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Callmerengod

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Everything posted by Callmerengod

  1. respecting yes, agreeing no.
  2. First of all the most important question of them all - is the new exp system better than the old system? Yes it is. With that being said there are a few really good parts about this new system/patch and a few parts that should be looked at again. Let's start with the positive parts first: - the new system is really good for new players that are just starting the game and wanna enjoy pokemon like they know it from the OG pkmn games - by evolving their pkmn during the story without getting punished for it. I for myself haven't played the new story (exp wise) yet but read from a few new players that the new system does feel really good and doesn't feel punishing throughout the story - the trainer tower is a really good addition to the game and makes leveling high lvl pkmn very easy for a small but fair fee - the exp you are gaining from the trainer tower is perfect and makes leveling pkmn up to high levels very fast - tanky pkmn are very easy to train with the new system and especially the trainer tower - the exp share is a good addition and is especially good for story and ev training - even tho i am not a big fan of the exp from catching pkmn mechanic i do think it's healthy for the game in it's current state - the overall exp gain feels more like an actual pkmn game than it used to with the old system Now let's talk about a few not directly negative parts but parts that definitely need a few small buffs/adjustments: - the exp from wild battles does feel a bit too less after ~lvl60 and upwards - some trainer tower teams need to be looked at/some pkmn & abilities/moves should be removed - the trainer tower should be AN option to level high level pkmn but shouldn't be THE option for high level pkmn (which kinda goes hand in hand with the first "negative" point) since PRO is a MMO it makes sense that we train way more pkmn than we would ever train in an original pkmn game Time to talk about the trainers tower and bring up some suggestions. The trainer tower is a really nice idea as a whole. It helps leveling high level pkmn really well and fast. The fee is also very fair and now we even got a nurse joy added which makes the entire tower even better than it already was. However the tower still has a few flaws. In my opinion one of the biggest issues of the tower are some absurdly annoying abilities/moves like Sturdy, Cursed Body, Destiny Bond. Cursed body I could see staying but Sturdy and Destiny Bond really have to be removed. Another big point is that pkmn in some teams shouldn't be in there (as seen in the following screenshots) Yes my pkmn were mostly overleved and I won every fight vs them, however I personally don't think that this is a good system of choosing the trainers pkmn. The trainers should have only mono type pkmn and no dual type pkmn. And now for the end here are some suggestions: - Buff/adjust the exp gain/level of wild pkmn in some area so that leveling without trainer tower becomes an option again - remove Sturdy, Cursed Body and Destiny Bond from the pkmn in the trainers tower. Those abilities/moves are simply frustrating to play against, especially in an area where u have to pay again in case u faint - remove dual types from the trainers teams - add nurse joy to each floor/inbetween the floors to heal your pkmn for a small fee I might edit/add some ideas later on to this list but for now those are all my thoughts about the reworked exp system/the patch in general. Thanks for reading up until this point.
  3. a step in the correct direction*
  4. All of you seem to not understand the actual point of this system. This exp system is better for every new player playing the story while also being viable for old player to train their pkmn up to high levels. The only issue the current system has is that training in the wild after level 70 simple takes way too much time. The trainer tower is a really good addition to the game, however the trainer tower should A option for high level training and not THE option for high level training. The new system is better for the future of the game and should stay. Whoever disagrees is simply not able to adapt or simply just cries for the sake crying. All the new system needs are small buffs/adjustments to a few things.
  5. @Stevenson you won, feel free to contact me ingame or here on forums
  6. 2h29min left
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  11. Nah its 13more min, everytime someone posts in the last 15min the auction gets extended 15more min You can read about it in the rules, just saving u some trouble here
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  18. S.O 4m min. bid 250k duration: 72h after first bid (started 4:46pm gmt+2) only accepting money
  19. Partly +1, Partly -1 +1 for treating it same as leaderboards during pve competitions like valentine chess. -1 to removing the total IV goal (more on this later) I personally think WQ does for sure need a few changes. I always hated the idea of a 2nd ticket, yes it is a lot of effort and takes a lot of time however getting to 3% means you are automatically ruining the chance for 5 other player (technically 6 player sincr you wont ever submit exactly 3%) to get 1 ticket. I personally would love to see the 3% option to be removed. Another thing that bothers me a lot during WQ is that you will never submit exactly 0.5% and thus screwing other ppl over too. Let's take the last Eevee WQ as example: Total IVs needed: 148,801 Single IVs needed: 744 To reach 0.5% you will need to submit exactly 744 IVs, however you will pretty much never submit exactly 744 IVs - if you submit just even 1 IV more than 744 you automatically screwed the chances of someone else getting the rewards. If everyone would only be able to submit exactly 0.5% it would mean 200 players would be able to get the rewards. - a possible solution might be that you submit the needed IVs (744 in this example) and once you reached the treshhold the NPC will remove exactly 744 IVs from the total IVs left. If you submit let's say 755 IVs those 11 IVs will simply not be counted. Implementing this would most likely require the total IVs to be lowered a bit since exactly 200 player would need to contribute (alrdy taking in fact 3% option got removed). This would need some testing to see if its possible to implement - especially heavy testing on gold server since the server struggles a lot with WQ currently. Now a little comment to the total IVs: The total IVs need to stay and need to be reached in order to finish the WQ. If there is no total goal the world quest wouldn't feel like a community event/world quest at all. However I do feel like if nothing changes then gold server might need slightly lower total IVs in general for now. Lastly the repelable WQ pkmn: I'm not the biggest fan of WQ which feature pkmn that have a repel trick but on the other hand I think it would be some unnecessary work since you would need to check for each WQ if there is a repel for the pkmn, then disable the repel (sometimes even multiple repels) and then re-enable the repel again once the WQ finished/failed. Removing all repel pkmn as other solution would make the WQ incredibly stale. I'm pretty sure I missed some more thoughts I had in terms of WQ but those are mostly the important changes imo.
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