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Opinion: Suggestions for Pokemon Go

Here are 4 changes that I would make in PG
1 - Create a Team Stone. I raid in a group that is mostly blues, but has one red and one yellow. Needless to say, they are always penalized because at the end of a raid, the red/yellow team hardly does any damage, so they get fewer balls [despite the friendship levels]. So why not give them a Team Stone. At the next raid, they can use it, and so long as they are best friends with two trainers in that colour, they can change from red/yellow to blue. It's good for only one raid.
2 - Create a Franken Stone. This allows two 'mon in the same species to change characteristics. Specifically, if you start with one shiny with a 5% IV and a regular with a 85% IV, you can switch characteristics and end up with a 85% shiny and a 5% regular. This would count as a trade, so neither 'mon could be traded.
3 - Make trading fairer. I traded two dratini (between my two accounts) in the hopes that they would end up lucky. Both had 87% IV, exactly the same CP and identical movesets. The result - both received lower CP. One has an IV of 66 and the other an IV of 68. How is that possibly fair?! I can see the rationale of preventing someone with several accounts from creating an super account with the best 'mon... But the lucky lottery means that if you lose, not only have you wasted dust, but you also just lobotomized the patients. That seems very inconsistent with the rest of the game. I avoided saying "fair", but where else in the game do you get anything so skewed?
4 - Eliminate the shiny premium [relate it to IV]. If two trainers have the same 'mon [one shiny and one not], they should be able to trade as if it was a regular trade. Adding an exorbitant premium and then damaging the goods in transit [see above] just means that I will never trade a shiny in either direction. If I could [because the IVs of shiny are usually so low], I would just release the handful of unwanted shiny in my storage back into the wild so that a nearby friend could pick them up. Instead, why not relate the price of a trade to the IV? If you want to trade a 5% IV, go ahead, it's free. If you want to trade a 100% IV, that's going to be very expensive. That certainly seems a better way of doing things.

I have a few more changes that I'd like to see, but that's enough for today!

Good hunting!

Asked by ThunderCat232 months 1 week ago
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Answers

I'll start by saying that I disagree on all points, but I commend you for starting an excellent topic.

The ball bonus for team color used to be a big issue. When Rayquaza was the raid boss, I was constantly frustrated by getting just 6 or 7 balls to try and catch with, but the Best Friend bonus now adds 4 balls to that. This is more than one gets for team color.

10 and 11 balls is plenty. What's more, this ball bonus means that players are less adamant about getting the gym color bonus. As such, at least in our local meta, the chances of the gym being any color are about equal. When raiding in a group, I'll go from a raid where I get just 11 balls to another where I get 15.

The trading is also not an issue. One needs to simply adjust to the aspects of the game by changing their play style. Never trade an 87% mon. Always trade a bad IV mon for a bad IV mon, if the trade results in two bad IV mons, you have lost nothing.

The shiny premium goes away when you are best friends and already both have the shiny. 800 dust is nothing, and I only trade for IV rerolls on shinies with besties under these circumstances.

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Hey, Mad Vulcan.
1 - On the team stone, yes it's only a 4 ball difference. But because of our local meta, he's always 4 balls short. This was just a way of evening out the balls. However, as you imply, his catch rate is no lower than ours [ie, he doesn't suffer by not having enough balls]. So the team stone would really just be a placebo effect.
2 - The Franken Stone was just a way to keep a shiny on the books when the stats are otherwise terrible. If you don't care about IVs, then this would be of no interest.
3 - I guess that's my problem with trading. I don't keep anything less than 85% IV, except for legendary. Trading is only appealing if, as you correctly point out, you are trading "a bad IV mon for a bad IV mon". By why keep a bad pokemon?!
4- The shiny premium only goes away if the recipient has already caught that shiny. But if he hasn't [say he's just ticking off the shiny on his pokedex], it's 20K in dust even for best!!

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If you traded 2 mons with 20% Ivs and ended up with Ivs in the high 60s you would not complain. That is kinda how trade is. After a point trades become a gamble. Sometimes you lose when you gamble

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They'd still end up being traded to the Professor. I agree with him that there should be less damage done to IV.

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So you just want the rewards with none of the risk? Trading is already a huge boost to a player's ability to get good IV pokemon, it doesn't need to be even better.

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I actually expected from the beginning of the game that they would implement trades how they used to be in other games: Pokémon keep their IVs and maybe have some other feature related to it

I kinda enjoy the way it was implemented because of the gambling, but I bet that's not how most people expected it to be, considering what was already known about trading in other games from the franchise

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Right, knowing that the stats get rerolled, why would you bother trading anything other than your garbage mons?

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Yes, exactly. That IS one of the good points of trading. A pokemon with low IV (especially one with a high level) now has some value, whereas before trading, it was worth what you got for catching it plus one candy to transfer to the professor. Now you have a chance of turning it into something good, possibly something you want, and if you're very fortunate, something you can level up for half the dust.

Only an idiot would trade a pokemon they have use for and value. Don't do it. Hardcore players may be comfortable trading away a 91% pokemon, knowing they have many that are better. Casual players might want to keep everything over 60%. Draw the line where you want, and make smart decisions.

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by zap 2 months 1 week ago

I only agree with the 3rd point.

Niantic has made trading very undesirable. 95% of the time the luck turns your decent pokemon into garbage. 5% of the time you get a shiny, but even then it's not perfect. I'd be more open to trading more often, but F it if Niantic is just going to crapitize 90% of my trades.

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And what were you going to do with those "decent" pokemon that you felt ok trading away? Most likely send them to the professor, because if you care about IVs enough to do rerolls, you would care about IVs enough that "decent" wouldn't cut it to you anyway. The core idea of your post is contradicting itself.

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Exactly. If they were low enough to be worth trying a re-roll then you lose nothing, especially if you trade it for another of the same species in which case you get an extra candy for the price of one catch. Seems pretty fair to me. If you considered them high IV to begin with, then why bother trading them at all? Keep 'em. Simple logic

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They're still considered "high", but not high enough for me. It's a shame the odds can't be a little higher in our favor.

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If they're not high enough for you then why do you care if they get worse? The way I see it if you're someone who only powers up >90% Pokemon to begin with then why sweat it if the 84% whatever you were never going to touch gets re-rolled to a 60-something? The odds are the same for every single individual stat spread, the middle of the road ones are more common because there's more of them.

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An opinion of an entitled casual, who cares

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Good idea for a thread, downright terrible suggestions for a variety of reasons:

1. While you can't always control which team is the most or least represented, why shouldn't the team that deals the most damage receive the most rewards? Obviously lobbies of ten Mystic/one Valor will have an obvious tilt of who gets the most balls, but in lobbies that are more uniform it turns into healthy competition to see which team can dish out the most damage and encourages people to use more optimized counters. In a Heatran 4-man I as the only Mystic nearly outdamaged the other three Valor players combined - our team contribution bars were nearly identical.

2. This is straight up unnecessary and convoluted. If you really want an IV boosting item the main series introduced bottle caps in Gen 7. These could be added as rare drops/research with the same restrictions in the main series, that they can only be used on maxed out Pokemon. Finally, a reason to spend that extra +100k dust and 100 candy to go from L35 to L40!

3. Absolutely not. The whole reason trading works as it does is to prevent people from trading high-IV Pokemon to a single account then selling said account.

4. Again, see above. Eliminating the premium for shinies and by extension legendaries means someone can load up an account with high-profile legendary and shiny Pokemon and sell said account. With best friends, is 800 dust really that expensive?

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1 - In our local meta, we're mostly Mystic. I have no problems with the team that gets the most damage getting the most rewards. As I said in an earlier reply, it really doesn't matter as the constant 4 ball difference doesn't play a role. That is, he doesn't have a lower catch rate than the rest of us. So this one can go, as it's role is purely decorative.
2 - Yes, this could probably go as well.
3 - I absolutely agree with the goal of preventing the creation of a super account. But the current setup means that it's not worth trading high IVs at all, because they are going to get crushed. So, you're reduced to just trading one bad pokemon for another bad pokemon.
4 - You're assuming that I already have the shiny, so it's just a regular trade. But what if I don't already have the shiny?! It's 20K in dust. As I said, most of the shiny that I catch have horrible IVs and I'd give them away if I could. I can see the logic for uncaught or legendary, but not for shiny.

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Then... don't trade high-IV Pokemon? I'm not sure I see what the problem is here. At the end of the day you won't notice a difference between an 80-something and a perfect anyway.

Same answer for the shiny thing I guess, the fact that it's shiny is the real prize over the IV's anyway. If you don't have the dust for it then don't trade for it, nobody really *needs* the shiny anyway, and I'm someone who's spent 80k dust individually on shinies I didn't have. If you have shinies with crap IV's then swap em with someone else who also has the same shiny with crap IV's. Best case scenario, you get something good out of it. Worst case, you're back where you started. The key is to trade with someone else who already has it, preferably best friends to keep the dust cost as low as possible.

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As others have mentioned, this is a good thread for discussion, but I strongly disagree with the ideas presented.

1. The friendship bonuses make up for being on a minority team. I'm an Instinct player, which means there are times when I may be the only one representing my team at a raid. Even then, I'll usually get more than enough balls to catch the raid boss thanks to the friendship bonus.

2. As someone else mentioned, there are stat boosting items in the main series games. Maybe we'll end up seeing those one day in Go (and if we do, they'll likely drop from raids so Niantic can capitalize on them).

3. You kinda answer your own question here. The reroll is to prevent alt accounts from funneling amazing Mons to their main, and to prevent people from selling high IV Mons. The solution here is to just never trade high IV Mons. Opt instead to trade low IV specimens. They might improve and if they don't, it's no big loss because their IVs were crap to begin with.

4. This is another step put in place to help curb the black market of people selling shinies (which still happens, btw). Also, the premium is barely anything if you're trading registered shinies with an ultra/best friend. I will say that I wish we could do more than one special trade a day during events like the one that ends today, but that's about it.

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Upping the special cap for events like this one seems like a no brainer but since Niantic can't capitalize off of it they likely see no need.

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They could pretty easily monetize it. Maybe an item that when used lets you do an additional special trade per day, up to a defined number like 3 or 5. Make the item only drop from raids with a green pass or include one or two in sales boxes.

There are possibilities, but Niantic for some reason doesn't capitalize on them.

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Oh God don't let them see this. Raid passes already serve as an "energy meter" mechanic of sorts, I'd rather not have another one in game via special trade tokens or whatever they'd implement.

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The true point is to remove fleeing and reduce the attack/dodge rates. I seriously could not stand an lv17 bidoof breaking out from a great ball and fleeing instantly or some random pokemon attacks multiple balls in a row as soon as i throw them, if i do not throw they do not move, if i throw they attack instantly. Over half of my balls are being attacked or jumped on the first throw.

If they cannot fix even this simple thing, then i seriously do not expect those being fixed.

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Fleeing will never be removed, there's no risk/reward element at that point. Even if the reward is small, the risk is usually small too - who cares if a Bidoof runs on you?

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So you want the Mons you encounter to just sit there, stare blankly at you, and get caught on the first throw every time?

In all seriousness, if you're having issues with a Mon attacking/moving around too frequently, then use a Nanab berry. That's the whole point of them. Or use the circle freeze trick.

If you're finding that Mons are fleeing from you too frequently, then you need to work on your throws and/or use higher grade balls/berries.

This isn't the first time you've brought up this "issue," and it isn't actually an issue. You just need to play smarter.

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Pokemon also flee in the main series games. Would real animals let you capture them without any resistance?

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Oh no the cheating multi-accounter can't get lucky trades with themselves let's change the game now!

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I'm convinced by most replies that 1 and 2 aren't worth it. But I continue to champion 3 and 4. In its current setup, trading is best viewed as "trade a bad IV mon for a bad IV mon" [Thanks, Mad Vulcan]. I can see that my experiment with the two identical mon could be seen as a step toward creating a super account, so that's why it needed to be crushed. But there has to a better way. For example, just ban IVs higher than 80% from being traded at all, and now make it more equitable for that middle band and encourage them to trade ... And as for shiny, if two people are in the field and they both see the same pokemon, one of them could catch a shiny and the other could catch an ordinary one. But the one that catches the shiny commands a trading premium. Again, if it's a crappy IV shiny, trade away for 800. But if it's a high IV shiny, then don't allow that trade, or charge a higher amount and crush away.

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Just my two cents, but if a trade system bans the trading of Mons with IVs of 80%+ would that also mean that the IV outcome after the trade can't be above 80%? If so, that seems like it would be so much worse. Even if that wouldn't be the case, I wouldn't be able to trade over half of the things I hatch from eggs or catch from raids/research (since they have higher overall IVs and thus all the ones at 80%+ would be banned from trades). Making it more restrictive doesn't make it better.

Also, keep in mind that the IV reroll from trading is just one aspect of it. A good majority of the trades I do aren't for the sole purpose of hoping to get a high IV reroll/lucky. Most are done for candy. The bonus candy from trades (especially if you and the other person have distance Mons) is a huge incentive for making trades.

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There's really nothing wrong with the trade system being a "bad IV for bad IV" system. You get at least one extra candy for trading then transferring, or you get one candy and something super awesome in the form of a lucky. Trades are already equal in that every IV pattern within your friendship range has an equal chance of being rolled on. Besties are just as likely to get a perfect as they are a 12/7/6 or a 10/11/12 or a 8/15/5. You only notice the middle band more because a larger percentage of the available spreads fall within those overall percentages. A 14/14/5, 11/11/11, 12/6/15, 10/10/13, 13/13/7, 12/12/9, and several many more all average to 73%. The more elusive 98% only has three possible combinations, and 100% only has one.

You're putting too much emphasis on IV's. IV's always have been something of a hidden value, with appraisals only approximating it except in the case of perfect stats. Everything we know about determining specifics is thanks to 3rd party apps and calculators.

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by hkn 2 months 1 week ago

Team Stones imply betraying your team for more balls. Take pride in your team, even if it is the minority team in your area.

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by Ruxbon 2 months 1 week ago

The main thing I'd like to add to the topic is that for #3, the concept is not necessarily bad since a feature to upgrade IV already exist in the main series.

The way I could see it working as a trade is if that happened only between Pokemon you already have. Taking the example you mentioned, if I had a 66% (let's assume it's shiny and I really wanted to be stronger) and also had a 98% of the same species, letting me trade only their IV sounds acceptable to me. Adding the fact that you can't do it if one of the Pokémon have been previously traded is a possibility that I wouldn't mind

But TBH the only reason I'd really like that feature is because I wanted to have a shiny hundo of my favorite Pokémon: Glaceon. My girlfriend got a hundo shiny Eevee and I envy her because I really wanted to have one. And she also already had that same luck with a Dratini.

Honestly, I just wish everyone could have the luck of getting exactly what they want even if just once, but it's just sad that the odds of what I want are so low and I haven't been lucky enough even with lucky trades.

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