"[Suggestion] Pokemon should not flee immediately after an "Excellent""
#PokemonGO: So, while this is kind of a "free stuff" thread, it actually makes a lot of sense from a financial and gameplay standpoint.First off, a rare mon is probably difficult to catch to begin with. This means that a lot of resources will be used on catching it. By terminating the encounter early after the player makes a skill shot, you're cutting off the use of those resources and effectively punishing them for doing well, discouraging them from playing more and potentially cutting sales on balls that the player might buy in a desperate situation.Further, you might argue that by keeping it from running, it means the player won't be inclined to spend on another encounter in the future, but it isn't usually the case that the player won't want additional rares and the potential time between encounters means that they'll have plenty of opportunity to stock up before then without having to pay money.So throw us a bone, reward skill shots with more than just a bit extra XP - keep them from being totally shut down just because RNGesus is mad.Edit: Correction.Edit2: I'd like to amend this suggestion to "decrease flee chance scaling with hit tier." That is, "Excellent" should be 0-25% of the usual flee chance, "Great" maybe 60%, and "Nice" 90%. via /r/pokemongo http://ift.tt/2jeWNPi
"[Suggestion] Pokemon should not flee immediately after an "Excellent""
Reviewed by The Pokémonger
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