Ways to spend (Inflation issues,new dungeons,items, & more!)

A common problem with any game that has a form of economy, especially one that is controlled by the playerbase, is inflation. Where the value of the currency, in this case Poke, begins to become worth less and less. If someone new joins the game they’ll find it hard to collect the funds or access the dungeons to get these rare items. There no items that are that useful to the beginner to mid-range players.

First of all the most common and obvious example of inflation would be the Reviver Seed. It’s one of the few items I can honestly say no one can ever have enough of. For quite a while it was about 1,000 poke per seed. But with the addition of dungeons such as DD or any other dungeon that offers 100 to even 600 Poke drops, the price has now reached 3,000 Poke. To people who are higher level and have access to these dungeons to help acquire those funds, or are familiar with economy enough- and have good enough items to start a profitable shop this is no problem. But to people who just started, they’re are stuck doing Skylift picking up all the items they find slowly grinding and selling off the items to Keckleon to get maybe 1,000-3,000 per run, the price of these items is too high.

Not only that, but there are various other items like Exp.Alls, Wonder Chests and Miracle Chests, Golden Mask and Friend bows, etc. and while it’s true that items like those are meant to be obtained by those higher level players. There are no real weaker versions of the items 30-50 level players can get. Sure we have Wonder Chests and Friend Bows, but Wonder Chest still requires you to go through the 79-99f exits of TC,which is best for 70-80s (Not only that but the rest of the Pokemon you bring have to be fairly high level as well to even have a chance at beating it.) if you want to solo and you have a small chance of getting it from the boxes. And Friend Bows require finding other players to help you with the dungeon to get it, and it’s only every once in a while that you’ll stumble across someone who is willing to go through FF at the time.

The easiest way to help things like these is by adding items or even dungeons that you have to spend money on and you can’t trade these items with other players. I’m going to list off a few ideas that I have had sitting in mind for a while, which have also been helped along by my friends as way that might help at least fix this problem a bit by having more things to spend money on.

[spoilerWeaker versions of items Like Exp.Alls, Wonder/Miracle Chests, and Golden Mask/Friend Bows:2fypv8g9]I"ll begin with that I realize that there is an item called the “Beginners band”, which adds a pleasant 3% boost to exp. and +5 to all the holders stats, but those slightly higher level might want something more substantial.

[ul][li]Trainers" Band- A band that boosts the holder"s exp. gain by 7-8%. I know the numbers are bit weird. But since the Wonder Chest already boosts exp gain by 15% I have to keep it low enough to where there would still be a point in getting a Wonder Chest. The primary places where you obtain this might be in Secret Rooms boxes (5-15% chance) in places like SS, Skylift, Winden Forest, or even Thunderstorm Forest.[/li][hr][/hr]
[li]Exp.Share- The weaker version of an Exp.All. This device only shares the exp with whatever member of your team is holding it. It would be found in places Like SS secret rooms (5% chance) Mt.Barr secret Rooms (10% chance) and maybe even have them be one of the rewards for the pay to enter dungeons, which I"ll explain later.[/li]
Since it would become better than Exp.All for training there would be a few limits to it. First lets assume that the Exp.All just takes the earned exp and divides it between however many Pokemon you have.
(i.e.: Defeated Pokemon gives 200 exp: With four Pokemon on your team, each Pokemon gets 50 exp, with three, each Pokemon gets around 66 exp.) The Exp.Share would do this instead: 1/4 exp goes to the used Pokemon, 2/4 goes to the Pokemon holding the Exp.Share and the other 1/4 would be voided off, or unused.(i.e.: Defeated Pokemon gives 200 exp: Pokemon in use gets 50, Pokemon holding Exp.Share gets 100, and the other 50 exp goes to no Pokemon.) This makes it useful for training, but still does not demote the use of an Exp.All. Now I am not sure if these are the actual mechanics of an Exp.All, and apologize if I"m wrong. But from my experience using it, this is what I have guessed to be how it works.[hr][/hr]
[li]Cute Scarf/Friend Scarf- A scarf that simply boosts recruit rate by 10%. This is the same amount as the Friend Bow. However, it has to be held by the used Pokemon and as such will not stack with the Golden Mask. It might be found in the walls of dungeons like Winden Forest, Crystal Ruins, and Skylift.(20% chance) [/ul][/li]Also, these are just names that were at the top of my head. In case you think that the names for them are bad. :":

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[spoilerPay to enter dungeons:2fypv8g9]Now, I know this might seem a little… odd. And it is, to be perfectly is to be true. Dungeons that you have to pay Poke to enter. These dungeons would most likely be owned by some Pokemon. They might be somewhere around the over-world or even in a town. Exbel might have the easiest dungeon, Winden having a slightly more difficult one, Tanren has harder one and Archford has the hardest. Maybe having one dungeon like this per Area. The prices would go something like this:
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[ul][li]Exbel=3,500 Poke per entrance[/li]
[li]Winden=8,000 Poke per entrance[/li]
[li]Tanren=10,000 Poke per entrance[/li]
[li]Archford=12,000 Poke per entrance[/ul][/li][hr][/hr]
It starts to get a bit expensive right? But fear not! The rewards will not be something to sneeze at.
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Exbel Rewards:

[ul][li]Nugget (10% chance)[/li]
[li]Reviver Seed(30% chance)[/li]
[li]Trainers" Band(10% chance)[/li]
[li]Thunder stone(10% chance)[/li]
[li]Water stone(10% chance)[/li]
[li]Fire Stone(10% chance)[/li]
[li]Escape Rope(20% chance)[/ul][/li]Winden Rewards:

[ul][li]Big Nugget (5% chance)[/li]
[li]Frozen Rock(5% chance)[/li]
[li]Beauty Scarf(5% chance)[/li]
[li]Exp.Share(5% chance)[/li]
[li]Oval Stone (5% chance)[/li]
[li]Deep Sea Scale (5% chance)[/li]
[li]Deep Sea Tooth(5% chance)[/li]
[li]Revival Herb (20% chance)[/li]
[li]Coronet Rock (5% Chance)[/li]
[li]Link Cable(15% chance)[/li]
[li]Soothe Bell(20% chance)[/li]
[li]Dawn Stone(5% chance)[/ul][/li]Tanren Rewards:

[ul][li]Exp.Share(10% chance)[/li]
[li]Protector (5% chance)[/li]
[li]Magmarizer(5% chance)[/li]
[li]Electrizer(5% chance)[/li]
[li]Reaper Cloth (5% chance)[/li]
[li]Revive(30% chance)[/li]
[li]Kings Rock(10% chance)[/li]
[li]Silver key (20% chance)[/li]
[li]Trap Scarf (10% chance)[/ul][/li]Archford Rewards:

[ul][li]Shiny Stone(5% chance)[/li]
[li]Dusk Stone(5% chance)[/li]
[li]TM Thunderbolt (10% chance)[/li]
[li]Max Revive(20% chance)[/li]
[li]Wonder Chest(5% chance)[/li]
[li]Relic Crown(5% chance)[/li]
[li]Relic Statue(10% chance)[/li]
[li]TM Earthquake (5% chance)[/li]
[li]TM Substitute (5% chance)[/li]
[li]TM Bulldoze(20% chance)[/li]
[li]Mobile Scarf(10% chance) [/ul][/li][hr][/hr]
You would get two end boxes. Personally, I think the rewards are decent. I know other people might disagree, since stuff like this is kind of opinionated. If you have any suggestions on how this might be better then please go ahead and tell me! :D

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[spoilerMore Mystery Hats!:2fypv8g9]I"m sucker for aesthetics. I"m sure there are plenty of other people out there who are the same. So how about we add more Mystery Hats then our tiny little Legendaries, why not also have ones for the larger guys as well? Have some sort of aesthetic shop where you buy each of these hats for 50,000 flat. The exact same as Mystery Hats, they only work in houses. People who just want to derp around or people who enjoy rping certainly won"t mind this.

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[spoilerAdvanced Lotteries:2fypv8g9]Basically, it"s what I think the lottery system should be like once the whole Spinda Cafe is programmed, and the recycle shop is put in place. But instead of having to pay Poke, I guess you would pay in items for the tickets instead.

I know we have the Meowth Lottery thing. But why not go a little further? I"m stealing some of the concept from PMD Sky Recycle shop here.Where you could buy tickets and get a random reward, what you got depened on the quality of the ticket.
For now will just say that you buy the tickets with Poke, which might go from 500 Poke, to 1,000 Poke, to 1,500 Poke each giving you better and better chances to get more awesome prizes! Make a “tier” for each kind of ticket, the items getting progressively better as you go up. Then make up a list of items for that tier. Labeling each item in that tier common(60%), uncommon(35%), and rare(5%). every week or two(Not sure if there is way to code it so the game can do it automatically), pick out 10-15 common items, 5-10 uncommon items and 1-2 rare items from each ticket tier for player to potentially win. I"ll provide a small example so it might be a bit clearer.

Lets make a small list (If this were to happen the list would be a lot larger) of items for the lowest tier of ticket:
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500 Poke Ticket:

[ul][li]Stamina band-common[/li]
[li]1* Family item-common[/li]
[li]Zap Band, Torrent Band, etc.-common[/li]
[li]500 Poke-common[/li]
[li]Sun Stone-common[/li]
[li]1,000 Poke-uncommon[/li]
[li]Pass Scarf-uncommon[/li]
[li]Thunder stone-uncommon[/li]
[li]Water Stone-uncommon[/li]
[li]Fire Stone-uncommon[/li]
[li]1,500 Poke-rare[/li]
[li]Reviver Seed-rare[/ul][/li]Now, since this list is small, the amount of items we can choose will be smaller than what I mentioned earlier.
Selected items:

[ul][li]Stamina Band-common[/li]
[li]500 Poke-common[/li]
[li]Sun stone-common[/li]
[li]Thunder Stone-uncommon[/li]
[li]Pass Scarf-uncommon[/li]
[li]1,500 Poke-rare[/ul][/li][hr][/hr]
These items in the smaller list which was picked from the larger list we made earlier would be the possible prizes for that week or two week period. Common items being 60% of the time, uncommon items being 35% of the time and rare being 5% of the time. It"ll give tons of lower level players the chance to get rare items.

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So, not sure how practical all of this is. But I figured I might as well get the suggestion out anyway. Hopefully this gave all of you guys some ideas as well. And if you took the time to read all of it then you deserve a medal!

Well, I must say that you have some interesting ideas, and yes, inflation is becoming a problem. I personally think that there should be a kind of separate market for the lower-level players, where they don’t have to pay as much. I personally like the idea of weaker items, especially the Exp. Share, but my main gripe on that topic is with the Cute Scarf/Friend Scarf. Sure, it can’t stack with the Golden Mask (Which is what I assume the Friend Bow does), but I just don’t really like the base recruitment rate on it. I think it’s too close to the real thing. My suggestion would be to lower it to 5% instead.

Now, as for paying to enter dungeons. I do not approve of this idea at all. Especially with the new players, at 3,500 poke, they won’t be able to enter a dungeon at all and… Well, y’know, enjoy the game. And it’s very similar to paying to subscribe to someone’s youtube channel, which is a thing. It’s just really stupid in my opinion, even in the case of inflation. However, say this should be a thing. Instead of paying to enter dungeons-per-region, there could probably be individual specialized dungeons that you can pay poke to enter, perhaps one in each region. These dungeons would have to have rewards that are worth it, but also reasonably difficult for their region.
Please note that I am not suggesting that you have to pay to enter every dungeon in every region–Because that’s not it at all. I’m suggesting that there could be new dungeons somewhen, off to the side that aren’t really a requirement to enjoy the game, but they have nice rewards that makes it at least worth trying.

This expands into my next idea, on the Mystery Hats for larger legendaries. I think that it’s actually a neat idea, considering I’m an avid roleplayer myself. The indivdual specialized dungeons I was going on about earlier (I’m just going to call them Premium dungeons), could have them as one of the rare (But not too rare) rewards–Hopefully after normal mystery hats are released into what’s assumably a dungeon, or some other means, so as not to try and inflate the economy even more.
These mystery hats for larger legendaries, in my opinion, could probably be differentiated from the others, by making them Golden Mystery Hats, or something else to differentiate. Again, these would have to be even rarer than the regular Mystery Hats, and only available at events or a Premium Dungeon.

My final thoughts on this is I still think that premium dungeons in general isn’t an idea that I particularly like or think highly of, because paying poke to enjoy a main feature of the game is… Cheap. However, it is an idea worth expanding on, so I gave you my own ideas on how it should work, if it were ever to be implemented. I think they should be few and far in-between, and reasonably expensive, but also not be a requirement to enjoy the game.

Weaker items for the stronger ones. As long as they aren’t too similar in comparison, and not as rare as the stronger ones, but still rare enough, then I think it could be done very well.

So, a quick summary:
-Instead of paying to enter every dungeon in the world, you can pay poke to enter certain dungeons that are off to the side and not a requirement but offer better rewards, without modifying any of the existing ones.

-Mystery hats for larger legendaries should be a thing, and maybe even differentiated as Golden Mystery Hats. This should also make them more rare.

-Weaker versions of stronger items such as the Exp.Share and Exp.All should also be implemented. They should still be reasonably rare, but not as rare as their stronger counterparts.

In short, you do have good ideas, and I believe they are worth implementing. Keep in mind that I am not an economy student, and that I am merely expanding upon already-existing ideas. I truly have no idea what effect these ideas will have, so if anyone can answer that, thanks. ~Sorra

wow i think i actually made a joke about inflation when someone said they could buy a golden mask for 1 million

anyways this is a really good idea! as a new player myself ive only managed to scrounge up like 5k tops and its hard to get by. what i dont like is the pay-to-enter dungeon idea since it seems kinda reminiscent of those games where you need to pay to do anything and i dont want my pmu like that

other than that, the small person items sounds like a good idea and probably something i could invest in

Hello!

The thread overall targets some good key points but some things really stand out to me. The Spinda mini-shop idea sounds pretty cool. I could work on something like that but you would have to tell me each sort of item that can be obtained with the said ticket. Apart from that at the moment, the Spinda shop doesn’t have any use at the moment. Literally under construction since forever. But your idea seems pretty functional nonetheless!

Thanks.
-Festi.

Well, I must say that you have some interesting ideas, and yes, inflation is becoming a problem. I personally think that there should be a kind of separate market for the lower-level players, where they don’t have to pay as much. I personally like the idea of weaker items, especially the Exp. Share, but my main gripe on that topic is with the Cute Scarf/Friend Scarf. Sure, it can’t stack with the Golden Mask (Which is what I assume the Friend Bow does), but I just don’t really like the base recruitment rate on it. I think it’s too close to the real thing. My suggestion would be to lower it to 5% instead.

I thought about that. But the thing is for rarer Pokemon the recruit rates always seem kinda low, and I didn’t want to make the boost too small that it might not be worth it. That’s how personally think about it though.

-Instead of paying to enter every dungeon in the world, you can pay poke to enter certain dungeons that are off to the side and not a requirement but offer better rewards, without modifying any of the existing ones.

Woops, I guess I worded what I said wrong! xD I meant exactly that! The dungeons would be off to the side, maybe one pay to enter dungeon per region. It wouldn’t be all the dungeons in existence. And no dungeon previously made would change to a pay to enter. That would just be annoying.

Heck, I wouldn’t even want to include the dungeons in the list of dungeons that you see in the player profile. It’s true that it’s expensive, I was thinking these dungeons could be some kind of alternative to get rare evolutionary items that you only get through going to tons of those higher level dungeons. Rhyhorn is a starter, and Elekid is a Pokemon you can get from TF. Despite how easy it is to obtain these Pokemon, there are barely any means to get a Protector or an Electrizer within those lower levels. I was thinking it’s kinda one of those things where you save up money to the side for it, then you make a few runs. And no matter what item you get, it’s not like it was a total loss. Of course, all the items I put up there are still obtainable through other means, it would just be a slightly more “guaranteed” way of geting decent items.

This expands into my next idea, on the Mystery Hats for larger legendaries. I think that it’s actually a neat idea, considering I’m an avid roleplayer myself. The indivdual specialized dungeons I was going on about earlier (I’m just going to call them Premium dungeons), could have them as one of the rare (But not too rare) rewards–Hopefully after normal mystery hats are released into what’s assumably a dungeon, or some other means, so as not to try and inflate the economy even more.

That might be a good idea, I kinda threw the idea in there to begin with, so I didn’t include any types of hats in the list of obtainable rewards from the dungeons.

Four years back economy used to be the worst, but it probably was because rare items were in fact RARE. To give you an example, a Heartscale used to cost 150k Poké or more.

Now, even if the economy improved, I agree with the fact that the good items are meant just to veterans and stronger players, while new or mid-leveled players get nothing. This is why i strongly agree with your first suggestion and i believe it will totally give these players better oportunities and the chance to enjoy the game better. Staff! Please, consider adding these.

As for the rest, I don’t mind the other suggestions, and i believe adding a paid dungeon would be great, It won’t hurt if rich players started spending their millions, lol.

First of all, this is a really interesting topic. I see a lot of effort has been put into this post, which is good. I like how you even devised percentages for the items. :la:

I’m not too sure about paying to enter dungeons /regions, perhaps it’s possible for late / end-game dungeons, but I doubt new players would like paying to enter Tiny Grotto, or Sour Root. What I do feel, is possible, is to incorporate a ‘Hard Mode’ dungeon system. I’ve had this idea for a while, and would really like your thoughts on it! We originally planned to go have dungeons go through a total revamp when in hard-mode, but let’s be honest, that’s super time consuming on the staffs’ part. Players could simply be prompted to enter hard-mode dungeons when entering, and asked to pay a fee (the fee can be discussed, of course, nothing too much though, remember, all dungeons will have this mode)~

Basically, in this mode, the dungeon’s inner workings are made more unforgiving:

[ul][li] NPC numbers are increased by 1.25%[/li]
[li] NPC spawn rate is decreased; so they appear faster[/li]
[li] Average amount of items (perishables) drops harshly, perhaps by 50%?[/li]
[li] NPC levels increase, probably +5 / +10 / +15[/li]
[li] NPC stats are buffed, and gain a larger range[/ul][/li]
This is by no means, even a draft, purely working. But why would players go into hard-mode dungeons? Well, mostly because they get the chance of obtaining exclusive treasures, and valued items, probably even more experience points! This would greatly help Poke’ to be made into a much more useful currency, and is a nice way to spend, and an effective money sink.

I wouldn’t mind there being a shop to get Mystery Hats, that’s actually a nice idea. ^^

I like this idea! Not only because it’s simple to make, but also because it sounds fun. Right now, the lottery system isn’t used much, mostly because the rewards aren’t all that great. I feel the randomness could be controlled, say if you match 3 numbers on your ticket, you get average rewards, but if you match 5 numbers, you could hope to get something real neat.

Continue Brainstorming! :'D

In other games there are ways to deal with this as well:

  • Some have a “limit” on how much you can enter a certain dungeons in x amount of time. Or even all dungeons. Something like an “Energy” system or something. Making the choice of exploring more strategic, you have to think beforehand which dungeon you’ll enter, how much time will you spend there, what are you going to search for, prepare yourself to spend a lot of time in it, etc.

  • A “stronger” mode on known dungeons. Most of the times you have to pay a little fee to try this one out. It has more stronger enemies, weather changes, a faster hunger meter, no respawn, and ítems barely usable along the way. But a chance to find some great rewards in the last levels, or chance to recruit rare pokemon with low recruit rate.

  • The idea of making the user pay to enter a dungeon is good, as long as it doesn’t get too carried away or you start asking actual money for it (which wouldn’t be THAT bad tbh) since that would make you want to explore and get more and more from the dungeons you enter.

  • Having some expensive customization options. Clothes or skins that scream “LOOK EVERYONE I’M RICH” yet they are PAINFULLY EXPENSIVE. Even for old players. Making them not a choice but a challenge.

  • Having some kind of reset at the end of every month or year. Not taking away progress, achievements, pokemon or valuable ítems, but… Something, I need to polish this one a little bit more.

I do have more ideas, but right now I’m kinda busy, I’ll post them later.

(are you an oldest player @zefa?)

Since i remember, reviver seed costs between 1-3k, if i see a player selling them in 2-3k i do not buy them, (in my particular case only if i want give the money to the player or just want spend money…)and this is how shoud be. This prices(2-3k) are not punished because, probably by inflation as you said, but the real price for a new player should buy (or be sold to a player) in 1k, when a player sell a rev with a higher price, is thinking in another player capable to buy the rev at this price. Rev seeds are useful by anyone and this is the reason because its price cant change, for new players are options to get revs:

Mt. skylift: probably with lower lever players they consume more than get it, but is the most common option.
Hapiness lake: last time i was there i saw in the second part in water rev seeds, these are a bit rare but able for new players (because im sure a veteran player will be bored in this place).
Missions: this is more inusual but i usually got a mission to hapiness lake, tiny grotto, etc. with the reward of a rev seed, the places are not strong an i usually ignore it, but for new players (around 1-2+ weeks older) is a good to get revs.
beach bunker: for lvl 35+ beach bunker is the king of hunting rev seeds. I think not known by anyone, but in this place you can reach around 10-15 rev seeds, excelent for training 35+, i think (and im a little worried) about staff [nerfed? dont know the meaning of word] decreased the rate of rev seeds in this place…

the first idea is wonder chests, miracle chest, exp all, etc. is for high level players because this items are too much powerful, for begginer players exists begginner band (for exp) that increases 1 or 5%, i dont remember, and the soothe bell (for recruit rate(rr)) that increases 1% rr. (the item is common in sf fairy, veteran players should give to new players free)

TC have a lot of potencial when this was the newest dungeon, actually only few people go ther to prove itself, for nostalgia or for items (like fossils) but i think nobody goes ther to get the miracle chest if they can reach the floor 100 (correct me if im wrong), because for then the wonder chest is more accesible, probably we need, as was said, a middle item for exp or the miracle chest should be out in another way, like a new dungeon, a special shop etc. because i think the item is becoming deprecated…

Friend bow is controversial because is “easy” to obtain. its easy if you find people willing to go to this place, if not, you probably never get this item in life. One good progress made by staff is put this item in the special holday shops for a medium level price.

not sure why this was misunderstood… but i like the idea, i think one different solution mixing the idea proposed by erladino is make an item not tradeable that you can buy in a near shop that gives the ability for grant the access to “another dungeon/deep dungeon”. This dungeon is an exact copy of the previous with the difference in this “copy” the pokemon are more powerful, and all that erladino and others said. this could be an easy solution for “the hard mode”. This shop could be as someone said, put in spindas cafe, or in the lottery ticket house etc. and the items could be good the bigger legendary forms in it…(i dont have anything new to apport at this point, all the ideas about this are good :joy: , i just suggest an item for dont have a lot of coding with hard dungeons…), plus the dungeon could be special access with this way too.