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I don’t normally write about Pokémon GO—this
may be the only article I ever write on the subject!—but I’ve been playing the
game for around 6 weeks now, and I’ve got some thoughts on it. This isn’t terribly well structured; it’s
more like my random jumbled thoughts forced into something of an order.
There are a lot of things I
really like about this game: it’s fun to
capture new Pokémon, fighting and taking down gyms is rather cathartic, it
gives a reason to explore the local area, and it’s a great excuse to go out and
walk a lot. However, there are also a
number of aspects where the game isn’t as good as it could be. Hopefully the updates which are supposed to
be on their way in the near future will help with this, but there are a few
things that have not been mentioned which I really think need to be discussed.
Recent Updates
Appraise
I really like the “Appraise”
feature, though it isn’t that easy to figure out. It would be nice if there were a tutorial
explaining exactly what the statements mean.
I was under the impression that “Its stats are the best I’ve ever seen!”
(at the end of the appraisal dialogue) meant that the Pokémon’s Individual
Values were close to the maximum, but I saw a YouTube video suggesting that the
first statement (“Your [Pokémon] looks like it can really battle with the best
of them!” for Team Instinct) is actually the statement about the Pokémon’s
Individual Values. Which is correct???
Announced/Rumored Updates
Buddy Pokemon
Last week it was announced that
there will be a Buddy Pokémon system coming as part of the next update
(presumably this week). Honestly, I
couldn’t be happier with this idea. They
haven’t said exactly what the Buddy Pokémon system will entail yet, but the
rumor suggests that when you walk with your Buddy Pokémon you will earn candies
for it (among other things). I think
this is a brilliant idea: if you are
close to enough candies to evolve a Pokémon but can’t find any more of them to
capture, you can simply walk around with it as your Buddy for a while to
accumulate the candies necessary. This
would be especially helpful with extremely rare Pokémon and Pokémon with high
evolution requirements (such as Magikarp—I know Magikarps are ridiculously
common, but I live in Kansas and I’ve only caught two of them in 6
weeks, so I would absolutely let a Magikarp flop around behind me for a couple
weeks if it means evolving a Gyarados, darn it!).
We will see what all this entails
when they roll the Buddy Pokémon system out this week, but my hope is that it
will be something simple like receiving 1 candy for every km you walk. It would be amazing if walking with the
Pokémon could either increase its CP and HP (without expending candies and
Stardust) or improve its Individual Values, but the basic benefit of gaining
candies shouldn’t be over-complicated.
Just give us a candy per km and I’ll be happy. I’d probably use a half-dozen Buddy Pokémon
in the first 2 weeks or so to get enough candies to evolve them, and then
settle on a single go-to Buddy.
Trading
I really cannot wait for Trading
to become available. After all, that may
be the only way for most of us to get region-exclusive Pokémon. It would also provide an incentive for
keeping more of the Pokémon that we are not as interested in using for
battles. For example, I’ve caught 1-2
dozen Pinsirs and Scythers, several of which are fairly decent specimens. However, I’m not keeping the majority of them
since I already have my 1-2 good fighters out of the bunch. I can trade them for candies (which I don’t
need so many of because they don’t have evolutions, or not yet in the case of
Scyther), but I would rather try to trade them to players who have either a
Pokémon I don’t have or a better specimen of one I do.
Customizable or Specialized
Pokéstops
This will be another really
exciting update when it comes. I have a
number of ideas for possible specializations, and if even a couple of them were
adopted, it would make the game that much better.
Hospitals
I think this is the one that most
players want: a Hospital where you can
take your Pokémon to recover after a battle.
My preference for this would be time-based recovery. You would take your Pokémon to the Hospital
and check it in. It would then stay at
the Hospital until you check it out. For
the duration of its stay it would recover HP at a set rate (1/hour, 10/day,
etc.). This would save you from needing
to use Potions just to get the Pokémon’s HP up a single point to the maximum.
Breeders
In the games, players have the
option of leaving their Pokémon with a breeder, who would then give them eggs
of the same species as their Pokémon. In
Pokémon GO, eggs come from Pokéstops randomly in varieties based on the
distance you need to walk to hatch the egg.
How about if you could combine these two into a slightly-revamped egg
receiving system? Eggs would still be
available from Pokéstops randomly as before, but you could also receive a
guaranteed egg from a Breeder.
You would leave one of your
Pokémon with the Breeder (probably giving it to him permanently but maybe just
lending it to him) to breed. Then every
set period of time (say 1 week) you could receive an egg from that Breeder
provided that you have a free egg slot.
The variety of egg you receive would be dependent on the Pokémon you
left with him: if the Pokémon is one
whose base form hatches from a 2 km egg, you could only get 2 km eggs; if it
hatches from a 5 km egg, you could get 2 km and 5 km eggs; if it hatches from a
10 km egg, you could get any egg. That
would be a great use for those spare Pinsirs and Scythers!
Trading
Posts
With trading on the way, this
would be one option for that (in addition to a global listing service of some
sort). At a Trading Post, players could
leave any Pokémon they are interested in trading and allow any other visitors
to check it out (stats, moves, even appraise it). Those visitors could then propose a trade to
the Pokémon’s owner. When the owner
visits the Trading Post again he can check out the trade offers (stats, moves,
appraisal, etc.) and either accept or reject the offer.
Pokémon
Trainers
I think it would be nice if
players had the option of teaching their Pokémon different combat moves. This would involve bringing the Pokémon to a
Pokémon Trainer, paying the Trainer a certain number of candies and Stardust,
selecting the new move you want it to learn, and leaving the Pokémon with the
Trainer for a set period of time. At the
end of that time you can pick up your Pokémon and it will have learned that new
move (which would replace the old one).
Training
Centers
This is one that I actually do
not want to see as a Pokéstop option, but rather as a Pokégym
option—it just makes more sense to me that way.
The problem with the current gym
system is that it really doesn’t allow for training. You can only fight the Pokémon that are at
the gym (and in that order), so there isn’t much variety. There also isn’t anything in the way of
tutorials to help you learn to fight better.
Additionally, many gyms have Pokémon that are too powerful for low-level
players to really train against. All of
these things are frustrating when you want to train at the gym.
My proposed solution would be to
give some/all Pokégyms a Training Center.
This would be open to every team regardless of which team actually
controls the gym (and would not get closed down or interrupted when a gym
falls). Players would assign Pokémon to
the Training Center in a similar fashion to the way they are at a gym, but
would retain the option of removing a Pokémon at any time. There would be many more available slots for
Pokémon to be assigned, rather than the maximum of 10 at the gym itself: 1 for each Pokémon type in 5 different levels
(CP 10-100, CP 101-500, CP 501-1000, CP 1001-2000, CP 2001 and above), for a
total of 90 assigned Pokémon. A player
can assign as many Pokémon as he wishes to the Training Center, but he only
gets coins when someone trains against them.
However, a player’s Pokémon could be kicked out of the Training Center
if he doesn’t train there at least once in a given week.
At the Training Center the player
would have the option of guided or unguided training. Guided training would involve either the
player’s team leader or a training coach NPC walking him through the battle
process, including several specific scenarios: selecting a team of Pokémon,
type advantages, special moves, dodging, etc.
Unguided training would simply have the player select a team of Pokémon
and then drop him into a fight with random level-based Pokémon.
Training would grant the player
XP, but based on different calculations than the current gym battling
system. XP would be based on winning,
selecting appropriate Pokémon, the difficulty level of the Pokémon faced (the
lowest tier would net much less XP than the highest tier), good use of special
moves, damage inflicted, damage received (less damage = more XP), etc. This way even if the player loses the battle,
they still receive some XP, though not as much as if they won.
This would give an option other
than battling at the gym for players who either don’t want to fight the gym’s
Pokémon or don’t have strong-enough Pokémon to fight the gym’s Pokémon.
New Tracking System
Can we just get a new tracking
system already? I understand why they
disabled all of the third-party tracking systems out there (I didn’t actually
use them anyways), but the timing wasn’t right.
I think it would have been a better idea for Niantic to develop and roll
out their own revamped tracking system as part of the same update which
disabled the third-party systems. As it
is, all we get is a list of “Sightings” in no particular order and with no idea
exactly where any of them are (or even the direction). If the current tracking “system” even just
included an arrow pointing in the general direction of the spawn point, that
would be a huge improvement!
The One BIG Problem
Now that I have hit level 22, I
have realized exactly what the biggest problem with this game is. I don’t think this is particularly
earth-shattering—I doubt that I’m the first one to realize it—but it is
somewhat troubling/annoying. What is
this problem? The XP system and level
requirements.
As your level increases, the amount
of XP required for the next level also increases. For example, it takes 50,000 additional XP to
go from 20 to level 21; 75,000 more to get from there to level 22; 100,000 more
for level 23. From here the XP
requirements continue to increase by at least 25,000 XP per level.
This is fairly common for
long-term strategy-based video games like this.
Runescape and World of Warcraft, for example, follow a similar
model. But the key difference between these
games and Pokémon GO is in the methods available for gaining XP. You see, in the two games I mentioned,
different skills, items, and methods are unlocked at various levels, which
allow you to gain more XP per task performed than the options available at
lower levels (for example, you gain more XP for mining Rune than Iron in
Runescape).
That’s not the case with Pokémon
GO. On the contrary, you are actually
able to gain less XP at higher levels!
How? Keep reading.
There are five ways to gain XP in
Pokémon GO: hatching an egg, catching a
Pokémon, adding a Pokémon to your Pokédex, going to a Pokéstop, and
fighting/training at a Pokégym. The only
time an additional method is unlocked is when you reach level 5 and gain access
to the Pokégym. Beyond this, the
available methods do not change at all.
In fact, the longer you play the game and the more Pokémon you add to
your Pokédex, the less frequently you receive the additional 500 XP for adding
a Pokémon to the Pokédex. This means
that you can go from level 1 to level 2 by catching just 2 Pokémon (both of
which are new to the Pokédex), but you would have to catch 1,000 Pokémon
(likely none of which are new to your Pokédex) to get from level 22 to level
23.
To correct this problem, Niantic
really needs to do something to allow players to gain more XP for completing
certain tasks at higher levels than they can at lower levels. I have a couple ideas for this, which leads
us to my…
Ideas for the Future
Level Multipliers
Currently, capturing any Pokémon
is worth 100 XP, plus bonuses for a curveball and for a Nice, Great, or
Excellent throw, making each Pokémon worth a maximum of 210 XP: 100 (capture) + 100 (Excellent Throw) + 10
(Curveball), leaving the Pokédex bonus completely out of the equation. This is the same whether it is a CP 10 Pidgey
or a CP 2600 Gyarados. But it’s a whole
lot harder to capture the one than the other, so why shouldn’t you gain more XP
for capturing more difficult Pokémon?
My simple solution to this
problem would be to add level multipliers for the Pokémon you capture as you
get to higher levels. This would not be
based on the player’s level, however; it would be based on the Pokémon’s
internal level instead. Each Pokémon has
its own internal level which is partially based on the player’s level when
encountering it—you cannot encounter a Pokémon with a higher level than your
own.
This would mean that either the
entire encounter itself (the capture as well as throw bonuses) or just the 100
XP for capturing the Pokémon would be multiplied by a number based on the
Pokémon’s internal level. This could
either be a simple method or a slightly more complicated method. The simplest method would be a multiplier
based on a range of levels:
·
Level 1-9- 100*1=100
·
Level 10-19= 100*1.5=150
·
Level 20-29= 100*2=200
·
Level 30-39= 100*3=300
·
Level 40= 100*4=400
A slightly more complicated
method would be based on the exact level:
·
Level 1-10- 10*10=100
·
Level 11 and up- 10*[Level]=X
·
Consequently Level 11=110, level 12=120,
level 35=350, etc.
Either of these would give a
greater incentive to catch Pokémon and give the ability to gain more XP when
you have a higher level.
Unlocking New Generations of
Pokémon
It’s been teased multiple times
that Pokémon GO is going to include Generation 2 Pokémon and beyond at some
point. If Niantic wants to give players
the ability to gain more XP at higher levels, they should make these additional
Generations available at certain levels.
For example, at level 20 a player
could visit Professor Willow and receive access to Generation 2 Pokémon (in
addition to a starter Gen 2 Pokémon). At
level 30 a player would receive access to Generation 3, Generation 4 at level
40, and so on. This way players can
still receive bonuses for adding new Pokémon to their Pokédex, even at level 20
when they have theoretically already captured the majority of Generation 1
Pokémon.
Additional Combat Options
I remember the original Game Boy
games included the ability to link your Game Boy to a friend’s and battle each
other. Unfortunately, this is not an
option yet with Pokémon GO. I can
understand Niantic being hesitant to do this when their servers are being taxed
already, but I still think there is a way to do it. The first option would be to design a linking
cable system by which you can connect 2 devices directly, battle, and then
update the server via Internet afterwards, avoiding taxing the servers during
the battle itself. Such a system would
need to use a USB hub and may include cable options for every available device,
but if it were just a proprietary USB hub and the players provided their own
cables it could work just as well. The
second option would be to use the devices’ tethering and Bluetooth capabilities
to wirelessly connect the devices directly, and then update the server after
the battle as mentioned before.
A second combat option would be
to give players the option of using their own Pokémon (one of six the player preselected)
to fight wild Pokémon. This would serve
a twofold purpose. First, players could
gain XP by battling (similar to the current Gym battling system). Second, players could weaken stronger wild
Pokémon in order to capture them. This would
net XP both for capturing the Pokémon and for fighting it. However, to make this more challenging, wild
Pokémon would also have the ability to flee while you are fighting them, at a
different rate than their Pokéball escape rate.
This means that an aggressive Pokémon would be more likely to stay and
fight, while a skittish Pokémon would be more likely to run away as soon as you
send out one of your own Pokémon.
Conclusion
So there, in no particular order
(beyond the headings), are my thoughts on Pokémon GO. Like I said at the beginning, I really enjoy
playing this game (for the most part), but there are a small number of issues
that really annoy me. In particular the
fact that I will probably be stuck at level 22 for a week before I catch,
hatch, and fight enough Pokémon for level 23!
Do you play Pokémon GO? What do you think of the recent and upcoming
updates? What do you want to see them
add to the game in the future? Let me
know in the comments!
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