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Showing results for tags 'endgame'.
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So I've been thinking about something recently. Consider the following: 1. Amulet Coin and Pay Day. 2. People have a lot of free time. 3. There is no money cap (at least, none that we yet know of). 4. Spending time accruing a resource that gets people nothing in particular that they want (or at least, doesn't dent their wallets) won't feel good to the player. Assuming it's okay for people to trade money for Pokemon (also known in our society as "selling" -- it's on the Big List), those prices will be high. But think about this: Say you wanted someone to breed you a shiny of a particular nature and IV set (obviously you can't control all IVs but you can get one or two relevant ones). You approach them and make them an offer of, say, 8 million Pokedollars. This seems like a reasonable price to you, as it is basically all of your money, and it took a lot of time to accrue it. Now ask yourself why the breeder would ever accept this offer. ... What are they going to do with it? You just offered them a valueless resource. They already do the only thing worth that much money in their spare time instead of earning the money to begin with. And you can't assume that they will higher yet another breeder, etc. etc. ad infinitum -- some people just don't want to breed; and plus, if everyone is spending money to have someone else breed, but they get the money to pay for it from breeding for someone else...Eventually people will just breed for themselves. There needs to be an outlet that people can dump their money into in the endgame. This lends itself pretty easily to the dangerous idea of PROFESSIONS. There are a few kinds of people who play Pokemon, but right now we're going to look at people who play a functional or team-like role already in known Pokemon gameplay. ROLES: -Tournament players -Breeders -EV trainers It may make sense for people to become these things officially, in game, and give them slight purchasable advantages for their chosen roles. Tournament players' purchasable advantages might be rare but good hold items and berries (when they get implemented). Breeders might get bonuses to correct nature/IV chance, and EV trainers might get temporary multipliers to their EV gains, or EV gains to all Pokemon in their party, or something like that. These items would be tiered by a person's "skill" in their role; how many "successes" they had had in doing what they do. An "S-rank" breeder might be able to purchase the ability to guarantee a nature and an extra IV, might be able to purchase the ability to have an insanely low chance of breeding twins, etc. An "S-rank" EV trainer might be able to purchase the ability to guarantee the next Pokemon they fight to have Pokerus, that sort of thing. What do you guys think?
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ENDGAME PvE CONCEPT This is a idea/suggestion towards adding end game PvE into the pokemmo world. Albeit this is most likely an implementation that would take place much further in the future. DUAL DUNGEONS What is it? The Dual Dungeon are instanced dungeons meant to be played with two players (and possibly more). Essentially it is a several floor/area dungeon that has puzzles and such that can only be solved with two players. The players would travel the dungeon solving the puzzles, while fighting wild doubles battles. How do encounters work? As the player walk around the map, they encounter wild pokemon like normal, except they are doubles battles and each player sends out one pokemon. Encounter rates would be lower than normal to balance the amount of encounters. What's this about two players? The Dual Dungeons system for the first time introduces actual team play with other players to take down pokemon and traverse the dungeons. Puzzles can range from multiple buttons and weight plates to hard to reach places. Of course these are just some examples, who knows what are talented game devs might come up with. Both players will always be in the same areas. If one of them walks through a door or falls in a pit hole both players will teleport to the connected area. What's at the end of the dungeon? Waiting at the end of these dungeons are challenging bosses, possibly legendaries. No bag items will be usable in boss battles. Some of these could even be like trainer fights; for example Mewtwo send out pokemon to fight you first, before you get to fight him in the end. Or maybe it the boss at the end of the dungeon is a trainer? "Was that Ash that just ran down that corridor?", "Did that meowth just talk?!" And the rewards? Well first of the experience itself. Who doesn't want the chance to go level with a buddy in a multi-player dungeon? Next is the pokemon, this can be used to incorporate rare and unique pokemon, or pokemon with special moves or abilities. "But hey, wait a minute you say! What's a dungeon without treasure?" and I say how right you are my friend. Who knows what item filled pokeballs await you in these dungeons? Please feel free to comment, question, add ideas or suggestions, likes or dislikes, ect.
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