If you’ve been playing Pokemon Go for a long time then you’ve surely encountered stupid Pokemon Go trainers. Most of the time they’re harmless — village idiots that can easily be ignored. However, when they complain loudly, stupid Pokemon Go trainers can be a genuine nuissance.
Recently, I had to suffer the presence of a stupid Pokemon Go trainer. As part of the Celebi quest, two of the tasks required trainers to evolve an Eevee into an Espeon and an Umbreon. This requires walking Eevee for 10 kilometers and evolving it during the day (Espeon) or night (Umbreon). The important thing is that you have to evolve Eevee while it’s still your buddy. This particular trainer didn’t do that.
There’s a person in my local Pokemon Go community that complains — loudly and annoyingly — whenever people split into teams for raids. She doesn’t understand why people take the time to set up private raids based on teams. The reasons have been explained to her multiple times by multiple people. Hopefully, you don’t have to suffer similar idiocy in your Pokemon Go community…but just in case you do, here’s some explanation ammo.
It’s All About Bonus Balls
After a successful raid, bonus premiere balls are awarded (partially discussed here). There are three ways to acquire bonus balls. The team that controls the gym gets extra balls. Players that inflict the most damage on a raid boss gets extra balls. And the team that does the most damage gets extra balls. The bonus balls can be anywhere from one to three, depending on the percentage of damage dealt to the raid boss.
Bonus balls are especially essential for catching legendary pokemon. (Legendaries are difficult to capture by design.) Let’s look at Rayquaza, for example. Using a straight throw that just makes contact gives you less than a two-percent chance of catching. The catch rate only gets as high as a shade over 12 percent when using a golden raspberry and throwing an excellent curveball.
Looking at those numbers, the chances of catching a Rayquaza are small. You can give yourself more chances of catching it — and other legendary pokemon with similarly low catch rates — by splitting into teams during raids. If there are six Team Mystic players and six Team Valor trainers at a raid, it would be wasteful for them to raid as a group of 12. By splitting into two raid groups based on teams, each trainer will get more precious chances to catch rare pokemon.
Finding the Right Raid Partners
As a Team Intinct trainer, it was tough when raids first started in Pokemon Go. Most of the players I met were on Team Mystic or Team Valor. As I got to meet more people in the local community, I found some fantastic Team Instinct trainers. There’s a core group that’s an absolute pleasure to raid with. They’re all high level, they have great pokemon, and they have a strong understanding of the Pokemon Go metagame. (i.e. They don’t do stupid things, like fighting Latios with a Lugia.) Raiding with these types of trainers makes battles easier and ensures that all of us get more chances at catching legendary pokemon.
Now just in case you play with an overly loud and whiny trainer in your community, here’s the tl;dr response of why you should split into teams for raids — you get more bonus balls ergo more chances at catching rare pokemon. (This response can be yelled and ended with “stupid!” or “idiot!” for maximum effect.)
Pokemon Go recommends some truly questionable teams for battles and raids. The suggestions are especially problematic for the latter. The game seems to favor survivability over damage output, which…isn’t the best. Recently, I’ve done a few four-person raids against Latios and have seen fellow trainers achieve suboptimal results thanks to Pokemon Go’s team recommendations.
One trainer I bumped into was perfectly happy with his recommended team, which was full of steel pokemon. He was content to battle Latios with a team full of Aggrons and Steelix. Those pokemon are great for enduring a battle and saving some healing items, but they’re poor at damaging Latios. In fact, I wouldn’t even put them in the top 20 pokemon to use against Latios.
Pokemon Go is a game full of numbers and stats. Many players overlook important numbers and place too much of an emphasis on certain stats. Two of the most common mistakes I’ve seen from dedicated players (that aren’t quite hardcore trainers) are ignoring energy person second (EPS) and overvaluing combat points (CP). The former is often ignored in favor of damage per second (DPS), while the latter can obscure the value of certain pokemon in some trainers’ eyes.
The Value of EPS
Ignoring EPS is a mistake many Pokemon Go trainers make when choosing a quick move for their pokemon. Some trainers look at the DPS number and assume that the move with the higher DPS is superior, simply because it does more damage. For many pokemon, the point of the fast move isn’t to inflict damage, but to generate energy.
Neither response is terribly helpful. While it’s nice to know the number of players that can help out and what their levels are, there’s more useful information. The person with four accounts could have four level 25s, which isn’t the best help for raids. The level 35 players could be a trainer that doesn’t bother to level up his or her Pokemon. Maybe the players on the way don’t have the right counters or they always use Pokemon Go’s recommended raid counters (which are rarely optimal). You’d be better served raiding with four high-level players that understand the Pokemon Go metagame than nine casual players that simply follow in-game recommendations.
The Academy of Interactive Arts & Sciences has announced that Nintendo’s Genyo Takeda will receive its Lifetime Achievement Award at the 2018 DICE Awards. Currently a Special Corporate Advisor at Nintendo, Genyo Takeda has been with the company since the early ’70s. He’s considered Nintendo’s first game designer. A pioneer in both videogame software and hardware, his achievements include:
Creating the first battery save system for console cartridges (The Legend of Zelda)
Designing the first successful analog controller for consoles (Nintendo 64)
Leading the hardware teams for the Nintendo 64, GameCube, and Wii consoles
Creator of the Punch-Out!! games for arcade, NES, and SNES
My first season as manager of Manchester City in FIFA 18 has come and gone. It was a resounding success. Silverware was won, older players were dumped, new blood was brought in, and some pleasant surprises happened along the way. Here’s a brief rundown of Kun RPadTV’s inaugural season.
Missions Accomplished: Man City won the Premiere League, UEFA Champions League, FA Cup, and Carabao Cup. The owners were happy. The players were glorious. It was great fun using FIFA 18 to terrorize the entire football world.
I’ve just hit the January transfer window in FIFA 18 as “Kun RPadTV,” the newest manager of Manchester City. In addition to playing out the football games, it’s been great fun developing new talent, handling disgruntled players, one-upping other coaches, and handling the day-to-day operations. While I’m an ardent Man City supporter, there have been several times I’ve had to turn off the fanboy switch in order to do what’s best for business (Triple H ™). Here are some of the moves I’ve made in FIFA 18 halfway through the season.
Sold Sergio Aguero — Some Citizens would consider this sacrilege. Kun Aguero is a legendary Man City player, holding the club record for scoring and responsible for the most significant goal in team history. That said, he’s almost definitely leaving the club when his contract is up. Aguero wants to wind his career down in his native Argentina. As a fan, I respect that he wants to play his final games for his boyhood team Independiente. As a gamer, I ain’t got time for that. Besides, Gabriel Jesus is set to become the team’s primary striker of the future, but just in case, I…
Lidwine Sauer is the director of insights and trends for Ubisoft’s Strategic Innovation Lab. A relatively new department at Ubisoft, the Strategic Innovation Lab monitors and analyzes trends in technology, society, and business in an effort to anticipate the future and stay on the cutting edge. At DICE Europe 2017, Lidwine Sauer will be discussing how creative organizations can best take advantage of rapid changes and innovations. Here are some excerpts from my conversation with Lidwine Sauer.
On technology from the outside permeating gaming:
We feel that it’s very important for game developers to understand that the industry doesn’t exist in a vacuum. The industry is shaped and influenced by lots of different things. Innovation in technology, of course, translates well into what we do in games. Our gamers are also consumers of other products in other industries. Their expectations will be shaped by what they experience outside of our industry.
One of the trends we talk a lot about it is the development of artificial intelligence — more specifically, the development of machine learning. That’s an example of something that’s developed by the tech giants, mostly the Internet giants like Google and Facebook. They’re very much at the forefront of these AI developments. That’s going to spill into the gaming industry; it’s already changing how we make games and changing how we play games. For example, we have a game that’s called Star Trek: Bridge Crew that offers the opportunity for players to interact with the game AI through natural language. The technology behind the game is derived from things that have been worked on in other industries.
Mike Bithell is a British game designer best known for the BAFTA-Award winning Thomas Was Alone. Recently, his company released Subsurface Circular, which was quickly met with positive acclaim. At DICE Europe 2017, he’ll be talking about offering high-quality entertainment through small games with small budgets. Here are some excerpts from my conversation with Mike Bithell.
On Subsurface Circular:
It’s a detective game about robots riding an underground train network. You play as a detective. You have to have various conversation with colorful characters who are also on that train with you. You’re trying to get to the bottom of a series of disappearances. Various robots have gone missing, something seems not quite right, and you’re trying to get to the bottom of it. You play through a series of a dialogue sequences — kind of like a conversational puzzle game, at some level, but with a level of visual polish that hopefully makes it satisfying to a broad audience.
On whether videogame creators can switch between small projects and big-budget products, similar to what movie directors do in Hollywood: