Pokémon Universe > Game Features
Trainer Professions
Reafer:
These items mine or made should be sold to npc's or in stores.
If they are sold to in auctions then they should receive levels that affect the item's efficiency like if you are a high level researcher that makes a normal Pokeball the Pokeball should have a catch rate potential that varies from level to level of the Pokemon.
Example-
Player 01
Job- Researcher
Researcher Level 20
Pokeball Type-
Normal- Great-
Efficiency on- Efficiency on-
Level 1~10- 35% Level 1~10- 50%
Level 11~20- 20% Level 11~20- 45%
^Something along those lines.
I just think it would balance the game more if Players actually had a reason to sell a self made Normal Pokeball for $500 in an auction because it is efficient and not just cause they want money. No one will want to buy a auction ball that they can buy for less in Market.
Bryan:
--- Quote from: Reafer on January 26, 2012, 03:46:14 AM ---These items mine or made should be sold to npc's or in stores.
If they are sold to in auctions then they should receive levels that affect the item's efficiency like if you are a high level researcher that makes a normal Pokeball the Pokeball should have a catch rate potential that varies from level to level of the Pokemon.
Example-
Player 01
Job- Researcher
Researcher Level 20
Pokeball Type-
Normal- Great-
Efficiency on- Efficiency on-
Level 1~10- 35% Level 1~10- 50%
Level 11~20- 20% Level 11~20- 45%
^Something along those lines.
I just think it would balance the game more if Players actually had a reason to sell a self made Normal Pokeball for $500 in an auction because it is efficient and not just cause they want money. No one will want to buy a auction ball that they can buy for less in Market.
--- End quote ---
That's very interesting. I can't believe an idea like that has crossed my mine. I wouldn't make it a 5% increase; Maybe 1% increase on efficiency per 10 Profession levels. This could also apply to the other professions as well.
Researcher - 1% Efficiency per 10 Profession Levels.
Scientist - +1 on all stat adding effects, per 20 Profession Levels.
Doctor - +5 on all healing effects, per 10 Profession Levels.
Artisan - 1% more effecient on Held Iteam, per 10 Profession Levels.
Chef - +5 on all healing effects, per 10 Profession Levels.
In the gathering Professions, they'd get a boost in finding more rare items/objects while gathering per 10 Profession Levels.
Thanks Reafer, nice addition.
Tickles:
Aren't you afraid that these effects will disrupt the already carefully analyzed and altered of the balance the balance team took so long to complete? I suggest instead of having effects that affect battles, why not have it affect things that wouldn't change a battle in a huge way, like making pokemon even easier to catch, pokemon become happier faster, you gain more money, etc. I would try to stay away from things that can boost a held items effects, since then everyone will try to use a scarf, which would give a larger speed and power boost, and therefore, make everyone have OP pokemon, and a less fun game.
Bing:
I tend to agree. Unless the boost is for crafting the items. Boosts to in battle anything is just unfair and will disrupt the balance that PU is trying to achieve.
Reafer:
Thanks
Yeah the sever would go off balance I guess if it makes the Pokemon easy to catch.
If it only affects their happiness that wouldn't be so bad, but it not like it would make caught Pokemon stats go up either.
I would vote for Happiness instead of probabilities of catching. It would make some Pokemon easier to evolve later on which is not so bad.
I like this idea though. If you mine Leaf Stone and use it on a Gloom the stats go up higher than if you use a store brought Leaf Stone. One thing that can effect the stats is the time taken to mine or even make the Leaf stone. If you mine with a High Level of Skills than the stone is a +1 or something like that. But if you mine PIECES like 1 of 6 you get a +11 to all stats or something like that.
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