Palworld - Everything you have ever wanted from a Pokemon game

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Oh yeah, ping is a factor.
Code:
Pinging 45.55.39.233 with 32 bytes of data:
Reply from 45.55.39.233: bytes=32 time=124ms TTL=50
Reply from 45.55.39.233: bytes=32 time=125ms TTL=50
Reply from 45.55.39.233: bytes=32 time=125ms TTL=50
Reply from 45.55.39.233: bytes=32 time=121ms TTL=50

Ping statistics for 45.55.39.233:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 121ms, Maximum = 125ms, Average = 123ms
While I used play on UT99 sevrvers with 180-220 ping without many issues I don't think 120+ is alright given the game's spaghetti state, especially the walls on everything being more of a suggestion than anything.
 
Pokedrones:
View attachment 5730768
PLAGIARISM
View attachment 5730774
THEFT! 910DOH SUE!

Also Pokedrones:
View attachment 5730777
SO COOL AND ORIGINAL
View attachment 5730778
PLZ NINTENDOO LET US HAVE THIS!

The mod in question is cobblemon, who literally rips pokemon and puts them in Minecraft.
The nintentard tantrums are retarded, but TBF one is free and the other costs money.
This reminds me of that time Sonic fans had a collective meltdown over Sonic Omens because the updates were paywalled although the game itself was free.
 
Oh yeah, ping is a factor.
Code:
Pinging 45.55.39.233 with 32 bytes of data:
Reply from 45.55.39.233: bytes=32 time=124ms TTL=50
Reply from 45.55.39.233: bytes=32 time=125ms TTL=50
Reply from 45.55.39.233: bytes=32 time=125ms TTL=50
Reply from 45.55.39.233: bytes=32 time=121ms TTL=50

Ping statistics for 45.55.39.233:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 121ms, Maximum = 125ms, Average = 123ms
While I used play on UT99 sevrvers with 180-220 ping without many issues I don't think 120+ is alright given the game's spaghetti state, especially the walls on everything being more of a suggestion than anything.
Interesting. The funny thing is that you are hitting a VPS in a datacenter with that, not a residential line. Anyone recommend a VPS service with a faster network connection than digital ocean or AWS?

edit: I know this is a cope, but Jitter remains below 10ms averaging a peak of 8ms, so at least you have some consistency in the game being slow. Better than it being randomly choppy.
 
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Meanwhile on Xbox Live marketplace quality. Microsoft allows the selling of a broken Android game as a Palworld game.
 
Sorry to hear that. Aside from the lack of population, do you have any recommendations?
Damn I didn't expect you to react so peacefully. I went to sleep thinking you'd post my steamID or something. It was fun but it felt like I was playing alone. : )

I've played up to about level 30 alone, so was hoping for some social enjoyment and PVP. I guess a kiwi server might have simply been a mistake on my part. Thanks for the good time though. I generally play Rust on wipeday and am a prim-lord, so it's my own fault.
 
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@Morning Alarm The server looks to be US East Coast and I assume most of the player base will be too. I would end up with a best case of 150ms ping and if there was performance/simulation speed dips I can see that being frustrating to play.

But the questions for @macrodegenerate would be -
Does the server pick up in the evenings for US timezones and what's the average player count at peak times?

also if anyone cares I put on my big boy programmer socks and finally cracked using ARRCON via cron to manage my own server issues
 
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Well, that's that. Only the final leader left, the guy with a fire bird was slapped down in two minutes flat. Got to 50 and went from not engaging with any legendaries to snatching them all one after another. Personal difficulty ranking is Frostallion > Paladius + Necromus >> Jetdragon. Frostallion is a fucking bastard simply because of his ridiculously high chance to freeze and STAB - getting frozen might be a death sentence depending on what he follows up with. Paladius and Necromus are basically an exercise in kiting. Since Lovander is weak to one of them I had to go for a neutral-hitting setup with low cooldowns and "fire and forget" attack type - Acid Rain, Seed Mine (which is fucking busted vs bosses btw) and Stone Blast. Still barely managed to clutch a win. Jetragon is actually a fun fight, simply because its attacks have very clear telegraphs. Plus it doesn't hit very hard. I also got an even distribution of sexes, so passing down legend might be easier (I still refuse to look at breeding guides).
Also a side note, fuck sealed/overland bosses having that huge damage reduction. Remove it and bring their HP back to tower leaders have. Yes I am mad that it cripples Lovander's (and my own) lifesteal. I wonder if it was done deliberately.
 
@Morning Alarm The server looks to be US East Coast and I assume most of the player base will be too. I would end up with a best case of 150ms ping and if there was performance/simulation speed dips I can see that being frustrating to play.

But the questions for @macrodegenerate would be -
Does the server pick up in the evenings for US timezones and what's the average player count at peak times?

also if anyone cares I put on my big boy programmer socks and finally cracked using ARRCON via cron to manage my own server issues
Generally this weekend it was around 4-5 on average, not sure if it picks up in the evenings. I'm pretty sure everyone has a ping of 150ms, and I have no god-damn reason why. The reverse proxy is in a datacenter and that's giving 150ms. Jitter isn't bad though so you would be consistent.

Damn I didn't expect you to react so peacefully. I went to sleep thinking you'd post my steamID or something. It was fun but it felt like I was playing alone. : )

I've played up to about level 30 alone, so was hoping for some social enjoyment and PVP. I guess a kiwi server might have simply been a mistake on my part. Thanks for the good time though. I generally play Rust on wipeday and am a prim-lord, so it's my own fault.
I think there's a distinct lack of player co-operation and interaction. There have been times when multiple players are on, but nobody reaches out to start guilds or try to meet up for caves. Players don't receive notifications when a new player joins so nobody can do outreach to new players for guild recruitment. Guilds/player organizations drive engagement for any Online Game, and it's weird that Pocketpair hasn't worked on the social aspects of making them attractive. Also player bases should be distinct from guilds. That would fix alot of problems. Just add a permissions toggle that allows the guild to access your base in the palbox. The rise of PvP servers is strictly because PocketPair hasn't ironed out creating the proper incentives for guilds.

The multiplier on resources on my server also kind of kills early game cooperation because resource gathering is mostly manual early game which drives player cooperation in guilds to get to the late game faster. I will lower the resource multiplier down from 15x to 3x on the next reboot.
 
I would suck a dick for half walls and circle foundations
I second this. There's a lot that needs to be added to really make base building something else, especially when it comes to decorations and shit. It's a pain in the ass to make a truly secure base unless you go with a perfect square or rectangle, and you usually have to sacrifice space to do so since you only got squares to work with. There's also only so many times I can add bookcases, shelves, barrels and ivy to add detail to a base before everything starts looking samey. I have a big ass 5 story tower on my main save but I've stopped furnishing it after the 2nd floor because of the limited amount of decorations.
 
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