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Messages - Vaderico

Pages: [1] 2
1
Development / Re: What would you like to see?
« on: April 05, 2012, 07:22:27 PM »
Hmm im not a fan of asking developers to do more work then they should be doing, but I may as well give an idea.
A Page which provides a list on every major thing that still needs to be done for beta to be released.

A list could be Applied like this:
-Vectors for Pokemon battles (front and back images)
-32x32 pixel tiles need to be completed
    -Environment
    -Character sprites
    -Item tiles
-Friends list
-Chat box
-trade system
...(and any other major heading that is yet to be completed)

The list could be as long as possible, and when ever something gets completed you could start crossing it off like this:

-Vectors for Pokemon battles (front and back images)
-32x32 pixel tiles need to be completed
    -Environment
    -Character sprites
    -Item tiles
-Friends list
-Chat box
-trade system

Something like that could keep the eager beavers at bay watching closely as their path to playing pu is slowly opened up for them.
It would also benefit the community because
1 - it would give the community a reference they could constantly log on every week to have a squiz at to see if their desired game is a step further towards completion
2 - it would give the development team a visual representaion on how close they are to reaching their goal,
3 - something so easy to read also acts as a FAQ and keep people from asking about such matters

Anyways, just an idea.
Peace.

2
Game Features / Re: Experience from other players?
« on: March 21, 2012, 08:23:19 PM »
Eventually there will be official Arena battles, where you enter and not get to choose who you fight.
If PvP was to ever reward money, I would say that it would be through this system. However, I doubt that the losing player would have money taken away from them, as it would be a major deterrent from using the PvP arena all together.
Hope this helps.

3
Ideas & Suggestions / Re: PvP Arena Match-Up system - Broken Down
« on: March 21, 2012, 11:18:12 AM »
This system would only allow you to advance/retreat in Ranking if you win 3 times in a row or lose 2 times in a row?
So if we takes James' battles in 4 matches in a row which are: 2 Wins and 1 Loss after which another 1 Win. So even though he would have the 3 wins necessary to progress forward he would still be a rank 35 since those wins weren't in a row? (Same goes vice versa)

Ah genbor sorry it may not have been that clear.

If James battles 4 times in a row while being at level 35 in the order of: win - win -loss -win, the system would work as follows:

A win     - Two more wins until he Ranks up
A win     - One more win until he Ranks up
A loss     - One more loss until he Ranks Down (which also canceled out the other two wins)
A win     - Two more wins until he Ranks up

End result: James does not end up getting enough wins Or losses to enable him to Rank Up or Down, so he stays at Rank 35 where he started. So yes, your presumptions we're correct.

However, if this system is tested properly and a verdict has been decided that's its too hard to level up when every loss completely cancels out your win streak it could work in such a way that having a loss would subtract one win.
For Example:

A win     - Two more wins until he Ranks up
A win     - One more win until he Ranks up
A loss     - One more loss until he Ranks Down (which also subtracts 1 point from his win streak)
A win     - One more wins until he Ranks up

So you see that instead of having to start again from scratch, his two wins from earlier don't count to nothing, and he gets to keep one of them.
However, the mathematics behind how people rank up and down can only be perfected by testing out the game.
So the number of wins/losses required to rank up or down could be what we least expect once the system has been polished.

instead of ranking based on wins in a row and loses in row, you could rank based on wins-loses and have the rankings reset every week or so. resets would cause a players ranking to lower to the next 10 or 5 multiple ranking, unless you're the highest rankings, in which you keep your rank obviously.
cause wins in a row means you need to have the best team(which there really isn't one that is best) or really good luck with picking your team

Well there are problems with this strategy. A game company should Never penalize people for not being logged on, It's a deterrent from playing in itself because people may not want to return to a game after having a break due to 'missing the party'. Nobody want's to feel like they have missed the party, and i have known of many people who have stopped playing MMORPG's because they were on a break for too long, and they have missed so much.

So to answer the theory of having levels reset every week i don't think will be good for the community. What happens to all those learning PvPers out there who don't find it so easy to Rank up due to constantly winning and losing? So whenever the weekly roll back comes along, they will find themselves back where they started. This is extremely negative and will surely stop those pvp learners to stop pvping, and could be an eventual cause for people to quit the game. Not a good idea from my perspective.

And as for only getting to a high rank due to luck. This is not true in any way shape or form. In the beginning, yes players will be throwing teams together and sometimes winning from luck due to all the low level pvpers not knowing what exactly they are doing. but the more someone battles and learns what Pokemon beat what, and learn how to set up their 6 Pokémon, the PvP scene will be all about who has the most knowledge and skill to set up the best team.

Luck will not be apart of winning Or losing for End Game pvpers, It will be about knowledge and strategy

4
Ideas & Suggestions / Re: PvP Arena Match-Up system - Broken Down
« on: March 21, 2012, 08:49:35 AM »
That's a really good idea, combining rank with poke level to sort people, but won't that mean people would be waiting FOREVER if they have a team of say: a level 10 and a level 90.
There's a problem that I didn't see covered. Would you also be looking for a player using a 90 and a 10 with the same Arena rank as yourself? If so the system wouldn't ever be able to find you a partner...
A discussion between Mr_Dark and a few others occurred on this matter and it was decided upon that this problem would be solved in the following way:

*Player (1), who tries to enter the Arena with a Pokemon Party with levels of; 5, 16, 20, 48, 63, and 87 would be rejected by the system.
  Player (1) would be rejected by the system because his/her highest and lowest are Not within 10 levels of each other: 5 - 87.

*Player (2) who enters the Arena with a Pokemon Party with levels of; 36, 39, 41, 41, 44, and 46 would be accepted by the system.
  Player (2) would be accepted by the system because his/her highest and lowest Are within 10 levels of each other: 36 - 46.

So if you want to fight in the Arena you need to make sure your Pokémon are all close to the same level.

In a way, you'd have to be more leniant about which skill levels can be grouped together, because It'd be difficult to get multiple experienced people who are all trying out different teams, as well as newbies with strong teams. So maybe the system would look for players who were of your pokemon's levels, and would make a list of possible opponents, the ones who matched your rank and levels the most at the top of the list, and would be the computer's first attempt at a match.

Yes this Problem I didn't go into much detail because the Halo 3 system already fixes this issue. I'll do my best to illustrate what i mean.

*Player 1 (James) is Arena Rank 35. Recently he has been battling with Pokémon leveled 65-75, which is also the average level of Pokémon that the Average rank 30-40  uses. Meaning that most Players out there that are Arena Ranked around 30-40, use Pokémon teams at levels 65-75.
However, James has decided to try using his team leveled 20-30
This presents a problem:
If James is Arena Rank 35 and is trying to enter the Arena with a team of Pokemon leveled 20-30, most of the other Arena Ranked 30-40 trainers are all using 65-75 leveled Pokemon, and the system will not pair him up against those players. So James will be sitting there, waiting for another player Ranked 30-40 who is Also using a team of Pokémon leveled 20-30.
As you can see this is a problem because James could be waiting for a very long time.

*Player 2 (Casey) is Arena Rank 20. Recently she has been battling with Pokémon leveled 20-30, which is also the average level of Pokémon that the Average rank 15-25  uses.
Today Casey Is Not using different leveled Pokemon, and is entering the Arena with Pokémon leveled 20-30 like she usually does.
However, for some reason today there aren't any players out there who are Arena Ranked 15-20 searching for battles. So Casey is stuck there waiting for someone who is ranked similar to herself to come online and look for a battle.

This is how the system will fix this problem:
We will start off from the perspective of Player 1 (James).
When James enters the Matchmaking Arena, The system will follow these steps:

Player:                          James
Pokémon Party Level:     20-30
Arena Rank:                  35
...
Step (1). Looking for players with a party level of 20-30...
...
Step (2). Found 20 players with a party level of 20-30, searching if any of these players have a Rank of 30-40...
...
Found none, Repeat step (1) and (2) three times...
...
Step (3). Expanding search for Ranked players 30-40 by adding 5
...
Step (4). Found 20 players with a party level of 20-30, searching if any of these players have a Rank of 25-45...
...
Take a note from what happened in steps (3) and (4). The system was initially looking for players ranked 30-40, but it couldn't find any. So it expanding by 5 each way, and is now looking for players with a Rank of 25-45.

...
Step (5). Could not find any matches. Expanding search for Ranked players 25-45 by adding 5...
...
Step (6). Found 20 players with a party level of 20-30, searching if any of these players have a Rank of 20-50...

Now we will take a break at how James' system search is going, and will take a look at Player 2 (Casey).

Casey enters the Arena search system and goes through steps (1) and (2), exactly the same as how James' search did. However, as I mentioned earlier, today there aren't any players out there who are Arena Ranked 15-25 searching for battles.
So Casey's search starts expanding by 5 Exactly the same way as James' system search did.

So when James' search reaches step (6), It will see that Casey also has a Pokémon Party leveled 20-30. So since James' search has expanded far enough to cater for Casey's Rank (20), it will deem that as a successful match and Finally pair the two players together for a battle.


Now there is a problem that needs to be addressed if this situation does occur.
Problem: 'Wouldn't that mean that if a high ranked player constantly uses lower leveled Pokémon so he can vs lower Ranked players, he could abuse the system and gain ranks faster because he would have the advantage of being the better player?'

Naturally James would have the advantage over Casey in this situation because he has the higher rank, thus having more PvP experience.
However, if James wanted to progress from Arena rank 35-36, it would take a very long time for him using low leveled Pokémon and battling lower Ranked players.

For example: If James is Arena Rank 35, and wins 3 games in a row against another Rank 35. Then he would progress to level 36.
But if he was battling Casey, and trying to gain arena rank off of her, then he would need to win Alot more games, 9 for example.
Also, usually if James would lose 2 games in a row against another Rank 35, then he would go down to Rank 34.
But if he loses against Casey who is a much lower Rank then he is, he would go down a Rank after only 1 loss.

The exact same thing applies to Casey, but in reverse. If she wins against James she would Rank up a lot faster then she would if she had battled another player of her Rank (20).
And if she loses against James, she would have to lose 9 times in a row, to go down a rank.


This is the system that i have thought about for a very long time. If you find any faults please comment.


Please leave any feedback that you can.

5
There are many options to make Highscores for Player vs Player matches, but the most basic would probably be how many matches have you won. That's the most basic one that comes to mind when you think of MMORPG Highscores. That being said, I don't think Challenges should be recorded or if they are, record them in a different tier. What I mean by that is this: Have a tier for PvP matches won, and a tier for Challenges Won. The Challenges can be issued anywhere but the PvP matches can only be issued in Arenas or other official places. If you wish to get into a PvP match, sign up at the Arena Registration Desk, which will pair you up randomly (maybe even based on your PvP Highscore, so that you mainly fight people of your level). This would make the PvP matches the official PvP ranking in the game, since it's not really possible to get a friend to lose on purpose for you just so you can advance in Rank. On the other hand, Challenges are just for fun so there is no problem with doing what you want, but you won't gain Fame from having the most Challenges won.

hey i was going to post an answer to this but it became so long that I created a new thread :P
its here if you want to read
http://pokemon-universe.com/index.php/topic,4284.msg104461/topicseen.html#new

6
Ideas & Suggestions / PvP Arena Match-Up system - Broken Down
« on: March 20, 2012, 03:49:18 PM »


This thread was originally a reply to genbor's post on my other thread: http://pokemon-universe.com/index.php/topic,4278.15.html However, it became so long that i decided to create a new one.

The following is based on the thought process of 'How will Arena PvP work in Pokemon Universe?'
When a Player decides to enter the Arena, and then gets paired up with another player, what Exactly governs who he gets paired up. Under what system does the coding in the game follow so you get set up with the right person, first time, every time.
This is my conclusion:


There are a few ways in which the PvP Arena system could categorize and match up other players.
I will list them:

1)
A very Halo 3 system could be used to group players. Every player is given a PvP in-game Rank from 1-50 (for example) and if a player has never battled before, then they will be given the rank: 1. So that player will be paired up with another player with the rank of 1. whoever wins the battle will go up a rank, and whoever loses will not go up. Eventually peoples ranks with rise and drop until they reach a rank that fits their skillset/pokemon levels accordingly. However, the higher the rank you are, the more battles won in a row it will take until you level up, and the less losses in a row it will take for you to level down.
For example: Geotrainer is at arena level 35, he wins 3 games in a row and progressed to level 36, but then loses 2 games in a row and goes back down to 35.

2)
The system would match you up against someone of your similar Pokemon level. So lets say someone tries to cheat the system by leaving their PvP level at one and training/Buying 6 Pokemon at level 100. If they enter the PvP arena they would be paired up with another player who also has 6 level 100 pokemon (or Pokemon with very similar levels)

3)
If there are Pokemon trainer levels in-game which are governed by how many Pokemon you have caught, how many battles against the wild you have fought, how many Pokemon of yours have evolved, how many gym badges you have won, and how many Pokemon levels you have gained via training. This level would govern who you are matched up against, and the system would match you up against other players of your level.

4)
The system would sort players using win/loss statistics. So a if a player has won 0 and loss 0 (never PvP'd), hey would be paired up with someone with the same/similar statistics. If a player has won 40 and lost 20 the system will pair that player up with another similar player to the best of its abilities.



However, all 4 of these Arena categorizing systems have flaws which I will list.

1)
A player has never PvP'd in their life decides to enter. However, this player has been playing the game for enough time to catch every Pokemon out there, aswell as get a good number of them to level 100 (this would be very common for people who just like roaming, and are not very PvP orientated). So this player enters PvP for the first time and since he has never had a match, he would be up against other players with level 5 pidgeys.
And the same thing goes in reverse. If a player has reached a rank of 35 through hard work, but decides to test out battling with a team of Pokemon that are much lower level (wanting to learn how they play to further increase their skills), this player being level 35 would be matched with Pokemon of a much higher level, thus getting his ass whooped and dropping a couple levels in rank. Obviously most PvPers wouldn't want to ever risk losing their precious rank so they would only ever battle using their highest leveled pokemon (which would a very repetitive experience for that player, eventually, potentially making them quit over it)

2)
This is system is the best so far, forcing people to fight with Pokemon of their level, but it completely obliterates any idea of pair players up depending on their skill and knowledge. Instead it blindly matches up trainers Pokemon together regardless of the skill in using them. So in the end, if a player who has never PvP'd before enters the arena with his team of 100 Pokemon which he has gained via playing solo and grinding. He will get completely slaughtered by all the other level 100 teams who have trainers who have been PvPing for years, thus not ever learning a thing or two and potentially deterring them from playing the game because of it.

3)
This obviously wouldn't work, because if a player has reached trainer has reached level 20 (for example) from only ever leveling up 6 Pokemon, and another trainer has reached level 20 but has done it by playing with many many Pokemon and leveling them up. Player 1 would have a team of 6 at much higher levels across the board then Player 2 does. Therefore making this way of matching up players unfeasible.

4)
This wouldn't work for a couple of reasons. If a player has a win/loss ration of 40 wins/10 loses, but decides he wants to try and see how his lower leveled Pokemon play, he would be put up against someone with the same win/loss ratio and probably against much higher leveled Pokemon, not allowing for him to learn a single thing with his lower leveled Pokemon, giving him a +1 to loses, and making him really pissed off (possibly make the occasional player quit the game). Also if a player has never PvP'd and has a team of 100's he would be winning a lot of matches against other 0 wins/0 lose players, Pissing them off. So out of all the possibilities, i would say this is the least likely should happen.


Option (1) is the best way of getting players to battle against other players of their own skill level, but doesn't cater for higher ranked players wanting to test their lower leveled Pokemon in the arena out of fear of losing rank.
Option (2) is the best way of making sure players who want to play with a team of level 100's get paired up with an opponent, but is lacking when it comes to who you are up against skill leveld wise ("If you a have level 100 Pokemon team, I'm sorry mate, the systems the system and you are going up against other trainers who are PvP kings and are destined for failure")

So the obvious thing to do is to combine the two. For example; if a player has reached level 35 in the Arena ranks with a team of Pokemon averaging level 55, but then decides to give a team of 10-20's a crack because he wants to test their skills. Then that player will be teamed up with another player who has a team of Pokemon with level 10-20's, BUT (big but), that player who he is teamed up with will have to be of a similar rank to himself. So in the end what is happening if player A is level 35 and battles with 6x level 15 pokemon, then he will be paired up with Player B who is level 30-40 who has a team of Pokemon of levels 10-20.
This system eliminates many problems previously encountered.

Now I know some of you are reading this and are saying to yourselves 'But Vaderico, i can already see a flaw in this system regarding wait time'.
Well I say to you that wait time will not be an issue unless the Player is trying to enter the arena using an unreasonable team.

Unreasonable player (1)
A player is Arena level 1 and is trying to enter with a team of Pokemon leveled 100. The system has to pair the player up with Another player leveled 1-5 with a team of Pokemon leveled 90-100. Seeing as this would be one of the less likely events, Player 1 will be waiting a very long time for an opponent.

Unreasonable player (2)
Exactly the same as (1), but in reverse. A Player with and Arena level of 50 is trying to enter with level 5 Pokemon. This player would be sitting there pending until someone with the same setup comes along.

The way to avoid this is simple. when entering the arena, there will be a list telling you which Pokemon levels are suited to each Arena rank.
It would be set out like this:

Level:                                 Recommended Pokemon Levels

Levels 1-10                          1-20
Levels 11-20                        21-40
Levels 21-30                        41-60
Levels 31-40                        61-80
Levels 41-50                        81-100

The recommended Levels are just an example and would have to be adjusted.

So this is my suggestion. Please don't skimp out on the creation of Arena match up system. There are pro's and cons of many arena match-up systems, and if you find a con in my end result please post a comment, I love to discuss things. :)

7
And if someone really likes PvP, they can use the rankings to search for someone of their level to fight, if it's not just for the top 10 trainers.

Yes, you bring up a point that I seem to have forgotten to mention. The leaderboards used on Runescape's website do no only show the top 5-10 players/guilds.
For example, I'll use this image to describe what I mean:

In this image you can see the current level's of the individual named Blockie.
However, someone viewing Blockie's page may want to see how his Attack level is compared to the rest of the playerbase.
So that user would simply click on Blockie's Attack symbol:
And then they would be directed to this page:



This page is one of many showing players where they stand amoungst they rest of the world, and who out there is Just behind them or Just infront of them.

So Blockie would look at this image, then look for his name:

And straight away he can see that Mor Asha is just beating him and he is just in front of St Lucis.

So then if Blockie scrolls down the page and looks at this:

He will see that his ranking is on the 11,106th page, giving him a lot more work ahead of himself to be the best at Attack

that a similar system be implemented into the Pokemon Universe Leaderboards.
For it is an extremely user friendly way of letting the community quickly access the information they are curious about, and the simpler a feature is to use, the more often it will be used.

8
Yes I've seen such things in other MMORPGs where Donators would get these types of auras. Can't say I'd disagree to have something nice like that around me, but give me the option to able/disable it on will.

Of coarse, there would definitely be the option to disable any trophy. How I envision it would be like this;
In the player customization window there will be a section where you can select which trophy you would like to have equipped.
In this 'trophy section' you would also be able to select 'nothing' which is what would be selected at character creation, due to the player not yet obtaining the right to any of them.

9
I don't know about the clothing as trophy. Since your character will be fully customizable, it would have to be something flashy to make you stand out and I don't know whether I'd like that. As for the names having different colors: I think it would be fine to keep it to something what is already on the forums right now.

I half agree with the clothing as not being a suitable trophy, but it could work in this way:
A player has the ability to change his/her appearance from the get go. However in the clothing selection window there are various hats, capes, that are inaccessible to the player and trying to equip these items will display a text informing the player that 'they must catch all Pokémon in-game before they are able to wear this item'.

As for sticking to what already exists in the forums now, thats fine apart from the fact that when a game is completely up and running, over 50% of the player base do not access the forums in any way, and on top of that a 25% of people wouldn't ever look at the leaderboards. So to keep everyone aware of the goals that do exist, and the boasting rights to be gained, having in-game trophy's that are with the player as apart of their attire, is the most effective way of achieving this goal.

Clothing and names aren't the only options to trophy's either. The list I gave was just an example of the possibilities. There could be things such as:
-A mist follows the player around
-Tiny electric sparks flicker from the player
-The player seems to walk around as if he/she was on fire
-A faint coloured trail follows the player wherever he/she walks
...Like i said, the list is as big as you imagination, but it's not about what trophy the player gets, its about the player actually getting it. I personally would grind for hours to be able to walk around with a glowing misty-like colour trail behind me wherever i walk. Because I Love the feeling of not being the average player, just like many other players out there. They wan't people to know that they are playing on this game and they are proving their worth to every person that walks past them.

10
BlazingApollo
Ranking-"Most Losing Streak"

I don't want to get on when I get that (-__-")

Haha, well... Thankfully I doubt the PU team would ever decide to implement a Leaderboard listing how poorly people are playing.
It would be bad for new players creating a negative vibe straight off the bat.
It would be bad for existing players having to play in fear of 'not playing well enough' (that's a great reason to get people to stop playing)
It would also create a part of the game that people would use to put each other down. 'Look at you, you suck at PvP, I'm surprised you're not number one on the losing leaderboard'

So for obvious reasons, pessimistic leaderboards would be Bad :P

11
Maybe we could also include some Titles or Trophies people set up in their rooms/houses/Guild Halls where it would not give any in-game benefits, but would be there to show-off to others.

I agree with you 100% here. What's the point of grinding your ass off to only have your name on the games website.
Adding rewards for reaching certain milestones in-game, without benefits, would be essential.

The most obvious thing I can think of concerning a reward for reaching the end of a hard grind would probably be something like:
-An item of clothing. e.g. Special hat, Cool cape, Special shoes, pant's, top
-A different coloured shadow. so it would give that player a very car neon look, zooming around the map with their green shadow for all the world to see their achievement
-Having their character hold an item of some sort: if they catch all the Pokémon it will be a Pokéball, if they get all pokemon to level 100 it would be a rare candy etc.
-A different coloured name: red for beating 100 players in ranked pvp, white for beating 1000, blue for catching all Pokémon etc

These in-game trophy's would act as an in-game highscores list. enabling a new player (who is just trying out the game) to see someone walking around a with trophy item that make them look really really cool, and that new player says to them self 'that's it, i want to be that player who everyone "wows" at when I walk past'.

So right there in the simple act of having players gain rewards, the entire game gains this whole new exciting set of goals to reach.

12
Yeah, I did browse the forums for similar topics. However all the posts i found were as brief as 'can we haz highscores'?
So I decided to make new thread explaining precisely my views and showing the visual examples that have been floating around my head :)

And i agree, any discussion about this topic i strongly encourage. Am waiting in anticipation for other peoples views :)

13


In many MMORPG's, players will play until they feel they have completed as much as the game offers them, and the purpose of keeping them going is player vs player competitiveness.
Now i bet the first thing that comes to mind when you think of competition is battling, which is of coarse the most obvious way to compete.
However there is a much wider playing field when it comes to being the best in an MMO.

These things include:
-Being the best crafter
-Having the highest level
-Having the most Pokémon
-Having every Pokémon they own reach the Highest level
-Having every quest completed
-Having the largest guild
-Having the most wealthy Guild
-Being the most wealthy player
-Having the best win/loss ratio

This list is endless...

However, for many players out there these things ARE the game, and competing with the rest of the community via the leaderboards is how they would rather spend their time.
The examples I am going to give are from the highly popular game Runescape, where the PvP'ers all seem to have their fill after a couple of years and the players fighting for that number one position on the highscores list are literally the ones still playing for over 10 years later.


This is a very eye friendly screenshot of RS's 'Overall level' highscores page.
The players shown in this screenshot have turned their game into getting to that number one position.




This is a great example of how they have set out a guild leaderboard.
It includes:
-The top overall Guild
-The guild with the highest clan war score
-The Guild with the best kill/death ratio
-The Guild with the highest total level of all it's members combined





If you want to view someones stats on a more personal level, simply click on their/search for their name.




And to take it even further you can compare that player with yourself, or with anyone you like:




To completely and utterly top it off, players have the option to view other player adventurer log's.
In the adventurers log, a player may view other players:
-Stats
-Top Skills
-Overall in-game time
-Latest quests completed
-All quests completed
-Appearance
-Latest battle wins/loses
-Over all game completion in percentage






The Implementation of each of these services could be done in the following ways:


Overall top Pokemon players would be those with the highest stats over all areas except PvP.
Which would include:
-How many of each Pokémon have been caught
-The total level of each of their Pokémon combined (who has most Pokémon levels overall)
-The level of the trainer
-Breeding levels (if there is one)
-Talent tree levels (if there is one)
... and any other aspect of the game that the PU team decide to implement.
The reason why PvP should not be included into the 'Overall Top Players' list is because Pvp will have its own ranking list, and because if a player is out there grinding his/her ass off and misses tournaments to be ranked for whatever reason, then his/her efforts will not be seen by the world (even if he/she has all the Pokémon caught and at level 100)


The Pokémon Universe Guild leaderboard could be done in the exact same way.
There would be a list for:
-Guild with the most high-ranking 'Overall top Pokémon Trainers'
-Guild with the best Win/Loss ratio
-Guild with the best Guild battle statistics (if there is ever anything like that)
-Guild with the most Overall highest leveled Pokémon
-Guild with the most money
...and any other ranking system that the PU team deem necessary


Comparing your Pokémon with a friend would be one of the more popular additions, the setup would be very similar to Runescape's way of doing it.
The two trainers would be placed side by side and under each players name would be icons of each Pokémon, it's number #, its level (if owned), it's nickname etc.
A player would be able to scroll down the page comparing each others Pokémon.


This could be implemented in the exact same way. It would show:
-The players overall game time
-Latest Quests completed
-Latest Player Defeats/Victories
-Overall percentage of completion regarding all of the Pokémon caught and their distance away from level 100
...and any other system that the PU team decide to add.


This list is something that does not exist on the Runescape website in the way i envision it.
Runescape have various mini-games throughout their MMORPG, many of which are focused on very heavy PvP. On their website, they do not have a leaderboard directly concerning player verse player stats, instead there is stats on the best mini-game players. Which can be argued to be the same thing.
However, I say for Pokemon Universe there should be a more direct approach.
There should be leaderboards listing the best:
-Players with the highest 1v1 win/loss ratio
-Players with the highest 2v2 win loss ratio
-Players who stand at the top of the Tournament
-Players who have the highest battles won while taking minimal damage
...etc




Just like every other MMORPG out there, Pokemon Universe has the exact same potential to bring to the table what the rest of them do: Multiple levels of competitiveness. Which is exactly the thing that i believe keeps those true hardcore Gamers gaming.

If the Pokemon Universe team don't bother with such a complicated Leaderboard system it will, yes, be a very good/fun game regardless.
However, I truly believe that for an MMO to capture it's players, it really must provide them with that level of community immersion. For every player that just want's to play Pokemon Universe for the sole fact that playing a Pokémon MMO would be 'awesome', there is another player that wants to dive completely into the game and give it everything he/she has. I guarantee you that.

I say, whenever the PU team have the man-power or time to do it. It would be a priceless addition to the game if such a level of immersion would be implemented, and could be the cause of this game staying extremely healthy for well over a decade.




I hope this post has been read and taken to heart.
Regards,

Vaderico

14
In-Forum Games / Re: Little Maths Game
« on: March 18, 2012, 05:37:40 AM »
^demolishes thread game^

15
In-Forum Games / Re: [Game] Rate That Signature!!
« on: March 18, 2012, 05:14:05 AM »
4/10
confused as to where the focus of your signature lies. too much going on

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