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Pokemon Encounters
Topic Started: Nov 20 2015, 10:51 AM (218 Views)
Jance
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Mega Venusaur
Mentions of how to handle Pokemon Encounters have popped up in a few other places already. Originally Pokemon encounters were based on a 'level scaling' system, APL = Average Party Level. Whatever pokemon you ran into on your journey would always be within 5ą levels of whatever your APL was. So if you had an APL of 20 you would typically never encounter a pokemon above level 25 or below level 15. There were some areas that did have a maximum level limit such as in cities where no pokemon could be encountered above level 20. Jgsei when originally introduced was to have a minimum level limit of 50 thus you would never find Pokemon below level 50 in the Jgsei region.

So what would folks prefer? Return to a scaling system where you can pretty much go anywhere and not have to worry about encountering anything too difficult? Have a mix of the two systems, some areas won't be easily accessible until you've stronger pokemon? Or make each area have a set level range like the games so you won't find pokemon above or below that range in that particular area?

Also before you could choose to 'ignore pokemon encounters' simply by adding an OOC line stating you're ignoring encounters in your post primarily in an effort to travel across an area more quickly. Do folks want to stick to this method or give a purpose to items like Repel and Cleanse Tag?

Anything else folks might like to suggest we could do with how Pokemon Encounters are handled?
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Tsunami
Pidgey
I think Pokémon should be indigenous to certain climates and areas, of course, and using reasonable estimates they should be leveled according to the wildness of the area, and how difficult it is to survive there. Those should also be more aggressive and difficult to catch. I don't think there should be any scaling at all, I just think Pokémon that live closest to humans should be weakest, probably no stronger than level 15 or so, and to find stronger and rarer Pokémon, trainers should have to go far from the beaten path.

I personally don't like avoiding Pokémon at all, and would try to prevent it as much as possible. That said, I wouldn't mind allowing short-range teleportation and flight between nearby visited cities if the player has the means. But I don't think immersion in the world should be broken for convenience's sake. At least not all the time. That said, I think if trainers just stick to the roads, they shouldn't be running across too many unavoidable wild Pokémon anyway.

As for when those Pokémon appear, I would say just roll 1d10. On the road, anything higher than 7 is a wild Pokémon. Lower the difficulty depending on the environment from there. For example, the grasslands far from the road might be 6>= and deep forest might be 5>= for an encounter.
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Maverick
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"How many assholes we got on this ship anyhow?"
I'm for random level encounters. At some point in your journey it just makes sense that some encounters would be out of your league. Why would you be training otherwise? The whole idea that wild pokemon leveled with you was boring.

As for what species can be encountered, Opaddeka turned into a bit of mess, almost everything was almost everywhere - that should be more restricted by area. And maybe some pokemon can't be found in the wild at all but are introduced into the game as prizes/adoptions/purchases/trades. I wouldn't want to spread out all 700ish species into one region again.
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Fordy
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ain't no new thing
i've been thinking about this a lot, specifically what mav said. suffice for now i'm seconding that direction and i'll go into detail later
541 :lp
oh! sweet nuthin'
APL: 5
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Fordy
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ain't no new thing
i don't think encountering pokemon needs any sort of system. i think changing how you explore the region (and the "fill in the blanks" approach to landmarks dovetails with this perfectly) will be entirely sufficient and that encountering pokemon would come out of it naturally.

when you make your first post walking out into an area, the mod that responds should be telling you a few things- basically what you can see and hear. if we're going with the trainer experience thing, and obviously imo we should be, then to make that work the mod needs to give the player logical options for them to decide what to do.

things that you see and hear could be: basic scenery, notable landmarks or obstacles, visible pokemon, and evidence of nearby pokemon.

there could be a bunch of different reasons for a pokemon to be visible to you, chiefly that it doesn't give a shit about you because it's much bigger and stronger than you. when you first walk out into hillmoss you're probably gonna easily spot, like, a lv 50 kangaskhan that couldn't care a bit about you. you'll stay away from it. there would probably be a lot of things like that, territorial pokemon that could fuck you up if they wanted but if you keep your distance you're probably safe. i mean, that's how animals work, basically. that's the whole point of this basically, if we dropped you in field and said catch a rabbit, how would you go about it? you sure as shit wouldn't sit there and wait for it to walk up to you and it sure as shit wouldn't do it.

so your mod would say, there's a giant snorlax over there under the tree, and you'd be like, great, i'm going this other way. luckily, there are some weak pokemon that make sense to have visible: kakuna hanging from trees, birds in nests, dumb bidoof things crossing through paths. little shits like that. those are about the only two classes of visible pokemon, so basically, not a great strategy for a new trainer if you want to find a non-bug type, non-dumbass thing that won't just maul you and your pokemon to death

but something else you'll probably notice is the evidence of pokemon being around. tracks leading that-a-way, i dunno, fresh shit, rustling grass, poke-made structures. maybe you need to lure something out with berries, food, etc. to some extent, trainers should be like hunters or trappers or trackers, needing to work to encounter something worthwhile.

this isn't anything new, this was supposed to be the thinking when we switched to opaddeka. but everyone said it was too hard. well, in reaction we made it easy and easy isn't fun. hopefully now we can all be a little more open to something more difficult but also more in-depth and interactive.

these are the kind of actions that will earn you trainer experience. by working for encounters, it's easier to reward you for them. if you truly want to sit around and have something present itself to you to be slaughtered, maybe you can, but your texp reward will be minimal, directly limiting how quickly you can advance if you try to do it in a lazy way.

speaking of trainer exp, i kind of just thought of that as a name for the points you have to get to pass an area. but, potentially, there's a way to work it into literal trainer experience. a lv 10 trainer is going to be much more adept at tracking and luring pokemon than a lv 1. i'm not totally sure how to feel about that- may get pointlessly complicated. but maybe there's something there.

hopefully the gist of what i'm saying here makes sense because i'm finding it much harder to remember exactly what i wanted to say a few days ago.
541 :lp
oh! sweet nuthin'
APL: 5
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