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Zymogen

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Everything posted by Zymogen

  1. Yo btw imabe said sike after he blocked my transfer to empoleons plz believe me
  2. Not trying to be confrontational - just curious - but why is this? Is it still to prevent an influx of shinies into the game?
  3. Y,es I think we should hav e this in tournament mode too plz devs
  4. Me: "We could create a system of alternating time windows within which 2 of the 4 tiers have a prize buff per week" Pachima: "No, that's a bad idea. How about this: why don't we do the exact same thing, but without the prize buff?" Both of our arguments are the same, except yours omits an aspect that is desired by several players.
  5. Calling people who disagree with you plebs, and repeatedly calling the issue "simple" doesn't automatically make your opinion correct, pachima. You're speaking with a lot of arrogance and certainty so I'd like to see where you're getting your "definitive" solutions from.
  6. I wholeheartedly disagree, one of NU's biggest problems is the sheer number of viable Pokemon that need to be accounted for when teambuilding, but I'll stop there because a discussion on this would derail the thread I will concede this - UU and NU are inherently less interesting because, by definition, they are full of Pokemon that people don't want to use. Perhaps by buffing their prizes?... Yes, the underlying system itself is fine, but that doesn't mean that it can't be enhanced. Why wouldn't you want more people playing each tier? I just don't understand the logic of "the effect would only be temporary, so there's no point doing it at all" because there's no guarantee that it would be temporary, and surely doing something is better than nothing. Would you personally not enjoy playing for increased prizes?
  7. I don't understand what you mean by "promotes these tiers as tiers and not MM" - creating more events and tours would have the exact same effect as promoting the MM of the lower tiers through something like a weekly rotation of boosted prizes. If anything, MM has a lower barrier to entry than tournaments do, which in theory would lead to more uptake. I agree that there should be more tournaments (as with all tiers - but that's a topic for another thread), but I don't understand how promoting the matchmaking of lower tiers would be anything but a good thing. The prize boost could be centralised around UU and NU, but it doesn't have to be exclusive to them - it could be a system that rotates and promotes 2 of the 4 tiers per week, but each week would always include at least one of either UU or NU. I keep finding myself referring back to it, but the Call to Arms system in World of Warcraft dungeon finders is a great example of this kind of thing. Historically you could easily wait 30min for a tank, but because the Call to Arms offers bonus loot to people who queue as a tank within a certain timeframe, the average wait time (anecdotally) is at least 50% less. This system isn't directly applicable because it dynamically assesses and incentivises whichever role is the least represented at any given time, but I definitely think the concept is transferrable. One of the biggest questions regarding this kind of thing, though, is exactly how to incentivise a tier. The prize should be something that isn't useless, and will stay fresh, but also won’t have a big impact on the economy.
  8. I like the idea of being locked into X number of teams per tournament, it’s an interesting concept. But I don’t think making tournaments more “fair” for newer players is the correct reason to make this change. This is an MMO - a game largely based around item and money farming. Being the new guy with less resources is all part-and-parcel of the MMO experience, and it only makes sense for the old guard to be rewarded with the advantage, for the time that they have spent amassing their comp and team collections. This is a competitive game, not a pity party
  9. I previously was one of the biggest advocates for bracket shuffling, but I have to say it has instilled a more defensive (and somewhat bland) mentality when it comes to teambuilding. Analysing your next opponent's teambuilding trends definitely affords you a lot more creative license to adapt teams and use movesets that might be weak in the general meta, but are designed specifically for the match up that you are expecting, and I do believe that is a great skill to have in competitive play. Speaking as an NU player, I feel like the shuffle system has only exacerbated the already very match-up dependent nature of the tier; and does not leave much room for more niche teambuilds and movesets which, for me, are two of NU's most appealing properties. The process of innovation, and deviation from standard movesets, has become a lot more risky because it's now much more difficult to assess when it is an appropriate time to employ your new ideas. As a result, you end up seeing very similar team archetypes in most matches which I can understand may be boring for both players and spectators. However, I quite enjoy having the ability to rigorously test and scrutinise a new teambuild in a tournament setting - where the competition is often markedly higher than in matchmaking - without fear of being counter-teamed. It can't be denied that a certain level of skill is required to win several tournament rounds with the same team, against all different types of matchups, both favourable and unfavourable. But, whether this system fosters a similar level of skill to the previous system is a matter of debate. I agree with points from both sides and can also see cons in both. As Poufilou said above me, a lot of the arguments back and forth (much like my one here) have largely been founded on personal preference and rhetoric rather than objective evidence. Having said this, I don't see a way of objectively proving whether one system is "better" than the other, because ultimately "better" in this instance is an inherently subjective measure. I don't think there will be an outcome that will truly please both parties, but it's clear that a lot of people are quite upset with the way things are at the moment. Maybe it's worth taking the democratic route and creating a poll where competitive players can vote on their preferred system, and going with the majority... But I'm not sure how you would define the target audience and conduct it in a way that prevents falsification. Difficult situation.
  10. yo @DoctorPBC really got unbanned just to get disqualified lmao
  11. 10000% agree, a rotation system of bonus prizes for queuing specific tiers and certain times is a feature in many MMOs to promote activity. I think it's a great idea here.
  12. it would be epic to have a note in the battle log of exactly how much damage moves do each turn i would even go as far as to say that it would be very epic. upvote and subscribe if u agree.
  13. [NU] Jason and I will be battling in 10 minutes
  14. me trying to think of something from NU to throw into the dumpster fire that is this thread
  15. @Lvkee I hope this is the Peaches I'm thinking of
  16. gg bb Nincadas making a Nincomeback
  17. XD Me XD and XD iMat XD at XD some XD point XD on XD Saturday XD
  18. Yeah but that also wastes time that you may not have if you spent most of the 10 minutes countering team building
  19. Figured it'd be helpful to have a "are u sure u wanna do this u idiot" warning appear if you attempt to queue for matchmaking whilst participating in a tournament Easy mistake to make from muscle memory if you play ladder a lot, I know a few people who have accidentally done this (myself included) when going to re-enter the tournament queue between rounds
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