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catgirlswag

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  1. I guess I'm not sure how I feel about the king of the hill mode. I don't necessarily mind it, but part of it also puts me in this mindset of "oh sheesh I'll never get this one with all these other players going for it and even if I camp around and spend time waiting for it I can still lose out and feel like I burned a bunch of time (maybe that's ok tho, i mean they are "legendary" and I don't mind games feeling hard). I don't mind some system generally to make legendaries hard to obtain. And I don't necessarily mind them eventually leaving back into the wild. I'm just not sure if limiting it to one of each legendary per server is the only way of achieving that. I could see for example having the legendaries spawn on randomized timers like world bosses in classic wow for example then leaving your party/pc after x number of days (maybe randomized also?) so it's not feeling like it's permanent. (tho we'd need a solution to not have duplicate legendaries, like maybe players with a certain legendary currently in their team/pc don't see the spawn? but that would be a tiny bit more complicated coding wise maybe? probably still doable) Like you can have it spawn every 2ish days or some arbitrary length which would make them feel more scarce and only one person in that period of time can catch it, but then it may stay with you for like a week or something. And while you have it, you don't see the other spawns, though other people who don't have it still can. The ratio between the number of days it takes for something to spawn and how long it stays with you once caught would be the number of that legendary currently in use. (ie. 2 days spawn, 6 days keep, would mean 3 players at any given time could have a legendary and it would be something they would briefly get to keep for a few days without necessarily withholding it as much from other players) I'm not sure about active player numbers/server size and all but you could imagine such a system adjusting dynamically based on player activity. When there's more players online for a given month it could update. So if you have 1mil players online (may be generous but I'm just choosing an arbitrarily high number for sake of argument), rather than having simply one mewtwo between 1mil players, you could choose an arbitrary but low percentage of players able to keep a mewtwo at the same time. Tho again, this may be a negative impact on lore while aiming for a hopefully positive impact on gameplay. This kind of thinking is all just based on a fear that with arbitrarily high numbers of players, having single legendaries may be a bit limiting from a gameplay/fun perspective. But idk. Just brainstorming there As a collector I would be totally happy with some kind of solution along these lines. Though I'm not sure how it may impact players who play the game for the sake of fighting/pvp. I wouldn't want systems necessarily encouraging ppl to constantly sit around waiting for a specific spawn in order to feel like they were playing competitively. General idea there I guess is based around whether the "leaving your party" and "spawning in the wild" mechanics should be totally separate or inherently linked, whether or not you keep both mechanics
  2. (Edit: I think I misunderstood your comment initially, I will try to come back to this and fix my reply later. But, for now, keep in mind that this is in some ways based on a fundamental misunderstanding of what you said) Thanks for a reply! I do think that's a very fair point, and I appreciate you reading my post and bringing up this valid critique. Though, I do think that may be more an argument for limiting legendaries (say, through making them only capturable with a master ball and untradeable, so you could only carry a limited number. I don't know if that's necessarily a reason to just flat out remove certain legendaries from the game the way it is now. I'll admit I haven't even tried gym rebattles yet as i've only recently started playing this again (I think I quit last time a few years ago due to no legendaries too, tho i forgot until recently), but I generally think this game is already pretty "easy". Farming money seems "easy". Rebattles seem "easy". Etc. Idk. Like, to me, it already is an easy npc battle sim and I personally want to be able to form a full collection. I'm super into collecting. I still think allowing all of them would be preferable to collectors than only allowing mewtwo/rayquaza (pokemon I do love, but aren't my favorite like articuno). I personally wouldn't mind seeing people with whatever pokemon they wanted following them, even if a lot of players chose to only show their legendaries for some reason. I generally really want to see an mmo rpg pokemon game where you actually can "collect them all" rather than having to buy a bunch of cartridges and do limited irl events, etc. etc. (or using modded single player games + cheats which just feel bad in comparison to more genuine social experiences) Like I'd love to have a game where any player can go in and "collect them all" if they want to and if they have the time to put all of the required effort in. And that effort feels especially rewarding in an mmo environment with other players around to socialize with and be like "yo0o look i got some cool pokemon im rly happy to show u" "ive put all this time and work into collecting and want to show my friends on here" etc. etc. There's a lot of solutions I guess and it all generally depends on design goals I understand legendaries being op. Maybe make them less so? (even undertuning them to make them technically weaker than others would be ok with me but idk lol) I literally just like them for their designs and being really pretty and me wanting to collect them all, and I would suspect I'm not the only player with those desires. Though maybe the devs aren't aiming to appeal to players like myself, which is fine. Ppl play in different ways. But as a collector and someone who just really loves articuno and was excited and then disappointed, I'm just generally disappointed I guess and am looking for some kind of solution here which wouldn't cause issues for some other players who may prefer to interact with the game in other ways? (tho ill admit making legendaries less op would also remove a power fantasy some players may desire from legenaries, which may be better suited for event type legendaries like mewtwo. Idk. this stuff hard yo) I'll definitely admit this isn't exactly a simple problem with a simple solution, but I don't think that necessarily means there's no possible solutions. I will continue to ponder on this myself and personally welcome further discussion on the topic
  3. Hi, I'm a big fan of this mmo, but was extremely disheartened to find that there was no Articuno when I went into the cave and solved the rock puzzle near cinnarbar island. They're such a pretty pokemon and I was so excited to use my master ball to catch her (yes i was willing to use a master ball for this, as I was a bit underleveled and out of certain status moves I hoped to use, and I LOVE articuno and didn't want to risk losing them through combat). Anyways, in this post I'm generally working off the pseudo-assumption (as I've read in forums at least) that the decision not to have legendaries in the game yet is due to them being overpowered in pvp. Obviously we wouldn't want a boring meta where the only pokemon ppl ever used were legendaries, or at least we wouldn't want players to feel like they HAD to get legendaries to play competitively. Alternatively there may be a motive to keep these pokemon more rare and event based like the mewtwo encounter, which could either be for lore reasons, pvp reasons, or some overlap between the two. This is generally me spitballing solutions/ideas to the problem, and isn't a singular design vision. I'm intentionally leaving this open for the devs to decide, though I would happily help code any of this if extra help were needed. I'm disabled and as a result have lots of time on my hands and no issues donating that time to helping projects I love. I'm typing this all without having personally talked to the team on this though so I'm making a set of assumptions and trying to be clear about that. I don't know the teams full motivations on any of this and am speculating and responding to some potential reasons legendaries may not be in the game so far Assuming this is strictly for pvp reasons, one fairly simple solution to this would be to make it so that when you go into pvp combat with a legendary, the legendary pokemon will disobey and just off itself on the first turn, like when a pokemon would disobey for being too high level. There are also other solutions such as strictly disallowing pvp combat when a player has a legendary, or having two type of combat for classic (no legendaries) vs wild (anything goes), etc. tho i'd personally probably generally be cautious with overcomplicating systems I guess. In terms of how available legendaries would be to players in the public (largely regarding/impacting lore reasons I guess): I would love for the team to make the legendaries widely available to every player. There seems to be a desire, at least in some parts of the community I've seen so far, for this. Assuming we could catch them, I personally don't mind if they were very high level and hard to get for lore reasons. but my point here is that I would LOVE the chance to at least capture one legendary I actually want, if not all. If, for example, you could only catch legendaries with a master ball, that would mean you could only catch one legendary per zone playthrough, limiting your options, and making legendaries feel more special for lore reasons. Alternatively, and this is personally my least favorite option, the team could be reallyyyyyyyyy strict on the "lore" here and make every single legendary into its own event pokemon like mewtwo where there's only one that exists in the wild and players can take turns capturing it. Personally, I would love if I could KEEP a small number of legendaries I love, compared to capturing them only for a small period of time. So, in summary. I think there's a few options here, tho there may be more I haven't thought of. In terms of making legendaries widely available: ---1.1: make it like any other pokemon game where you can catch them all ---1.2: make it like any other pokemon game where you can catch them all, but it's much more difficult, due to level and catch rate ---1.3: limit the number of legendaries any trainer can have by only allowing them to be caught with master balls (and making sure masterballs/legendaries are untradable) ---1.4: (my least favorite option personally); make every pokemon a unique event type pokemon where you can only capture it for a short period of time before it returns to the wild ---1.x: literally any other solutions in terms of pvp combat solutions ---2.1: make legendaries off them selves in the first turn in pvp through disobey ---2.2: disallow pvp if player has legendary on team ---2.3: make classic *no legendaries* and wild *anything goes* into two different pvp categories ---2.4: make legendary pokemon simply not show up on a team if you enter pvp combat ---2.x: literally any other solutions I've also heard mention that the legendaries may be added with some kind of dungeon system, but I'd really hope we wouldn't have to wait so long for it to come with what could just be a separate update. I feel an emotional attachment to my pokemon team and would feel sad to leave this mmo world, but I feel very disheartened knowing I can never complete my caught pokedex, no matter how hard I try and how much effort I put in. I hope we can see some changes which make the server more friendly to players whose emotions are influenced by their obsessive completionist desires such as myself ? Anyways, I realize this was a long post, and as sloppy as my writing may be, I put a lot of though and effort into this so thank you so much for your time in reading this ^_^
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