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[Denied]Legendaries


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So, I was just thinking you could make legendaries appear anywhere after the player has beaten 8th gym with the same rate as shinies or even lower..? - I think it might work pretty well, would shit my pants though if while EV training a freaking rayquaza would appear..

 

- Who is there to say there can only be 1 legendary.. maybe they are just super-rare?

 

- Also current breeding (losing the parents), keeps it so they won't become common - or just could make them impossible to breed.

Edited by mige
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  • 2 weeks later...

- Who is there to say there can only be 1 legendary?



- Also current breeding (losing the parents), keeps it so they won't become common - or just could make them impossible to breed.

10/10
Let's give a rayquaza to a guy who just defeated the 8th gym, because doing the storyline is such an achievement and requires a lot of effort. Edited by ItachiUchiha
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Sounds good,
But my suggestion is:
-3x31 IVs (because legendaries cant be breed)
-legendary pkmn has the same location like on main pokemon games (like moltres on mt. Ember or zapdos on powerplant)
-legendaries can only be captured after defeating elite four. (After capturing it or killing it, it will be gone forever to make it more extra rare than shinies)
-cannot be traded to prevent a player having multiple legendary
-not all legendary can be captured after defeating the elite four, some can be prize after winning official tournaments like the "old sea map" (can be used to capture mew)

This is my suggestion to make legendaries get into the game while not making them appear easy to be caught. Lel

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  • 3 weeks later...

This might be a solution for legendaries that do not deserve to see competetive use, like ho-oh, lugia, kyogre, groudon, rayquaza and deoxys. For the legendaries that deserve to be tested in OU, this is of course a terrible idea.

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The method of implementation of legendaries has indeed already been decided by the devs:

 

[spoiler]Thank you all for your feedback and suggestions. We have decided on the mechanics that we will be using for the foreseeable future, and we will begin a trial run with our first Legendary during the next update.


During our internal discussions over the past few months, we decided what we wanted from Legendaries in our game:

  • They should be rare.
  • It should be hard to get one, but not impossible for a persistent and skillful person.
  • They should be a unique mechanic to the game.
  • They shouldn't break PvP.

Unfortunately, not every legendary has been created equally. Some are flat better than others. With that being said, we have chosen two separate systems for Legendaries:

For weaker Legendaries, we will be creating instances in which players participate in very large, partially randomly created, uniquely designed per-legendary, dungeons in a PvE challenge. This will allow players to use these weaker legendaries in Matchmaking, Official Tournaments, and other "OU"-tier tournaments in the metagame. These types of legendaries can be obtained permanently, and duplicates will naturally occur in the overworld. Think: "Legendary" loot in any other MMO.

For stronger Legendaries, we recognised early on that unleashing these, even in small amounts, has the potential to destroy casual PvP and Matchmaking unless we put in harsh restrictions against their usage, making them unusable for normal play. We also realised that unless there were at least 8 "Uber" legendaries in the world at a point in time, not even a small tournament could be held for Uber tiers. This directly conflicts with our first goal (They should be rare) and turns these normally very powerful Pokémon into useless trophies.

While we initially considered the first mechanic design for these Uber legendaries, we ultimately decided against making them permanently acquirable. Instead, we rethought the concept of a legendary for PokeMMO, and began to focus on creating a temporary event around Uber Legendaries.

This concept lead us to create a global, PvP-based event centered around Ubers, the mechanics of which being:

  • Certain Legendaries will spawn in their lore-friendly maps (for example, Mewtwo in Cerulean Cave) at a very low spawn rate, at a very high level.
  • Players who have acquired Legendaries will have their activity announced to the Server via the Server Announcements chat channel, in order to pinpoint where the current Legendary owner is.
  • Only one of each Legendary in this method of distribution may be found in the overworld at any given time. If the player is not in a Cave, their position will be broadcast to the world via the Town Map.
    • For example, there could not be two Mewtwo events occurring at the same time, but there could be a Mewtwo and a Deoxys event occurring at the same time.
  • These Legendaries come with pre-made builds with the Legendary's typing taken into account. Meaning: Moves, EVs, and static IVs have been assigned, and may not be changed for the duration of the event.
  • Capturing this Legendary will force the owner into a PvP mode, where they can not interact normally with other players for the duration of the Legendary's ownership. This restricts any form of PvE, Trading, and Discarding from occurring for the duration of the ownership. Teleports (Fly, Dig, Escape Ropes, etc.) are restricted to prevent fleeing the area quickly.
  • Ownership of these Legendaries are transferred to the victor of PvP battles. The owner of the Legendary must accept ALL incoming PvP battles, and will lose ownership if they are defeated. If a new owner's party is full, the Legendary will forcibly take Slot 6 in the Party, boxing the current resident. Players who have newly acquired the Legendary will have their party fully healed at the end of the match, ready for the next challenger.
  • These Legendaries will remain in the overworld for a limited period of time before releasing themselves into the Wild for other players to catch them. Players who log off while owning the Legendary will have it immediately released to the Wild.

We have not yet decided which legendaries will fall under each system, although they will almost assuredly be decided by strength of the Pokémon in the metagame. The first legendary that you will be seeing will be Mewtwo, under the second, PvP event-based, system. [/spoiler]

 

So there isn't much point in suggesting alternatives over and over again that have already been suggested before.

However, you're still technically free to discuss the decisions already made and eventually come up with improvements. Or alternatives accompanied by a reasoning as to why they're better than the current plan.

This way, we can still have a discussion about legendaries that isn't necessarily destined to be meaningless.

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The method of implementation of legendaries has indeed already been decided by the devs:
 

 
So there isn't much point in suggesting alternatives over and over again that have already been suggested before.
However, you're still technically free to discuss the decisions already made and eventually come up with improvements. Or alternatives accompanied by a reasoning as to why they're better than the current plan.
This way, we can still have a discussion about legendaries that isn't necessarily destined to be meaningless.

thank you for reminding me why i cannot enjoy playing this game anymore.
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