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Boss Rewards Should Still Be Given After Losing Then Finally Winning


Billnyeguy

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I am recommending this because as I am part of two demographics:

As a new player to the game. I really enjoy this game, it is good fun and I found myself getting lost in it for hours after I started playing. When I reached the first gym, I was, as you might expect, pretty excited, so I went in to try beat it with my pikachu and spinarak, as you might also expect, I failed rather miserably and couldn't even get past the first geodude (this is Brocks gym). Keep in mind here I was fighting the trainer in the gym, not even the gym leader, and I felt this would be my first big challenge and was ecstatic to grind and come back again and again to continue trying to beat the trainer. I couldn't wait for the payoff when I would at last get that sweet xp after finally beating him.

As a game developer myself. I understand a pretty simple concept in development, being that you should, generally, reward a player as equally as you can to the amount of efford they'd need to put in to overcome a trial. Otherwise you risk them feeling frustrated or empty after finally climbing that previously insurmountable odd. As you can imagine, I felt just that after finally beating that trainer after trying and grinding for ages. I had done it, I had fallen down that mountain time and time again, each time grinding again to get just a little higher. Then when finally, at long last I reached the top, there was, well, nothing. When I finally reached the top, there was simply, another mountain after that.

 

I didn't feel I had gained anything from climbing this mountain at all, all my grinding felt fruitless and my time felt wasted. 

 

My point is this, I do not feel that you should only reward players for beating a trainer in a gym, or the gym leader himself if it is done on the first try. From the perspective of a new player it just feels that I have been cheated. That, after falling down and getting back up, over and over again, and finally beating what was knocking me over, I was greeted with nothing for my efforts. Just another obstacle to knock me over again, that being another difficult to surpass adversary that I would need to grind to defeat again, most likely lose on my first attempt, and rinse and repeat. I don't feel there is anything for me to look towards for motivation, and as such, I don't feel like getting up again, because I know, I have failed already, and I will get nothing if I try again. Progress for the sake of progress is not progress at all. Beating a boss just so that you can move onto another, with no other incentive whatsoever, is just, unfulfilling, and after playing for hours, it completely killed my mood. I had climbed that mountain, but to what end? I just felt tired and drained. I didn't want to climb the next mountain. I didn't see a point, because I am new, I know I will fail, and that incentive to get up again isn't there. So why get up at all?

From the perspective of a game developer, this situation above is what I would want to avoid, we don't want our players to feel there is not point in going on. When they finally overcome those insurmountable odds, we want them to feel they have truly earned their reward, but when we remove the reward when the player fails, we are telling the players that failure is not an option. That experimentation isn't recommended and that if you fall down, there is no point, in getting back up.

 

When I spoke to the community about this, I was told it was to make it impossible to cheat the system by replaying the battle and getting xp for beating each pokemon. With the system you have for battles, I am sure there is a better way to do this than simply, killing any chance at rewards if the player fails once. I am not sure what your architecture looks like, but I can't be expected to believe, that saving a simple bool that indicates whether that pokemon has been beaten once for the player is impossible? If you don't think it possible, by all means, get in contact with me, and I will try to help figure out how to implement this. I enjoy this game, I really thing this is a feature that can be improved.

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The reason trainers and gym leaders don't give experience after the first try is quite simply that it would be abusable. You could intentionally lose on their last pokemon to easily level up your whole party which would defeat the need of grinding and preparing for gyms.

 

The elite 4 does give infinite XP by the way, so you can abuse them in just that manner and rechallenge them infinitely until you become the champion.

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16 hours ago, Kary0plasma said:

The reason trainers and gym leaders don't give experience after the first try is quite simply that it would be abusable. You could intentionally lose on their last pokemon to easily level up your whole party which would defeat the need of grinding and preparing for gyms.

 

The elite 4 does give infinite XP by the way, so you can abuse them in just that manner and rechallenge them infinitely until you become the champion.

That is why I said you can implement a check for each of the pokemon the trainers/gym leaders use to see if that pokemon has been beaten, then only give them xp if they have not. That way you will only be given xp on your first victory against each of their pokemon.

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