We all want to get a better economic and try to make this game less grind and less boring, this could not be an amazing idea, but i would like to know the thoughts that you have on the matter.
First things first
1. kill the vs seeker, it is a poor mechanic that doesn't improve any gameplay.
2. Make the npc blackout when defeated (not really required but it would be cool), after like 15 minutes they will respawn ready for another battle (YES, FIFTEEN FUCKING MINUTES NOT FIFTEEN FUCKING HOURS)
3. A NPC battle won't give you as "loot" just money anymore, it will be nerfed down (hopefully you guys will have an idea about how much it should be changed) and you will get an item, randomly based on the place.
For Example, the rich girls used to farm money will give you expensive itens as loot, Everstones, Big Pearls, Startdusts, Shards, you always will get one of those items randomly, but the amount of money they will give would be like $400
This will allow people to farm those itens and money at the same time (money at a slow rate tho), competitive player will have an opportunity to get the itens they want farming into an specific area.
4. Remove battle points entirely and replace the payout with money (probably a 1-1 relation, 1 battle point = $1), this way we would have a good and enjoyable place to farm money, replace the tutors for money as well.
This should be a more easy way to get money than alt runs, while the NPC would be money nerfed, that would help kill alt runs for money as well.
Lets just say that in 4 hours we can finish an alt run in Kanto (yeah, i know some people take less time and some other take longer, nobody really cares about how long you will take to finish this shit), the amount of money a person would have after an alt run should be the amount of payout money you would get from battle tower in less time, lets say 2 hours in battle tower would represent 4 alt run's hours
5. Redo money sinks, if for some reason people are storing too much money, you can always raise the value of breeding related items, tms and other things related.
This way you can keep the tutor item based with better ways to farm those items around
As an example:
Victory Road NPCs would have Thick Club as item, so you could thief Pokemon around to try to get thick club and battle NPCs for another shot to get the amount you want and as result you can get some money.
This way a competitive player would have money to keep breeding, the items they want for tutors as well a chance to catch some pokes along the way as uts or breeders.
Cons:
It may create some sort of bubble where too much items would be around, or too much money, so it has a good chance to require future sinks, like more items required for tutors and more expensive things.
Feel free to point out things that you don't think it will work or things that you think would be better, feel free to ask if I didn't make any point clear enough.
Question
felix
We all want to get a better economic and try to make this game less grind and less boring, this could not be an amazing idea, but i would like to know the thoughts that you have on the matter.
First things first
1. kill the vs seeker, it is a poor mechanic that doesn't improve any gameplay.
2. Make the npc blackout when defeated (not really required but it would be cool), after like 15 minutes they will respawn ready for another battle (YES, FIFTEEN FUCKING MINUTES NOT FIFTEEN FUCKING HOURS)
3. A NPC battle won't give you as "loot" just money anymore, it will be nerfed down (hopefully you guys will have an idea about how much it should be changed) and you will get an item, randomly based on the place.
For Example, the rich girls used to farm money will give you expensive itens as loot, Everstones, Big Pearls, Startdusts, Shards, you always will get one of those items randomly, but the amount of money they will give would be like $400
This will allow people to farm those itens and money at the same time (money at a slow rate tho), competitive player will have an opportunity to get the itens they want farming into an specific area.
4. Remove battle points entirely and replace the payout with money (probably a 1-1 relation, 1 battle point = $1), this way we would have a good and enjoyable place to farm money, replace the tutors for money as well.
This should be a more easy way to get money than alt runs, while the NPC would be money nerfed, that would help kill alt runs for money as well.
Lets just say that in 4 hours we can finish an alt run in Kanto (yeah, i know some people take less time and some other take longer, nobody really cares about how long you will take to finish this shit), the amount of money a person would have after an alt run should be the amount of payout money you would get from battle tower in less time, lets say 2 hours in battle tower would represent 4 alt run's hours
5. Redo money sinks, if for some reason people are storing too much money, you can always raise the value of breeding related items, tms and other things related.
This way you can keep the tutor item based with better ways to farm those items around
As an example:
Victory Road NPCs would have Thick Club as item, so you could thief Pokemon around to try to get thick club and battle NPCs for another shot to get the amount you want and as result you can get some money.
This way a competitive player would have money to keep breeding, the items they want for tutors as well a chance to catch some pokes along the way as uts or breeders.
Cons:
It may create some sort of bubble where too much items would be around, or too much money, so it has a good chance to require future sinks, like more items required for tutors and more expensive things.
Feel free to point out things that you don't think it will work or things that you think would be better, feel free to ask if I didn't make any point clear enough.
Edited by felixLink to comment
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