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andracass

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Post Comments posted by andracass

  1. 7 minutes ago, SMC98 said:

    What if you introduce fakemon? For example, instead of battling a 120 level Crobat, we could battle against a 100 level CROBAT which has strategically buffed stats like in Pokemon Sun/Moon, making the battles challenging without modifying the level cap; although we understand that adding alternate versions of every enemy pokemon would be difficult or tedious for all the team.

    It's probably worth noting that this is effectively what PULSE mons- just buffed normal mons. 

    I think the two biggest reasons that we'd raise the level cap would be to A.) Make fighting legendaries actually somewhat difficult when you have access to everything and B.) Keep your team growing with you as you complete more of the in-game content. With the canon pokemon games, level 100 is a sensible maximum since you're not even going to be anywhere near that level through the main story and only barely approaching it for the superboss fights.

    In any case, if it just makes grinding mandatory in testing then there'll either be some way around that in-game or we probably just won't do it.

  2. 2 hours ago, The Lonely God said:

    Wouldn't raising the level cap be like an artificial implementation of difficulty instead of actual strategy where the "hard" part comes from inflated numbers? At that point, instead of clever planning or counterplay it's kill the thing stronger than you before you get KO'd. Or bring something with a focus slash and destiny bond.

     

    That would make it even less engaging than being at stuck level 100. And I don't see feasible way to mitigate the tedious task of grinding to 190 other than adding audino trainers like Insurgence or Spork does. 

    So one of the things that I'd be considering would be changing the EXP curve entirely. 

    And, uh, math warning.

    The formulas for the EXP growth types that I showed all basically involve the following components:

    A * (Lv) x

    where A is just some multiplier and x = 3.

    I'm looking into making it so that X either drops dramatically at Lv. 100 or decreases over time using some other kind of function, like say having x = (300 - 2 * Lv) / 100 . This would dramatically decrease the EXP requirements, for example if you need 1,000,000 EXP to reach Lv. 100: 

    for x = 3, total EXP at LV 200 is 8,000,000

    for x = 2, total EXP at LV 200 is 4,000,000

    for x = 1.5, total EXP at LV 200 is 3,250,000
    and the total EXP with the formula above involves doing calculus that I just...don't really wanna do right now.

    But anyway, the point is more that there are ways to fix the EXP grinding at upper levels.

  3. 2 hours ago, Juice said:

    So uh, what KO'd that Level 950095 MegaMeech? Do I dare to ask?

    i had to subdue it using my full power. the battle was not something meant for mortal eyes.

    it was KO'd at lv95 and it just carried over

    1 hour ago, DreamblitzX said:

    Meech's level has now almost reached Cass's music volume.

    augh i'm so sorry it should be a bit better now 😞

    1 hour ago, J-Awesome_One said:

    But do we really need to go into the 1000's? I mean probably up to lvl 200 would be good enough.

    yikes no

    most of the point of this post was showing how stupid increasing the level cap can be. like, it's already difficult to level up in the late game of current reborn. imagine that but 8 times worse and you'll get leveling up at lv190.

    when implemented in reborn there will definitely be a way to mitigate that, though.

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