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Game Features / Sliding scales of rarity.
« on: May 28, 2011, 04:41:36 AM »
Fell free to lock and ignore if this has been touched on, really you'd think people would label their threads better. >.>
One complaint I've always had about the games is that it's just far too static, things never change. Sure you have swarms (a topic for another night), but they're entirely random.
An interesting mechanical thing that could be done to help with this is to have certain pokémon become more or less rare depending on what pokémon are caught in a specific area. An example would make more sense than me trying to explain it.
Ignoring Ground shaking spots (yet another topic for another night), the encounter rates on route 2 in Black and White are..
40% Patrat
40% Lilipup
20% Purloin
..but by that point everyone who wants a Patrat or Lilipup has one, so they don't get caught here that often if at all, most however catch at least one purloin to vary their team while they're here.
But this is an MMO, things should change. So lets say for every 50 (or some other large number based on server population, the popularity of the area, other factors) pokémon of a species caught on a route within a week (or some other time period..see above note), the encounter rate for them goes down by 1%, that 1% then goes into the first thing on the second part of the table. The route 2 table doesn't have something else, so let's add some stuff to it, making the route 2 table look like..
40% Patrat
40% Lilipup
20% Purloin
---
0% Pidove
0% Emolga
..so for each percent of reduction on Purloin, it would go into Pidove, and after a certain amount of time or a large number of Pidove are caught that percent would go back into the highest thing on the lower part of the table, or back to Purloin
Of course some pokémon are common enough that they should always be on a route, and of course rare pokémon shouldn't become easy to find, so a simple system of minimum and maximum caps would be needed, adding caps to the table would make it look like..
40% Patrat (Minimum 25%)
40% Lilipup (Minimum 25%)
20% Purloin (Minimum 10%)
---
0% Pidove (Maximum 25%)
0% Emolga (Maximum 15%)
..With the minimums and maximums balanced like that the route could eventually have a high population of Pidove and more Emolga than purloin. Also note that very rare pokémon can be put near the bottom of the list to make them very hard to get indeed.
This is just a basic example, but I'm wondering what people think of such a mechanic.
I don't even want to think about the code involved, I know just enough about programming to know I don't have the focus for it. At least it wasn't my original idea of a migration mechanic, although I guess this could emulate such without having to have the areas interact with each other. <.<
One complaint I've always had about the games is that it's just far too static, things never change. Sure you have swarms (a topic for another night), but they're entirely random.
An interesting mechanical thing that could be done to help with this is to have certain pokémon become more or less rare depending on what pokémon are caught in a specific area. An example would make more sense than me trying to explain it.
Ignoring Ground shaking spots (yet another topic for another night), the encounter rates on route 2 in Black and White are..
40% Patrat
40% Lilipup
20% Purloin
..but by that point everyone who wants a Patrat or Lilipup has one, so they don't get caught here that often if at all, most however catch at least one purloin to vary their team while they're here.
But this is an MMO, things should change. So lets say for every 50 (or some other large number based on server population, the popularity of the area, other factors) pokémon of a species caught on a route within a week (or some other time period..see above note), the encounter rate for them goes down by 1%, that 1% then goes into the first thing on the second part of the table. The route 2 table doesn't have something else, so let's add some stuff to it, making the route 2 table look like..
40% Patrat
40% Lilipup
20% Purloin
---
0% Pidove
0% Emolga
..so for each percent of reduction on Purloin, it would go into Pidove, and after a certain amount of time or a large number of Pidove are caught that percent would go back into the highest thing on the lower part of the table, or back to Purloin
Of course some pokémon are common enough that they should always be on a route, and of course rare pokémon shouldn't become easy to find, so a simple system of minimum and maximum caps would be needed, adding caps to the table would make it look like..
40% Patrat (Minimum 25%)
40% Lilipup (Minimum 25%)
20% Purloin (Minimum 10%)
---
0% Pidove (Maximum 25%)
0% Emolga (Maximum 15%)
..With the minimums and maximums balanced like that the route could eventually have a high population of Pidove and more Emolga than purloin. Also note that very rare pokémon can be put near the bottom of the list to make them very hard to get indeed.
This is just a basic example, but I'm wondering what people think of such a mechanic.
I don't even want to think about the code involved, I know just enough about programming to know I don't have the focus for it. At least it wasn't my original idea of a migration mechanic, although I guess this could emulate such without having to have the areas interact with each other. <.<