Tankenka, the update fixed it for me but quick question.
How do I find different pkmn other than Pawniard?
Hiya! So I've been walking around and playing this game a bit - just ran into some trouble when trying to follow the blue arrows; how exact is the Pokeball location & do I have to click anything to get it? I ended up walking in circles around the location but I was never at the exact right place.
Wow sounds very interesting :)
I'll try the beta out on Sunday, when I go for a walk.
I tried it out a bit yesterday and it was very nice :) I was just too dump and I believed when one of your Pokemon loose, you can never use it again, so I catch a few Pokemon I don't need and now I nearly have no Pokéballs left xD Is there a way to release Pokemon you don't need?
I walked a route nearly 1 kilometer long and I only found 1 Pokemon in this route (Bouffalant) so would be cool if you could add more Pokemon in a route and add more attacks (at least 2 would be very nice) to the battle system. I think adding trainers to the different areas would also be a very nice feature.
But nevertheless, I really enjoyed it :D
I downloaded the app yesterday and i think it is very nice. So, i have a few suggestions for you to consider.
Perhaps a few people like me might live in a small island, which means no matter how well i explore it, there is no chance i will be able to catch them all( pretty exaggerated :p) or even worse, a favourite pokemon might be located at the sea unable to reach.
So my few suggestions are:
-Adding a small variety to each route, or reducing the length of the route a bit.
-perhaps reducing the price for the pokeballs a bit or keep the metres/coins stable throughout the game(went for school, got 10 coins while going there and got 3 when i returned).
-Adding random trainers like you mentioned.
-Also to encourage walking to find the trainers maybe you could make their pokemon give 2x the xp or something like the normal games.
I admire the work you put on this app, and i hope to see it even better in the long run!!
Current team:
Vivillion lvl 17
Frillish lvl 17
Girafarig lvl 13
Shinx lvl 8
Snover lvl 6
Actually a trained pokemon gives 1.5x the exp from a wild one just looked it up.
And my island is big enough, i had on my mind 1 route = 1 pokemon, but there are families like the wurmple one who have 5 :p my bad there.
Good thing i helped you get a eureka moment :p
One last question: If i delete my app data and start it again, will the routes and families reset or be the same?
Looking forward to additional updates!
Great work Tankenka :) I've been playing this game a lot and managed to get a few free Pokeballs haha
The routes do seem kinda large though, and just something that's no fault of your own is that sometimes Pokeballs are smack in the middle of a building or in private property so I'll never be able to get those, so I have a question: are items/Pokeballs randomly generated every so often or are they constant?
I'm also loving the trainer idea :) That would be very fun; I haven't tried battling a gym yet, but I'm sure trainers would add some spice to the game
The circle works fine. I found another thing.
When i was training my team, i found out that if i tap really fast on the first pokemon when they are fighting, the battle speeds up and goes immediately to the next one.
is this supposed to happen and should i continue doing it, or is it a bug or glitch and i should stop doing it?
Sorry for the large number of posts, but i just thought of an other cool addition to the game.
I came up with it while i was training my team at home.
I don't know if you are familiar with the dragonball sayan power up, which in short words is:
The more you get punished during a fight, the stronger you become (if you survive the fight).
I was wondering if that would be a nice add to the battling aspect, and you can play with the victory number difference.
For example, a pokemon wins a battle by a difference of 2. That would mean it got pretty beat during the fight, hence the long recovery time, so to reward the pokemon, giving it 2x the normal exp would do it justice.
Also, when a pokemon wins by a difference of 40plus, it would give it less exp than normal because it didn't try at all to fight. So a reasonable exp calculator would be:
- Victory by 1-5 points: 2x the normal exp
- Victory by 6-10 points: 1.5x normal exp
- Victory by 11-40 points: Normal exp
- Victory by 41 and more points: 0.5x exp
You can modify these, and add them to the trainer fights as well.
- Special reward: Victory but equal points: 3x the normal exp
Hope my suggestion was helpful. Keep up the good work. The update works well, and the bug is fixed :)
Current team:
- Luxio lvl 25
- Vivillon lvl 31
- Chatot lvl 32
- Frillish lvl 32
- Girafarig lvl 36
- Golem lvl 40
Don't be sorry, I usually reload this page multiple times every day hoping for some new discussions.
It's a very good suggestion, and it's something I've seen implemented in some way also in some jrpgs and mmos.
To make a good change though I'd badly need some opinion on the current exp rate: what do you think of it?
I can see just few days ago your best level was 17, and now it's 40. I don't know how much you played so, was it too fast? Right now it should be more or less like in the original games, where if you play continuosly you can increase levels very easily in a short time.
Maybe the best for a game like this would it to be slower, like in a mmo where the time needed for the next level always increases, and at some point it requires even days and days?
That way only some people could really become 'the very best', unlike the normal games where everyone is a champion and having multiple level 100s is super common.
What do you think? It would kill the game for you, or it would make it more fascinating? I know just a few people are playing it right now, but try imagining millions of fellow players, with which you can trade and battle.
This question is for everyone of course.