Master Balls or Ultra Balls.

EcoWOLFrb

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A recent post brought up an issue to my attention, server downtime or crashes interrupting the arduous task of throwing pokeball after pokeball at some pokemon with low catch rates, and disabling the trainer to catch the pokemon. I can only imagine my rage if this happened to me while I found a shiny VR or something. Thus here is my idea:
Master balls: 100% catch rate, cost 150k.
Ultra balls: 75-80% catch rate, cost 50k.

I don't know if this is possible, and I don't know if this has been brought up before, but let's hear some responses.
 

MeteoricMonkey9

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EcoWOLFrb said:
A recent post brought up an issue to my attention, server downtime or crashes interrupting the arduous task of throwing pokeball after pokeball at some pokemon with low catch rates, and disabling the trainer to catch the pokemon. I can only imagine my rage if this happened to me while I found a shiny VR or something. Thus here is my idea:
Master balls: 100% catch rate, cost 150k.
Ultra balls: 75-80% catch rate, cost 50k.

I don't know if this is possible, and I don't know if this has been brought up before, but let's hear some responses.

I think the game would improve a lot having new pokeballs or having the status condition affect (I don't know if its effect is little or none). If it were pokeballs, I would price them higher anyway, specially the Master Ball. It's a great idea Eco!
 

SOULTAKER1994

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having the masterball dropped once every blue moon by a random poke would also be a good idea ;)
 

Julio~

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[glow=red]I always waited for this update; more efficient pokeballs. I just think the prices might be a bit lower as well as in official games:

Master Balls - //
Ultra Balls - 1,200$
Great Balls - 600$
Poké Balls - 200$

Master Balls don't have a stipulated price, but I think something around 2,000$ is fine, or to get them from a quest; something like that. And about catch rate I would propose:

Master Balls - 100%
Ultra Balls - 80%
Great Balls - 60%
Poké Balls - 40%
[/glow]
 

SOULTAKER1994

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julio2503 said:
[glow=red]I always waited for this update; more efficient pokeballs. I just think the prices might be a bit lower as well as in official games:

Master Balls - //
Ultra Balls - 1,200$
Great Balls - 600$
Poké Balls - 200$

Master Balls don't have a stipulated price, but I think something around 2,000$ is fine, or to get them from a quest; something like that. And about catch rate I would propose:

Master Balls - 100%
Ultra Balls - 80%
Great Balls - 60%
Poké Balls - 40%
[/glow]
this could be gr8 pricing for them :) Masterball can be kept for 5k a ball iirc it was for that much in one part of the GBA version..
 

NeomaShadow

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It would be more reasonable to get Master Ball/s by doing certain quest. I really can't see the need for them yet plus they are meant to be unique. Who knows, maybe one day you will need one or two to catch something extraordinary. I like the idea for Ultra and Great Balls however.
 

HitmonFonty

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I have personally envisaged something a bit more complex, including the different types of pokeballs introduced in gen II. However given the OPs motivation for posting this I would speculate that losing a rare pokemon plus 50 pokeballs would cause less rage than losing a rare pokemon plus a master ball. So although extra pokeballs would be great and I hope they can be implemented sooner rather than later I must say that they will not stop rollbacks- on the contrary they could cause more angst when they do occur.
 

EcoWOLFrb

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I understand where you're coming from, but having a masterball would provide the opportunity to catch, then log out and force save the important pokemon that throwing 50 pokeballs would not. It's simply a matter of time.
 

SpartacusBrah

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Ide vote for this at a

Master Balls - NONE IN GAME
Ultra Balls - 50%
Great Balls - 45%
Poké Balls - 40%
 

HitmonFonty

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It looks like you are suggesting a complete change to the catch rate system here. 80% chance of catching any pokemon with an ultra ball?

I believe the system in the handhelds was the basic pokeball gave you a single chance vs the odds of catching any particular pokemon, the great ball 1.5, the ultra 2 times. Other specialised pokeballs have more or less, up to about 4x the rate of the basic pokeball(dusk balls ftw).

The system works well I think and we are using it currently with the basic pokeball only. Would you really want set rate pokeballs that have equal chance of catching a caterpie and a Tyranitar ignoring levels and hp and any other factor we can possibly add in future to make it more realistic?
 

Saric

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Honestly the Masterball shouldn't have such a low price in the first place. Maybe a one off (or semi-repeatable) quest reward?
As for the others, I'd just price them like they are in the main games.
 

EcoWOLFrb

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Listen, the point of this system is not to imitate the handhelds, the point is to help stop a server crash from taking away the opportunity to catch an awesome pokemon. I really don't care what the original had, I don't care that with an ultra ball it would be just as easy to catch a HR as a common (largely because the HR is 100x more difficult to find in the first place) and I don't care if the prices were revised to fit someone else's mentality of what they should cost. In the end if a pokemon is worth spending a good portion of in game money to prevent it never being caught because of a crash, or planned downtime then that's what will happen. Imagine finding a shiny scyther (which frequently takes over 40 pokeballs to catch) and never getting to catch it because of a crash when you've been trying to catch it for several minutes... the rage would be unimaginable.
 

Dragon16

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I like the idea, i just spent almost 100 pokeballs trying to catch a Magby and got so mad i ragequit.
 

Gobfather

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Yes I love this idea as well, especially master balls. Very good points here, during halloween I had to use just over 130 pokeballs and like 100 halloween candies to catch one honchkrow that killed my whole team via the swagger confusion glitch. With the faulty server and all of the reasons mentioned better balls are something I deffenitely think should be considered here.
 

Saurus

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Let's not forget the GS Ball. Hehe, could be an event too. Who knows.
 

HitmonFonty

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Swagger is supposed to confuse and increase your attack so that confusion will make your pokemon faint faster- how is it glitched?
 

Gobfather

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HitmonFonty said:
Swagger is supposed to confuse and increase your attack so that confusion will make your pokemon faint faster- how is it glitched?

Swagger is the move used to induce, confused glitch is something else entirely. When one throws a pokeball or uses a potion on a pokemon while it's confused, it counts as a turn and the pokemon will still hurt itself in confusuion even though you did not select attack.
 

HitmonFonty

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Gobfather said:
HitmonFonty said:
Swagger is supposed to confuse and increase your attack so that confusion will make your pokemon faint faster- how is it glitched?

Swagger is the move used to induce, confused glitch is something else entirely. When one throws a pokeball or uses a potion on a pokemon while it's confused, it counts as a turn and the pokemon will still hurt itself in confusuion even though you did not select attack.

Fair enough, but this has the positive effect as well of meaning that by the time you're done catching a pokemon your pokemon is no longer confused- or paralyzed- so it's not all bad, and quite useful at times. Though your big catch wouldn't have been one of them.
 

Gobfather

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HitmonFonty said:
Gobfather said:
HitmonFonty said:
Swagger is supposed to confuse and increase your attack so that confusion will make your pokemon faint faster- how is it glitched?

Swagger is the move used to induce, confused glitch is something else entirely. When one throws a pokeball or uses a potion on a pokemon while it's confused, it counts as a turn and the pokemon will still hurt itself in confusuion even though you did not select attack.

Fair enough, but this has the positive effect as well of meaning that by the time you're done catching a pokemon your pokemon is no longer confused- or paralyzed- so it's not all bad, and quite useful at times. Though your big catch wouldn't have been one of them.

Confusion ends after battle, so I do not see a positive in this glitch at all aside from the wild pokemon glitch fainting my pokemon, and paralysis is not cured by turns or ending battle, only by healing poke in pokecenter, same goes for poison / burn (though those would carry through damaging your poke normally whether you attacked or not in real pokemon unlike confusion).

All details aside a simple masterball purchased at the glorious price of 150k less or more, whatever it may be, would have bypassed all of this, and not have threatened me with server crash ;D
 

magevideogames

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I think neither of these should be al that expensive except Masterball s. If these increase the chance of catching, what difference does it make if you can cause pokemon <15 easily with an ultraball? other than the Masterball being a guaranteed catch these could easily be something like Pokeball $200, Great Ball $500, Ultraball $1500 and Masterball $100K. The only difference up to the Masterball is how many you would throw, instead of 7 pokeballs for 1 pokemon, $1400, you just through one Ultraball for $1500. My defense for a Masterball being $100K is simply all of the older players have most of anything they want, and / or the pokemon to trade for it. If you are hunting a rare however and want to guarantee catching it, the $100K plus the time alone in my opinion is compensation enough for any of the VR or HR pokemon. That being said, this will likely only affect new players, as I previously stated the older players can usually just buy or trade for the pokemon quite easily.
 
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