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Patriclis

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  1. Patriclis

    Quests

    The game doesn't need quests because it has actual goals for you to pursue. Questing serves these purposes in games (doesn't necessarily serve all purposes in all games): 1. To flesh out the world. 2. To encourage exploration. 3. To facilitate leveling. 4. To keep otherwise useless areas of the game relevant. 5. Give players access to areas/powers they didn't otherwise have. 6. Keep players moving in the right direction (i.e in WoW there's usually a quest in a level 12 area that says "Hey good job, you've saved this town, heres a quest to go to the level 15 area next") Pokemmo (and Pokemon in general) solve these problems in ways that don't require questing: 1. Pokemmo uses the world of the pokemon games which is already really fleshed out. Every NPC has something to say, the world feels alive and real. 2. Wanting to catch new pokemon encourages exploration. In other MMOs, going to a new area might mean new monsters to fight... but not everyone cares. But in Pokemmo, the goal is to fill up the pokedex, level and train pokemon, etc. So knowing that an unexplored area might contain a new pokemon you've never seen... or a new leveling location that will facilitate the IVs you need better then any other area means that the player is already encouraged to explore. 3. Pokemon has trainer battles to facilitate leveling. They basically take the place of a quest. Talk to an NPC, do a battle that's harder than a wild encounter, get exp that's higher than normal. Pokemmo has increased the usefulness of this feature by allowing players to go back and re-challenge trainers they've already beaten. This -is- pokemmo's questing system... it's just not called a questing system. 4. Same as point #2... because different areas house different ecosystems of Pokemon, it keeps most areas of the game relevant to players wanting to catch/train specific pokemon. 5. Pokemon has Gyms to facilitate unlocking powers (the HMs) which the player then uses to unlock new areas. It doesn't need quests for this. With that said, getting HMs often involve finding and talking to a specific NPC to get that HM in the first place... so that's kind of a very small quest in and of itself. 6. Again, Gyms as well as the world-design keep players on a forward path to their next destination, while still giving them leeway to take detours. Some other points: -> Pokemon has a story-line already. It doesn't need quests like RS3 to give it a story... it already has one. -> There are NPCs throughout the world that will offer to trade Pokemon with you. They're looking for a specific Pokemon and will give you another specific Pokemon in return. These are basically quests... although again, they're not explicitly called 'quests'. Your argument boils down to "Give me something else to grind for fast money because the current method doesn't appeal to me anymore". Running around beating gym leaders -is- your daily quest. It just doesn't come with a floating yellow exclamation point and fancy quest window... but it's ultimately the same thing. So even if they did add new styles of daily quests, they would only serve the same purpose as currently existing systems. While this would seem 'fresh' for a time, these daily quests (much like the ones in WoW) would get very boring, very fast. Which means the devs would have to add new quests, which then stagnate -- Rinse & Repeat ad nauseam. Meanwhile the time it takes to develop those quests would take away from the development of other features. tldr; this isn't WoW. The game has quests & systems that serve the same purpose as quests already. They just don't come with big yellow exclamation points, so you didn't notice. And despite these quests already existing... you're still bored with the game. QED quests are not a solution to this issue.
  2. Here are a couple ideas I've been thinking about. 1. 'Debuff'/'Buff' animations are too long. What I'm talking about here are the little blue particle effects that shower on a pokemon after they've been hit with a move like growl. Or the animation when they buff themselves with something like focus energy. Okay so in the original games, this animation exists to show players "hey this move has reduced your Pokemon's stats in some way. Maybe you want to read the chat log to figure out what it's done" For new players to the series, it makes some sense to have an animation like that. But PokeMMO is not something that's really aimed at newer players to the pokemon franchise. I would wager that a vast majority of players already understand debuffs... So I think seriously shortening the animation would be beneficial. It would still be there to inform the occasional new player... but for everyone else it wouldn't be such a time consuming ordeal. Especially in the earlier parts of the game when you're fighting lower level pokemon and combat goes on for 3-4 turns. To have a pokemon use tail whip on you over and over, it feels agonizingly slow to watch that debuff animation play. I also personally (and I imagine some other people feel the same way) find myself wary to use buff/debuff skills when not absolutely essential because of how long they take. This could be something that both speeds up combat, and makes certain underutilized moves seem more appealing to users who are concerned with speed/efficiency (which is a core part of this games audience) 2. Speed up of the zooming/pokemon-movement during skills Okay so I should clarify what I'm talking about here. Anytime you use an attack, the camera zooms into the target, or the screen will change colour, or the attacking pokemon will move etc to give you a better view of the animation. This is great, it makes the visual effects pop, and it's important; however, I do think these animations could be sped up to increase the flow of battle. 3. Speed up screen transitions Not much need to explain here I don't think. Just increase the speed of battle transitions, calling out your pokemon, etc. They're pretty slow and repetitive, and one of the most noticeable slowdowns in combat. Overall pokemon is a game all about battling, and everything supports that core system. There are things like breeding, IVs, EVs, etc... but they all serve the purpose of making better pokemon for the sake of battling. So I think it's very important that battles be made a smooth, fluid, and responsive as possible and as good as it is so far, I think there is still room for improvement on this front.
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