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Focus Sash and similar


YoshidoriForum

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That would be pretty cool if you could buy a focus sash that returns after battle for 50000 bp.  If you need more than 500 of them then it seems reasonable be able to get a permanent one.  Only think it should be done with the battle frontier stuff like air balloon, focus sash, and white herbs.  Its a bad idea to do it with berries.

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3 minutes ago, Aard said:

Its a bad idea to do it with berries.

It's a bad idea to do it with any consumable, because eventually you reduce the amount of item sinks regardless of the price you set the 'permanent' version at.

 

2 hours ago, YoshidoriForum said:

it would be cool if we have an automatic system for that type of items like air baloon, focus sash and berries consumable after use.

"Would u like to give another?" YES - NO - ALWAYS

This seems like a good and convenient, although it might be a little spammy at times.

 

 

 

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3 minutes ago, Darkshade said:

It's a bad idea to do it with any consumable, because eventually you reduce the amount of item sinks regardless of the price you set the 'permanent' version at.

 

This seems like a good and convenient, although it might be a little spammy at times.

 

 

 

Its arbitrary what is a consumable.  Focus sashes were never consumables in the original games.  You bought one and it was permanent.  BP sinks are obnoxious.   Why reduce the already inconsequential 500 bp reward by 20% just because someone builds a team with a focus sash mon? 

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6 minutes ago, Aard said:

Its arbitrary what is a consumable.  Focus sashes were never consumables in the original games.  You bought one and it was permanent.  BP sinks are obnoxious.   Why reduce the already inconsequential 500 bp reward by 20% just because someone builds a team with a focus sash mon? 

So that they keep participating in gameplay and the influx of BP has a balanced outflux, meaning that the value of these items are not lost over time.

It's not arbitrary, The best consumables are those which are desirable/required, because it ensures that they continue to be purchased/used.

 

Also in vanilla, Focus Sash has always been consumable except in PvP and 'Battle Point' environments.

This is obviously silly, as these scenarios are the ones where these items see the most use; but the vanilla single player games does not have any economy to speak of to take advantage of making them consumed this way.

 

Imagine if none of the BP items were consumable, you buy them all once and then what? Never need to purchase them for yourself again, then sell them to other people who in turn, will never need to farm them for themselves ever again.

 

Call it obnoxious if you want, it's good design and ensures economic stability.

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48 minutes ago, Darkshade said:

So that they keep participating in gameplay and the influx of BP has a balanced outflux, meaning that the value of these items are not lost over time.

It's not arbitrary, The best consumables are those which are desirable/required, because it ensures that they continue to be purchased/used.

 

Also in vanilla, Focus Sash has always been consumable except in PvP and 'Battle Point' environments.

This is obviously silly, as these scenarios are the ones where these items see the most use; but the vanilla single player games does not have any economy to speak of to take advantage of making them consumed this way.

 

Imagine if none of the BP items were consumable, you buy them all once and then what? Never need to purchase them for yourself again, then sell them to other people who in turn, will never need to farm them for themselves ever again.

 

Call it obnoxious if you want, it's good design and ensures economic stability.

The focus sash does not disappear even if you use it in wild pokemon battles in gen 4.  And plenty of teams don't use focus sashes and have no outflux of bp.  It doesn't make sense that one item arbitrarily is comsumable when all of the others are not.  Yeah, I can imagine if none of the bp items were consumable.  The game would be exactly the same but focus sashes would behave like everything else.  Its not good design to have the 6  most comon pvp items be permanent and nonconsumable then arbitrarily make the 7th most common a consumable then go back to nonconsumable for most of the others.  PVP mystery boxes, which are a really good idea, by themselves completely solve the problem of bp devaluing over time if that were a thing.  It isn't a thing currently because of the influx of new players wanting to get into comp and a limited amount of people farming the items.

 

This isn't some elaborately crafted economic setup that geniuses came up with, its just following one rule of how the game functions to the death of common sense.  Its actually a really similar course of logic to the battle timer damage fiasco.  Also, if you guys had put thought into it you would've checked the price of balloons.  I get the idea of money sinks, I don't see why 1 out of the 10 most common pvp items has to be a money sink while the rest are permanent purchases. 

Edited by Aard
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