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Trainer Leveling and Perks

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MrTimoshi

Fisherman
I just disagree that it won't add replayability. And, yes. My only example is Skyrim. I realize the main game-changer is the nearly endless combinations of Pokemon, but this would add an extra level of replayability. The goal was never to change the game, just add to it. I also never said it had to resemble Skyrim's system, I was just giving an example how it could be arranged. I'm also still VERY confused on your alternative.
 

DracoHouston

Kolben Developer
Contributor
I just disagree that it won't add replayability. And, yes. My only example is Skyrim. I realize the main game-changer is the nearly endless combinations of Pokemon, but this would add an extra level of replayability. The goal was never to change the game, just add to it. I also never said it had to resemble Skyrim's system, I was just giving an example how it could be arranged. I'm also still VERY confused on your alternative.
its just these tree systems have been a thing for over a decade, and the company that popularized it avoids it like the plague now. they even patched it out of world of warcraft. its not the only way to add RPG style progression to something :\

my alternative is rolling some of your perk ideas into the existing progression systems of pokemon games, expanding on them
 

Splint

Champion
I would like to see some sort of system build in that keeps track of how you "raised" your pokémon.
By that i mean keeping track of:
  • How many times fainted
  • What items and how many have been used on the pokémon (Potions , Berries and what not)
  • What items has the pokémon had in its possession
  • How many times have u spend battling with the pokémon
  • How many times healed at a pokémon center
  • Against who has the pokémon fought
With this information u could possibly extend the current system and make it so that it alters the stats and nature of your pokémon depending on how you raised it.

Now with such a system there needs to also be a way implemented to stop any stats from altering at one point else u might max out your EV points and max out your pokémon to lvl 100 but yet are still able to further alter stats.

Am just throwing this idea out there i haven't played passed gen 2 and wouldn't be surprised if such a system has been implemented in the newer games
 

DracoHouston

Kolben Developer
Contributor
I would like to see some sort of system build in that keeps track of how you "raised" your pokémon.
By that i mean keeping track of:
  • How many times fainted
  • What items and how many have been used on the pokémon (Potions , Berries and what not)
  • What items has the pokémon had in its possession
  • How many times have u spend battling with the pokémon
  • How many times healed at a pokémon center
  • Against who has the pokémon fought
With this information u could possibly extend the current system and make it so that it alters the stats and nature of your pokémon depending on how you raised it.

Now with such a system there needs to also be a way implemented to stop any stats from altering at one point else u might max out your EV points and max out your pokémon to lvl 100 but yet are still able to further alter stats.

Am just throwing this idea out there i haven't played passed gen 2 and wouldn't be surprised if such a system has been implemented in the newer games
i always found it funny how oak would chastise blue/gary for being uncaring to his pokemon when the way i trained my pokemon wasn't that kind and respectful. i get the message the writers tried to get across but the mechanics of the game itself are at odds with it.

iirc when i beat lance in my soulsilver version playthrough the first time i made my gengar faint himself 3 times putting curse on things. the oakmeister told me i was really kind
 

MrTimoshi

Fisherman
its just these tree systems have been a thing for over a decade, and the company that popularized it avoids it like the plague now. they even patched it out of world of warcraft. its not the only way to add RPG style progression to something :\

my alternative is rolling some of your perk ideas into the existing progression systems of pokemon games, expanding on them
I understand that. It's only a suggestion as to how it could be arranged. It's still my favorite way, though.

What kind of systems are you thinking they could be rolled into?
 

DracoHouston

Kolben Developer
Contributor
I understand that. It's only a suggestion as to how it could be arranged. It's still my favorite way, though.

What kind of systems are you thinking they could be rolled into?
there's already berry farming and apricorn collecting + kurt so i reckon you could make a lot of things craftable items, so you can choose to dabble in that as you play through. materials could work like the trees do, you find them by fully exploring the routes and they come back after a day. there could be metal in the caves you get with rock break. maybe you can get wood from cut trees once a day. stuff like that.
 

MrTimoshi

Fisherman
there's already berry farming and apricorn collecting + kurt so i reckon you could make a lot of things craftable items, so you can choose to dabble in that as you play through. materials could work like the trees do, you find them by fully exploring the routes and they come back after a day. there could be metal in the caves you get with rock break. maybe you can get wood from cut trees once a day. stuff like that.
That actually is what I had in mind, as well. But you'd still have to find a way stagger it, or a low level trainer could be making max revives and ultraballs by just hanging out in a cave or forest for a week straight. You'd either have to make it so the chances of recovering higher level item materials unlock when you win certain badges or levels, or split the item list up in a leveled list so you can only craft those items when you reach a certain level or badge despite having the materials.
 

DracoHouston

Kolben Developer
Contributor
there's already berry farming and apricorn collecting + kurt so i reckon you could make a lot of things craftable items, so you can choose to dabble in that as you play through. materials could work like the trees do, you find them by fully exploring the routes and they come back after a day. there could be metal in the caves you get with rock break. maybe you can get wood from cut trees once a day. stuff like that.
That actually is what I had in mind, as well. But you'd still have to find a way stagger it, or a low level trainer could be making max revives and ultraballs by just hanging out in a cave or forest for a week straight. You'd either have to make it so the chances of recovering higher level item materials unlock when you win certain badges or levels, or split the item list up in a leveled list so you can only craft those items when you reach a certain level or badge despite having the materials.
make mat requirements ramp up, so its only reasonable to craft very good things if you have access to a continent or 2. i wouldn't really call grinding a week for ultra balls game breaking, you can buy them as early as goldenrod.
 

MrTimoshi

Fisherman
make mat requirements ramp up, so its only reasonable to craft very good things if you have access to a continent or 2.
I suppose it could just follow the linear progression that the game already follows. I'm a huge fan of true open-ended RPGs, so I gravitate to more of a Skyrim tactic of level progression... but that doesn't really count here.


i wouldn't really call grinding a week for ultra balls game breaking, you can buy them as early as goldenrod.
I was just using it as an example. If it took a week to gather the materials for one item, no one would ever do it... except maybe for Masterballs.
 

DracoHouston

Kolben Developer
Contributor
i think if theres gunna be masterball crafting it needs to be a big job like crafting raid quality gear in WoW. either you're going to have to trade pokedollars or pokemon for it from players or you're going to have to farm it over like a week or so. it'd be an interesting way to give people more stuff to do later on but i don't really know how powerful a masterball really is. i'm having no trouble catching legendaries with the special balls and ultra balls. it feels more like a luxury than anything

it'd be cool to have a system for changing your pokemon's catch ball so instead of building master balls you just use a lot of mats to make another pokemon look like its in a master ball in battles, lol. like hats for your pokemon. theres some capsule seal thing in soulsilver i think does something like that but i havent been able to use it yet and i have access to mt silver so no idea how that works in that game at all :\
 

MrTimoshi

Fisherman
Once again... it was just an example. I like complete autonomy in RPGs, so Masterballs should be craftable, in my opinion. And they do have Pokeball decoration... kind of. I can't remember which game it is, but you can get type-themed shells to put your Pokeballs in.
 
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