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PvP in PLA

Omega_will

New Member
I love this game and all but really, a pokemon game where there's no PVP is just so disappointing in my opinion, having to use all these pokemon that you find along the way and you cant compete with your friends. the more I think about there are no multiplayer options anywhere and I feel like that was such a good opportunity missed. hopefully, they add more multiplayer add-ons In the future.
 

Divine Retribution

Every 10 years, a great man. Who pays the bill?
Yeah, I really do wish PvP battles had been included. I honestly think I'd prefer the standard battle system for competitive battles but it would be nice to at least have that option.
 

Omega_will

New Member
like not just the PVP, imagine all the multiplayer possibilities that they have missed out on. like different missions you could connect with other people. the satchels actually being other people accidentally blacking out on top of the CPU. I just feel like there are a lot of missed opportunities in these games. especially since these new forms of pokemon, atm are only available in this game and you can't see them against other people. instead, I can see this game dying pretty quickly where it could have had a much longer play time by fans and the community.
 

Tsukuyomi56

Artistic Flair
It would be nice though I get the lack of PvP is due to Hisui still being relatively new to close Pokemon and human interactions (Alola is actually further along as Ride Pokemon were mentioned at some point). The only people (near the start of the game) who are seen with trained Pokemon are the Wardens, a member of the Gingko Guild and Rei/Akari (don't know about the other members of the Galaxy Team).
 

Ophie

Salingerian Phony
like not just the PVP, imagine all the multiplayer possibilities that they have missed out on. like different missions you could connect with other people. the satchels actually being other people accidentally blacking out on top of the CPU. I just feel like there are a lot of missed opportunities in these games. especially since these new forms of pokemon, atm are only available in this game and you can't see them against other people. instead, I can see this game dying pretty quickly where it could have had a much longer play time by fans and the community.
If you have the Internet turned on, then they ARE other people's satchels. I've blacked out twice, and both times, some Japanese player got it back for me.

But I would agree though; this battling system is not competitive. It works for a single-player mode, but not up against each other. Even then though, I'd like to see stuff like Abilities, hold items, weather effects, and such first.
 

PCN24454

Well-Known Member
The original battle system wasn't good for PvP either, but it didn't stop them there.

It just feels weird since it seems so simple to be able to add battling since they already have trading.
 

Zadent

Well-Known Member
The original battle system wasn't good for PvP either, but it didn't stop them there.

It just feels weird since it seems so simple to be able to add battling since they already have trading.
Maybe not at first, but it had iterations and an easier to work with base, imo. With Legends, there’s a bit of weirdness with how stats work with action speed, and then negative player experiences like if the opponent has a faster pokemon. KO -> send out new mon -> insta-attack because it’s still faster without getting to do anything. And since turns aren’t simultaneous, you can’t do things like swap into a resistance.

Wolfey has a video where he highlights some of the issues thus system has for PvP and it’s..not a good base. It’s where I got a few of those points.
 

PCN24454

Well-Known Member
Maybe not at first, but it had iterations and an easier to work with base, imo. With Legends, there’s a bit of weirdness with how stats work with action speed, and then negative player experiences like if the opponent has a faster pokemon. KO -> send out new mon -> insta-attack because it’s still faster without getting to do anything. And since turns aren’t simultaneous, you can’t do things like swap into a resistance.

Wolfey has a video where he highlights some of the issues thus system has for PvP and it’s..not a good base. It’s where I got a few of those points.
To me, that just means that we need a new strategy book rather than relying on old ones.

This is especially important when you consider how all of the moves have been changed in some way.
 

Zadent

Well-Known Member
To me, that just means that we need a new strategy book rather than relying on old ones.

This is especially important when you consider how all of the moves have been changed in some way.
Idk if I agree. Isn’t the saying “if it isn’t broke, don’t fix it?” Sure, a couple things work better for comp, but that’s mainly how frostbite works vs freeze, and stat changes being a set duration instead of permanent.

all the moves that were changed were so they fit better in the system. Power cut on most of them, some accuracy. Stat increases boosting both physical and special can be terrifying. ELs don’t really cause much variance, as the goal would be to boost everything. Dont even need to worry about max attack or min speed, as speed attack, trick room, foul play, and confused status are MIA. The action system just..isn’t very good for player battling.
 

PCN24454

Well-Known Member
Idk if I agree. Isn’t the saying “if it isn’t broke, don’t fix it?” Sure, a couple things work better for comp, but that’s mainly how frostbite works vs freeze, and stat changes being a set duration instead of permanent.

all the moves that were changed were so they fit better in the system. Power cut on most of them, some accuracy. Stat increases boosting both physical and special can be terrifying. ELs don’t really cause much variance, as the goal would be to boost everything. Dont even need to worry about max attack or min speed, as speed attack, trick room, foul play, and confused status are MIA. The action system just..isn’t very good for player battling.
I don’t really disagree with anything you’re saying, but that’s the logic as to why the franchise has mostly been the same for 20+ years.
 

Divine Retribution

Every 10 years, a great man. Who pays the bill?
People seem to have this weird dichotomous thing going where they seem to believe you can't have a system that's balanced both in single player and in PvP, and honestly I don't really understand it. What would actually fundamentally change if you added abilities and more moves/effects to this game? Can you give me any specifics on how fleshing those areas of the game out would impact single player negatively, especially in ways that couldn't be easily balanced? Because all I seem to hear are vague non-sequiturs about how the game "just isn't balanced for PvP" and how changing that fact would ruin the single player experience... somehow. How exactly, I have yet to hear.

I don't see any reason why these things should be mutually exclusive. Why can't you have a game that has balanced PvP battles and an immersive, balanced single player experience?
 

PCN24454

Well-Known Member
People seem to have this weird dichotomous thing going where they seem to believe you can't have a system that's balanced both in single player and in PvP, and honestly I don't really understand it. What would actually fundamentally change if you added abilities and more moves/effects to this game? Can you give me any specifics on how fleshing those areas of the game out would impact single player negatively, especially in ways that couldn't be easily balanced? Because all I seem to hear are vague non-sequiturs about how the game "just isn't balanced for PvP" and how changing that fact would ruin the single player experience... somehow. How exactly, I have yet to hear.

I don't see any reason why these things should be mutually exclusive. Why can't you have a game that has balanced PvP battles and an immersive, balanced single player experience?
They’re mutually exclusive because what makes PvP fun is the opposite of what makes PvE fun.

PvE is very static with dynamic characters while PvP is very dynamic with static characters.

With PvE you never really expect a “fair fight”, but you memorize the environment and can still come out on top.

With PvP, things have to be fair because you have to take both sides into account. A computer isn’t going to complain when it seemingly gets screwed over but a player will.
 

Zadent

Well-Known Member
People seem to have this weird dichotomous thing going where they seem to believe you can't have a system that's balanced both in single player and in PvP, and honestly I don't really understand it. What would actually fundamentally change if you added abilities and more moves/effects to this game? Can you give me any specifics on how fleshing those areas of the game out would impact single player negatively, especially in ways that couldn't be easily balanced? Because all I seem to hear are vague non-sequiturs about how the game "just isn't balanced for PvP" and how changing that fact would ruin the single player experience... somehow. How exactly, I have yet to hear.

I don't see any reason why these things should be mutually exclusive. Why can't you have a game that has balanced PvP battles and an immersive, balanced single player experience?
To add another layer, beyond points that I mentioned above about why it wouldn’t work well, you need the core to both systems to essentially be the same root, or else you’ll be teaching players 2 different systems. The things that PvP needs is different from PvE. MMOs struggle with with balance a lot. It’s already a bit awkward with traditional format, with vgc being doubles after a story mode of single battles, and that could even be a slightly easier fix.

and then there’s trying to address how those abilities might work in the context of an action system over a simultaneous turn system.


I don’t really disagree with anything you’re saying, but that’s the logic as to why the franchise has mostly been the same for 20+ years.
So..you don’t disagree, but still think that they should adapt Legends combat to PvP somehow, despite it not being a good fit? Honestly, It’d probably turn me off PvP. Any strategy with switches and other things would be gone. This style, imo, cannot offer a better experience over the traditional battle style for competitive. Sometimes, something doesn’t need to change.
 

PCN24454

Well-Known Member
To add another layer, beyond points that I mentioned above about why it wouldn’t work well, you need the core to both systems to essentially be the same root, or else you’ll be teaching players 2 different systems. The things that PvP needs is different from PvE. MMOs struggle with with balance a lot. It’s already a bit awkward with traditional format, with vgc being doubles after a story mode of single battles, and that could even be a slightly easier fix.

and then there’s trying to address how those abilities might work in the context of an action system over a simultaneous turn system.



So..you don’t disagree, but still think that they should adapt Legends combat to PvP somehow, despite it not being a good fit? Honestly, It’d probably turn me off PvP. Any strategy with switches and other things would be gone. This style, imo, cannot offer a better experience over the traditional battle style for competitive. Sometimes, something doesn’t need to change.
Personally I don’t really care about competitive to begin with. That’s why I don’t want to make too many judgments on PvP.
 

Divine Retribution

Every 10 years, a great man. Who pays the bill?
They’re mutually exclusive because what makes PvP fun is the opposite of what makes PvE fun.

PvE is very static with dynamic characters while PvP is very dynamic with static characters.
The things that PvP needs is different from PvE. MMOs struggle with with balance a lot. It’s already a bit awkward with traditional format, with vgc being doubles after a story mode of single battles, and that could even be a slightly easier fix.


You see, these are exactly the kind of vague assertions I was talking about. Just saying things doesn't make them true. No offense, but I asked for specific examples for a reason, and you haven't really provided any. In fact, some of the things said here honestly don't really make sense, like PvE being static while PvP is dynamic. Static and dynamic compared to what? It can't be compared to each other; believe it or not but there have, in fact, been games with combat/battle systems that work both in PvE and PvP. If the fundamental concepts of PvE and PvP were incompatible because one is "static" and the other is "dynamic", that wouldn't be possible. Can you give me some specific examples on how PvE is static while PvP is dynamic?

With PvE you never really expect a “fair fight”, but you memorize the environment and can still come out on top.

With PvP, things have to be fair because you have to take both sides into account. A computer isn’t going to complain when it seemingly gets screwed over but a player will.

I'm also not 100% sure what your argument is here, but I think I might understand. Is your point that there are certain scenarios in PvE encounters that wouldn't be considered fair in PvP encounters if it were a player in control of the opposing side of the scenario instead of an AI? If so, that doesn't really hold a lot of water either, considering it's easy enough to both have those scenarios in the single player campaign of the game while not having them in during PvP battles. If not, I'm afraid I have to ask you to explain yourself better.

To add another layer, beyond points that I mentioned above about why it wouldn’t work well, you need the core to both systems to essentially be the same root, or else you’ll be teaching players 2 different systems. The things that PvP needs is different from PvE. MMOs struggle with with balance a lot. It’s already a bit awkward with traditional format, with vgc being doubles after a story mode of single battles, and that could even be a slightly easier fix.

and then there’s trying to address how those abilities might work in the context of an action system over a simultaneous turn system.

And why aren't these things possible, exactly? I can't think of any reason. You might need to change a few abilities that trigger on switches as switching is a lot more dynamic in this game, but is the fact that a handful of abilities might need to be rebalanced really a good reason to exclude the mechanic altogether? As for switching, is it possible to compensate for the fact that there are fewer opportunities to switch in PLA? If not, why not?

For that matter, if there are legitimate concerns with the playability of the battle system in PvP battles, is it not possible to come up with an alternate battle system that both preserves the immersivity of PLA's non-simultaneous turn-based system but also allows for switching in a manner more consistent with traditional games? What about a system that's based on real-time and cooldowns instead of turns at all?

The honest fact of the matter is that it is absolutely possible to have a battle system that's both an immersive, balanced experience in single player but also reasonably balanced for PvP. The standards aren't even that high; the traditional battle system sucks, and I say that as someone who's been battling competitively since DPPt and at one point was quite decent at it.
 

Zadent

Well-Known Member
You see, these are exactly the kind of vague assertions I was talking about. Just saying things doesn't make them true. No offense, but I asked for specific examples for a reason, and you haven't really provided any. In fact, some of the things said here honestly don't really make sense, like PvE being static while PvP is dynamic. Static and dynamic compared to what? It can't be compared to each other; believe it or not but there have, in fact, been games with combat/battle systems that work both in PvE and PvP. If the fundamental concepts of PvE and PvP were incompatible because one is "static" and the other is "dynamic", that wouldn't be possible. Can you give me some specific examples on how PvE is static while PvP is dynamic?



I'm also not 100% sure what your argument is here, but I think I might understand. Is your point that there are certain scenarios in PvE encounters that wouldn't be considered fair in PvP encounters if it were a player in control of the opposing side of the scenario instead of an AI? If so, that doesn't really hold a lot of water either, considering it's easy enough to both have those scenarios in the single player campaign of the game while not having them in during PvP battles. If not, I'm afraid I have to ask you to explain yourself better.



And why aren't these things possible, exactly? I can't think of any reason. You might need to change a few abilities that trigger on switches as switching is a lot more dynamic in this game, but is the fact that a handful of abilities might need to be rebalanced really a good reason to exclude the mechanic altogether? As for switching, is it possible to compensate for the fact that there are fewer opportunities to switch in PLA? If not, why not?

For that matter, if there are legitimate concerns with the playability of the battle system in PvP battles, is it not possible to come up with an alternate battle system that both preserves the immersivity of PLA's non-simultaneous turn-based system but also allows for switching in a manner more consistent with traditional games? What about a system that's based on real-time and cooldowns instead of turns at all?

The honest fact of the matter is that it is absolutely possible to have a battle system that's both an immersive, balanced experience in single player but also reasonably balanced for PvP. The standards aren't even that high; the traditional battle system sucks, and I say that as someone who's been battling competitively since DPPt and at one point was quite decent at it.
My first portion may have been more vague, but it’s due to stuff already been mentioned. Yes, theoretically, you can have the same system for both, but the things that might be more fine in pve aren’t as fine in pvp. Just an off the cuff example: freeze. Freeze is perfecty fine in story, let’s be real. It’s hard to land, but it’s rewarding with shut the AI down with it. But in PvP, it’s a negative player experience because nothing can be done about it. Thankfully, freeze is rare enough. The traditional style works enough, but that doesn’t mean another style, that is definitely more pve focused, would also work. The negatives of the traditional style are mitigated enough. The negatives of the legends style..would be harder to do so, imo.

The thing with switching in Legends is you can switch in, and it’s not like your opponent is locked into a move at that point. You can switch, and they can then decide how they’ll attack. In the simultaneous turn style, you have more mind games and strategy going. Do they predict you’ll swap and doing something else, can you afford a gamble to attack or nullify their move?

See, but what does a real time format look like? That’s also a bit vague as there can be different ideas of what that looks like. Real time, imo, would shift this from strategy battles to an action/combo battle style. And idk what that would look like or fall to.

You also have to deal with how speed works, and agile and strong being instantaneous is..off. Imo, they’d be better using the system like Ruined King and the game it stemmed from, utilizing cast/charge times. The way speed impacts things can lead to one-sided battles way too quickly, coupled with how much damage actually gets done.

like I pointed out, Wolfey has a whole video on the battle style and why it wouldn’t work for PvP, and he puts it far better than I can. Idk what more you want, as I said, I’ve gone into details on this. And as I also said, if you introduce an “alternate style”, you have to also teach it in some form to the players. But why make two systems then when the core system can work, like how the traditional, simultaneous turn based style does?
 

Teravolt

cilan lives forever in my heart
I’m honestly okay with there being no PvP (probably because the only time I’ve used it is to acquire event Pokémon distributed for battling in PvP). Still, the game is set in 1870 when people were still getting used to Pokémon. It makes perfect sense from a lore standpoint that there isn’t any.
 

Omega_will

New Member
I’m honestly okay with there being no PvP (probably because the only time I’ve used it is to acquire event Pokémon distributed for battling in PvP). Still, the game is set in 1870 when people were still getting used to Pokémon. It makes perfect sense from a lore standpoint that there isn’t any.
but you come through a portal to get to this world, and a god phone that allows you to teleport, you're telling me they couldn't make it so you when to this global room where you meet trainers who met the same as you, and you can find out whos the best in the multiverse. also what difference would it make if they added pvp, in the sense of it being unbalanced I mean, if you didn't like the PVP just go play sword and shield. but there's a whole new mechanic to a pokemon game that you cant use against real people.
 

Divine Retribution

Every 10 years, a great man. Who pays the bill?
I’m honestly okay with there being no PvP (probably because the only time I’ve used it is to acquire event Pokémon distributed for battling in PvP). Still, the game is set in 1870 when people were still getting used to Pokémon. It makes perfect sense from a lore standpoint that there isn’t any.

PvP battles don't really make a lot of sense from a lore standpoint in any game anyways, considering you're essentially battling against yourself, at least if the player you're battling against happens to be the same gender. From your perspective, the person you're battling is a random trainer with no real significance to the lore, and you're the main character of the game. From their perspective, they're the main character and you're the random trainer.

These two perspectives obviously can't be true at the same time, so this is where suspension of disbelief must come into play. It would similarly come into play in a setting like Legends. If anything, it's easier to accept that you're battling people at an era when battling isn't really widespread (but does sometimes happen, as it does throughout the story) than it is to accept that you're battling people who both have identical backstories to yourself, and don't, because that would cause minor problems like completely violating causality and whatnot.
 
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