There are a bunch of threads all over the place about broken economy and stuff.
Here's my take on the matter.
I believe that the ideal scenario is one where playtime = money.
However, in pokemmo, that's not the case.
It's like there's two different gameplays:
regular endgame content (breeding, ev traning, exp'ing, pvp)
consciously farming money.
And they are mutually exclusive in many areas.
You don't generate money off the system by doing any of those aforementioned things.
However they do align during the story: A lot of trainers are required to defeat, and they give you money. Everyone is rich, the world is perfect.
But as soon as the story ends, you move onto a gameplay that focuses much more on wild pokes.
You catch breeders, or you ev train, or you exp grind on hordes to 100, or you hunt shinies....
They all involve battling wild pokemon. Wild pokemon battles are at the center of this game -- not trainer battles.
In most mmos, the primary gameplay is just killing monsters, and they always drop (money + some other loot).
Then you sell this 'other loot' (like slime remains or leftover bones) for EVEN MORE money.
Those 2 main sources of 'gameplay=money' are non-existent.
In pokemmo, you have to go out of your way to do a conscious money-grinding game (payday or gym leader runs) which nobody really appreciates -- and even have somewhat of an entry bar if you just finished story and have crap level 60s.
While it's not quite 'pokemon logic' for pokemon to drop money, it's definitely standard game logic, and people will get used to it fast.
People will always find ways to make money off each other in any game, and that's totally fine.
The thing that sets pokemmo apart is the fact that generating money off the system is more annoying than any other standard game.
If wild spawns drop money, people will passively farm money and eventually be able to afford some stuff just from playing regularly without really trying - even if it's not a ton.
Question
Eggplant
Hey hey.
There are a bunch of threads all over the place about broken economy and stuff.
Here's my take on the matter.
I believe that the ideal scenario is one where playtime = money.
However, in pokemmo, that's not the case.
It's like there's two different gameplays:
And they are mutually exclusive in many areas.
You don't generate money off the system by doing any of those aforementioned things.
However they do align during the story: A lot of trainers are required to defeat, and they give you money. Everyone is rich, the world is perfect.
But as soon as the story ends, you move onto a gameplay that focuses much more on wild pokes.
You catch breeders, or you ev train, or you exp grind on hordes to 100, or you hunt shinies....
They all involve battling wild pokemon. Wild pokemon battles are at the center of this game -- not trainer battles.
In most mmos, the primary gameplay is just killing monsters, and they always drop (money + some other loot).
Then you sell this 'other loot' (like slime remains or leftover bones) for EVEN MORE money.
Those 2 main sources of 'gameplay=money' are non-existent.
In pokemmo, you have to go out of your way to do a conscious money-grinding game (payday or gym leader runs) which nobody really appreciates -- and even have somewhat of an entry bar if you just finished story and have crap level 60s.
While it's not quite 'pokemon logic' for pokemon to drop money, it's definitely standard game logic, and people will get used to it fast.
People will always find ways to make money off each other in any game, and that's totally fine.
The thing that sets pokemmo apart is the fact that generating money off the system is more annoying than any other standard game.
If wild spawns drop money, people will passively farm money and eventually be able to afford some stuff just from playing regularly without really trying - even if it's not a ton.
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