Arcanist Karl
Well-known member
<preparing my helmet to avoid rock throws>
So. Lately seems that every thread that me or some friends join becomes polemic. Seems like few people are trying to get only bad part of what we say and use it to criticize, then someone appears, says "you are wrong" and close the thread. No space for healthy discussion. This may be a new closed thread, but I would like to point some things that Ive been discussing with some high levels from Pearl (a.k.a. close friends and some others).
1. About new quests and respawns (especially this new one 205+).
Kaue pointed that only few people on the entire game would enjoy the content. Thats a fact, easily browsing the high scores table you can check that are only around 50 people that would enjoy it, and ~36 that can do it right now. But in the thread that he pointed that, lots of rocks thrown, comming from people from Platinum (x2 exp - gg izi) and people who is currently known as trying to work their way to tutorship position.
We were called lazy (yet, we are on 1st and 2nd page of highscores), and pretending that we want only level 10 quests. I, myself, haven't feel motivated with this quest to lvl up (yet I still have some reasons to do so), and some other guys also. What could improve a little more will be listed below.
2. The relation of High Levels/Newcommers:
The arguments are kinda messed on this subject. When we point that the Boss system (see item 5) could be improved, they say that it is supposed to work like that to help newcommers/low levels (even tho, sometimes bosses spawns in areas with level restriction access or high levels abuses from this "weakness" of last hit). When we say that some quests are limited for a few public, they say that it is to be like that to help high levels (even tho, the new high levels consideration is prolly only caring about 200+). The thing is, low and high levels are all players, that needs to have support on every situation of the game, to feel comfortable to keep playing, cause they are custommers after all.
3. Leveling up.
To get lvl 205 (not being lazy or whatsoever) you need to have environment for that. Fully structured spawns that doesnt belongs only to exhaustive/repetitive movements. With the new exp stages and new spawns this got improved, but can be even better. Improving the respawns/exp rates/anything else related to that, is more motivating to level up than just quests. We can check that seeing that most of the people will prefer to create a new level 130 char to make tons of cash and buy TM Feint or Brick Break with lesser effort. We still have some gaps of leveling, comparing to spawn capacity.
4. Catching.
Oh well. Now we have some bonuses system and we long know that catching is all about luck. I've been working on lvling my catch now and sometimes it's kinda lame for me and other players.
Examples:
12:26 Used 2941 ultra balls on Drilbur.
00:51 Used 1820 great balls, 3 ultra balls on Farfetch'd, progress to get extra chance: 46.3%.
01:09 Used 2680 great balls, 11 ultra balls on Sunflora.
18:15 Used 3201 ultra balls, 10 rocket balls on Beldum.
18:15 Used 3106 ultra balls on Metang.
And so on. To avoid the luck subject, these are catches from different people. This people have cash to invest on balls, but how would a newcommer feel trying to catch his favorite poke to start his journey? To avoid that, staff is now asking for pokes and giving them for newcommers, and also changed the number of starters from 1 to 3. Wouldnt it be easier to find a better way to promote the catching? I heard Alola will have something about not only catching new pokes, and that would be good, but some small catches demands too much luck that many people isnt willing to wait for. This impacts directly on how people would feel about starting playing without help.
5. Boss system.
I once pointed that and thread has been closed before even discussing. I didn't mean to make the effort of low levels worthless, I just want to point that the effort of some other people during the monster could also be rewarded. For example, having the first 3, first 5 people hitting and getting rewards (because yes, we do have some guys that always win them), would motivate people to help on killing, instead struggling on a safe zone watching some of the top guys hitting and waiting for the chance of getting the last hit (also f*ing the low levels history). We could have a lesser reward that would be worth for the effort of the low level players, for example: on Suicune, the top hitters could get the TM80, carpets, toys, candies, etc, while the lower level that could have the last hit, could have a chance of a smaller tm, like aqua jet, water pulse, or w/e that would affect positively his income. It's just a matter of organizing whats worth or not on the loot, and improving the system.
6. Feedbacks.
You all from staff has always right to deny or not the suggestions. Since Hoenn (I remember of being part of that) and now on Alola, you have guys testing content, but how many people from the actual game development plays the game itself? I strongly suggest to some of you to start playing from 0, without help, your own game, through the eyes of a newcommer. Check the leveling, the spawns, the catch rates, the bosses, everything that I pointed here and some other stuff, like visual bugs, ingame bugs, etc. Gaming is all about experience (not exping) but the feeling behind the computer. We don't have to rush to be compared to other simillar games, if the environment around here is good, players will come. I know you have other important stuff to do, but remember that the game demands custommers to stay alive.
Again, those were my 2 cents about the game I like to play and to spend time with people.
Peace.
So. Lately seems that every thread that me or some friends join becomes polemic. Seems like few people are trying to get only bad part of what we say and use it to criticize, then someone appears, says "you are wrong" and close the thread. No space for healthy discussion. This may be a new closed thread, but I would like to point some things that Ive been discussing with some high levels from Pearl (a.k.a. close friends and some others).
1. About new quests and respawns (especially this new one 205+).
Kaue pointed that only few people on the entire game would enjoy the content. Thats a fact, easily browsing the high scores table you can check that are only around 50 people that would enjoy it, and ~36 that can do it right now. But in the thread that he pointed that, lots of rocks thrown, comming from people from Platinum (x2 exp - gg izi) and people who is currently known as trying to work their way to tutorship position.
We were called lazy (yet, we are on 1st and 2nd page of highscores), and pretending that we want only level 10 quests. I, myself, haven't feel motivated with this quest to lvl up (yet I still have some reasons to do so), and some other guys also. What could improve a little more will be listed below.
2. The relation of High Levels/Newcommers:
The arguments are kinda messed on this subject. When we point that the Boss system (see item 5) could be improved, they say that it is supposed to work like that to help newcommers/low levels (even tho, sometimes bosses spawns in areas with level restriction access or high levels abuses from this "weakness" of last hit). When we say that some quests are limited for a few public, they say that it is to be like that to help high levels (even tho, the new high levels consideration is prolly only caring about 200+). The thing is, low and high levels are all players, that needs to have support on every situation of the game, to feel comfortable to keep playing, cause they are custommers after all.
3. Leveling up.
To get lvl 205 (not being lazy or whatsoever) you need to have environment for that. Fully structured spawns that doesnt belongs only to exhaustive/repetitive movements. With the new exp stages and new spawns this got improved, but can be even better. Improving the respawns/exp rates/anything else related to that, is more motivating to level up than just quests. We can check that seeing that most of the people will prefer to create a new level 130 char to make tons of cash and buy TM Feint or Brick Break with lesser effort. We still have some gaps of leveling, comparing to spawn capacity.
4. Catching.
Oh well. Now we have some bonuses system and we long know that catching is all about luck. I've been working on lvling my catch now and sometimes it's kinda lame for me and other players.
Examples:
12:26 Used 2941 ultra balls on Drilbur.
00:51 Used 1820 great balls, 3 ultra balls on Farfetch'd, progress to get extra chance: 46.3%.
01:09 Used 2680 great balls, 11 ultra balls on Sunflora.
18:15 Used 3201 ultra balls, 10 rocket balls on Beldum.
18:15 Used 3106 ultra balls on Metang.
And so on. To avoid the luck subject, these are catches from different people. This people have cash to invest on balls, but how would a newcommer feel trying to catch his favorite poke to start his journey? To avoid that, staff is now asking for pokes and giving them for newcommers, and also changed the number of starters from 1 to 3. Wouldnt it be easier to find a better way to promote the catching? I heard Alola will have something about not only catching new pokes, and that would be good, but some small catches demands too much luck that many people isnt willing to wait for. This impacts directly on how people would feel about starting playing without help.
5. Boss system.
I once pointed that and thread has been closed before even discussing. I didn't mean to make the effort of low levels worthless, I just want to point that the effort of some other people during the monster could also be rewarded. For example, having the first 3, first 5 people hitting and getting rewards (because yes, we do have some guys that always win them), would motivate people to help on killing, instead struggling on a safe zone watching some of the top guys hitting and waiting for the chance of getting the last hit (also f*ing the low levels history). We could have a lesser reward that would be worth for the effort of the low level players, for example: on Suicune, the top hitters could get the TM80, carpets, toys, candies, etc, while the lower level that could have the last hit, could have a chance of a smaller tm, like aqua jet, water pulse, or w/e that would affect positively his income. It's just a matter of organizing whats worth or not on the loot, and improving the system.
6. Feedbacks.
You all from staff has always right to deny or not the suggestions. Since Hoenn (I remember of being part of that) and now on Alola, you have guys testing content, but how many people from the actual game development plays the game itself? I strongly suggest to some of you to start playing from 0, without help, your own game, through the eyes of a newcommer. Check the leveling, the spawns, the catch rates, the bosses, everything that I pointed here and some other stuff, like visual bugs, ingame bugs, etc. Gaming is all about experience (not exping) but the feeling behind the computer. We don't have to rush to be compared to other simillar games, if the environment around here is good, players will come. I know you have other important stuff to do, but remember that the game demands custommers to stay alive.
Again, those were my 2 cents about the game I like to play and to spend time with people.
Peace.