Klay
Youngster
- Joined
- Apr 6, 2015
- Messages
- 612
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- 63
This idea was born tonight, while Ahmed/Midou was sharing interesting but unbalanced suggestions in Discord about thunderclap's thread.
(link to said thread)
I'm also conscious 99% of people reading this will be totally against this idea, and I don't mind. World is full of selfish humans who want more without giving something back from themselves. No reason for PWO to not have those awful persons as players.
In real life, there's a consumerism economic system which is actually not as bad as most boring people are claiming. They don't have other good and realistic alternatives anyway.
In most MMORPGs, there's also a kind of consumerism economic system based on drops (rare or common)/manufactured items. This economic system works because those games have a workmanship system which can't be fully maxed with only 1 character. That gives to groups of players with different specialties, also called guilds, a real use.
But that can't really be done in PWO. Potions aren't used in PvP, to avoid a literal P2W PvP system, so it can't be a workmanship. Yeah, I see you Ahmed/Midou, "but wild poks could drop some special items that could be combined to create some rare items, like evolution items or PvP items/wild poks could drop some berries that could be combined to create some (released and non-released) pokéballs". Sure. So the evolution stone NPCs in dept. stores will be useless (aka cash will stay in pockets) AND you're removing all good potential event rewards (altering "events with interesting quests and worthwhile rewards" to a "dumb swarm" state). Smart. Filling a hole with some dirt from another place, that's just moving the hole.
So no, it can't be realistically be done in PWO.
What could be done, and is the main subject of this thread, is adding a "PvP fade out" system, with a ranked PvP and a casual PvP.
Once you catch/buy/get a pok in any other way, some kind of timer bound to that pok appears. Let's say a 6 months long timer. Once this timer stops, you can't use this pok for PvP again. So if you're a battler, you have a dead weight rotting in your boxes. Since boxes sizes are limited, it would be way better for yourself to sell it or, OMG SOMETHING PWO DON'T HAVE, trade it for another PvP pok with another player.
Sure, it would be annoying, but, hey, that would put some decent poks in mart which worth buying. Isn't that what's called a "healthy economy"?
Also, to not scare new players or casual players who occasionally do PvP battles with their friends, PvP system could be separated in 2 categories:
-ranked PvP, back to zero every 2 months, with rewards for all 20 players with highest ranks (10pds for 1st, 5pds for 2nd to 10th, 2pds for 11th to 20th). This way, good players who have to often buy new poks will always gain a lil extra that could be used to buy their next PvP poks ;
-casual PvP, no rewards, just fun with friends ;
Once a pok timer stops, this pok can't be used for ranked PvP by the current player, but can still be used for casual PvP.
Also, to avoid some idiots giving their PvP poks to their friends and taking them back instantly just to reset this timer, once a player gets rid of a pok, he can't use it for ranked PvP before a 2 years delay. This meaning, if player X gives pok A to player Y, whenever player X takes back pok A, player X can't use pok A before 2 years has passed since player X get rid of pok A.
About this ranked PvP, REP could be used (and modified to allow an infinite-looking REP points system) to determine someone's rank. To start a ranked PvP battle, a player has to click on a Ranked Battle button, somewhere like on its Trainer tab, and wait until someone near his rank (until 10 rank lower/higher) is also waiting for a ranked PvP battle. If there's nobody, then you can still have the option to get out of the waiting state. This way, awful people who wait for server to be empty and try to battle their friends (with more than 10 ranks apart) will not be rewarded by their behavior.
Every infos with this color is to take as an example. It can be adjusted in a BALANCED way (Ahmed/Midou, I see you).
If I forgot something, this post will be updated.
"But Klay, there's not enough battlers atm for a ranked system!!!" (from Discord)
Welp, Ahmed/Midou, I'll give you my point of view: players are donkeys. Show them a carrot, and they'll move, even if they never get that carrot.
That's what happens in events (especially swarms): staff tells us some super cool poks are in a swarm, they even give us the illusion players can choose that pok (by giving us first a predetermined, redundant and reductive list of poks). And almost all players will participate, not only because "there's nothing else to do" in their perspective, but because of the promise of a rare "cool/useful" pok they'll use 4 days, and then try to get rid of (if not lost in boxes). But in the end, does all donkeys get that carrot?
Even if it's not the main reason of adding a ranked PvP system, the carrot (and by that, I talk about high-ranked rewards) and players' boring perspective will be enough to get more people into pvp. And even maybe keep some new boring players with their "game is dead, nothing to do" after 24 hours of gameplay.
(link to said thread)
I'm also conscious 99% of people reading this will be totally against this idea, and I don't mind. World is full of selfish humans who want more without giving something back from themselves. No reason for PWO to not have those awful persons as players.
In real life, there's a consumerism economic system which is actually not as bad as most boring people are claiming. They don't have other good and realistic alternatives anyway.
In most MMORPGs, there's also a kind of consumerism economic system based on drops (rare or common)/manufactured items. This economic system works because those games have a workmanship system which can't be fully maxed with only 1 character. That gives to groups of players with different specialties, also called guilds, a real use.
But that can't really be done in PWO. Potions aren't used in PvP, to avoid a literal P2W PvP system, so it can't be a workmanship. Yeah, I see you Ahmed/Midou, "but wild poks could drop some special items that could be combined to create some rare items, like evolution items or PvP items/wild poks could drop some berries that could be combined to create some (released and non-released) pokéballs". Sure. So the evolution stone NPCs in dept. stores will be useless (aka cash will stay in pockets) AND you're removing all good potential event rewards (altering "events with interesting quests and worthwhile rewards" to a "dumb swarm" state). Smart. Filling a hole with some dirt from another place, that's just moving the hole.
So no, it can't be realistically be done in PWO.
What could be done, and is the main subject of this thread, is adding a "PvP fade out" system, with a ranked PvP and a casual PvP.
Once you catch/buy/get a pok in any other way, some kind of timer bound to that pok appears. Let's say a 6 months long timer. Once this timer stops, you can't use this pok for PvP again. So if you're a battler, you have a dead weight rotting in your boxes. Since boxes sizes are limited, it would be way better for yourself to sell it or, OMG SOMETHING PWO DON'T HAVE, trade it for another PvP pok with another player.
Sure, it would be annoying, but, hey, that would put some decent poks in mart which worth buying. Isn't that what's called a "healthy economy"?
Also, to not scare new players or casual players who occasionally do PvP battles with their friends, PvP system could be separated in 2 categories:
-ranked PvP, back to zero every 2 months, with rewards for all 20 players with highest ranks (10pds for 1st, 5pds for 2nd to 10th, 2pds for 11th to 20th). This way, good players who have to often buy new poks will always gain a lil extra that could be used to buy their next PvP poks ;
-casual PvP, no rewards, just fun with friends ;
Once a pok timer stops, this pok can't be used for ranked PvP by the current player, but can still be used for casual PvP.
Also, to avoid some idiots giving their PvP poks to their friends and taking them back instantly just to reset this timer, once a player gets rid of a pok, he can't use it for ranked PvP before a 2 years delay. This meaning, if player X gives pok A to player Y, whenever player X takes back pok A, player X can't use pok A before 2 years has passed since player X get rid of pok A.
About this ranked PvP, REP could be used (and modified to allow an infinite-looking REP points system) to determine someone's rank. To start a ranked PvP battle, a player has to click on a Ranked Battle button, somewhere like on its Trainer tab, and wait until someone near his rank (until 10 rank lower/higher) is also waiting for a ranked PvP battle. If there's nobody, then you can still have the option to get out of the waiting state. This way, awful people who wait for server to be empty and try to battle their friends (with more than 10 ranks apart) will not be rewarded by their behavior.
Every infos with this color is to take as an example. It can be adjusted in a BALANCED way (Ahmed/Midou, I see you).
If I forgot something, this post will be updated.
"But Klay, there's not enough battlers atm for a ranked system!!!" (from Discord)
Welp, Ahmed/Midou, I'll give you my point of view: players are donkeys. Show them a carrot, and they'll move, even if they never get that carrot.
That's what happens in events (especially swarms): staff tells us some super cool poks are in a swarm, they even give us the illusion players can choose that pok (by giving us first a predetermined, redundant and reductive list of poks). And almost all players will participate, not only because "there's nothing else to do" in their perspective, but because of the promise of a rare "cool/useful" pok they'll use 4 days, and then try to get rid of (if not lost in boxes). But in the end, does all donkeys get that carrot?
Even if it's not the main reason of adding a ranked PvP system, the carrot (and by that, I talk about high-ranked rewards) and players' boring perspective will be enough to get more people into pvp. And even maybe keep some new boring players with their "game is dead, nothing to do" after 24 hours of gameplay.