Pokémon Universe > Game Features

Sliding scales of rarity.

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Wire:
Good idea but it sounds like too much work just leave it the way it is in my opinion.

Jerry:
I'm curious as to how it is 'too much work" ???

LeoReborn:

--- Quote from: Declan_23 on May 28, 2011, 04:40:05 PM ---In theory, this seems like a great idea. It gives a more realistic feel. However, I feel that the time period a week is too large, one day I believe would be better. The only thing is, assuming we have day and night (altering the encounter rates) The change over time would now be reduced to 12 hours. Added to this, there was talk going round of a 'PU' day lasting 6 hours. This would result in such a short time, that the encounter rates would be hardly effected. All in all, while a good idea, it may be more trouble than it is worth.

--- End quote ---

Declan, since a "PU Day" is 6 hours, why not slide the rarity levels over several of those days?

Night and Day of course would change anyways..

So, example...

Let's take the area between New Bark, and Cherrygrove, as GSC was the first to include night-day...

During the day-"Day" 1
40% Rattata
30% Spearow
10% Hoppip

Into the Night- Day 1
30% Rattata
50% Hoothoot
20% Spearow

Day 2-
45% Rattata
15% Hoppip
40% Spearow

Night- Day 2
45% Hoothoot
25% Spearow
30% Rattata

then so on...

Do you think that would work?

zylonnick:

--- Quote from: LeoReborn on May 29, 2011, 03:15:25 PM ---
Let's take the area between New Bark, and Cherrygrove, as GSC was the first to include night-day...

During the day-"Day" 1
40% Rattata
30% Spearow
10% Hoppip

Into the Night- Day 1
30% Rattata
50% Hoothoot
20% Spearow

Day 2-
45% Rattata
15% Hoppip
40% Spearow

Night- Day 2
45% Hoothoot
25% Spearow
30% Rattata

then so on...

Do you think that would work?

--- End quote ---

Sounds implentable, but in day 1 you only have 80% (40+30+10=80) :P

Wire:
Maybe the game shoudl be fully finished before we start making up ideas that will effect the game in a big way. well thats what i think anyways.

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