SheerSt / pokewilds

PokeWilds - A Gen 2 Game/Engine using libGDX
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[Feature Request]: Scale wild pokemon levels according to difficulty #444

Open HimoriK opened 1 year ago

HimoriK commented 1 year ago

What would you like to request?

I've noticed a pattern where stronger/evolved aggro mons are usually around Lv50+ which necessitates grinding. Instead pokemon levels should be more free form and scale around the player rather than the environment, make it possible to catch any mon in any area with the appropriate prep time to deter grinding and make exploration a more active experience. Alternatively, add more features to make catching stronger mons possible (like being able to craft ultra ball and have a tanky mon with sleep/false swipe) it's not fun to start off and explore and to see this same pattern as punishment for exploring. Unless the mons are particularly strong, they should not all be higher level and the friendly ones should not all be weak. Add more variability in the generated levels as this pattern is too linear.

matilozano96 commented 1 year ago

Unrelated, but wild pokemon spawning in grass patches and whatnot will be scaled to the median of your team -1 to 3 levels. Meaning, if you have a single pokemon in your team, you'll be encountering pokemon around that level. You should be able to grind pretty quickly with that in mind.