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Guilds as they are now are pretty much a group of people being in one, group. I believe there should be both PvP and PvE features.

The whole system would be around Guild Achievement Points in which people in the guild accomplish different tasks.

 

Guild Features:

 

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Guild Quests:

 

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Trainer Level:

 

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NOTE: The rewards are something I came up with on the moment. My main goal is to inspire the whole system. Balancing it is up to the PRO Staff, if they like the idea.

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I like your ideas, but the reward would be game breaking, and anti-sinkhole, there shouldn't be an item to toggle off wild pokemon spawns.

The reward that doubles EVs, or buff your pokemon stats would unbalance the game, and make the farming way too fast.

the 10% chance to have a pokemon with 2 31 IVs would also be anti sinkhole since you won't have to use much pokeballs before getting an epic pokemon, and even epic pokemon will become worthless.

 

And all the anti-status buff would unbalance the whole game, and make status worthless.

 

I like the concept of a trainer level, and a guild level and dungeon.

But not in a way that would totally break the game like your suggestions

These ideas would actually make joining a guild quite enticing and alot of players would definitely enjoy the thrill of being able to actively participate in Guild quests/objectives to earn more benefits.

 

As pointed above however, the benefits of some of the things you mentioned would obviously need to be nerfed so that the game doesn't become too easy where exp, money, and wild poke's just fall into out hands. We need something to get players motivated into joining guilds but also something that wouldn't upset the balance so it would still requires alot of hours.

I don't like this suggestion, so many OP reward and it make player abuse. My personality, I don't want PRO become the silver plate...

You aren't playing a single-player Pokemon game. You're playing a Pokemon game with thousands of other players who are competing against each other. There have to be checks and balances in the game to prevent money inflation.

Well yeah, as I already said, the rewards were something I came up with on the moment, my intention was to inspire the idea of the system. The reward balancing is up to the development staff to balance, if they like the idea that is.

 

EDIT: The one below me also posted about rewards, I already my point about rewards.

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  Ezyquake said:
157260 -Gets a key item that when active you cannot encounter pokemon in the wild. (Active/Disable on will)

 

What's the point of playing pokemon then ??

  Ezyquake said:
157260 -Increases the hp, attack, sp.attack, defense, sp.defense or speed of pokemon in your party by 10%.

-Doubles the EV earned from wild pokemon.

 

Clearly PVP advantage for nothing + EV train are part of the game, and it makes work the daycare business.

 

  Ezyquake said:
157260 -Your pokemon take 2% reduced damage from poison and burn damage.

-Burn and poison attack and sp.attack reduction is decreased by 15%.

-Speed reduction from paralysis is decreased by 20%.

 

Same, what's the point, you want the game to be easier ? And PvP will have no sense too

  Ezyquake said:
157260 -You have a 10% chance to encounter a pokemon with at least 2 31 IV stats.

Sure, and why not encounter a shiny at 5% chance :D:

  Ezyquake said:
157260 -You are a given a key item with 1 day cooldown in which you can randomly

reroll a pokemon's nature. (Preventing the chances of getting the same nature)

-All the stats of the pokemon in your party are increased by 5%.

Synchronize ability is already a nice help on nature's pokes

And stats boost, once again :Angry:

 

For guild, i feel like we need something too, but your ideas on 10% more P$ and exp on pokes are... well it wo'nt be pro..

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