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Poll

Choose Your Cap

  • Reborn Level Cap-- Disobey above level 25
  • Rejuv Level Cap-- Stop gaining EXP above level 10
  • Optional Cap-- Toggle between them 19
  • 2018-07-04
  • multiple choice
  • 54 votes
{'title': 'Choose Your Cap', 'choices': [{'text': 'Reborn Level Cap-- Disobey above level', 'votes': 25}, {'text': 'Rejuv Level Cap-- Stop gaining EXP above level', 'votes': 10}, {'text': 'Optional Cap-- Toggle between them', 'votes': 19}], 'closes_at': None, 'created_at': datetime.datetime(2018, 7, 4, 1, 10, 56, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': True, 'total_votes': 54}

Content

Normally I save feedback queries for the $10 group since that's what i promised at the start, but since this case is a little more pertinent to everyone, I wanna get more voices in on this... 

I had mentioned it previously, but lately I've been thinking about switching Reborn to Rejuvenation's level cap system. 

For those who may not be aware, Rejuvenation's level system, as I understand it, is that when a Pokemon hits the level cap, instead of disobeying like in Reborn, they just stop gaining experience altogether. I was also considering letting the player switch between them as a game option.

I'll go over the pros and cons of each system as I see it:

Reborn Level Cap-- Disobedience

  • + familiar to players coming from main series
  • + can level up to evolve/learn a move and then back down
  • + already implemented and tested
  • - overlevelling is a huge pain point, especially mid battle
  • - to compensate for the above i hold out on how many trainers/pokemon are in the late game
  • - somewhat less EXP for rotations

Rejuv Level Cap-- No EXP

  • + solves issue of overleveling
  • + allows me to put in more pokemon in 
  • ~more foreign to players not familiar with level caps already (but something similar with shadow pokemon so eh)
  • ~need to use rare candy to overlevel for move or evolution
  • ~wasting EXP on cap promotes rotation; discourages single team
  • - grindable cash + purchasable rare candies = easy over-leveling (unless rejuv handles this some way i don't know of? could remove rare candy sale tho)
  • - common candies are kind of everywhere and would largely be pointless
  • - changing at this stage of development could have unexpected repercussions on established game play and player expectations, plus bugs

Optional Cap-- Toggle between two on preference

  • + players can choose which ever they prefer for their style or team
  • ~ does not necessarily mean i could add a bunch more pokemon into late game because of those keeping disobedience-- but could add some what more since they have the option at least.
  • - potential over-leveling if someone switches to disobedience to grind and no EXP for story
  • - most work to implement/test/solve for

Those are basically my thoughts, but I'm interested in having this discussion if y'all have other strong opinions or things to point out for the game. This may or may not make it into E18 at this point depending on what we decide-- or it might come into a later testing version. We'll see!

Comments

Karim

I have a suggeation, however i'm not sure how easily it could be implemented. How about there is a consumable item which slows down the leveling until the next level. Having the reversed effect of a lucky egg for example but this item being a consumable. Made also available early game similar to common candies

Max

Would it be possible for you to implement a feature that lowers the exp gain for a pokemon after a certain level? ie, after level 80, the exp a pokemon receives per battle is cut by 75%. Seems like a possible way to avoid over levelling mid-battle late game and allow for more trainers.

Amethyst Liddell and Chasing Selene

possible! one thing we've talked about doing in the past is putting like a global *90% limit on all exp throughout the game-- i'm a little shy to start it a certain point since that might create a weird feeling especially if people know about it, though i also see the value in not messing with the early game's curve it's a back up plan but for now we're just working on disabling disobedience mid-battle!