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All my pokemon's ID numbers are same


Jimmy

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Hello! New(bie) trainer here! This is my first post and my english skills are bit rusty nowdays, so bear with me :)

So getting to the point, i was looking to get exp. share in this game and used the forum search tool to find answers.

According to other threads, you find exp.share from Obsidia Ward Lottery Corner and to get that item you have to match 3 last digits from any of your party pokemon to the lottery numbers, is this still correct way to get exp.share?

Anyway the problem is that ALL my so far caught pokemons (54) have the very same ID number! The ID number they all have is 48123 and even my character has the same ID number!

So can somebody explain what the h*** is this and is it possible to get fixed?

I started this game playing the version Ep10 and just yesterday got the 10.5 version, both versions have the same problem.

Much thanks, very appreciate all the comments, such help needed :P

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You know, if YOU CAUGHT the pokemon, they have your ID, cuz you're the original trainer...

Now, if a traded pokemon has the same ID and name as yours, then something is wrong... but other than that, they're the same number as yours...

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Oh well, that explains it (feeling kinda dumb now)

If i remember correctly, in previous pokemon generation games, your pokemons always had a random different ID number, so that confused me in this game.

Anyway thanks for clearing that out :) I guess it's gonna be a pain in the a** to wait to get that matching number from lottery...

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Oh well, that explains it (feeling kinda dumb now)

If i remember correctly, in previous pokemon generation games, your pokemons always had a random different ID number, so that confused me in this game.

Anyway thanks for clearing that out :) I guess it's gonna be a pain in the a** to wait to get that matching number from lottery...

You can always find a trainer that wants to trade, save before trading and keep repeating until you get the ID you want (Trainers that trade pokemon in this game always have different ID's before trading...) I tried to do that, but i got bored and just gave up... you can try though ^^

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I have four Exp share thanks to the lottery, i just sell the two because i can always claim one if i want to. and one more thing recently i realized that you dont need to bring into your party those traded pokemon, even in the box they will still be counted participant of the lottery

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Please tell me it's the gen 1-5 version, not the X and Y version, the latter would make the game too easy

hahahahahah what game do you think this is

the gen 6 exp share is dead to me.

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hahahahahah what game do you think this is

the gen 6 exp share is dead to me.

Ame, give us a reason why you don't give us gen 6 exp share. We all want those easy levels.

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They give all your pokemon 1/4? of experience from every battle. Makes it wayy to easy

It's actually 1/2 of experience... That was the reason why i restarted my X run... (Reaching the Elite Four with 70+ pokemon was not cool...)

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The gen 6 exp. share is a rip off of the original gen 1 exp. share. Example: In Gen 6, if the exp. share is on and your pokemon gains 300 exp, the rest gets 150. In Gen 1, if your pokemon got 300 exp, it would divide equally to everyone - 300/6 = 50 exp. to every pokemon (Assuming you have 6 pokemons in your party...)

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It wouldn't make it easier in the bad kind of way. Reborn's level cap would keep that in check. You'd get no level 70 players against level 60 champions. Isn't the point of removing Mons like Magby, Zubat and Abra to force the player to try to use weaker Pokemon for a change? And you could now expect the player to raise a Pokemon of every type, instead of just 6 like real Pokemon games and therefore increase the gym leaders to be 5 or so levels above the cap always. Then a player would have to bring a team of super effective Mons or a good strategy to win. End result: less grinding, more difficult gym battles.

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It wouldn't make it easier in the bad kind of way. Reborn's level cap would keep that in check. You'd get no level 70 players against level 60 champions. Isn't the point of removing Mons like Magby, Zubat and Abra to force the player to try to use weaker Pokemon for a change? And you could now expect the player to raise a Pokemon of every type, instead of just 6 like real Pokemon games and therefore increase the gym leaders to be 5 or so levels above the cap always. Then a player would have to bring a team of super effective Mons or a good strategy to win. End result: less grinding, more difficult gym battles.

Please do not give Ame ideas like this :'( gym leaders 5 above the cap=mass suicide for many players

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It wouldn't make it easier in the bad kind of way. Reborn's level cap would keep that in check. You'd get no level 70 players against level 60 champions. Isn't the point of removing Mons like Magby, Zubat and Abra to force the player to try to use weaker Pokemon for a change? And you could now expect the player to raise a Pokemon of every type, instead of just 6 like real Pokemon games and therefore increase the gym leaders to be 5 or so levels above the cap always. Then a player would have to bring a team of super effective Mons or a good strategy to win. End result: less grinding, more difficult gym battles.

I approve of the logic but there is a slight flaw in your logic. The gym leaders are hard as is and raising the levels would make it so much harder,

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  • 6 months later...

I feel bad about adding kindling to the fire, but I pretty much always fought gym leaders and bosses with pokemon that were several levels lower. Maybe I didn't grind as much as the average player, but I almost never had pokemon of a comparable level to the bosses. Yeah, the gym leaders are usually more well equipped than players, but super effective moves, pokemon with resistances, and well-built movesets in general tend to erase their level advantage. More than once (Julia, the guy before Luna, Samson, Serra, probably others I forgot) I fought the next gym leader/boss and did a double-take because all of their pokemon were dead and my team was mostly fine.

Relating to the original topic, I'm curious how trainer IDs are generated. I assumed it was a calculation based on the name, gender, and character sprite chosen to make them semi-unique, but the variable NPC trainer IDs seem to indicate that it's more or less random.

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