Please understand I am no way blaming staff in anyway shape or form, it’s more like I am saying y’all too nice and generous, especially these last few years we are getting dungeon releases like crazy, and I know we have been getting some revamps and know that the PMU fan base appreciates it, but I seriously think that the progression of PMU (Which as the main series does, so should PMU include legendaries) should be made more linear.
PMU as a fan made game has an advantage over big MMOs by being able to listen to their fanbase as well as being able to observe and avoid the mistakes of big corporate mmos. The best MMOs are the ones that have no big source of Exp or Money that can be run over and over and over again, which is why I think the idea of key shards dropping from legendaries, scaling with difficulty (Higher level more shards) is a good and proper step towards making PMU a linear MMO experience.
If you want it to be truly balanced ask one of the many extremely dedicated players to speed run the dungeons (many players have already done this so perhaps you could just ask them for their completion times) and put the amount of Key Shards not just set to the level but to the amount of time it takes to finish the dungeon, boss and all. ( I again apologize for the amount of posts I made in a row)
Demetrius, mission board balance and the direction staff took towards the game all belong on different threads entirely. This post is for legendary recruitment, so let’s try to get back on topic.
As far as the suggestion that revived this topic again, I believe it’s a great idea in order to introduce legendaries into in this game. The only controversial idea is the level 100s type restriction.
I think having 3 of the same type might be a little too much and reducing it to 2 or 1 in your party because some people may not have the type of their favorite legendaries.
Now of course theres gonna be complications with pokemon with dual types but I think this is a great idea to introduce not so strong legendaries like regis and the gen 2 dogs. These pokemon aren’t powerful, but I believe these pokemon are acceptable for the staff members who believe legendaries might be too powerful for players. Once the idea is implemented different ideas can be created for other legendaries.
The only thing I’ll add onto Levy’s suggestion is acquiring a key similar to obtaining gible and dratini. This idea implemented by staff is a successful one imo and it should be incorporated.
As far as dungeon difficulty, I think even if you have level 100 buffed npcs. Skilled players can run through it with ease. This is because of invulnerable moves, gems/Crystals, rocks, etc. , they make going through dungeons extremely easily. I’m gonna reference me going through the first 50 floors of SF in less than 10 minutes while being in queue for league → https://gfycat.com/scaredsmartharrierhawk
This is why I believe that if theres gonna be a dungeon to recruit legendaries, you should be set at level 1.
They are entirely connected though???
The whole argument towards us getting legendaries is for progression sake correct?
I’ve been on topic this entire time, please read what I am saying entirely, I feel as though you only skimmed over what I said, and as I have been writing this and contemplating it for quite sometime I am honestly quite offended.
This is why I either suggest either adding key fragments (which can be exchanged for a full key with a high amount of them to be determined) as a drop from all legendary bosses or exhanged with spare Heart Slates, or alternatively or in addition to this (You could need 2 complete keys with different names (To be determined) to obtain your legend), adding a key in exchange from a currency added to TC, since TC doesn’t allow items, and is still a challenging dungeon and entertaining dungeon for some players even with level 100 pokemon, and lore wise it makes the best sense.
I disagree on TC being particularly challenging. What TC is, is extraordinarily punishing, both in terms of there being no revival items and needing to keep track of keys as well as exit floors, which consequently leads to players almost exclusively running it with super-overleveled pokemon in order to minimize the risk of death and thus limit wasted time.
The problem with this IMO is that it completely detaches your pokemon’s progression from the dungeon. I like set level dungeons, but I think either a dungeon balanced around a fully-equipped level 100, or a no exp, no items dungeon (except maybe the mystery part if that’s possible) is preferable here.
For another topic, but I’d definitely like to see a fully-fledged, permanent non-HC set level 1 dungeon in the game.
When arguing for a feature in an mmo one must address the 4 key aspects of an MMO and how the feature influences them.
Gameplay - How does it motivate you to play?
Multiplayer - How does it motivate cooperation?
Progression - How does it motivate you to continue playing?
Lore - How does it motivate you to pay attention to world building?
I’ve tried to address as many as I can, and clearly so have others, I’ll simplify it since apparently people don’t like reading, (I don’t blame you)
Gameplay - Adding legendaries will add to the list of available pokemon giving players more choices to train, legendaries aren’t that strong especially since family items exist.
Multiplayer - People will have to cooperate to obtain their legendary whether it’s the way I suggested or the way another player did.
Progression - It motivates players to progress through the game in order to obtain their favorite legendary, and offers new content to players, as well as adds linear progression to PMU
Lore - This is the tricky one, well having a currency in TC would logically make the most sense, having a new dungeon where you obtain legendaries conflicts with the current lore of PMU a lot, as well as dooms pmu lore wise by it sort of becoming “a dungeon to end all dungeons” The best lore explanation in my opinion would probably have to tie in with them observing you in the mystery part and deciding to join you after being impressed by your adventures.
A possibility and now this makes the most sense out of everything, is having different keys for each specific legendary rarer and more powerful legendaries require more key shards, this also relates to what Levy was saying about only releasing specific ones at a time and slowly. Lets say we start with the legendary birds.
Zapdos Key requires 100 Electric Key Shards and 100 Flying Key shards.
Moltres Key requires 100 Fire Key Shards and 100 Flying Key shards.
and I take back what I said about them dropping from bosses in favor of “melting heart slates down” in exchange for key shards of the type of the legendary the slate is from.
So in order to obtain key shards you either exchange your slates for shards or you find them in TC, this solves many problems at once, since we are all aware slates are at a very awkward state right now, and are worth little but aren’t exactly easy to get, since they accumulate quickly having very little uses, and infinite supply. Of course you’d not only need the key to enter but also the mystery part to summon it, which is why I insist TC have something to do with it.
Edit: The only reason I brought up the mission board is that I am afraid that legendaries will harm linear progression, and I am not the only one, many people don’t want legendaries in the game for this exact reason. Like I said in discord I am all for Guildmaster as a requirement, but it will harm the linearity if explorer ranks and the mission board is not made more linearly progressive. We need legendaries to be a positive impact on PMU not a negative one, inspiring people to grind out SF for hours on end to get guildmaster is not a positive impact. How do you explain that to a new player? “Oh, yeah you have to spam SF and only a 1000 times to get Guildmaster before you can get a legendary.” It just doesn’t fit with the progression on obtaining a legendary, the requirement is for Mystery Part already intimidates new players, who as many of you know the first question they ask is, “how and where are legendaries?”
I like the amount of discussion this thread is getting. I missed a bit but I’m gonna chime in as organized as I can.
I agree with Leo, I think a Lv. 100 Dungeon would be better. Having reached that level for multiple Pokemon and accomplishing something like recruiting a legendary after 99 floors would be a pretty good feeling I think (Maybe it only allows level 100s to enter?) as opposed to just giving whatever Pokemon happens to be the most optimal for the dungeon a good moveset and entering.
Maybe it would be easier at the end of the day but I personally feel like it’d be much more rewarding for players and make training something to 100 even more worth it. (Especially if the dungeon doesn’t allow anything but level 100s)
I see what you’re saying here and I agree to an extent. I myself grinded for a Dratini and while it was a nice feeling to finally get it. It got old rather quickly, it became more of a chore running Dragon’s Den over and over again. My worry is if legendaries have a similar method to obtain them the amount of items would be insane and it’d be super grindy, almost weeks worth. Which I’m not a fan of, I wouldn’t mind some grinding but I’d rather a lot of work come from the difficulty of the dungeon.
I also get what you’re saying here too, but Trans is right those are topics for different threads. While they may be related to some extent they’re entirely different issues. This one is much more specific while the mission board is much more broad.
and more on the 3 level 100s of X type. I can see how that would problematic for some players. It could be my bias since I like water types but like I said before maybe the dungeon that you have to enter only allows level 100s with no type restrictions.
EDIT: Forgot to mention. Don’t you all think it’s better to work with what items we have now? 18 different items for all of the types seems like a bit much. I’d rather just see Slates and Mystery Part repurposed for recruiting legendaries as opposed to making entirely new items.
How is it harming linear progression? The mission board system, and the explorer ranks tied to them, are entirely linear, you do dungeons to unlock missions that you do to upgrade your rank, the higher tier dungeons you do the easier point acquisition is and the faster you climb later ranks. No different than how grinding works, lower level dungeons provide lower exp and lower loot, then you progress through them to higher dungeons with more exp and more loot rewards. There are elements of rng involved of course, more so for the mission system, but it is still a linear path from start to finish. Where you get the assumption people will only do SF I’m unsure, those missions aren’t of infinite availability at immediate demand so people would do other options as well for fastest yield, not to mention not everyone is able to do SF right off the bat from the start of the game which forces early progression as is expected in a progression system. People don’t start off the game with 80s and lots of resources and all the dungeons unlocked, you progress through those things, just as you’d progress through explorer ranks to then unlocking legendaries.
That’s why I said for now. The first wave is a test. If it’s a succes, then let’s go and make the entire wave obtainable instead of limiting it to 1. If it’s being done too easily, then we learn from this and make it more difficult.
Although I really liked my own idea, I see people are not a fan of this. Maybe set it back to 1 level 100 of the type you need (or 1 of the types you need), instead of needing 3. For example for celebi you would need either a grass or a psychic level 100. I know a lot of people have existing 100s, but having this requirement also makes sure new players don’t just waddle in and get what they want.
I personally prefer a really difficult dungeon where you have to find secret chambers in, 5(?) items allowed+set level (although this does tackle my level 100 idea, maybe this might be better…).
The currency sounds decent, this idea could definitely be used. Grinding currency in a really dangerous place should make things more interesting.
Why would you disagree with guildmaster? It’s an end-game goal you should be working on, even if the mission board is not too great right now (it might need some balancing, I suppose). I’ve grinded my whole way to guildmaster by spamming 1 star missions, and that took me months. This is is easily one of the best requirements to keep people busy aiming for the big goal.
I do not see a reason to mess around with TC after all these years, it’s really good as it is. The end reward is the mystery part and that should probably be the only thing you would need from that place.
So what are you guys’ opinions about a difficult set level dungeon, with only a maximum amount of items enabled to enter. We can probably put the currency in there too like Leo and others proposed, so it has to be ran multiple times. I would say chambers can be found in this dungeon at certain floors, depending on what legendary you’re looking for. And yes, I know mystery part has to take an item slot.