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While Pokémon Revolution Online's gameplay has substantial carryover from the official single-player games, it has many differences from the handheld games. Much of the differences are attributable to missing or incomplete features. As a fan-made, volunteer-run, MMO-geared iteration of the Pokémon franchise, it naturally has its contradistinctions from the official single-player games—be it out of intentional exclusion of features that the staff and community feel would undermine the MMO complexion of the game intended, or out of developmental incompletions of features that are planned but remain to be fully implemented.
Missing features are either planned or intentionally unimplemented. Planned features are ones that staff are willing to implement but have not yet been included in full, whereas intentionally unimplemented features have been deliberately excluded by the staff because they deem to be in the best interest of the game and economy's balance.
Intentionally not Implemented
These features—while usually expected because they exist in either other MMOs or the single-player Pokémon games—have been deliberately not included by PRO's staff. Rationales for these commonly stem from misgivings about their impact on this MMO's economy and community, as well as potentially destabilizing effects of them if they were to be added to the precarious server-coding core that was architected for them.
These features are either not negotiable or unlikely to be implemented without drastic trade-offs, as they are not suited to an MMO environment and are not considered core to the Pokémon games.
For official staff confirmation on denied features, refer to this forums thread.
As one of the many features that would be detrimental if it were to carry over from a single-player environment to an MMO one, breeding has ruled out.
While Egg Moves are still inheritable via move-tutors and baby Pokémon are still obtainable by non-hereditary means, the interparental dynamics and reproducibility of Pokémon is not implemented, nor is it planned to be. Because of all the rare and statistically ideal Pokémon that would be created by breeding, the consensus is that breeding would undermine the economy detrimentally, inflating the supply of rare or high IV Pokémon in circulation and ultimately undercutting much of the rigor invested into hunting for them by collectors.
While PRO is playable on Android, it is not iPhone-compatible; there are no concrete plans for it to be, either.
Due to RAM deficiencies of the platform, it would not be playable since the devices typically do not meet the RAM requirement recommended to play PRO optimally; Also, as a copyright-infringed game, it would be cause more legal ramifications to the game if it were to be publicized on Apple's App Store.
Pokémon-nicknaming is currently not planned because of the potentially rampant use of inappropriate nicknames, which would escalate the transgression of inappropriate display names even further. If Pokémon-nicknaming were to be implemented, it would entail drastic compromises, as the public displayability of customizable nicknames is not negotiable.
Since you already walk at 1.5x the speed of the handheld games, any intermediate between that and Bicycles and Pokémon Mounts (2x the speed) would be considered negligible enough that running shoes would not be an upgrade from walking.
While these features are intended to exist in the game eventually, they remain to be implemented. Typically, this is ascribable to activity constraints on the Developer's part or because there is no feasible way to implement them at this point in time. There is no exact timeline as to when they will be implemented, but inclusionary plans for them are confirmed to be on the Developers' priority queue.
For official staff confirmation on planned features, refer to .
Planned features are either not implemented or incomplete.
These are planned features, but do not have even a primitive state of released development on them. These are not bugs; they are just missing features.
These typically are frills that have not been prioritized enough to have been implemented at this stage since they are considered relatively non-nessential; however, they are planned to be integrated in the game with due course.
While there many tangible benefits gained from joining guilds, many consider them to be relatively featureless; much of those comments center around the fact that guild bases have not yet been implemented for them.
Guild bases remain at the fulcrum of expansionary developments planned for guilds in the future, but they currently have no foundation in the game at this time.
Currently, double- and triple-battles are not fieldable; whether it is a PvP or NPC battle, they can only be conducted through single-battling. By extension, none of the multi-battle-specific moves and abilities are implemented.
Due to limited scalability on the server's end and the complexity that implement multi-battling would entail, it is not expected that double- and triple-battling will ever be available in PRO.
While this was a feature that was added to the Intentionally not Implemented category, it is being discussed among the staff members at the moment. However, it is not high on the priority list of the Developer. Trading is only done either in Pokémon Centers or the mailbox system at the moment.
Incomplete features are implemented in some form in the game but are missing some parts. Their developments are planned to be finalized in the future, but it is indeterminable as to when this can be done.
Abilities and moves
Various componential aspects of the battle-system development remain incomplete, namely centering around moves and abilities. While the more common and mechanically basic move techniques and abilities are functionally implemented, many of the more complex ones remain to be implemented—mainly because they are either rarely usable among Pokémon and/or because they are infeasible to develop that they have not been prioritized by Developers yet.
Some are not expected to be implemented at all due to poor server scalability on the server's end, the Developers do plan to continue adding in more progressively where they are feasible and highly demanded by battlers.