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Marjinator

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About Marjinator

  • Birthday 09/01/1997

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  • Career
    Computer Science Major and Unity Game design freelancer
  • Occupation
    Computer Science Major and Unity Game design freel

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  1. This is what i was suggesting, sorry if i didn't word it clear enough.
  2. I also mean that only the player would see the message, similar to the message that pops up when a player uses a Repel.
  3. Imagine if in Runescape, you didn't have a skills tab, and the only way to know what your skills were was to go to the nearest town and talk to a some random guy. That is the current state of PRO and what my suggestion is trying to diminish.
  4. I beg to differ in a game where the only way access a caught Pokemon info would be to go all the way back to the pokecenter. In Runescape, the information that is provided - like being informed that you have achieved a certain milestone - can be used immediately; for example,"you hit level 10 attack" is immediately translated to the player as, "you can use a better weapon" and therefore the player can stop grinding and get a better weapon before they resume. In PRO, if your party is full and you are in the grind to catch a good Pokemon, the information about the Pokemon you catch is hidden behind an extra barrier of stopping your grind just to see if you have achieved your milestone of getting a decent Pokemon. This barrier is unnecessary and isn't fun when you're playing for only a limited time per day (work, school, etc.). As a player why should i have to judge how many Pokemon i would need to catch in order to determine the probability of catching one i am comfortable with? this is what i am suggesting, sorry if i didn't word it clear enough.
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