Route 29: mods (
these_balls) wrote in
route_0062013-11-16 10:08 am
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HMD | November 2013
EVALUATE MY BATTLING!
Trainer Tip: play nice and keep it civil.
things to keep in mind:
→ This is encouraged, not mandatory. We will not penalize you for not using it.
→ Feel free to link your personal HMDs if you would like, just in case someone doesn't want to use the mass HMD post.
→ this is more for actual critique and discussion. Please don't just blindly praise a person or just call them horrible. If someone's doing a wonderful job, you can tell them, just tell them why, or even where they're showing off bonus perks. If someone's doing a not-so-wonderful job, tell them why, give them things to improve on if you can. Examples, links, things that can give them something to work on. Meaning, no bashing, flaming, or nasty behavior. Please keep it civil.
→ Anonymous is turned on! But note: anonymous is a privilege, not a right. If it's being abused to bash players, please be sure to let one of us know and we'll step in or freeze threads if necessary. If anonymous is abused too much, it will be turned off for the next HMD.
→ Don't take this all too personally! Remember that roleplay is a game, and crit is supposed to help, not make you feel horribly. No one is perfect, we've all got room to improve. Please keep that in mind.
→ MOD/GAME HMD
MOD/GAME HMD
Game HMD, teal deer away.
(Anonymous) 2013-11-16 06:11 pm (UTC)(link)When a player gets high-level it's effortless to steamroll every gym in their path and get their badges in short order. My suggestion is to do what Pokemon Origin does, and have the gym leader decide on the level of their team based on the level of their opponents. So if you go to fight Brock with a team of 50s, all of his pokemon are suddenly a team of 50s too. Or 60s, or 100s. But if you go in at 30, they're still 30. The challenge depends on the challenger, not that Brock always has level 30 rock-types. Perhaps add in the level of the pokemon you face based not on who you're facing, but how many badges you have as well. The more badges you have the more deliberately difficult the fight becomes to give a trainer or breeder an actual challenge.
This wouldn't be much more difficult than what's already in place, and will provide actual challenges to those who wait to tackle gyms til they're higher level. It would also allow players to choose which gym leader they go after first. If they want to tackle Brock at 30 they can, and he'd use 30 pokemon to fight with. But if they wanted to fight Sabrina first, they could, and she'd use level 30 pokemon to tackle theirs with.
But by the time they got to Brock, since they've already presumably gotten a badge from Sabrina, he'd up the level of his pokemon he's fighting with, to 40, or 50, or whatever's suitable to make a challenge.
You could also give gyms a 'replay value', by offering different TMs depending on how many times you win/how well you win/et cetera. I'm not completely sold on the replay value thing, but please consider the gym masters having a full roster of leveled pokemon too.
I'm suggesting this primarily because right now Gym battles are an off-screen and uninteresting thing, whereas I believe it should be far more relevant, adaptable, and interesting.
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For starters, altering the current badge system would actually make for considerably more work on our end, for reasons you articulated pretty well yourself. Rather than having a standardized and predictable system with which to implement the Gym Leader half of badge challenges, our badgemod would have to change the gym leader's lineup from player to player for every single battle, on top of potentially articulating a detailed result if the player requested one. Not only would that make for a fair amount of extra work on badgemod's part, but it would also run the risk of making badge acceptances come out slower than they could otherwise because of all the customization involved.
As another point, the system you describe would also mean that badgemod would have to check every requester's badge history and progress on top of their fielded team's levels before they could even begin addressing the match itself, because again, they would have to put in that extra legwork to tailor each badge request to the individual requester's circumstances — which, while perhaps more engaging on an individual level, again runs the risk of making the process as a whole slower and less efficient to maintain.
The replay value aspect also runs this risk, as you note yourself — again, offering different TMs based on those criteria would involve creating a list of possible TMs, setting up a system for which TMs would be handed out under what criteria, requiring every player to maintain in an easily-accessible location their existing TMs, and still demanding a fair amount of extra research for every challenge, which brings about the same concerns already stated.
Finally, on a less technical note, while we understand the need for a challenging experience for skilled Pokemon enthusiasts, we must also take into consideration the fact that our players fall into a spectrum of Pokemon knowledge, and that it's our job as mods to make sure that the systems we use are reasonably accessible to everyone regardless of their knowledge of (or really, interest in) Pokemon battling. We have to aim to accommodate the most people possible, which frequently means some level of inconvenience to the outliers: people with absolutely no Pokemon knowledge whatsoever have to pick up at least some basics to participate, and our Pokemon experts must sometimes contend with a system designed to be simplistic for maximum accessibility.
However, that's not to say that Gym battles have to be an off-screen and uninteresting thing. On the contrary, we highly encourage players to take creative liberties with their gym battles, and aim to be flexible when players present us with deviations from the norm in an individual capacity. In the past, we've had characters earn their badges by challenging gym leaders to competitions that have nothing to do with Pokemon battling; we've had characters request battle royales instead of one-on-one matches; we've had characters present us with badge requests composed entirely in verse. We're more than happy to make the effort to accommodate players in the ideas they bring to us individually, and encourage players to be as creative in their gameplay as they like. However, it is because of that individualized flexibility that we feel it is unnecessary to change the existing badge rules at this time. As things stand right now, people who would like a more complicated experience are welcome to ask us for one, and we will seek to accommodate them; people uninterested in a complicated badge experience are not compelled to participate in one, and can go about their business as they see fit. And given our shaky history with being slow and inefficient on responding to our players, you can see why we would want our priority to be a smooth and efficient system over a complex and potentially slow one.
But again, we thank you for the suggestion and we definitely like to hear this sort of feedback, even if we can't always implement the ones we receive. Though the system you're suggesting may not be feasible for us at the moment, that doesn't mean it will be forever, or that we won't be able to find some alternative means of addressing the same underlying concerns at some point in the future.
Re: MOD/GAME HMD
(Anonymous) 2013-11-25 02:08 am (UTC)(link)That the mods are busy is fair, everyone is busy. This doesn't change the fact that the premise is being wasted on inactivity and 90% of what makes the game unique being off-screened and handwaved.
different anon chiming in
(Anonymous) 2013-11-25 02:56 am (UTC)(link)See: characters settling into places like Goldenrod and staying there.
Running plots takes a lot of work, but it would be nice if there were more options that didn't involve handwaving. More activities, I suppose, and reasons for characters to do more things.
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Ren Jinguji ► Uta no Prince-sama (anime) ►
Both of them have a private HMD n their journals.
I've been a semi-quiet few months on my front, but I'm slowly (but surely) getting back on the swing.
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Captain Ash | Mobile Suit Gundam AGE |
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Parker | Leverage |
Kyouko Kirigiri | Dangan Ronpa |
Questions, comments, feedback, and so on are all welcome and appreciated! Also, if there's something I can do better as a mod, please let me know here or on the Mod/Game HMD Thread, and I'd be happy to get a dialogue going with you about it!
And for the sake of shooting for the stars here, I would admittedly also like to know:
-- Opinions on the October Nightmare Plot
-- How we could improve on the next one
-- Things you'd like to see in a future plot (not guaranteed to happen, but it's always good to have idea to think about)
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Celestia Ludenberg | Dangan Ronpa | this account
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Yasuhiro Hagakure | Dangan Ronpa |
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Solf J Kimblee | Fullmetal Alchemist |
Alfred Ashford | Resident Evil Code: Veronica |
GLaDOS | Portal |
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She also has an anon-enabled hmd on her journal, if you prefer!
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There's also an anon-enabled HMD in this journal.
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He also has a character-specific, screened, anon-enabled HMD post here if you prefer.
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Ilyasviel "Ilya" von Einzbern | Fate/Stay Night |
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Just Heather! My activity's been a little off and on due to NaNoWriMo and an extremely busy tail-end of October but I'm still interested in hearing if there's anywhere I can improve.
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Kotetsu T. Kaburagi | Tiger & Bunny |
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Kaede Kaburagi | Tiger&Bunny |
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My activity levels have been extremely lackluster thus far, which I'm trying to improve at the moment, but don't hesitate to bring up anything else if there's anything else!
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I also have an HMD in his journal.
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Faize Sheifa Beleth | Star Ocean: The Last Hope |
They both have private, anon-enabled, screened HMDs on their journals if you'd rather do that. I'm just too lazy to dig up the links, gomen.
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I am on hiatus right now but I can still read and respond to criticism in the meantime. Please let me know how I can improve with Sasuke or even just what might strike you as a little off (if anything) about how I'm playing him.
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Personal HMD