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Hey everyone, 

 

i came up with a simple idea to fix some of the money issues we have in the game nowadays and i would appreciate your thoughts about this. 

 

As we can see in latest auctions, prices for pokemon have skyrocket in the last few years, due to players putting up enourmous hours in this game and optimizing their economy simulator called "pokemon revolution online" as best as possible. Don`t get me wrong, it is obviously fine to do so, but we shouldnt denie the consequenzes of those actions aswell. One of those being that players who started recently, cannot afford any usable meta-pokemons. 

 

"okay but that is just fair because they played a lot for it like in any other game, where you have to grind" - Not really. Back in the days of pro it was way easier to get money and also good pokemon for the same ammounts of hours you put in as nowadays. We`ve also had more staff hosted events with big rewards such as summer reroll, getting epic iv`s on your legendarys so you don`t have to waste 40 rerolls, and many other things, than nowadays. 

 

So i came up with the idea of adding inflation to the game, to reduce the value of pokedollars and making pokemons more accessible for people who just started playing. How should that inflation be added? - Well mostly due to the game itself. increase the cost of transport and every npc stuff each week, make bosses give more money, etc. pp.  

 

Just to be clear, there is inflation happening atm, due to these economy simulator players, as we can see in auctions for example. I just want inflation added to the NPC`s, so the game itself. This way we make it easier for people starting nowadays to access good pokemon aswell and be part of the pro community.  

 

I am also thinking about a rather heavy inflation to the NPC´s, due to the state of the game atm. Maybe like 2.5% a week. 

I get where you're coming from, but I think this idea is fundamentally flawed.

You're absolutely right that the gap between older players and newer players has grown, and that accessibility to meta Pokemon is a real issue. But adding heavy inflation to NPC systems is not just a questionable fix - it’s very likely to make things worse.

Inflation doesn’t magically help newer players. It disproportionately benefits players who are already efficient at generating money. If bosses give more rewards, experienced players will simply scale their income even faster, while newer players - who can’t farm as efficiently - fall further behind. At the same time, increasing NPC costs (transport, services, etc.) directly punishes those same newer players you're trying to help.

So instead of closing the gap, this system would stretch it even more.

Also, suggesting a 2.5% weekly inflation rate is extremely unrealistic. Compounded over time, that’s massive and would very quickly destabilize the entire economy. Prices wouldn’t just “adjust” - they would spiral.

The core issue here isn’t that the currency needs to lose value. The real problem is that access to good Pokemon is too limited relative to demand. You're trying to fix a supply problem with a monetary solution, and that mismatch is where this idea breaks down.

If the goal is to help newer players catch up, then the solution should focus on:

  • Increasing the availability of usable/meta Pokemon (events, rerolls, better drops)

  • Adding proper catch-up mechanics for newer players

  • Creating stronger money sinks that primarily target wealthy players, instead of inflating the entire system

Right now, this proposal feels like treating the symptoms while amplifying the disease.

I agree with the problem you’re pointing out — but this solution is going in the wrong direction.

7 minutes ago, Vuuu38 said:

I get where you're coming from, but I think this idea is fundamentally flawed.

You're absolutely right that the gap between older players and newer players has grown, and that accessibility to meta Pokemon is a real issue. But adding heavy inflation to NPC systems is not just a questionable fix - it’s very likely to make things worse.

Inflation doesn’t magically help newer players. It disproportionately benefits players who are already efficient at generating money. If bosses give more rewards, experienced players will simply scale their income even faster, while newer players - who can’t farm as efficiently - fall further behind. At the same time, increasing NPC costs (transport, services, etc.) directly punishes those same newer players you're trying to help.

So instead of closing the gap, this system would stretch it even more.

Also, suggesting a 2.5% weekly inflation rate is extremely unrealistic. Compounded over time, that’s massive and would very quickly destabilize the entire economy. Prices wouldn’t just “adjust” - they would spiral.

The core issue here isn’t that the currency needs to lose value. The real problem is that access to good Pokemon is too limited relative to demand. You're trying to fix a supply problem with a monetary solution, and that mismatch is where this idea breaks down.

If the goal is to help newer players catch up, then the solution should focus on:

  • Increasing the availability of usable/meta Pokemon (events, rerolls, better drops)

  • Adding proper catch-up mechanics for newer players

  • Creating stronger money sinks that primarily target wealthy players, instead of inflating the entire system

Right now, this proposal feels like treating the symptoms while amplifying the disease.

I agree with the problem you’re pointing out — but this solution is going in the wrong direction.

Hey man 😄 thanks for the answer. 

 

I would disagree on the argument that inflation would hurt the players younger players more, because also regular trainer fights (talking about hour 0-100 of gameplay) would give more money aswell. After that most already got a boss team and benefit from the inflation on those NPC`s. 

 

Yes, the prices would spiral, but that is the goal tbh. the faster the prices go up, the faster the gap between new players and old players closes, if the old players dont keep up with playing. It would work ingame. 

 

Adding more money sinks was also an idea but the last money sink, the trainer towers, are no real sinks, aswell as the train tickets for example, who are cheap for people with 4 acc. 

if you got another idea for a catch-up mechanic feel free to share 😄 

Everyone received more money generating from NPC? If a new player can get 100k faster, then experienced player can get way more than that. With that, what makes you think in an auction, new player can have a chance against the experienced one? And when out of an auction, the price of pokemon in trade will just continue to rise up, faster than the income you gain from this suggestions, so same result, thing becomes more pricey, new player still too poor to afford anything in the new 'standard'.

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-1 for the inflation idea, it will just hurt the people you implying that you want to help.

 

The only real way to target the people you mentioned is to introduce a tax system in the game, for example if someone has more than 100m then 1.5 of their income will automatically be deducted every week, if they have more than 500m then 2.5%, if they have 900m+ then 3.5%. Those numbers and time are just examples. But I don't think a tax system will ever be introduced to the game.

 

And for the argument that they could convert their money to items, the way you can have items is very limited, for example new coin capsules can only come from donations and for rerolls, you need to work for them and so it takes some time to generate new ones in the game too.

Shiny Mega Lucario Z

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