I had a discussion in PMU’s General chat with other members about some ideas I had so I thought I’d post about them here.
Idea Concept: Party Viability
As of right now, the only time that playing in parties is actually worth it is if you’re training in groups or trying to take on strong dungeons as a group for an easier clear. Beyond this, parties are actually not worth it at all in late game, it’s simply easier to speedrun floors with MS or just 4x speed will do instead of waiting for others.
I’ve come up with some ideas on how to maybe increase party viability overall to maybe encourage users to participate in parties more WITHOUT making parties too much stronger than solo.
Important Note: I use the term “party” in this form post. Party refers to a GROUP, or each player (not each Pokemon!)
Multiplayer Shiny Rates
There’s a big issue where finding a shiny while in a party can leave a group conflicted to who’s going to attempt the shiny. Increasing the shiny chance while in a party could serve as one method to give parties more shinies to have an opportunity to recruit and maybe solve the issue of shinies potentially scaring players away from playing in parties. The rates SHOULDN’T be increased linearly based on player count but instead steadily increased based on the player count.
To clarify what I mean, take this as an example. Going into Happiness Lake you have a 1/300 chance to get a shiny IF the Pokemon is bidoof. In a party of 2, the chance increases 75% of the original rate (to clarify, this makes 1/300 into 1.75/300).
Extra Math: Flip the old equation into 300/1.75. The number you receive from this is the denominator with a numerator of 1 (in this case, 1/171.43 rounded). Not sure if the code allows for the equation 1.75/300 because decimals in fractions can be finicky so this should solve that.
Possible Rate Increases: drop 25% per each player that joins the party. For example, 1 player is 100% the normal rate, 2 players is 175%, 3 players is 225% and 4 players is 250% the original rate. Arguably, you could also increase it by 75% each time if you’d like to balance all party sizes and not punish parties for being bigger as much.
The only downside I’m aware of to this is some rare hunts may become easier than they were before but I believe with other reworks to money grind, honey grind, etc this will balance things out long term!
Speaking of a balance change to honey, there has been an issue with the demand of honey in the economy for quite some time now and after doing some research and estimates I decided to throw together an idea for how to possible decrease the demand of the honey by both raising the supply along with raising the value of honey. Some players have expressed issues with this concept before and claim that honey is easy to obtain but I believe it’s being obtained in the wrong ways and it’s not beginner friendly at all!
Idea Concept: Party Honey Gather & Rounded Honey Formula
Background Information: As of right now the best method in order to obtain honey is using a honey gather Pokemon to speedrun MM alt path and pick up valuable items along the way in order to sell them and buy honey off players (IF POSSIBLE, buy due to high demand finding a supplier is rough but if you have the time combee is a valuable merchant!) Additionally, having a level 100 run alt path MM will get you ~10 honey per run which can take ~6-9 minutes based on stair luck and your overall speed!
Having a HG party member isn’t even necessary if you don’t have one trained, picking up 2 star pieces or another comet shard IS MORE VALUABLE THAN THE HONEY YOU’VE GATHERED!
Overall, you could claim that combee is a useful money dump BUT it could also be argued that combee is the cause of a money gain in the first place. For players specifically looking to buy honey, they can take the quick route of farming MM alt path, buying honey and using it for another shiny run. With how easy the grind is, one or two money runs is enough to buy you a few pages of honey to run with and come back to get more after!
One solution is nerfing MM alt path, we all know this and it’s been discussed several times so FOR THE PURPOSE OF THIS ARGUMENT, LETS AVOID DISCUSSING THE MM GRIND!
One solution I’ve come up with to help this issue is making Honey Gather more early game viable to new players using a rounding system for honey odds.
Honey Party Idea: using a more rounded system of honey could be the first step to benefiting newer players as the honey rates at lower levels are extremely low and it can take awhile for a new player to train a honey gather Pokemon unless it’s their first priority.
The math in this portion can be a little complex and overall hard to explain so if any further explanation is required please let me know!
Math: The current formula for honey can be simplified to =Level/400 which is roughly a 5% chance per floor after just obtaining a honey gather Pokemon (assuming you pick teddiursa which I believe to be around level 20). Overall this chance ISN’T awful but increasing that chance takes a lot of time and for a new player, a 20 floor dungeon could take up to half an hour! That’s 1 honey/h.
Instead I propose having a rounding system where we first take =Level/25 which gives the player a number 0-4. IF the number is 0 (meaning the level is below level 13), set that number to 1 instead!
From there we have the formula =1/(8/# Given). This will increase the overall rate that players should be receiving (late game levels included!)
This table shows specific levels using the new formula in addition to the old formula.
BUT I’M NOT DONE! The formula has more to it AND can be simplified!
I had another idea to throw on top of this being a party honey gather system. The idea I had in mind was having it to where whenever you enter a new floor as a party, the honey gathers are triggered and if any player managed to trigger honey, anyone who is also using honey gather also gets honey. (This can only be triggered once per floor, NOT PER PERSON!) You can have this use the new player formula (take out the exponent) for each player as you move up a floor or you can either take the average or use the highest level HG in the party and add the exponent in (which I suggest as I don’t think it’ll be a huge boost, in fact it may nerf the high rates the high level Pokemon can have to prevent 4 HG party spamming and getting honey on practically every floor).
The formula I suggest is:
=(1/((7 + #HG in Party)/round(Level/25)))^(1/#HG in Party)
The Level used could be the average or the highest honey gather level in the party (the choice depends on balance preference, the average being more nerfed compared to taking the higher level).
Extra note, this formula works for both parties and as a solo player!
I believe this covers it for what I’d like to cover in terms of a party revamp.