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Halloween Hunting Event (Blacephalon / Guzzlord)

Featured Replies

  • Author
9 hours ago, Eaty said:

Hey, the World Quest was actually the inspiration for this contest. We wanted to create a party-based World Quest. Just like with the World Quest, we also wanted access to the maps/the reward to be limited. For the World Quest, that means everyone who contributed at least 0.5%, and for the Party World Quest, it would be the parties that reach a certain placement.

I'm open to suggestions, but I don’t want to give up the exclusivity.

Oh, thats a good idea aswell. Would be cool if the WQ mon then is one of the UBs or maybe even a new one 😃

This way, at least 200 players could join if no one goes up to 3%. That should be enough together with the Group Hunt. 👍

 

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2 hours ago, Lugario said:

Hey, just so I am sure I understand correctly, do you mean Pokemon that can have a HW form or do you mean the actual form?

Because if it is the actual form encounter, they are already hard to encounter and it would not worth it to sacrifice them for a chance to hunt Blacephalon / Guzzlord for another chance to encounter their form.

Yes I am referring to a Halloween form(s) to be sacrificed in order to have your team gain access to the hunting grounds . I understand that it is hard to encounter a form (perhaps around 1:500), but i can tell the Mod Eaty wants it remain VERY exclusive.

So I am recommending, that in addition to the higher-scoring teams gaining entry, now other teams may gain access after sacrificing "x" amount of event from(s) with 110 IVs (or choose a different IV total amount).

The bar to reach will be realized once degerming a) the amount of forms needed to be sacrifice and b) the total IV of the mon[s] being sacrificed.

15 hours ago, Danicalves said:

Yes I am referring to a Halloween form(s) to be sacrificed in order to have your team gain access to the hunting grounds . I understand that it is hard to encounter a form (perhaps around 1:500), but i can tell the Mod Eaty wants it remain VERY exclusive.

So I am recommending, that in addition to the higher-scoring teams gaining entry, now other teams may gain access after sacrificing "x" amount of event from(s) with 110 IVs (or choose a different IV total amount).

The bar to reach will be realized once degerming a) the amount of forms needed to be sacrifice and b) the total IV of the mon[s] being sacrificed.

I don't think the odds are like that, I think they are higher but we can't really know since they are not revealed.

I don't like the idea of sacrificing forms that you earned by grinding and hunting for hours. And many people will get disappointed when they loose their forms and don't receive anything back in the end.

If you had a whole week to hunt forms, and then show them to NPC without sacrifice to check how many IVs they have in total, and after XY amount of Forms IVs to be able and enter the area to hunt Blacephalon / Guzzlord would be better.

Shiny Mega Lucario Z

  • Author
1 hour ago, Lugario said:

I don't think the odds are like that, I think they are higher but we can't really know since they are not revealed.

I don't like the idea of sacrificing forms that you earned by grinding and hunting for hours. And many people will get disappointed when they loose their forms and don't receive anything back in the end.

If you had a whole week to hunt forms, and then show them to NPC without sacrifice to check how many IVs they have in total, and after XY amount of Forms IVs to be able and enter the area to hunt Blacephalon / Guzzlord would be better.

I'm not sure about the form thingy in general. This way, the whole hunt (group or single) would rely on luck and if you already had no luck, you get punished for that, because you dont have any chance to enter there. -except the WQ-way Eaty mentioned would be implemented

In the end it's still a luck based system, if there is no guaranteed way to be able to enter, but getting forms can be crazy hard (even the common ones) if you are having a dry streak. This is already frustrating more than enough and should not result in even more frustration.

Edited by Zwirrfinst

 

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Just to clarify before I get my thoughts in, I only read the initial post. I haven't read the replies under yet, so if any of this has already been suggested, just know i'm not responding to anyone specifically.

First, I agree with shortening the hunting duration compared to last year. Even though my teams were able to make the 24-hour format work, I don't think an event needs to be that long to be competitive. Lowering the time makes it much more reasonable for everyone while still leaving room for preparation, coordination, and teamwork.

Last year my team finished #1, and several teams from my guild got top 10, and afterwards we got a fair amount of comments basically implying we must have been unemployed, sick, or had nothing better to do. That wasn't really the case.

Most of us had jobs and other responsibilities. We just coordinated really well. We knew when the event was happening, compared schedules, figured out who could hunt at what times, and made sure we had people contributing throughout the event. Honestly, I don't think that part is unfair. This is supposed to be a team event, so all that should matter. If one team organizes themselves better than another, they should have an advantage. A team's lack of preparation shouldn't be used to discredit another team for being prepared.

So while I agree that reducing the overall hunting time was a great idea, I don't think the goal should be to remove the advantage that comes from good coordination. Making preparations and teamwork matter less isn't something i'd personally want to see.

Where I do think the format could be improved is the scoring itself.

My biggest issue with simply using total IV's is how heavily the result can come down to luck.

One Pokémon might have 50 total IV's while another has 150+. Both players could have spent the same amount of time hunting and caught the same number of Pokémon, but one person happened to roll an extra 100 points through RNG. If you add that across an entire team, those differences can become huge. I understand why IVs are being used. We already stuff like the WQ, FCC and BCC that use IV's as part of their scoring, so it's something everyone's familiar with. The difference for me is what those IV's are being used for.

With something like WQ, we're collectively working toward an IV goal. If I get lucky and catch a really highIV Pokémon, that helps everybody progress. My lucky catch isn't directly pushing another player out of the reward. In a competition where teams are ranked against each other, raw IV's become much more important because somebody else's luck can directly determine whether your team ranks high or not.

That's why I think IV's can still be part of the system without every individual IV necessarily being worth one full point.

For example, qualifying Pokémon could be put into brackets:

0-59 total IV's = 1 point
60-89 = 2 points
90-109 = 3 points
110-129 = 4 points
130-149 = 5 points
150+ = 6 points

Those numbers are just an example and aren't final.

Another option would be giving every qualifying Pokémon a base amount of points, then adding a smaller IV bonus.

Example:

Every qualifying Pokémon = 2 points

90+ IV = +1
110+ IV = +2
130+ IV = +3
150+ IV = +4

That would still make high-IV catches valuable and keep the excitement of getting a really good roll, but it would reduce how much one extremely lucky catch can change the ranks.

The main source of points would then come from actually hunting and consistently contributing, while IV quality gives you an additional advantage. I think that's a better balance for a team competition.

Preparation and coordination, should be the biggest factors. I also don't think everyone should automatically receive the same reward regardless of performance. There should still be competition, and teams that prepare better, communicate better and put in more effort should absolutely have an advantage. The scoring should make the better prepared and more consistent team more likely to win, rather than potentially having everything come down to which team happened to roll the most IVs.

I don't really like the idea of making only Halloween forms count toward the score. Halloween forms aren't guaranteed, so that would basically add another layer of RNG. A team could hunt for the same amount of time, coordinate just as well, and catch just as many Pokémon as another team, but simply see fewer Halloween forms because of bad luck. Then on top of that, the Halloween forms they do find could also roll poor IV's.

I think Halloween forms could still be worth something extra because they're rarer, but I wouldn't make them the only Pokémon that count.

I do like the idea of splitting the 12 hours into shorter sessions, but I don't think it should be mandatory.

For example, four 3-hour sessions or three 4-hour sessions would definitely help people fit the event around work, school or other responsibilities. At the same time, there could be someone who only has one day off during the entire week duration and would actually benefit more from being able to use all 12 hours at once. Because of that, I think the best option would be giving everyone the same total amount of hunting time, but letting them decide how to use it.

If you have 12 hours, you could use all 12 in one day, split it into four 3-hour sessions, three 4-hour sessions, six 2-hour sessions, or whatever works best for your schedule.

That way the event isn't designed around one specific type of schedule. Someone who works every day but has a few hours available each evening isn't at a disadvantage, and neither is someone who has only one day off

Everyone still gets the same amount of hunting time, the only difference is how they choose to use it.

That would fit the teamwork aspect much better too, because part of the strategy would be deciding when each member should use their available time and coordinating those schedules as a team.

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