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Suggested Solution for Gym Stagnation

I actually got into the game because my daughter could not get into Gyms so I helped her out by playing a bit so she could level up faster.
That was before the recent changes to training it was a problem earlier, but I agree the problem is worse.
My suggestions are:-
1) Change the prestige loss formula so higher level gyms go down faster.
The formula I have in mind is (-2000 * gym level) / 5.
So defeating a single pokemon in a level 10 gym is -4000 prestige.(400XP) That is going to help to bring the strong gyms down faster.
The can be trained up again, but I would not change the training formula, so in that battle the trainers should run out of resources before the attackers.
2) Award stardust for training / battle medals, show training / battle level on screen. Award bonuses toward medals for taking down higher level gyms or defeating stronger Pokemon.
The combination of 1) & 2) should mean it is easier to take down a level 10 gym and should hopefully provide some incentives to do so.
Please let me know what you think of my suggestions or if you have better suggestions.
I think we can be proactive and suggest a good solution to Nantic.
Al let me know how to post a suggestion to them.

Asked by DratiniHunter8 years 5 months ago
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Answers

After a bit more consideration I would amend the formula as follows:-
500 + ( (-2000 * gym level) / 5)
Otherwise level 1 gyms would be a bit too hard to beat.

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Technically, the negative should be on the outside of all of the parenthesis, so as to apply the negative to the entire prestige loss. So:
- ( 500 + [(2000 • gym level)/5] )

I think using your formula would actually make taking down gyms a lot harder. There is no bonus for taking down multiple Pokemon, much less defeating every Pokemon currently in the gym. Using your formula would cause everyone to only defeat the first Pokemon in the gym, run, heal, repeat. Even if it wasn't longer, it would definitely be more boring to simply fight the first Pokemon in the gym.

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Also, since there is no incentive to fight multiple Pokemon, I can see the XP bonus being exploited quite a bit.

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I don't think they need to make taking them down easier, but if they would award, say 50 x lvl in stardust for each level reduced would be plenty of incentive.

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by pipjay 8 years 5 months ago

Changing the amount of prestige per pokemon doesn't seem like the right approach.

Currently you get a bonus -1500 prestige if you beat all of the pokemon in a gym. I could see making that bonus variable so that if you are with a team of players and you can fight all the way through together then you can get a larger bonus for larger gyms.

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Play two accounts in different teams.
So you can always attack gym with one account and then place pokemon with other account.

You only need to beat first pokemon once, in level 10 gym.
Then log in other account and train the gym and place pokemon inside.

Eventually you will find which account will generate more coins and keep playing that account.
Unless gyms change owner every hour, then its pointless to play 2 accounts.

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Thanks for all the comments I intended the formula :-
- ( 500 + [(2000 • gym level)/5] ) to apply to every Pokemon defeated in the gym and you can get a bonus towards a fighter medal for taking down all Pokemon in the gym.
I can see I didn't word my suggestion well, and equally that it is hard to come up with a new suggestion that does not have any flaws or can not be gamed.
What I would like to achieve is making it easier to take down level 10 gyms and providing added incentives.
The other consideration is that these level 10 gyms are only difficult for solo players, I would not think they would represent a problem for a group of motivated players.

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by pipjay 8 years 5 months ago

After thinking about it, there is one fairly simple change that could be made. (I don't really think it is that necessary since the attacker is already at big advantage anyway. The biggest problem is time, but it should take about the same time to tear down a gym as it does to build it up anyway.)

  • -500 prestige for each pokemon defeated (same).
  • Bonus -1500 for defeating all pokemon (same) or for defeating at least six pokemon in a gym with seven or more pokemon (pretty significant difference for large gyms if you can't make it all the way through).
  • Bonus -250 for each pokemon over six defeated (small extra reward for groups working together against a large gym).
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I just want to change the order of the pokemon with a classification by level and watch the IV if the level is the same, and only after the CP
Like that we could see big Wigglytuff top of the tower 10, which is impossible where I play as the smallest of each tower 2K3CP .....

i dislike see 10 times de same dragon...
and me best (litel CP) pokemon kick in 1 fight, for trade an 2K3+ other pokemon

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I think the system works as is.

At most a small tweak that you get the +1500 for beating 7 or full gym whichever is lower would go a long way.

More important would simply be to incentivize gyms more and make it more.

When you cash out you get 1-3 candy of each pokemon type you have in gym. This would help motivate people to take down as well as make them hink what they want to put in for candy.

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I've also thought about adding candy as an extra gym reward, but it seems too good for players that have multiple Dragonites. My thought to balance:

When you cash out you get one guaranteed candy for each unique pokedex number you have in a gym, then for each additional matching pokemon you get a diminishing chance at getting another candy.

So this should also help to incentivize you to diversify your pokemon in gyms. You can intentionally work the system (for the sake of Eeveelutions) by placing a Dragonite and a Dragonair for two guaranteed Dratini candy, but additional Dragonites will quickly drop to minuscule chances.

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That's why I said per "Type" and not per "Pokemon"

I wouldn't give any bonus for 2nd Dragonite/Vaporean etc.

I'd make it 1-3 Candy per type period.

And then people would have to choose, do you want to put that 2nd Vaporean in a Gym even though it gets no Candy or Maybe Make Do with that a Goldduck.

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Another suggestion is that once a gym has been maxed out to level 10 further training to increase the prestige is not possible.
The attackers know that if they weaken that gym in one battle they are doing permanent damage, and it can't easily be trained up to a level 10 gym again.
I am fairly happy with the game as it is, I just think it will be a better game if gyms are more dynamic and in play more.
I don't think the same team holding a level 10 gym for 2 weeks or more is good. The game is much better with gyms being taken over on a more regular basis.
It is difficult to come up with a good solution, but I expect we will see the game continue to improve.
I think there is a lot more that can be done with it, it will take time, but I think the fundamentals are good, it just needs a bit of tweaking.

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It already works this way. No matter what you use to train it up, it'll cap at 50,000. It goes only to 52,000 when your pokemon is placed to give the player a little buffer as knocking a gym below 50,000 will knock the bottom pokemon out. You can't train at a level 10 gym either.

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What I meant was that when a gym that was level 10 drops to level 9,8,7,6,5... you still can't train.
But I now think the Team Rocket solution is the best solution
With the team Rocket Solution stronger players still get the chance to hang out in the gym for a few days.
Battling team rocket itself will be interesting, and then lower level players perhaps get a chance when the gym changes hands.
Over time the lower level players get squeezed out by higher level players and the cycle begins again.
I like to think that there is a variation of this which is reasonably fair and will satisfy most players.

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Yeah, I was reading that too, and like it. Maybe tweek on the mechanics a bit, but I really like it, sounds fun, and even gives oppossing teams a common enemy.

I'm already thinking, does the timer reset eveytime a gym gets knocked below fifty and built back up again? Is 2 days too short after building a gym? (I do see low level player gyms sometimes and don't knock them down cause I personally feel it would be mean in this gym struggle of a Pokémon go world xD).

The whole prospect sounds exciting through. I vote for Team Rocket. Gym system still needs work too though, xD.

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Perhaps make it 2 days after the gym hits level > 6 for the first time. That is just the start of a random period.
Say 2 days 20% chance of team rocket on any given day.
3 days 30% ...
9 days 90%
10+ days 95%

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I like the increase in chance as the days pass, but feel 6-7 lvl gyms too low for the trigger. I aways see lvl 7 gyms gone in a day, but stagnant lvl 10 gyms everywhere. And I do mean just about everywhere.

Also, there should probably be a control cap, otherwise it could be a strain on the servers, especially at the start of being implemented. Imagine every gym capsizing in one night and the servers being overloaded. (This change would have to affect evey part of the world that is playing right now).

Also, the control cap should be separate for each region. Maybe have it so the event triggers every 6 hours, but to only one gym at a time per region. A gyms chance of being selected would however follow a formula like yours. That's still 4 guaranteed lvl 10 gyms a day. I don't know how many gyms there are though. I'd base my numbers by a percentage of that total per region though, as the idea of having a good idea poorly implemented still doesn't solve anything xD.

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Team Rocket, Random attak, kick all pokemon for 1 gyms, put 4 pokemon, we need fight the team rocket, for earn many XP point.

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Ok I like the team rocket suggestion.
Make it Team Rocket only attack gyms that have been held by the one team for more than 48 hours.
The longer a gym is held the more likely it is Team Rocket attacks.
The good thing with this suggestion is that all other elements of the game can remain unchanged.
I can't see how it can be gamed, as Team Rocket can attack at any random time.

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The gyms system needs some serious work, but the proposed solution doesn't fix the problem. One of the best suggestions I've heard is a layered system for Pokémon gym placement.

Spot in gym is determined as follows.
1. Pokémon level
-each Pokémon have a level when they are caught and can only be powered up to your current level.
-this would allow any Pokémon to be in the higher rungs of the gym, including often underated Pokémon.
2. CP
-since two Pokémon with the same level would still need variance.

My own idea as to what you're specifically talking about is as follows:

Taking gyms down.
1. Prestige drop should be incremental. The more you take down, the more you get.
For example (perhaps limited to max prestige gyms).
1 Pokémon = 1.0 x (500) - 500
2 Pokémon = 1.0 x (500) - 500
3 Pokémon = 1.5 x (500) - 750
4 Pokémon = 1.5 x (500) - 750
5 Pokémon = 2.0 x (500) - 1000
6 Pokémon 2.0 x (500) - 1000
7 Pokémon 2.5 x (500) 1250
8 Pokémon 2.5 x (500) 1250
9 Pokémon 3.0 x (500) 1500
10 Pokémon 3.0 x (500) 1500

So, first 4 Pokémon is 1000 + 1500 = 2500
So 6 would be 4500
Beating a level six gym already gives you 4500 prestige. Essentially with this system you keep the bonus without having to knockout ALL ten on a max level gym and also doesn't ruin level 6 gyms.

All 10 gives a solid 9000 while the current system only gives 6500 for the trouble. That's not really much for the struggle.

Currently, gyms punish solo players. It's hard to come up with a system that works for everyone, but currently, thier system barely works for anyone, even dedicated players.

I don't think it should be easier, just a little more balanced. Sure, favor goes to the attacker unless you play solo, then it goes to defender unless you have the resources and the time, which most of us play solo, and don't have the time outside work/school. Makes weekend gym hunting a chore and repetitive rather than fun. Even for competitive players, which I am. I can help hold lvl 10 gyms at my campus because the teamwork, skill, and most importantly, the players are present, albiet randoms. Fact is, no one is around to work with when I want to bury a level 10 gym that is an opposing team. It doesn't last long either unless teammates show up and do so consistently. Right now, the game favors the hardcore (much higher level players) and I do think that IS fair because they earned it (unless they spoof or cheated etc). It shouldn't punish playing alone though, which even as a high level player, it does.

Lastly, they could implement team gyms vs single player gyms. The same gym could house both but you need to register with teammates to compete in team gyms like you would a group competition, (just think sand castle, or snow sculpture, random group event here, etc.) To separate team playing and solo playing.

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Making gym placement based on pokemon level sounds good because it can mix up the pokemon we are currently seeing in gyms, but it also means that lower level players can never place high in gyms.

The way it is now, lower level players can get a relatively high CP Arcanine, Exeggutor, or Vaporeon and they can still place higher than some other higher level pokemon in a gym.

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That's only half true. If a level 20 player has a level 20 Exeggutor, it'll always place higher than a level 19.5 snorlax, lapras, Dragonite, all of which have much higher cp, but most players don't waste candy and stardust on Pokémon without optimal IV's and move sets so they'd be lower in the gym, essentially protecting lower level players who invested in their first couple of strong Pokémon.

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Edit: was posted twice, and I'm seeing other people with the same problem xD

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