thunderclap
Youngster
- Joined
- Mar 12, 2013
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This is somewhat convoluted but bare with me here. This is meant to stimulate discussion. Literally every part of this could be tweaked/changed. This is meant to address some concerns identified in Riguadon's "New Year's Reflections" post here: https://forum.pokemon-world-online.com/showthread.php?tid=37932
Specifically this suggestion will help to address the following concerns (both Rig's and mine):
1. It's not that any one thing in PWO is especially overly rare/difficult, it's that too many things are too difficult.
2. The economy has gone somewhat flat in large part due to a lack of money in the economy, and overabundance of pokemon for sale (over-supply = underpriced).
3. There is currently no realistic way for new players to acquire a membership or gain a significant foothold in the economy without spending real money or huge amounts of grinding. It sucks to have to tell people that when they ask.
PART 1: LUCKY ITEM (FREE MEMBERSHIP).
1. Every pokemon that does not currently drop an item has a chance to drop a very rare "Four Leaf Clover".
2. When a Clover is found, the player who finds it is granted all membership perks for a period of (maximum) one week. To reduce server load in tracking individual players, all such bonuses are reset every Thursday at midnight UTC.
3. Using the Clover item will change a player's sprite to the unused "leprechaun" sprite, just like the Halloween Mask or Skull Head items. Other than that the item itself does not do anything. A separate server event that grants membership is triggered behind-the-scenes when one is found.
4. Effects of Clover stack/multiply with membership effects. See math below.
5. The "Four Leaf Clover" is a "Other"-type item so it cannot be sold or traded. It can be used any time even after your period of free membership is over.
PART 2: POKEMON DISPOSAL NPC FOR BOOST IN SHINY ODDS.
6. The now-unused REP system will be repurposed and renamed LUCK. The LUCK value represents your shiny chances as a percentage. Without any boosts/MS you have 100 luck points. In the current system, one MS currently gives you odds equivalent to 400 luck points. With both a freshly-found Clover and a MS, your luck would be even higher. See math below.
7. A new leprechaun NPC is added to Goldenrod and Saffron, who you can give your unwanted pokemon to. Unlike the "release box" in playerdex, once your pokemon are gone, they are gone.
8. The NPC uses a very simple judging method (drawing from the Bird Judge script) to calculate how many LUCK points to award you. Shinies might give you one point, 'Tier 2' 0.005 points, 'Tier 3' 0.01 points, 'Tier 4' 0.02 points, and 'Tier 5' 0.5 points, for example. The type of pokemon the NPC accepts could change periodically (eg. only birds). It would only accept pokes with your OT caught AFTER the NPC was implemented (or caught that week?).
NPC Math: https://forum.pokemon-world-online....emon-disposal-npc-using-rep.38360/post-361501
9. All luck bonuses (other than paid Memberships from the token store) including NPC-awarded bonuses are reverted every Thursday at midnight UTC. Multiple clovers will stack but the maximum LUCK value of 999.999 cannot be exceeded. If you have paid membership, your LUCK goes back to 300.000; otherwise 100.000. This system might be one of the bigger challenges since I don't think there's a script to mass-edit REP currently.
These two systems work together to
a) Inject more money into the ecosystem (up to 4x boost means up to ~2500pd per Pokemon) and give much more incentive to faint pokemon
b) Reduce supply of "cheap" shinies and underpriced tier 5's, therefore increasing their demand and resale prices. Currently tier 5's can be extremely cheap in relation to their rarity. 50k \=\ Weeks of grinding. Pokemon disposal would raise prices of lower end "trash" pokemons without much affecting resale prices of higher-end shinies and rare pokemon which are often already overpriced.
c) Increase motivation to hunt even in "bad" hunting areas where there are no "rare" pokemons. Finding a four-leaf-clover is one of the best things you can now find.
d) Increase motivation to hunt for tier-5's again -- you can't just go and buy a 50k Snorlax on the Mart anymore.
d) Reward players who play actively with a chance to get a free "lucky" membership
e) Increase variety of shiny pokemon available in the market
f) Reduce the extent to which the game is "pay to win" (there's now a way to get free memberships)
g) Reduce server load. Each player will probably choose to store hundreds fewer pokemon in their release boxes.
h) Changing the "type" of pokemon accepted by the Leprechaun NPC will concentrate player activity in areas with those pokemons, creating spontaneous mini-swarms and fostering seemingly more active community.
i) Making bonuses expire on Thursday will increase weekend activity in particular, and encourage hunting.
Let's discuss! Is this a completely unworkable idea? Would be be too much work for the scripters/admin/devs to implement? What could be changed to make it fairest for all players? If not using this system, what are alternative/better ways we could address some of these issues?
See revised math: https://forum.pokemon-world-online....emon-disposal-npc-using-rep.38360/post-361500
FIXED MATH:
100 Luck = 1/8192 (Normal odds)
200 Luck = 2/8192
300 Luck = 3/8192
400 Luck = 4/8192 = 1/2048 (Odds with membership or 1 Clover or After sacrificing 30 shinies)
500 Luck = 5/8192
600 Luck = 6/8192
700 Luck = 7/8192 = 1/1170 (Odds with MS + Clover or 2 Clovers)
800 Luck = 8/8192
900 Luck = 9/8192
1000 Luck = 10/8192 = 1/819 (Odds with MS + 2 Clovers)
1/819 odds (best possible) would take 5.6875 hours on average for one shiny, assuming 25 seconds per encounter.
More examples:
114.385 Luck = 1.14385/8192 odds
782.112 Luck = 7.82112/8192 odds
Specifically this suggestion will help to address the following concerns (both Rig's and mine):
1. It's not that any one thing in PWO is especially overly rare/difficult, it's that too many things are too difficult.
2. The economy has gone somewhat flat in large part due to a lack of money in the economy, and overabundance of pokemon for sale (over-supply = underpriced).
3. There is currently no realistic way for new players to acquire a membership or gain a significant foothold in the economy without spending real money or huge amounts of grinding. It sucks to have to tell people that when they ask.
PART 1: LUCKY ITEM (FREE MEMBERSHIP).
1. Every pokemon that does not currently drop an item has a chance to drop a very rare "Four Leaf Clover".
2. When a Clover is found, the player who finds it is granted all membership perks for a period of (maximum) one week. To reduce server load in tracking individual players, all such bonuses are reset every Thursday at midnight UTC.
3. Using the Clover item will change a player's sprite to the unused "leprechaun" sprite, just like the Halloween Mask or Skull Head items. Other than that the item itself does not do anything. A separate server event that grants membership is triggered behind-the-scenes when one is found.
4. Effects of Clover stack/multiply with membership effects. See math below.
5. The "Four Leaf Clover" is a "Other"-type item so it cannot be sold or traded. It can be used any time even after your period of free membership is over.
PART 2: POKEMON DISPOSAL NPC FOR BOOST IN SHINY ODDS.
6. The now-unused REP system will be repurposed and renamed LUCK. The LUCK value represents your shiny chances as a percentage. Without any boosts/MS you have 100 luck points. In the current system, one MS currently gives you odds equivalent to 400 luck points. With both a freshly-found Clover and a MS, your luck would be even higher. See math below.
7. A new leprechaun NPC is added to Goldenrod and Saffron, who you can give your unwanted pokemon to. Unlike the "release box" in playerdex, once your pokemon are gone, they are gone.
8. The NPC uses a very simple judging method (drawing from the Bird Judge script) to calculate how many LUCK points to award you. Shinies might give you one point, 'Tier 2' 0.005 points, 'Tier 3' 0.01 points, 'Tier 4' 0.02 points, and 'Tier 5' 0.5 points, for example. The type of pokemon the NPC accepts could change periodically (eg. only birds). It would only accept pokes with your OT caught AFTER the NPC was implemented (or caught that week?).
NPC Math: https://forum.pokemon-world-online....emon-disposal-npc-using-rep.38360/post-361501
9. All luck bonuses (other than paid Memberships from the token store) including NPC-awarded bonuses are reverted every Thursday at midnight UTC. Multiple clovers will stack but the maximum LUCK value of 999.999 cannot be exceeded. If you have paid membership, your LUCK goes back to 300.000; otherwise 100.000. This system might be one of the bigger challenges since I don't think there's a script to mass-edit REP currently.
These two systems work together to
a) Inject more money into the ecosystem (up to 4x boost means up to ~2500pd per Pokemon) and give much more incentive to faint pokemon
b) Reduce supply of "cheap" shinies and underpriced tier 5's, therefore increasing their demand and resale prices. Currently tier 5's can be extremely cheap in relation to their rarity. 50k \=\ Weeks of grinding. Pokemon disposal would raise prices of lower end "trash" pokemons without much affecting resale prices of higher-end shinies and rare pokemon which are often already overpriced.
c) Increase motivation to hunt even in "bad" hunting areas where there are no "rare" pokemons. Finding a four-leaf-clover is one of the best things you can now find.
d) Increase motivation to hunt for tier-5's again -- you can't just go and buy a 50k Snorlax on the Mart anymore.
d) Reward players who play actively with a chance to get a free "lucky" membership
e) Increase variety of shiny pokemon available in the market
f) Reduce the extent to which the game is "pay to win" (there's now a way to get free memberships)
g) Reduce server load. Each player will probably choose to store hundreds fewer pokemon in their release boxes.
h) Changing the "type" of pokemon accepted by the Leprechaun NPC will concentrate player activity in areas with those pokemons, creating spontaneous mini-swarms and fostering seemingly more active community.
i) Making bonuses expire on Thursday will increase weekend activity in particular, and encourage hunting.
Let's discuss! Is this a completely unworkable idea? Would be be too much work for the scripters/admin/devs to implement? What could be changed to make it fairest for all players? If not using this system, what are alternative/better ways we could address some of these issues?
See revised math: https://forum.pokemon-world-online....emon-disposal-npc-using-rep.38360/post-361500
100 Luck = 1/8192 (Normal odds)
200 Luck = 2/8192
300 Luck = 3/8192
400 Luck = 4/8192 = 1/2048 (Odds with membership or 1 Clover or After sacrificing 30 shinies)
500 Luck = 5/8192
600 Luck = 6/8192
700 Luck = 7/8192 = 1/1170 (Odds with MS + Clover or 2 Clovers)
800 Luck = 8/8192
900 Luck = 9/8192
1000 Luck = 10/8192 = 1/819 (Odds with MS + 2 Clovers)
1/819 odds (best possible) would take 5.6875 hours on average for one shiny, assuming 25 seconds per encounter.
More examples:
114.385 Luck = 1.14385/8192 odds
782.112 Luck = 7.82112/8192 odds
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