Pokémon Universe > Ideas & Suggestions

PvP battles, please make them fun....

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Gingimon:
yeah that makes more sense, you shouldnt benefit from having more pokemon in your party, and it would make most sense to just allow like 1, or better none at all

Kuhns:

--- Quote ---In any Game of pokemon there are certain things that just make tournaments gay, and any PvP for that matter.
I know i asked about this in chat 1 day but im gonna make a bigger deal about this.
In a PvP battle(we aren't talking about NPC's so chill questers) you should not be allowed to use potions, full heals, any battle items, nothing. It is how the game is made if you ever battled a friend on gen1, (I think for 2-4 too) and it will be gay, tedious, and just not very poke-ish to let this occur. so im extremely pleased that there are no legendaries because for obvious reasons, but there also should be no items(hold items are allowed) in PvP. ;D
--- End quote ---

Loved how you used the word gay to describe something you didn't like.  ::)

I think there shouldn't be a limit on the amount of items allowed to be used in a PvP battle. It happens all the time in battles against NPCs, of course it's not being used against the player so its not considered 'not fun.'

Besides, when the opponent uses a item or something (that isn't held by the Pokemon) the other trainer is usually given two turns to attack before the item-user can.

If something limiting items is implemented in PvP battles (any battle in fact), it should be based on level and not on number of items used. An 'item' stat for the player, giving a skill number to item uses, which gives the chance that the item used will fail.

So if a level 13 (something low) player uses a Full Restore (instead of something for lower leveled players like...a Potion) there's a--high--chance that it'll fail. Or, despite the fact that the player is a high level with a good item stat, the more times the item(s) are used, the higher the chance for the item to fail rises.

Dellancher:

--- Quote from: Kuhns on February 05, 2010, 03:29:05 AM ---
--- Quote ---
If something limiting items is implemented in PvP battles (any battle in fact), it should be based on level and not on number of items used. An 'item' stat for the player, giving a skill number to item uses, which gives the chance that the item used will fail.

So if a level 13 (something low) player uses a Full Restore (instead of something for lower leveled players like...a Potion) there's a--high--chance that it'll fail. Or, despite the fact that the player is a high level with a good item stat, the more times the item(s) are used, the higher the chance for the item to fail rises.

--- End quote ---

I like this.  It is a great compromise and a little different and creative than just limiting the amount used.  Good idea!  ;D
--- End quote ---

Mr_Dark:
Well yes that should be possible to do. We'd just have to link all items to a minimum player level (or stat) to use.

Jerry:
There aren't only potions in the games! There is the item 'revive'. Say a pokemon gets OHKOed by an attack, a revive would quickly get that pokemon on its feet, while the PP of the attacker will be decreasing. This also means that in a particular battle, one player might be fighting against 12 pokemon (6 revived) instead of 6.

The chances of success or failure of using an item isn't bad, but it will put the weaker trainer on more of a disadvantage. That doesn't sound that fair to me... I think it's the stronger trainer who should have a handicap I know, now that's unfair because he has more experience, but this handicap should be agreed by both trainers before battling), to make it more fair to both trainers.

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