thought i'd run this by here again, since readability system are hard to design privately. two raid-related questions first
how clear is this example set of order headers? (Pulled from a Raid draft with a mechanic that designates one or more Heroes.)
If you read this format to mean Action Selection (to Target Selection Method), then the format is working as I would like. Since we're trying to reduce how many actions occur in a Raid round, we have more room in the header for this information.
I also want to try to solicit ideas around, probably, 3-4 "core" action modifiers for Raid opponents, as discussed before.
Using Kyogre as an example, one column could read like this (Throwing in lots of different modifiers for examples' sake):
This is to say, adding lots of modifier prefixes to Raid actions seems to result in an unreadable mess. Once we have something that doesn't, I can start drafting up new action sets for the existing Raids, along with Arena polish, like the Loyal Three got, for those that need it.
I know we want at least a modifier for "Ignore Raiders' effects while performing this move", and one for "This action is performed at an increased Speed". Other modifiers that have come up have seemed niche and probably can just be Raid-specific instead.
while I'm here, I have a few thoughts on safari as well. it's overall working very well mechanically—it's just a little easy, which is an issue for ref motivation.
that's all for today, i think. i didn't want the upcoming adjustments to be a total surprise.
how clear is this example set of order headers? (Pulled from a Raid draft with a mechanic that designates one or more Heroes.)
Ref Choice (to PR) | Ref Choice (to any non-Hero) | Random Action (to random Hero) |
---|
If you read this format to mean Action Selection (to Target Selection Method), then the format is working as I would like. Since we're trying to reduce how many actions occur in a Raid round, we have more room in the header for this information.
I also want to try to solicit ideas around, probably, 3-4 "core" action modifiers for Raid opponents, as discussed before.
Using Kyogre as an example, one column could read like this (Throwing in lots of different modifiers for examples' sake):
Fast Hydro Pump x2
Piercing Origin Pulse +10
Blizzard x2
Icy Wind +15
This is to say, adding lots of modifier prefixes to Raid actions seems to result in an unreadable mess. Once we have something that doesn't, I can start drafting up new action sets for the existing Raids, along with Arena polish, like the Loyal Three got, for those that need it.
I know we want at least a modifier for "Ignore Raiders' effects while performing this move", and one for "This action is performed at an increased Speed". Other modifiers that have come up have seemed niche and probably can just be Raid-specific instead.
while I'm here, I have a few thoughts on safari as well. it's overall working very well mechanically—it's just a little easy, which is an issue for ref motivation.
- i've decided i don't love the incentives created by tying mood to HP thresholds. i will probably change it to "captures attempted" on that wild pokemon.
- making it based on rounds passing incentivizes protect stall.
- basing it on captures attempted presents a kind of fake choice (to throw nothing) that doesn't advance the raid. we might make capture orders mandatory if we do this change.
- the first mood leaves some strange options open for referees to try to maneuver to a different mood threshold, incentivizing the referee to spam protect, rest, and substitute. i'd prefer to switch safari to "half-start" rules rather than encourage stall-based play. this doesn't really do much to difficulty, but its on my radar.
- i may take away start-of-round capture attempts, though this would fill up almost all of our current "difficulty budget", as it were.
- a lot of simple mood rules, like "can't use attacks", are unusable in practice because of the tools available to players. forcing players to taunt in the first round of each trek, or exclusively bring gholdengo and hatterene, isn't very engaging.
- i like expanding the wild mons' coverage as their mood worsens. it highlights the wild mons' typing well. the one issue with this is that you can bring, say, mimikyu to the dragon habitat to wall dragon stab + normal moves entirely.
- i would really, really prefer to avoid making moods more complex, if i can.
that's all for today, i think. i didn't want the upcoming adjustments to be a total surprise.
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