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IV System Improvement

Snakes

Administrator
Staff member
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:
  • 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.
Cons:
  • 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.
Cons:
  • 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.
Cons:
  • 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
 
Dear Snakes,
I am the owner of account "PureHeart"
Below are some of my personal opinions:
First of all, I quite like allowing the use of the "IV Random" item on all pokemons, allowing us to get the "IVs" we want (although it will be a bit difficult). Therefore, "IV Locks" can be considered a quite useful means to help us search for Epic Pokemon a little easier (However, this item should be considered, if searching/using TOO EASY will cause the pokemon to lose value, everyone will only need 1 pokemon and then keep rerolling IVs until they get what they want).
Second, are the things I don't appreciate in this article. The "Candies" item is probably unnecessary, at 5 BC for the IV increase. The price is too cheap compared to the results received. Just like the so-called "Pity System Variations", in fact, no one will use up to 80 rerolls, most of them only use up to 30 (cost about 600K if applying the above system) to be able to own them. own an extremely valuable pokemon.
I think should this feature be released in the future, we should consider "Pity System Variations" and "Candies" comprehensively. Maybe many people will think "Owning something valuable is good" but I have had 7 years of experience with Pokemon games like this so believe me, things that are too easy to get usually don't have too much value..
Above is my opinion.
Thanks
 
Fixes for this issue will create other possible issues, so is really unknown to know what the long term implications will be with each
proposed solution, but here is my take in a general sense.

Max pokemon are done, and this will lessen the demand for said pkm grind, as an mmo needs to mantain their economy going.
So creating systems that are either to easy or hard will affect the economy, either by flodding the market with max pkm that can be obtained quicly, or items that will allow people to fix their pkm themselves.

The question lies on, which one is the one that you as developers of this game want to maintain their value.

Single IV randomizers: this would be useful to get "good" pkm, but might not be the solution all together to get perfect mons
which means it could lead to pkm with goodish stats still be valuable, so selling pkm is still good.

IV Locks: this could be similar to the previous one, but the impact would be different, and the supply of this could break the economy if they are to rare or to easy to obtain.

Candies: this could be interesting, but i can see them become an issue as this would mean people with to much money can just fix any pkm, making the pkm farming "unnecessary", only need a correct nature and thats it.

Pity system: this could resolve long term issues and break bad rng for players, this could be added to other systems to mitigate extremes
without breaking the market to much.

there could be other systems that could be implemented that add/complement others, as you said, having an external source for candies by trading unwanted shinnies, but if you where to add a system where you give X amount of pkm, for 1-2 of certain items, making "trash" pkm have a value ,could add more to the market, as atm, there is no value for those pkm, if you add value and reasons to go hunting and still "get something out of it", the grind will be mantained, but players will know there is a goal in reach to fix their mons.

excuse the long post and possible english mistakes as is not my native language. Good day.
 
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