Pokemon Universe MMORPG

Pokémon Universe => Ideas & Suggestions => Topic started by: Atlas on September 09, 2011, 11:27:23 PM

Title: Levelled List
Post by: Atlas on September 09, 2011, 11:27:23 PM
I'm searched the Idea's and can't find a suggestion matching the one I came up with.
All those TES4:Oblivion players would know what I'm talking about when I say 'levelled lists'. So basically in TES4 and other RPG games, the higher your level the harder the monsters to beat. So what about the higher your level(or badge count idk) the higher the average level of pokemon on every route.
So at a low level(trainer level 1/0 badges) all pokemon are max level 10 in the wild. Whereas at say Badge 5 they'd all be in their 30's/40's
I think this would make more sense as high level pokemon wouldn't bother with weak looking trainers and weak pokemon would be intimidated by confident and well renowned trainers.

Ideas? Suggestions? tear downs?
Title: Re: Levelled List
Post by: Tickles on September 09, 2011, 11:40:15 PM
I disagree. Plain and simple, it is going to be played like the actual games, and the actual games did not level with you. Please research a little more, they have a solution to the training method. Its under read more.
Title: Re: Levelled List
Post by: Kamaran on September 09, 2011, 11:42:10 PM
you realise that if a trainer has only 1 badge, he'll be able to pass throught everything with level 10 encounters?

Increasing the encounter level stops the player for exploring areas that he is not ready for yet.
Title: Re: Levelled List
Post by: Declan_23 on September 09, 2011, 11:49:47 PM
I actually quite like the idea, I mean it'd make sure that the game would remain challanging for the player, what Kamaran said could be an issue, and the only way to get round it is to place a level cap on certain routes, which kind of undoes this idea. Another issue is, if the game scales up with the player, what is the player's incentive to advance?
Title: Re: Levelled List
Post by: Jerry on September 10, 2011, 09:50:26 PM
I personally think that some specific variation of the wild pokemon level according to the level/number of badges of the trainer would be some good addition. Maybe have it vary within a certain range, just enough to have much higher level pokemon at certain places and other places, the lower leveled pokemon. I don't think that would be an easy task code-wise though.
Title: Re: Levelled List
Post by: Level5Pidgey on September 11, 2011, 12:04:17 AM
We could put a lower cap on zones - so, Pokemon can only get harder.

But what happens when you wanna train your level 5 Pidgey? You can't until it's extremely high level because you have all the badges so even the starting zones are high level...

*shrug*

This idea is a more trouble than it's worth I think.
Title: Re: Levelled List
Post by: Arctus on September 11, 2011, 12:26:59 AM
I think that we should just stick to how it was in the originals, they work very well so we shouldn't change it.
Title: Re: Levelled List
Post by: Noah_Road on September 11, 2011, 11:37:10 AM
I kinda like this idea. It would make training at higher levels much easier. However, it would be hard to train your lower level pokemon if you already have quite a few badges. I say that this should only apply to a small area or "training ground". That way you can train here to whatever extent and still be able to find weaker pokemon elsewhere.
Title: Re: Levelled List
Post by: Mr_Dark on September 11, 2011, 12:04:05 PM
It could depend on the lowerst level pokemon that's currently in your party.
Title: Re: Levelled List
Post by: Jerry on September 11, 2011, 04:20:10 PM
We could put a lower cap on zones - so, Pokemon can only get harder.

But what happens when you wanna train your level 5 Pidgey? You can't until it's extremely high level because you have all the badges so even the starting zones are high level...

*shrug*

This idea is a more trouble than it's worth I think.

Well, if the system I described works, you can go to the earlier routes to get lower levelled pokemon, like:

Route 1: Level 1-10
Route 2: Level 5-15
Route 3: Level 15-25

All depending on the trainer level or badge

Ex. I have no badge, Route 3 is supposed to be after getting my first badge. So, when I go on Routes 1 and 2, I get pokemon with levels 1-15, but when I get to Route 3, they are (only) level 25 (which I would think is a reasonable barrier).

When I get the first badge, Route 3 now has temporarily more level 15 (higher chance of getting Lv. 15 than 20, if not all are 15). And when I get the second badge, it gets to the whereabouts of 18-20 (depending on the level of pokemon of the second gym leader). By the time I get all the badges, the level range gets uniformly within 15-25.
Title: Re: Levelled List
Post by: Level5Pidgey on September 11, 2011, 04:32:02 PM
Leaving this to some algorithm could lead to problems down the track which we may want to retain control over.

Perhaps players could activate some sort of "Expert (Brutal?) Mode" once they beat the Brutal 5 (or something) which they can flick on to make all the Pokemon higher level in the zones?

I dunno, it's just I would be a bit worried about making an oversight on a feature like this and making the game too easy/hard or unplayable - when it would be better to manually control it.

If it's something that the players can control - I wouldn't mind so much.
Giving players control means that there will never be a situation where a trainer wants lower level Pokemon (while retaining the higher level pokes in his team) and they cannot get it for whatever reason.

Base line - if we were to implement this, I would recommend implementing it on a switch that players control.
Should erase 99% of concerns.
Title: Re: Levelled List
Post by: Tickles on September 11, 2011, 11:34:14 PM
Leaving this to some algorithm could lead to problems down the track which we may want to retain control over.

Perhaps players could activate some sort of "Expert (Brutal?) Mode" once they beat the Brutal 5 (or something) which they can flick on to make all the Pokemon higher level in the zones?

I dunno, it's just I would be a bit worried about making an oversight on a feature like this and making the game too easy/hard or unplayable - when it would be better to manually control it.

If it's something that the players can control - I wouldn't mind so much.
Giving players control means that there will never be a situation where a trainer wants lower level Pokemon (while retaining the higher level pokes in his team) and they cannot get it for whatever reason.

Base line - if we were to implement this, I would recommend implementing it on a switch that players control.
Should erase 99% of concerns.
I like it, if we had the control of whether we want to face strong pokemon, it would be our decision, and to complain would be pointless because we can just shut it off.
Title: Re: Levelled List
Post by: Jerry on September 12, 2011, 06:11:50 PM
Hustle and Stench maybe, by making them having a somehow 'wider' effect than in some previous traditional games? :P
Title: Re: Levelled List
Post by: Bing on September 12, 2011, 07:04:43 PM
It could depend on the lowerst level pokemon that's currently in your party.

Yeah, but if you have an hm slave.  That would make it really easy to move though any area.
Title: Re: Levelled List
Post by: Noah_Road on September 12, 2011, 11:56:32 PM
I thought there weren't gonna be HMs in the game.
Title: Re: Levelled List
Post by: Level5Pidgey on September 13, 2011, 02:58:41 AM
Either way, having a low level poke in the party (which may happen regularly in PU depending on the individual player's goals) - will likely produce unwanted results.
Title: Re: Levelled List
Post by: dragoonia on September 18, 2011, 08:24:58 PM
good idea but the way the games are are good, i mean id want to train my pokemon from low levels if i decide i want a diff or new pokemon,  if and where possible, but the idea could be good if twicked abit, instead of level capping, y not making it that haveing 5 bages increases all ur pokemons speed or a slight exp boost or something, thing about it, the better the trainer the better the pokemon would perform in a battle, thats the idea, another way to go is trainer actions, like catching a pokemon, for exsample, having no bages means successfully catching a pokemon with full health and a basic pokeball is 10%, but with 2 bages that chance is raised by 5%, or diff bages can raise diff things, 1st bage pokemon get +10 speed, 2nd + 2% chance to sucessfully catch a pokemon,  all numbers are not accuret lol