Why Do We Need Changes in the IV Randomizer?
Competitive Environment: IVs are crucial in competitive gaming. The current system is too dependent on RNG (Random Number Generation), offering no clear goals. Players can spend extensive time playing and farming Blaze Coins, only to be let down by unfavorable rerolls. This leads to frustration and can cause players to leave the game.
Competitive Battling Standards: In competitive Pokémon battling, it's assumed all players have 'perfect' Pokémon. This includes using the most powerful species, perfectly EV trained, with ideal IVs and movesets.
Playing to Win: Players will naturally use Pokémon they believe give them the best chance of winning. To remain competitive, adopting this mindset is essential.
MMORPG Balance: While perfection isn't a realistic goal in an MMORPG, there should be a balance. This balance should reward players for their persistence in improving their Pokémon. A system entirely based on RNG is unhealthy, overly time-consuming, and mentally draining.
Average Player Experience: This change is also vital for the average player seeking a fun PvP experience in an MMORPG. Currently, finding 2-3 good Pokémon might require around 50 hours each. Preparing a full six-Pokémon team that meets PvP standards (e.g., 31/31, 20+) typically involves at least 300 hours of gameplay.
Market Impact:
Increased Availability of PvP Pokémon: Over time, PvP Pokémon will become more accessible as players improve their stats. Currently, a 31/31 offensive Pokémon is typically priced in the range of 450–700K in game money.
Fluctuation in IV Randomizer Prices: The price of IV Randomizers is likely to increase as players adjust to the changes. This is beneficial, as their value becomes more significant if the system is improved.
Candies System:
Functionality: Geared towards hardcore grinders, this system introduces specific candies for each stat. Maxing out stats can be costly but provides more control over Pokémon development.
Market Impact: A fully enhanced Pokémon would likely cost between 500k to 700k in the market, not drastically higher considering the investment. Legendary Pokémon might see a significant increase in market value.
IV Locks:
Functionality: This system replaces IV Potions and is used alongside IV Randomizers. It can become more costly but allows for more targeted stat improvements.
Market Impact: The cost of a perfect Pokémon might range between 1.2 to 2 million in game money, accounting for IV rerolls and potions.
Pity System Variations:
Functionality: This system introduces milestones that guarantee minimum IVs after a certain number of IV Randomizers are used.
Market Impact: A Pokémon with guaranteed high IVs would have a more predictable cost in the market, potentially leading to a more stable and accessible market for high-stat Pokémon.
Detailed Explanation of Each Mechanic:
1. Single IV Randomizers (IVRs):
Functionality: Can target a maximum of 2 stats of choice. Doesn't reset IVP slots used.
Pros:
2. IV Locks:
Functionality: Replaces IV Potions. Used with IVR, consuming one lock per stat locked (e.g., locking ATK and HP consumes 2 locks).
Pros:
3. Candies:
Functionality: Replaces IV Randomizers and IV Potions. Introduces specific candies for each stat (e.g., Health Candy for HP). Conversion: 1 IV = 5 candies (e.g., 85 Quick Candies needed to max 14 SPE IVs to 31). Pricing: 5 Blaze Coins each, also obtainable via Pokémon exchanges at Sandgem Lab.
Pros:
4. Pity System Variations:
Option 1: After 10 IVRs, one locked IV will always be between 25-31. After 20 IVRs, two locked IVs will always be between 25-31. After 30 IVRs, three locked IVs will always be between 25-31.
Option 2: After 10 IVRs, minimum IV rolls will be 5. After 20 IVRs, minimum IV rolls will be 10. After 30 IVRs, minimum IV rolls will be 15, capped here. For shinies, minimum IV rolls will be 20 after 40 IVRs, and 25 after 80 IVRs.
Pros of Pity System:
So what next?
Recognizing the limitations of our current IV System and the potential advantages and drawbacks of the proposed changes, your insights and opinions are invaluable. This post aims not only to inform you about these potential updates but also to create a collaborative environment where your input can significantly influence the future direction of our game. We strongly encourage all players to actively participate in this discussion by sharing your thoughts, concerns, and suggestions. Your feedback is crucial in refining these changes before their implementation, ensuring a balanced and enjoyable experience for everyone.
Regards
Team Pokémon Blaze Online
Competitive Environment: IVs are crucial in competitive gaming. The current system is too dependent on RNG (Random Number Generation), offering no clear goals. Players can spend extensive time playing and farming Blaze Coins, only to be let down by unfavorable rerolls. This leads to frustration and can cause players to leave the game.
Competitive Battling Standards: In competitive Pokémon battling, it's assumed all players have 'perfect' Pokémon. This includes using the most powerful species, perfectly EV trained, with ideal IVs and movesets.
Playing to Win: Players will naturally use Pokémon they believe give them the best chance of winning. To remain competitive, adopting this mindset is essential.
MMORPG Balance: While perfection isn't a realistic goal in an MMORPG, there should be a balance. This balance should reward players for their persistence in improving their Pokémon. A system entirely based on RNG is unhealthy, overly time-consuming, and mentally draining.
Average Player Experience: This change is also vital for the average player seeking a fun PvP experience in an MMORPG. Currently, finding 2-3 good Pokémon might require around 50 hours each. Preparing a full six-Pokémon team that meets PvP standards (e.g., 31/31, 20+) typically involves at least 300 hours of gameplay.
Market Impact:
Increased Availability of PvP Pokémon: Over time, PvP Pokémon will become more accessible as players improve their stats. Currently, a 31/31 offensive Pokémon is typically priced in the range of 450–700K in game money.
Fluctuation in IV Randomizer Prices: The price of IV Randomizers is likely to increase as players adjust to the changes. This is beneficial, as their value becomes more significant if the system is improved.
Candies System:
Functionality: Geared towards hardcore grinders, this system introduces specific candies for each stat. Maxing out stats can be costly but provides more control over Pokémon development.
Market Impact: A fully enhanced Pokémon would likely cost between 500k to 700k in the market, not drastically higher considering the investment. Legendary Pokémon might see a significant increase in market value.
IV Locks:
Functionality: This system replaces IV Potions and is used alongside IV Randomizers. It can become more costly but allows for more targeted stat improvements.
Market Impact: The cost of a perfect Pokémon might range between 1.2 to 2 million in game money, accounting for IV rerolls and potions.
Pity System Variations:
Functionality: This system introduces milestones that guarantee minimum IVs after a certain number of IV Randomizers are used.
Market Impact: A Pokémon with guaranteed high IVs would have a more predictable cost in the market, potentially leading to a more stable and accessible market for high-stat Pokémon.
Detailed Explanation of Each Mechanic:
1. Single IV Randomizers (IVRs):
Functionality: Can target a maximum of 2 stats of choice. Doesn't reset IVP slots used.
Pros:
- Ideal for improving one particularly low stat.
- Complements other IV items, requiring a generally good roll overall.
- Reduces grind time from 50 to 10-20 hours for a decent Pokémon.
- Still reliant on RNG, so desired rolls aren’t guaranteed.
2. IV Locks:
Functionality: Replaces IV Potions. Used with IVR, consuming one lock per stat locked (e.g., locking ATK and HP consumes 2 locks).
Pros:
- Retains a good stat even in poor overall rolls.
- Potentially more resource-intensive than current systems.
3. Candies:
Functionality: Replaces IV Randomizers and IV Potions. Introduces specific candies for each stat (e.g., Health Candy for HP). Conversion: 1 IV = 5 candies (e.g., 85 Quick Candies needed to max 14 SPE IVs to 31). Pricing: 5 Blaze Coins each, also obtainable via Pokémon exchanges at Sandgem Lab.
Pros:
- Adds value to Pokémon with initial decent IVs.
- Failed shiny hunts can be converted into something valuable.
- Shifts focus to a more grind-intensive system.
4. Pity System Variations:
Option 1: After 10 IVRs, one locked IV will always be between 25-31. After 20 IVRs, two locked IVs will always be between 25-31. After 30 IVRs, three locked IVs will always be between 25-31.
Option 2: After 10 IVRs, minimum IV rolls will be 5. After 20 IVRs, minimum IV rolls will be 10. After 30 IVRs, minimum IV rolls will be 15, capped here. For shinies, minimum IV rolls will be 20 after 40 IVRs, and 25 after 80 IVRs.
Pros of Pity System:
- Provides a clear goal and progression in enhancing Pokémon.
- Completes and enhances the existing system.
So what next?
Recognizing the limitations of our current IV System and the potential advantages and drawbacks of the proposed changes, your insights and opinions are invaluable. This post aims not only to inform you about these potential updates but also to create a collaborative environment where your input can significantly influence the future direction of our game. We strongly encourage all players to actively participate in this discussion by sharing your thoughts, concerns, and suggestions. Your feedback is crucial in refining these changes before their implementation, ensuring a balanced and enjoyable experience for everyone.
Regards
Team Pokémon Blaze Online