Different communities have differing opinions on whether it's better to make new threads after old ones die out or bump the old one.
My choice is generally to make new ones until someone tells me otherwise. Anyway, I don't think the discussion here
really goes deep enough regarding item use. I'm gonna give a little context, because my suggestions make more sense with the context and many people will blow it off the suggestions without it
but you can skip to the end for tldr and go back to read the details if what I say doesn't make sense.
In the past week, I played through, emerald, platinum, and white for the first time. I had only played blue before this, but I thought it was worthwhile to run through and get some rare or even pokemon into pokemon bank / pokemon home since bank is free after eshop got shut down. I got to ORAS (chose AS) which is far enough to get previous generations to bank only to find out home (which was advertised as free on pokemon go) was actually tiered and the free tier doesn't allow transfers from bank. Ok, whatever. I enjoyed playing through the games on their own and decided to go back and play the games I missed instead of moving on to the 3DS and switch generations. (looking forward to HGSS because I heard you go back to kanto afterwards) But I started with white 2 since white is still fresh in my memory. and going to move backwards.
While going through white 2 (I'm 7 badges through) there was a pokemon that did really low special attack regardless of how high I leveled it, so I went and bought calciums for the first time in all the games and it... had little effect. So I Went and did some research on IV and EVs and how they work and that's how I discovered pokemmo
cool! no point really in playing the official pre-3DS games since I don't care about bank anymore -- And I thought it could be a 1:1 replacement for the games except with more player interaction from the MMO features.
I was on discord while setting up the game and character and people suggested starting in the region you're most familiar with (I didn't ask, I was reading answers from other people asking). So I started in pallet town since that's the only game I played for more than 2 days, even though it's been probably over 20 years at this point. I beat brock, and moved on to misty anticipating it to be difficult (As a child it was more difficult for me than later gyms) So I decided to stock up on items before the battle.
I get in the battle and... I can only use 4 items?! yes decisions are arbitrary and preference but this one felt very wrong to me. Pokemon is already a simple enough game with so many restrictions already, why limit it more? You're forcing players to play how you decide to and how it "should" be played instead of encouraging players to find their own solutions. As a Fighting game player whose main game is Street Fighter II [ST specifically for those who care, -- and I'm damn good at it -- I place in tournaments]. I absolutely hate it Modern fighting games went this route for the past 10 years, and are only starting to shift back now. And everyone loves the return to form.
I ended up beating the gym anyway, because earlier on discord someone offered to loan me the starters that I didn't pick until I beat the E4 and the squirtle they loaned me were overpowered compared to the other starters. -- I was limiting my use of it until all my pokemon were more on the same level -- similiar to how people self impose limits with nuzlocks --. I ended up using squirtle because I didn't expect this limitation, but I don't think it's discouraging that I couldn't use the solution I'm naturally inclined to in jRPG type battles.
The only reasons I can really think to limit items are the mmo environment (probably economy) and difficulty. I had a discussion on the discord about and I don't think the 4 item limit needs to be as restrictive as it is currently to preserve those. And i'm talking about PvE not PvP. Most if not all MMOs already have a different set of rules for PvE and PvP and item use can just be another difference.
For the economy -- People mention rematch battles get more difficult the more times you repeat them. So I assume the rewards scale as well?
-you can allow a less restrictive use of items only in the initial story run.
-mmo economies tend to fail because of inflation, consumables are and should be money sinks. Especially for lower reward battles where people "should" be able to clear them without items. Allow them to use items. If they want to spend more than the money reward to beat whatever section they want to beat, why not let them? it gives more agency to money management.
You can even adjust the price of items, or reduce the rewards to manage the economy and still allowed for more varied gameplay.
which brings me to difficulty
"you're just paying to win with consumables what's the point?"
First of all, others --correctly mentioned that you can also pay for an OP pokemon and mash A. That's allowed, what's the point in that?
Second of all, There is strategy in correctly choosing and timing the use of items. You can definitely still get wiped out even with unlimited consumables, -- which by the way, consumables aren't unlimited because of money, and I don't know if mmo has inventory limitations but because the mainline games do I assume they may be here too.
"If you have unlimited revives, then you can just keep reviving until the opponent runs out of PP and struggles to death"
Yes, I didn't think of this initially, But I do also have a few answers to this as well.
First of all, and I'm going to use an example coming from an arcade background. People play in different ways and have different goals. Some people speedrun through arcade games trying to complete them as fast as possible, Some don't care about speed and go purely for 1CCs or no deaths/damage etc,
And here's the thing, some go on "endurance" runs for games that have no specified ends. Infinite runners, once you reach max speed doesn't get any more difficult, it's about endurance. Same thing with Any arcade game with infinite loops Even pac man, which bugs out at level 256 is really an endurance run. after about level 9 the game doesn't get any more difficult, and the ghosts behave the exact same way every time. Their behaviour is so static that, if you make the same moves every game (entirely possible since you can hold down a direction before turns) the ghosts will take the exact same paths so you can have a route to follow and that will just keep working.
I can absolutely see someone wanting to attempt to make a difficult battle struggle themselves to death. Seems marginally different to any other endurance run in any other game. Again, it's a money sink too. something that nearly if not all MMOs need more of. I don't know how events work in pokemmo yet, but you can even encourage people to do this by making an event out of it, or give achievements or whatever for people who manage it outside of events.
Also, even with the "endurance run" factor of it aside, At misty in pallet down, revives aren't even available yet. Even if they were, you can just have NPCs refill PP when they reach 0 in all their moves, that way people can still predict what moves the NPC will do. Compared to just giving them infinite PP, this way someone can still use PP to predict / limit NPC's moves.
Another way you can get around this (not the way I prefer) is to only limit revives, and not other consumables.
Something else? Well, one thing I noticed going into B/W is that "trainer" actions aren't always first in the queue any more. the NPC can attack before a switch. (and maybe before an item too? I'm not sure, i'm going to say this again, I ran through these games in 2 days) That gives another opportunity for pokemon to all get wiped out even with unlimited revives, and adds another element to planning and strategy for going in with underleveled pokemon and more consumables.
So yeah, there are plenty of ways to remove / tweak the 4 item limit in NPC battles that are absolutely viable and good for the economy as a money sink.
-remove restrictions for initial story run only
-remove restrictions for low reward battles
-reduce/change consumable price/rewards
-only have restriction on revives
-create challenges that encourage use of consumables
-tweak battle behaviour to something closer to gen 5 rather than closer to gen 3/4
Please at least consider increasing the limit from 4. Four items is way, way too restrictive for players who want to experiment / be creative etc. With a 4 level limit you're basically saying items are to fix minor mistakes from a prebuilt team and nothing else. Narrowing strategy options way, way more than I feel is right. Anything to encourage gameplay away from the direction of "just mash A" can only be good right?
And again, what else are going to be money sinks if not consumables?
Question
Kirbycide
Different communities have differing opinions on whether it's better to make new threads after old ones die out or bump the old one.
My choice is generally to make new ones until someone tells me otherwise. Anyway, I don't think the discussion here
really goes deep enough regarding item use. I'm gonna give a little context, because my suggestions make more sense with the context and many people will blow it off the suggestions without it
but you can skip to the end for tldr and go back to read the details if what I say doesn't make sense.
In the past week, I played through, emerald, platinum, and white for the first time. I had only played blue before this, but I thought it was worthwhile to run through and get some rare or even pokemon into pokemon bank / pokemon home since bank is free after eshop got shut down. I got to ORAS (chose AS) which is far enough to get previous generations to bank only to find out home (which was advertised as free on pokemon go) was actually tiered and the free tier doesn't allow transfers from bank. Ok, whatever. I enjoyed playing through the games on their own and decided to go back and play the games I missed instead of moving on to the 3DS and switch generations. (looking forward to HGSS because I heard you go back to kanto afterwards) But I started with white 2 since white is still fresh in my memory. and going to move backwards.
While going through white 2 (I'm 7 badges through) there was a pokemon that did really low special attack regardless of how high I leveled it, so I went and bought calciums for the first time in all the games and it... had little effect. So I Went and did some research on IV and EVs and how they work and that's how I discovered pokemmo
cool! no point really in playing the official pre-3DS games since I don't care about bank anymore -- And I thought it could be a 1:1 replacement for the games except with more player interaction from the MMO features.
I was on discord while setting up the game and character and people suggested starting in the region you're most familiar with (I didn't ask, I was reading answers from other people asking). So I started in pallet town since that's the only game I played for more than 2 days, even though it's been probably over 20 years at this point. I beat brock, and moved on to misty anticipating it to be difficult (As a child it was more difficult for me than later gyms) So I decided to stock up on items before the battle.
I get in the battle and... I can only use 4 items?! yes decisions are arbitrary and preference but this one felt very wrong to me. Pokemon is already a simple enough game with so many restrictions already, why limit it more? You're forcing players to play how you decide to and how it "should" be played instead of encouraging players to find their own solutions. As a Fighting game player whose main game is Street Fighter II [ST specifically for those who care, -- and I'm damn good at it -- I place in tournaments]. I absolutely hate it Modern fighting games went this route for the past 10 years, and are only starting to shift back now. And everyone loves the return to form.
I ended up beating the gym anyway, because earlier on discord someone offered to loan me the starters that I didn't pick until I beat the E4 and the squirtle they loaned me were overpowered compared to the other starters. -- I was limiting my use of it until all my pokemon were more on the same level -- similiar to how people self impose limits with nuzlocks --. I ended up using squirtle because I didn't expect this limitation, but I don't think it's discouraging that I couldn't use the solution I'm naturally inclined to in jRPG type battles.
The only reasons I can really think to limit items are the mmo environment (probably economy) and difficulty. I had a discussion on the discord about and I don't think the 4 item limit needs to be as restrictive as it is currently to preserve those. And i'm talking about PvE not PvP. Most if not all MMOs already have a different set of rules for PvE and PvP and item use can just be another difference.
For the economy -- People mention rematch battles get more difficult the more times you repeat them. So I assume the rewards scale as well?
-you can allow a less restrictive use of items only in the initial story run.
-mmo economies tend to fail because of inflation, consumables are and should be money sinks. Especially for lower reward battles where people "should" be able to clear them without items. Allow them to use items. If they want to spend more than the money reward to beat whatever section they want to beat, why not let them? it gives more agency to money management.
You can even adjust the price of items, or reduce the rewards to manage the economy and still allowed for more varied gameplay.
which brings me to difficulty
"you're just paying to win with consumables what's the point?"
First of all, others --correctly mentioned that you can also pay for an OP pokemon and mash A. That's allowed, what's the point in that?
Second of all, There is strategy in correctly choosing and timing the use of items. You can definitely still get wiped out even with unlimited consumables, -- which by the way, consumables aren't unlimited because of money, and I don't know if mmo has inventory limitations but because the mainline games do I assume they may be here too.
"If you have unlimited revives, then you can just keep reviving until the opponent runs out of PP and struggles to death"
Yes, I didn't think of this initially, But I do also have a few answers to this as well.
First of all, and I'm going to use an example coming from an arcade background. People play in different ways and have different goals. Some people speedrun through arcade games trying to complete them as fast as possible, Some don't care about speed and go purely for 1CCs or no deaths/damage etc,
And here's the thing, some go on "endurance" runs for games that have no specified ends. Infinite runners, once you reach max speed doesn't get any more difficult, it's about endurance. Same thing with Any arcade game with infinite loops Even pac man, which bugs out at level 256 is really an endurance run. after about level 9 the game doesn't get any more difficult, and the ghosts behave the exact same way every time. Their behaviour is so static that, if you make the same moves every game (entirely possible since you can hold down a direction before turns) the ghosts will take the exact same paths so you can have a route to follow and that will just keep working.
I can absolutely see someone wanting to attempt to make a difficult battle struggle themselves to death. Seems marginally different to any other endurance run in any other game. Again, it's a money sink too. something that nearly if not all MMOs need more of. I don't know how events work in pokemmo yet, but you can even encourage people to do this by making an event out of it, or give achievements or whatever for people who manage it outside of events.
Also, even with the "endurance run" factor of it aside, At misty in pallet down, revives aren't even available yet. Even if they were, you can just have NPCs refill PP when they reach 0 in all their moves, that way people can still predict what moves the NPC will do. Compared to just giving them infinite PP, this way someone can still use PP to predict / limit NPC's moves.
Another way you can get around this (not the way I prefer) is to only limit revives, and not other consumables.
Something else? Well, one thing I noticed going into B/W is that "trainer" actions aren't always first in the queue any more. the NPC can attack before a switch. (and maybe before an item too? I'm not sure, i'm going to say this again, I ran through these games in 2 days) That gives another opportunity for pokemon to all get wiped out even with unlimited revives, and adds another element to planning and strategy for going in with underleveled pokemon and more consumables.
So yeah, there are plenty of ways to remove / tweak the 4 item limit in NPC battles that are absolutely viable and good for the economy as a money sink.
-remove restrictions for initial story run only
-remove restrictions for low reward battles
-reduce/change consumable price/rewards
-only have restriction on revives
-create challenges that encourage use of consumables
-tweak battle behaviour to something closer to gen 5 rather than closer to gen 3/4
Please at least consider increasing the limit from 4. Four items is way, way too restrictive for players who want to experiment / be creative etc. With a 4 level limit you're basically saying items are to fix minor mistakes from a prebuilt team and nothing else. Narrowing strategy options way, way more than I feel is right. Anything to encourage gameplay away from the direction of "just mash A" can only be good right?
And again, what else are going to be money sinks if not consumables?
Edited by KirbycideLink to comment
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