Suggestion: Base moves/abilities known at x loyalty
Jul 1, 2021 14:01:14 GMT -6
Post by Alma on Jul 1, 2021 14:01:14 GMT -6
This one may have been rejected before, but did not see a thread for it. Formal rejection, let's gooo~
This suggestion is for creatures to automatically know and use on command their base stat moves and active abilities after reaching a particular level of loyalty, much like how the pets can learn a few basic commands at lower levels of loyalty. At loyalty 30, we are told: "The creature knows you as well as it knows itself. It may even seem to know what you want before you tell it! Abandoning a pet at this point is very harmful to them, as it may even die of stress if you leave it." In this case, it makes sense that the pet can figure out what base move the owner is asking of them. And it requires almost no reworking of existing forms or guides.
Suggested options of implementation(Values can be shifted around, but this is based on continued loyalty gain granting free moves/abilities so the owner does not need to waste tp on base moves/abilities.) :
1. At loyalty 30, pets can use all base stat moves and abilities on command of the one holding said loyalty.
2. At loyalty 30, pets can use any base stat move or ability 5tp or below on command of the one holding said loyalty, with an increase in tp per level of loyalty gained. So that custom firebreathing vulticus can use crunch without formal training at loyalty 30, and breathe fire at loyalty 32. A time rakai-sarane would need to have a loyalty of 40 to gain time stop for free.
The why of the suggestion.
First, the fluff makes it sound like the closer the owner and pet are, the more the creature already knows what they want it to do. As the creature already knows how to do its base stats without training, it would not be a far stretch for them to figure out what the owner wants them to do. We have a trick system in place that allows the creature to use loyalty to automatically 'learn' tricks without a tp cost because of the time the two spent getting to know one another. It’s not a great stretch to imagine a bird could learn to start flying without a formal command taught if the bird also learned to come/stay without formal training. Now, if you wanted to train that bird to do barrel rolls, or to expand the move further to cause damage with wing buff, those would still cost tp.
Two, this makes loyalty useful on its own instead of just a gym barrier. Players would want to gain loyalty with their critters as much as levels, and play with the critters instead of buying levels or just paying trainers. But if they intend to sell the creature with the training, they would have to level and train the creature with tp. But the creature might even have the levels gained through natural play by that point as they would likely have been used a ton.
Three, and anyone who's heard me complain about this knew this was coming, this lowers the grind a bit. More folks would likely enter into pit fights if they did not need to post a couple hundred times more after training the infamous danger sense/NOISE(3)/hardy combo the pit practically demands. More folks would hop into contests with their new trained commands only requirement if training a few tricks did not eat into the same resource that allowed them to learn moves. And this would encourage the training of more tricks and interesting moves/abilities, as the base moves would be guaranteed after a while instead of drawing from the same tp pool. And with less tp demand, the player would be less intimidated by what could seem like an eternal grind, and play with more than a handful of pets.
The possible issues: Differences in loyalty gain.
-Customs tend to have a ton of extra moves and abilities, plus a doubled rate of loyalty gain. This suggestion would make them even more appealing, as it would free the player to train whatever while they wait for certain things to be automatically unlocked at loyalty 30, a short trip of 12 levels if the player is the original owner. But, fluffwise, customs were made for their owners, to quickly bond and obey. And as someone who primarily deals in common/LE pets, it does not bother me all that much that the custom have access to their paid for moves. They would still need to train the custom a few things anyways to properly compete in most cases.
-Some pets have half loyalty gain because they are more difficult to bond with. This is fine too. That penalty would actually mean something in this case, and players would still have to option to actually train the beasts the base stats if they did not want to wait until loyalty 30.
Tl;dr: please make it so pets freely gain their base moves/abilities due to high loyalty to lessen grind, promote the use of more diverse strategies, and so folks are more inclined to spread out their time between pets instead of having time for only a handful to be even remotely useful. There's still a bit of a grind for folks who like it, but it won't feel as punishing.
Thank you for your consideration.
This suggestion is for creatures to automatically know and use on command their base stat moves and active abilities after reaching a particular level of loyalty, much like how the pets can learn a few basic commands at lower levels of loyalty. At loyalty 30, we are told: "The creature knows you as well as it knows itself. It may even seem to know what you want before you tell it! Abandoning a pet at this point is very harmful to them, as it may even die of stress if you leave it." In this case, it makes sense that the pet can figure out what base move the owner is asking of them. And it requires almost no reworking of existing forms or guides.
Suggested options of implementation(Values can be shifted around, but this is based on continued loyalty gain granting free moves/abilities so the owner does not need to waste tp on base moves/abilities.) :
1. At loyalty 30, pets can use all base stat moves and abilities on command of the one holding said loyalty.
2. At loyalty 30, pets can use any base stat move or ability 5tp or below on command of the one holding said loyalty, with an increase in tp per level of loyalty gained. So that custom firebreathing vulticus can use crunch without formal training at loyalty 30, and breathe fire at loyalty 32. A time rakai-sarane would need to have a loyalty of 40 to gain time stop for free.
The why of the suggestion.
First, the fluff makes it sound like the closer the owner and pet are, the more the creature already knows what they want it to do. As the creature already knows how to do its base stats without training, it would not be a far stretch for them to figure out what the owner wants them to do. We have a trick system in place that allows the creature to use loyalty to automatically 'learn' tricks without a tp cost because of the time the two spent getting to know one another. It’s not a great stretch to imagine a bird could learn to start flying without a formal command taught if the bird also learned to come/stay without formal training. Now, if you wanted to train that bird to do barrel rolls, or to expand the move further to cause damage with wing buff, those would still cost tp.
Two, this makes loyalty useful on its own instead of just a gym barrier. Players would want to gain loyalty with their critters as much as levels, and play with the critters instead of buying levels or just paying trainers. But if they intend to sell the creature with the training, they would have to level and train the creature with tp. But the creature might even have the levels gained through natural play by that point as they would likely have been used a ton.
Three, and anyone who's heard me complain about this knew this was coming, this lowers the grind a bit. More folks would likely enter into pit fights if they did not need to post a couple hundred times more after training the infamous danger sense/NOISE(3)/hardy combo the pit practically demands. More folks would hop into contests with their new trained commands only requirement if training a few tricks did not eat into the same resource that allowed them to learn moves. And this would encourage the training of more tricks and interesting moves/abilities, as the base moves would be guaranteed after a while instead of drawing from the same tp pool. And with less tp demand, the player would be less intimidated by what could seem like an eternal grind, and play with more than a handful of pets.
The possible issues: Differences in loyalty gain.
-Customs tend to have a ton of extra moves and abilities, plus a doubled rate of loyalty gain. This suggestion would make them even more appealing, as it would free the player to train whatever while they wait for certain things to be automatically unlocked at loyalty 30, a short trip of 12 levels if the player is the original owner. But, fluffwise, customs were made for their owners, to quickly bond and obey. And as someone who primarily deals in common/LE pets, it does not bother me all that much that the custom have access to their paid for moves. They would still need to train the custom a few things anyways to properly compete in most cases.
-Some pets have half loyalty gain because they are more difficult to bond with. This is fine too. That penalty would actually mean something in this case, and players would still have to option to actually train the beasts the base stats if they did not want to wait until loyalty 30.
Tl;dr: please make it so pets freely gain their base moves/abilities due to high loyalty to lessen grind, promote the use of more diverse strategies, and so folks are more inclined to spread out their time between pets instead of having time for only a handful to be even remotely useful. There's still a bit of a grind for folks who like it, but it won't feel as punishing.
Thank you for your consideration.