Foreword
Hello,
I am Acedus, some members of the community will recognize me as an older member of the game.
I used to play back when PBO initially released and quit sometime in early 2018 due to a similar bottleneck to the one that will be discussed in this suggestion.
Before we get to the full course meal I believe it is essential to discuss the meat and potatoes, so let's do just that.
What causes a player to feel a sense of progression in PBO?
Is it winning a PvE or PvP oriented fight?
Is it winning an RNG-based competition?
Is it the rush of excitement that is invoked whenever the entire population observes your fortune (or misfortune) as they read the words "Player has encountered a level X Y"?
Well, it's a combination of the bunch, but the main thing that makes one feel a sense of steady progression is obviously the progression itself.
Raw progression in the Pokémon genre (at least at the endgame level) is considered to be the obtainment of a Pokémon with high to perfect IVs, with the right ability, the right moveset, and the right nature.
To achieve that goal at the moment is near-impossible due to the major factor that the game so heavily relies on, in its current state- the RNG.
Personally, my stand on RNG, in general, remains neutral. It's not a bad thing nor a good thing as long as it remains in balance.
Evidently, it isn't balanced which is why I am writing this suggestion to begin with, but we digress.
The main issue I'm aiming to tackle in this post is the IV generation one, what can be done in order to fulfill a sense of progression without ruining the ever-so-praised grind.
Initially, two methods come to mind when tackling such issue. I'll provide brief exposition to each of them:
- Bottle Caps - Oh bottle caps, how original. A linear reward with linear effort, not very interesting and certainly not progressive. For those of you who aren't aware of what bottle caps bring to the table, they basically allow the ability to raise a Pokémon IV to the maximum on a specific stat. The problem with that is that it defeats the purpose of grinding for a Pokémon multiple times and lowers the value of things like swarms for example.
- IV Resets - This one is pretty self-explanatory, you take an item, pop it on a Pokémon of choice and it randomly generates new IVs for it. The cons with this method are pretty straightforward- you're adding fuel to the fire.
Now that we covered the most common banal suggestions, it is time to propose my more elaborate yet flexible solution. A solution that aims to maintain the thrill of the hunt while granting ease of access to the competitive scene of the game.
*drum roll* conversions!
Content Suggestion ▻ Conversion
This is a document portraying the concept of ‘shard conversion’ that will be elaborated on in the following sections. The document will provide an objective view over possible solutions provided to deal with one of the game’s core design issues; its accessibility to competitive ready teams, and rewarding progression.
Introduction
1.A. The player will be able to convert Pokémon into shards and then feed said shards to other Pokémon to gain a specific amount of IVs in a stat of their choosing.
1.B. The ratio of conversion will be fixed (i.e UR Pokémon will turn into a UR shard and can be only fed to UR Pokémon ).
Investment Methodology
2.A. Pokémon can only be fed a fixed amount of IV shards.
2.B. Method A - Pokémon will be restricted to two stats which can be fed said shards, chosen by the player the moment they feed a shard into a selected stat.
2.C. Method B - Pokémon will be restricted to 31/62/93 shards or IVs which can be allocated to any stat of the player's choosing.
Value of Conversion
3.A. Shards will have value based on the IVs of the Pokémon that was converted to them. When converted, a shard will be designated with a stat of the player's choosing (i.e
Attack Shard [
VR]).
3.B. Method A - Shard value will be fixed (i.e 1 Pokémon = 1 IV).
3.C. Method B - Shard value will be divided into 3 tiers:
- 0-10 IVs yield 1 IVs when converted to a shard (i.e Attack Shard [VR] +1).
- 11-20 IVs yield 2 IVs when converted to a shard (i.e Defense Shard [UC] +2).
- 21-31 IVs yield 3 IVs when converted to a shard (i.e Speed Shard [R] +3).
3.D. Method C-1 - Shard value will be dictated by the Pokémon’s IV when initially converted into a shard (i.e a converted Pokémon that was designated to be turned into an Attack Shard had 8 IVs in its attack stat will yield Attack Shard [POKEMON_RARITY] +8) (preferably used with the method mentioned in section 2.B.).
3.E. Method C-2 - Same method as 3.D. but restrict the shard to Pokémon as well (i.e Attack Shard [POKEMON_RARITY] +8 [POKEMON_SPECIE]).
3.F. Method D - Shard value will overwrite the current IV value of the target Pokémon (i.e Attack Shard [POKEMON_RARITY] +21 will convert the target's Pokémon attack stat to 21). (preferably used with the method mentioned in section 2.B.).
Subjective Overview
4.A. A combination of methods 3.D./3.E./3.F. with method 2.C. would be the best course of action.
4.B. Any form of 2.B./2.C. with 3.B. 3.C. will be less beneficial to all parties involved.
And that's about it, let me know what you think in the comments, I'd love to hear more suggestions regarding this matter!