HitmonFonty said:
It may have been working as intended but it was later considered a mistake and that needed to be fixed, my point is that it is seen by some that it was only half fixed since the old ones did not get updated to match the new system. It is a valid argument as are the other arguments that the old IVs were left as they were. It's just differing opinions.
Yeah and I get that part. Personally, I wouldn't mind a system that locked a pokemon once whatever the system is changes natures/abilities from being traded. The battling bit I disagree with for the above reasons, but I see no reason to disagree with locking a pokemon once changed by whatever implemented system. The person who buys the pokemon loses no value, and can still use it. However it comes with the cost of never being able to be traded again. Old players don't trade certain pokemon anyway except for cases of RMT or give it away to friends when they quit, so it would reduce wealth stagnation. I don't plan to trade a lot of my pokemon, ever, and plan to let them die with my account as we have discussed before.
However it creates problems in terms of consistency for new pokemon that end up with old ivs and so on. There are a few old iv pokemon that are actually new pokemon by now I would imagine, not many, but some. Take the below dragonite for example. It is basically old ivs and functions just as well as an old iv one for all intents and purposes. Suddenly stuff like that becomes the prime meat of the market and it revolves around epic new iv that are close to old. Does this really solve any problem? Not really. Right now players can afford great new iv pokemon because old ones are so expensive and take that spotlight. However this also means the shinies they catch are lowered in value. If you lock, then great iv'd new pokemon become harder for these players to obtain.
Ultimately it becomes a "pick your poison" moment for new players. If the things they catch go up in value, then it costs more to make a team but rewards hunters immensely. If competition exists between new and olds, then new players can more easily construct a team. In the long term however it would stop older players from giving away all their high profile shinies when they quit. The downside to this is what about the collectors? They might never use whatever system comes out to lock them and thus just sit on it for ages waiting to resell for even higher. You can't just lock pokemon in a blanket lock because it would be unfair to the guy with 4 old shiny gyarados trying to sell them but couldn't before the lock hit. That would just harm a new player who bought some olds to resell or an old player that might have needed to sell one of those to buy some stuff.
Ultimately the market will adjust around to whatever force you implement to the system. Personally I feel like a secondary force is more of a solution to the problem. By this I mean something that forces effort and not the click of a button.
The type of market force implemented will need to do the following to help anyone:
1. Supply some incentive to new IV pokemon through some secondary means to make them appealing in some fashion to old pokemon.
2. Restrict the versatility of old pokemon to adjust to this new system through some effort-based task.
a. Since it is effort based, people can't complain that anything was actually taken from them. If they complain about having to play the game, too bad.
3. Create a window for new players to make money by the presence of 2, so that by actively playing the game they can get somewhere economically.
a. A person who just pays a daycare person to do their work for them is reducing their wealth to increase another's for instance.
Now the details of such a system, and how much time is fair and acceptable and so on would need to be discussed. One thing most old players hate is effort. Abuse that. Most want to just passively play the game and wait for updates. This type of system would give them a reason to play, or to give money to other players to do stuff for them if they didn't feel like it.
Source: ME Battle tower is great, it brought tons of things we needed and I'm thankful for it. It was a horrible grind that gave me flashbacks so I bought most of the items from other players. I was a lazy derp in regards to this. I know other old players who did the same thing. Tons of people did it.
Something along those lines is more of a healthy system depending on the details of how it is worked out. The cause-effect bit plays out in a meaningful way without hurting anyone. New players benefit more than the old in this equation, but not in a way that directly harms anyone.
The golden question is how can a system created require more effort for high iv pokemon as opposed to low iv pokemon or old vs new? That would probably be a pain in the butt to code but might be worth it.