros.) could be done, as well as high scores and leader boards for the other arcade games.
I realize that the list of games I suggest is a lot and asking for way more than what the Game Corner deserves. The Game Corner as we know it serves basically no purpose other than to hide Team Rocket’s secret base and maybe lock away some Pokemon or TMs. There is no reason to bring it back or to build a better one (especially to the degree I would like), as it is side content that will certainly not sell more copies of a game. However, there is value to be found in the Game Corner and there is value in past side games. I hope that one day the Game Corner returns and brings with it new and old games to make for a more complete gaming experience, no matter how crazy I might dream.
What do you hope to see in a theoretical future Game Corner? Any new game ideas? Or maybe it is too closely tied to gambling and should stay out of Pokemon. Lets share some ideas to make this small part of Pokemon a little bit better.
submitted by maxk713 to TruePokemon [link] [comments]

A simple guide and questions to p2w (for beginners)

There are some really well put together guides that break down a lot of specific points. A lot of them are much more focused on those one or two components. This guide is a more of thought process actual execution up to brutal campaign. I’ll be adding to it and adding links to some of the other guides already posted. Also I’ll be adding team comps and gear builds at a later date.

Link to megathread: Mega beginners guide thread
Definitions:
Low tier - Entry level play, learning basics, basic principles of game mechanics
Mid Tier - Middle of the road, close to clearing brutal or close to it. Have some understanding of core mechanics and sets. Have some variety in heroes to make different compositions.
High Tier - Cleared brutal, high silvegold in arena, have multiple 6 star ascended heroes, understand main mechanics and sub mechanics of games
Heroes:
RR = Rare
EP = Epic
LG = Legendary
ST/AS = Staascended

So to scratch on this game it actually has a pretty intricate design and layout to how it operates. Understanding every component of the game when you first start will be tough. Mainly because you’ll have so many choices and so many options and optimizing and testing take quite a bit of time, silver and energy. So to break it down as listed above I’ll list kind of my guide to how and what to prioritize, as well as how to plan for events, and even give a cost benefit analysis to help answer those “is it worth it” questions when spending real money.
***stars so you know its important - This guide will be relatively long and as such will not be perfected or completed on first posting. I will edit to add mid/high tier stuff, but to make sure I do justice to the influx of new players, I wanted to address all the basics that I could
Preface/Quick Maths: Just to nip it in the butt, spending money in this game can adjust your experience with the game. But like any RNG ( Random number generator) you run into, you’re going to get mixed results. So I did some quick math to address how I view spending money on this game. I also made another account and spent zero dollars on to see what the difference is in playing through the game.
“Is it a good deal?” - The best way to measure this is to find the greatest value you can from any money spent. A lot of the offers they have pop up, aren’t great deals and in fact hold less value than whats offered in the store. However, there is on occasion a good deal. Remember though as you spend money on the game, the dynamic pricing you run into will alter its algorithm to offer more deals that become more expensive. The Casino effect - I don’t know if it’s been stated but there is a lot of RNG you run into on a lot of aspects of this game. And it’s designed to get you hooked so you chance your dollars away into oblivion. . . One thing to remember is if you don’t have the money, don’t spend the money. It’s an easy pinch to hit up your credit card and max it out for the sake of that one extra chance to be let down, but don’t do it. If you’re the type of person prone to this behavior and still decide to play, you need to make sure you do something to safeguard yourself, from yourself.Now to the nitty gritty of it. So the best money in game is the gems you get from the mine, and you will collect along the way from quests/missions/events. This is the best currency because it can access literally everything else in the game for you. From the training area, to the power ups, to cb keys, to power and arena tokens. So it holds the highest value. The “best deal” they offer in the shop for gems is 4200 gems for $99.99 USD - That equates to 42 gems to $1.00 USD. . . The next one is 2025 gems for $49.99 USD - That equates to 40.5 gems to $1.00 - Next is 1150 gems for $29.99 USD - that equates to 38 gems to $1.00 - Next 730 gems for $19.99 - that equates to 36.5 gems to $1.00 USD . . . The importance of gems as well is you can buy blue shards with them, which are effectively the best way you’ll be getting legendary heroes. Mainly because its the one you’ll open the most if you spend. 900 gems = 11 blue shards which means on 4200 gems you’ll be able to buy 44 blue shards and have 600 gems left over, which allows for you to spend on another 6 blue shards for 540 gems - which means you can get 50 shards for $100.00 - The next offer close to that is 48 shards from the shard combo and you have 50 gems left over instead of 60. It seems menial but it all adds up. The reason why I addressed gem pricing, is because thats how you should value every deal presented. The items offered dont always have to add up, but the gem count you get with it should be close to the 40 gem mark, or as close as possible for it to be considered a “good deal.” The alternative is if you buy gems, you can always unlock level 3 gem mine for 1500 gems and then farm them 15 gems every day. Times that by a weeks time and you’ll have 105. Which means in 14 weeks you’ll get your investment back. It’s honestly worth it to unlock it because its the only thing that offsets potential spending in the future when you have gems available to buy gem packs or power ups. You don’t have to spend money, and I would encourage you not to. Not because it’s bad ( I’ve spent some money on this game) but because you’re really rolling the dice even when you break it down to the “best deal” situation. I will say that if you work hard for your money, spend it how you please.
My last point on spending real money, will be the things to absolutely avoid. It’s a short list and to be honest shame on the company or developers who are making these deals so shiesty. Void shards are the legit biggest scam in the game, they have the lowest drop rates for every type and some how hold a higher dollar amount than blue shards. Silver packs are incredibly fraudulent in their own right. You will spend close to a million silver with bad RNG +16 a 5 star item, do not buy silver with intent to upgrade items that high, you will be miserably and undoubtedly disappointed. Do not buy gear packs because the stats you can potentially get will be horrible and at that point you’re just burning your money.
Low Tier - I feel like a lot of this goes untouched due to nature of RNG and how you build an early team. I will say hero choice is pretty important, and this is based off of the choices I’ve made on two accounts. It’s not finite or set in stone, but I’ve looked at a lot of the advantages early on and weighed them based off those findings.
Hero selection: Kael and Athel - Are by far the best picks you can make. I’ll address both individually.
Athel: She has some of the highest early game output and has one of the easiest caps for skills ( since she’s a rare ) you can effectively use all the early game skill books on her. With her AoE swords ability fully level’d and her cool down reduction skill she’s able to put a lot of pressure early game on dungeon bosses. She’s great for solo faring or power leveling in 12-3 brutal and does well for 3 starring everything in all three difficulties with just a warpriest. The only boss I had problems with was 11-7, which I used a lightsworn instead of a warpriest with Athel.
Gear: The best setup I’ve found so far has been Lifesteal (4) and Divine Offense (2) w/ crit, crit damage and atk. This combo does a lot of things for you, but effectively makes her a one man wrecking crew in every campaign spot.
Arena: Athel has a high capacity for one shot with the right gear which makes it really easy to place on your arena team. Her first round rotation should get you a kill with exception to high shield teams ( we’ll go into that more later) - She works in tandum with a lot of heroes that can give crit/ATK boosts as well as heroes that can give defensive boosts or revives ( so she can do more aoe) - I use Lightsworn and/or Gorgorab with Athel on most fights that I use her in.
Rating:
Low - Mid Level Dungeon: 5 stars
High Level dungeons : 4.5 stars
Arena up to S4 : 5 Stars
Arena in g1-4: 4 stars
Campaign: 5 stars Gearing: Very easy
Kael: He has some amazing early game damage but can be a glass cannon through normal/hard modes if you don't get the proper gear sets to drop. Kael has a lot of aoe potential and his % damage is great for CB and arenas. He is arguably one of the best arena starters because most low bronze/early silver teams don’t stack shields or a lot of mitigation. Which makes him great for farming medals.
Gear: Crit/crit damage w/ life is a good early game combo, but you can make variations depending on who your supports are. He’s not very strong solo early game for survivability but does fairly well with most early game supports.
Arena: He is arguably one of the best arena starters because most low bronze/early silver teams don’t stack shields or a lot of mitigation. Which makes him great for farming medals. Late arenas he’s still ferocious because you can run combos wth some meatier heroes to put immune/shields on him or increase his crit output. He can be a good 1 shot rotation with right setup.
Rating:
Low-Mid level dungeon: 4.5 stars
High level dungeons: 4.9 stars
Arena up to s4: 5 stars
Arena in g1-4: 4.6 stars
Campaign: 4.9 stars
Gearing: Easy enough
Play through: I feel like this is pretty straight forward but a lot of people seem to ask questions about campaign vs. dungeon and hopefully we can address it. The very basic answer is you need both in order to do well. However, clearing normal campaign should be your first mission. Mainly because it opens up a lot of areas where you can farm easy rares to try different team comps, but by the time you clear normal ( unless you paid to speed it up) you should have shaman unlocked. It can take you about a week of just casually playing to get to the end of normal. What I usually do is get to about 8-1 /8-3 and then hit up some of the keeps for easy ascendance potions and farm minotaur for about 200-300 energy to get the first row of masteries opened for all my main guys. If you can do minotaur with 4 so you’re not wasting extra energy on a 5th you’re gonna end up replacing.
One thing that can really slow down progression of campaign is switching up a lot of heroes and characters and gear as you go along. For the first two difficulties the team you first build with, should stay as that team until you’ve cleared hard. The reason why is once you clear hard, you’ll have 1 or 2 characters you can use to boost toons through zones to help them level faster so you’re not spending all your time grinding on normal.
“When do I 3 star the campaign?” - Great question Timmy. Once you clear Normal and have your main guy (kael or Athel) you should focus on skilling them up, since you cant target farm them, they are good choices for skill books to be used on. And by the time you max their skills out, you should have gotten through the weekly rewards or by drops the sets you need to make them tanky enough to do it. Warpriest seems to be a pretty common early game hero, and was my support for all my three star events. So if you find her early on, she’s worth every minute of your time. . . Once you’ve established who your best aoe damage is and your best support is, and have cleared through normal, thats when you want to work on 3 starring those events. A good measurement to whether you can or cant do it, is by trying it. Typically if you can’t 3 star a boss on 3 auto attempts and 2 regular attempts, it’s a good sign you need more oomf whether it be mastery, items leveled up or characters leveled up. The rewards don’t go away and they don’t disappear so if you need to, just get your main damage guy to rank 50 first and you can easily chuck through it.
6 Starring a hero takes too long: Yes it does. However, that’s designed to make sure you cant 1) buy your way to the top and 2) beat the game in 1 day. There’s no golden pony at the end of the race so enjoy the game. What you can do if you unlocked the training arena is put a few pieces of food in there and then use green shards to unlock more so you can star them up nice and slowly. The other option is once you get to brutal 12-3, you can farm that with athel and power level 3 toons at once as well as hit silver cap. 35-40 second clears can have most 2 and 3 star toons leveld up pretty quickly. Try and save your rank ups for the event if you can, or create a group of toons you can level or rank up for that event. If not, just be patient, it will come.
Clan Boss: Join a clan. Join a clan. Join, a clan. Join, clan, now! You should be doing clan boss every day. The keys reset every 6 hours which means if you time it right you can do CB 4 times. So even if you do 100k damage, you’ll still have enough damage to qualify for the reward. He drops awesome gear and early on can make a huge difference in your characters.
Arena: The arena bonuses you get are static and across all areas. So when you spend your medals on power ups, those power ups apply outside of arena matches as well as the bonuses you get from rank. Every 6 days the arena resets, which means you get some nice items/xp potions from it every week. You should be doing at least the 10 games every day you get on. I would encourage you to farm medals before you go into silver because its much easier to get your early bonuses knocked out at lower levels. And spending silver medals on bronze upgrades can be a little daunting considering how expensive the upgrades get. Farming medals is easier than pushing rating as well. To farm medals you can just play when you have a token available. To push rating you should always have 5-10 tokens available with a refresh ready so you can go up 80-90 points, that way in the interim when you’re not on or playing if you lose defense, you’re not back at square one.
Gear: Gearing is definitely a low, mid, high tier explanation. For the low tier side, just make sure your bonuses match up. What I mean by this is to make sure you have 4 pieces on for 4 piece sets and have 2 pieces on for 2 piece sets. You can always double check this by looking at the top right of your gear and looking for the symbols that match that set bonus. (I'll add photos later) Do not get caught up in +16 your gear right away. You’ll end up spending a lot of silver for 1 hero. You’re better off getting all the gear to +8 so you have a minimum of 2 upgrades for all your heroes. Then as you progress and replace pieces, you can figure out what’s best to upgrade. For me I focus on the stats that benefit them most and go for that. Like Crit damage for my Athel. This is in bold so its important! Do not equip gear until you’re sure you want it on that hero. Do not flippantly put your good gear on alt heroes for the sake of clearing up space. It cost silver to remove and if you sacrifice those heroes, you lose that gear.
Dungeons: To keep it simple, find out what keeps drop the potions for your main team, and focus on those. Don't push levels, but focus on quickness. Minotaur is an important part because masteries do add up quickly. However it's the most discouraging place to farm because of the steep amount of energy you’ll spend only to replace that guy down the road. Typically if you can break into tier 2 mastery that will get you through most of the campaign. Don’t worry too much about other places just yet.
Quests/Challenges/Missions: Do them as regularly as you can. The one set of challenges that is the worst is the artifact one. Since it has you farm areas 1 and 2 a lot, you’ll want to do those things when they benefit the most, which is at low levels. Most of the max tier rewards for those are orange shards and legendary/epic skill tomes, so its worth doing them. Don’t try and rush them because you’ll run into some that are time gated ( keeps being up) so just try and do them as organically as possible. You’ll end up completing a lot without effort.


Team Comps: Team composition is a really important part of this game. I wanted to add this to low tier, becasue understanding how your hero works in a team format can mean the difference of failing force keep 5 or clearing force keep 15 ( a little dramatic, but you get the point.) In most entry level comps you're going to have a support early on, and your character you pick will be an ATK hero. To avoid too much depth I'll give a brief very lamens explanation of each potential class.

ATK - Full offense heroes designed to put out maximum damage.
DEF - Heroes that have abilities that usually buff or debuff, and work in tandem with an action. ( i.e. counterattack, restoration on hit, etc.)
Support - Supports will usually have mostly defensive abilities or reactive skills. Like Aoe Rrevive, Aoe heal, Aoe Buff, aoe debuff, etc. - Some supports are really offensive like Shaman with high crit value, so you need to look at their offensiveness as much as their supporting abilities.
HP - Meat sticks

Depending on what you're doing will determine your load out, but that's mid tier. What's important starting off is maintaining a balanced group. For Most you can run 1 ATK 3 Support - I call this the cushion build because no matter if you auto or if you do it yourself, you're not going to normally lose a campaign round unless you're undergeared or underleveled. Most of these comps do well with heroes like Kael early on because of how squishy he is to start. Here's some more examples of comps that I toy around with.
With legendary hero:
Ex 1: Athel(rr), Lightsworn(ep), Gorgorab(ep), Robar(LG) - 2 ATK - 2 Supp
EX 2: Athel(rr), Lightswon(ep), Gorgorab(ep), Ignatius(LG) - 1 ATK - 2 Supp - 1 Def
Without legendary hero:
Ex 1: Athel(rr), Royal Guard(ep), Gorgorab(ep), Lightsworn(ep) Warden(ep) - Spider build - Aoe - 2 ATK - 2 Supp - 1 DEF
Ex 2: Athel(rr), Kael(rr), Warpriest(rr) Rocktooth(rr) = 3 ATK, 1 Support - Low cost easy to get heroes
Poor mans build: ( second account less than an hour a day for 2 weeks)
Ex 1: Jizoh(ep), Shaman(ep), Kael(rr) Adriel(rr) - Build from 2 free rares, 1 lucky pull from blue shard plus starting hero
Ex 2: Shaman(ep), Kael(rr), Warpriest(rr), Hurler(rr)

Mid Tier - Now that you’ve made it to the middle of the game or to mid tier level, you’ve probably accomplished a few things at this point. Cleared brutal. Gotten one champion to 6 stars or 2-3 5 st/as champs. You’ve pulled at least one or two good heroes. And you’ve worked on your team composition a little bit. Here comes the huge roadblock - and honestly the first stopping point for some players. Now that you’ve completed the story mode, what else is there to do? Well like any good pokemon trainer would say, to catch em all and get stronger!
We’ll be addressing more of the mechanical features that determine fights, as well as looking at more in depth compositions. This isn’t the 100% min-max conversation for high tier players, but this is for most people So here comes the grind or the farming bonanza you’re about to encounter. By this point in the game you should have an idea of heroes you want to play with from a composition level. As well as what heroes you want to use for what dungeons. ( i.e. Royal guard for CB, or Warden for spider boss) - You have to set a priority list. And the reason we set this list, is it will make your time be best used, and avoid that feeling like you’ve spent 1k energy and still made ZERO progress. For me I valued how often I would be using that hero, and gave them a score between 1 and 5. . .Now this is just my top 10 heroes or heroes I actually use. Obviously I’m capped and vaulted out so going through every single one is not practical. The first 6 ST/AS hero I had was Athel, she was a 5 on my usage scale. So I focused on her first, getting skillbooks was easy for her since she’s a RR and that makes incredibly easy to have high output to push most of the content you need. Once you commit to a 6 ST/AS hero, you’re not stuck with them, but it is an investment to get them to that point. So for her she’s in 100% of the time on any minotaur runs ( for mastery) - All of my arena fights, and my supports are designed to support her damage output. . .
The biggest problem with leveling up your starting heroes all the way is they fall off on damage even fully maxed out. Simply because more and more higher end keeps and arena teams are the wrong source ( force/magic/void/etc. ) so you do less or mitigated damage, and they also use a lot of shields ( Magic keep/Arenas ) - This is bad because unless you build pure damage, no sustain ( no lifesteal ) you run the risk of being a wet noodle. However, with no lifesteal athel loses a lot of value since she’s a 3 strike hero.
Remember, nothing is set in stone and I would encourage you to develop as many potential comps as possible. However, it does take time. So as you find your core group, you should be using the training area or your farm time, to level up new heroes, or more food for your rank ups. When silver intensive events happen like artifact leveling. I take my farmer +3 low levels to 12-3 brutal and farm it till I run out of energy. Rinse and repeat and over the 2-3 day span you’ll have leveled several new rankers for your next hero.
Ascendancy - You need to ascend everything you can. There’s no reason not to, and the baseline stat increase is great for % heroes or % stats. The most effective way to do this is by planning what you need. I have a lot of high magic characters, so instead of leveling up rankers, I may spend all my energy plus reset energy on magic keep. And then use silver to upgrade any potions I need to. Unless you’re really lucky, plan to spend 10-12 runs in the keeps. What you ascend first is the same rules as ranking up. Make a list of what’s most used and go down that list. But once you max out your main team, ascendancy potions are no longer your main priority, but don’t stop ascending things because of that.
Mastery - This honestly is the best/worst thing about this game. With low silveno item rewards - Minotaur is literally the balls of this game. But he plays such an important role for your heroes. Just know the best way to manage this without getting fatigued is spend 1 day a week grinding him out. Maybe even splooge on an energy potion if you can. The higher you farm the better, and the less heroes you farm with the better. Mastery traits literally define your end game or high tier content. Since a lot of the damage you get is % damage that’s massive for big bosses or high HP arena teams. And getting the damage increase on low hp mobs is a big deal. Just remember this farm spot sucks and everyone goes through it.
The farm - This is not a gripe or complaint about farming. Or a super detailed explanation of how to farm most efficiently. This is just to point out some good farming potential and ways to make it most time efficient for you. Energy consumption and smashing the replay button will always outweigh in results, so don’t get sold on one way being the best.
  1. Spider boss at low level is a poopy way to farm for your characters. But it still opens more doors. Getting a banner or amulet for a hero in say banner lords may encourage you to look at compositions with those heroes. ( this is why we ascend everything, since they require 5/6sts for amulets banners)
  2. If you need a ring, banner or amulet - you can target farm 12-7 in each mode for the specific item. Since the boss technically has less loot to drop your chances of getting a ring ( normal ), Amulet ( hard) and banner ( Brutal) is much higher. Then you’re just combating different clans instead of different clans and other jewelry pieces.
  3. 12-3 Brutal is the fastest silver and xp output in game. With a solid farmer you can clear in 30-40 seconds and get 10.5k silver + item that sells for 4-9k. . It only takes 8 energy. Basically if you had the energy you can do 90 runs an hour. Which means if you really wanted to you could make 1 mil silver an hour for 720 energy. . . That’s also a lot of rankers leveled up and ready to be fed into new heroes. Once I get my second account fully clearing brutal at that time frame I’m gonna do a trial run for an hour and see what the actual math is with items.
  4. Keeps - Pushing them is fun, but you can run lower levels for the same results. Depending on your RNG, there’s no need to push 14-15s with chance of failure if you can do it on a lower level with auto. I feel like they nerfed the blue shard drop from these places but you can still get one on occasion.
  5. Fire knight/Ice golem/Dragon - They totally viable, but only do them for the challenges. When you can start clearing 13-15 they are more worth it, since most of your loot will be higher quality. - They become exceptionally important in min-maxxing statted items, but this is a super big lottery farm that I don’t encourage you to focus on this just yet.
Arena - I wont say much I haven’t already said in the low tier area. This will be a massive roadblock for you though. As the arena event comes out, you won't be hitting top prizes in it. As mid tier you’re gonna float in s2-s4 pretty regularly. But it’s a good chance to farm your medals for the stat increases. You’ll have 1 challenge that will require 4 different sections have an upgrade and one will be 1 lvl 4 upgrade and then 2 lvl 4 upgrades - It’s part for an orange shard so it's worth doing. Plan to be efficient on this part. The grind sucks. Placing a weak defender will help keep your rank down so you can farm easier teams. It’s stupid, but a better way than grinding up like i do it.
Stats/Set bonuses - This is where stats become important for most of you. This is the time where now that you have set bonuses that work with your comps, you’ll slowly but surely be replacing the items with higher stabetter statted versions. Things to remember on high stat heroes % increases will almost always yield a higher increase. % hp % ATK % DEF - It’s a double win though if an item has %def +DEF for your DEF heroes. - - Things to remember gloves can get crit chance and crit damage, so those will be some of your most valuable set items. Relickeeper needs 100% crit so items that have that stat will make him do best.
Basic set combos for teams:
Shield + Curing short cooldown healers
Lifesteal on multistrike hero + Shield on hp or high health hero
Divine ATK + ATK + Lifesteal = ATK hero gets 30% ATK increase instead of 15% -
Life + Def + AcC - Ignatius benefits from all 3 on him
Speed + Crit + Crit damage - Glass cannon for arenas
Reflex + Speed - More turns super fast cooldown reduction
Regen + Immortal - High base hp heroes w/ +life or Health on all items
Cruel + Crit + C.Rate - Put this with a LUA or someone who has high baseline crit - can 1 shot rotation.
Basic Stat combo for items: ( Epic 5 star items) - All stats on your item should naturally improve your hero, but you want whats the highest output/survivability possible. You cant focus on hybrid building either. Some heroes will do better with mixed stats, but most of the time your abilities will be based off certain things. Stacking ATK stats on a DEF hero is bad, and as such you’ll want to start minimizing what the stats that have no weight. This creeps into the end game/high tier conversation, but it definitely becomes a huge makeup of how quickly you can progress.
Good stats:
ATK - ATK % - C.Rate - Crit Damage - Speed
Def - Def % - HP - Speed- hp %
C.Rate - Crit Damage - ACC - Speed - ATK
Bad stats:
Def - Def % - ATk - Crit - Hp
Speed - ACc - Def - ATK %
Planning for events: This is the last part of mid tier game that comes into play. Now that you can effectively grind/farm/arena events will have much more value to you. Most of the end rewards are epic/legendary skill tomes, shards, gems. Which means you’ll want to do them. The biggest draw back to doing events is that if you don’t plan for them in advance you wont hit their highest reward. I’ll list the events that you can actually prepare for, and then give you what I do on those events. I’m not going to be super thorough because there are guides that cover those more explicitly.
Artifact Enhancement - I usually stay at 2 mil silver at all times, even though I might have some things I need to upgrade. For events like this. It’s super expensive but if you avoid doing 5 star items and jewelry you can actually hit most of the top tier rewards in 6-8 mil silver. If you really want to go the distance farm 12-3 until you’ve filled your inventory with item drops for the curing set. Enchant them all + 4 and then when the event drops push them to 12-14 ( depending on your RNG dont waste a lot of silver trying to get 14 if you can’t ) - then sell those and go to the next set of items which you should have all at +4 already then repeat the same process. ( depending on the reward I will usually pass on spending the silver )
Summon Rush - Buy every green shard you can from the market - Blue ones that pop up if you can hold your eager beaver for these events you can knock out most of the rewards pretty easy - getting the last 2 usually require some extra help like a timely placed void shard or orange shard, but it’s doable. The most time here will be spent clearing out excess heroes to summon more. Make sure you utilize the vault for this. ( Haven’t missed a reward yet on this event)
Level up - Grind 12-3 Brutal. Usually ranking up is in this category as well so save all your 4/5star upgrades for this time. ( Haven’t missed a reward yet on this event)

Edit log:
Edit: Bolded points - formatted from phone post.
Edit: Added megathread link
Edit: Added Hero comps ( low tier)
Edit: Added mid tier explanation
submitted by yabusaur to RaidShadowLegends [link] [comments]

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WON CASH FROM GOLDEN EGG MINI CLAW MACHINE! - YouTube

Claw machine time! Today we are at the office stacking $1 gold coins in the COIN PUSHER can you guess how many at the end to win a $50.00 GIFT CARD!! THANKS ... Subscribe to Brett: https://www.youtube.com/user/brettkotler CHECK OUT MY ARCADES MALL OF MONROE 2121 N Monroe St, Monroe, MI 48162 Adrian mall 1357 S Main S... Pokemon Crystal - How to get unlimited casino coins using a GameShark code. PLEASE WATCH THE FULL VIDEO. THERE MAY BE ADDITIONAL INSTRUCTIONS AFTER INSERTING THE CODE. IF THIS VIDEO HAS HELPED YOU ... Gambling for kids is boring too! Yaaaay!Useful Links: -In-depth mechanics of the Gen 1 Game Corners (coding for nerds): https://youtu.be/u4fjbJnz7O4 -Celadon... This is the greatest arcade mastery of All Time I found a mini claw machine with golden eggs! Even better, the golden eggs hold a big surprise... real cash inside!!! By watching this video, you are helping... At one point in the Pokemon series, the Game Corner was a staple location that you could visit to play games, as well as get some exclusive Pokemon and items... Slot machines are possibly one of the most addictive features in Pokemon across generations, and they've existed since Pokemon Red, Blue and Yellow. Hours of... In this video I find an easy to hack to winning lots of cash from this money claw machine!SUBSCRIBE! http://bit.ly/subjoystickFOLLOW my crazy adventures thro... This is a demonstration on how to play Voltorb Flip properly.Voltorb Flip is streamed regularly as a part of the Armello Multiplayer timeslot if for some rea...

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