It has been a while since Pokemon GOgot its third Mega Evolution System. That is one of the biggest reasons why we spotted the guru, having the money to invest in. Nevertheless, we didn’t want to discuss the new system right away. Niantic included a new Mega Leveling System. Moreover, the old system had a lot of problems that still cut some people out of the new system, which eventually get into the old system later.
As a person who came with me during the second iteration and thought it was as good as it seemed to be, I’ve made it clear that the changes are better than the old ones. Yes, they could be even better. Yes, there are design problems. Systems are overburdened and early errors took over the new system. You should not confuse criticism with unsatisfaction. As for the changes, I am happy, but I am a minority man who has invested heavily in the old system and went into the new one with poor expectations. Niantic works better for the majority of users, not just me.
First, I’ll admit that although I understand the system, I have observed how confusing its is more than before. Even if the video, along with game diagrams, is much easier to understand. That’s probably my bias, but I hope that the mobile games will be more portable than PC/console games in terms of mechanics.
My gamer friends who still doPOGO can’t be in the core Reddit communities, but they also search for articles (I dislike to people I know IRL, but they may have seen some of our guides in a test group, often as an actual test group). Mega Evolution was something they struggled to get but they had no motivation to engage in. As soon as Mega Kangaskhan announced, they won’t be surprised at the fact that he gave us a foreign regional. A friend of mine hasn’t gotten excited for the change, so my reaction is so sad to see Niantic still didn’t make it work.
Yes, the new Megasystem gets us some really good bonuses in theory. I noticed a pity of high-spawning pokemons and the most common types of candy, but I also want to find it. People seemed to ignore these for the first six months, but I matched the spotlight hour pokemon with a Mega of the same type that was also introduced to the first XL Candy bonus and finally had about 85 XL Candy after transfer, so no hand-catching involved. I tried this with the Pikipeks spotlight hour and the final Mega Level XL candy bonus, and the number shot 185 on similar conditions. Without fast-catching, that often makes me more than 250 XL of candy.
To put that in perspective: Most pokemons need 296 ounces of candy, so they can’t get it through. In an and a half time period, I had 414 biddoof XL candy total. Bidoof is usually a common pokemon and has even begun five days before the new Mega Levels came out. A single day event, withcasual play cost a staggering 3 o’clock, is a really good idea for those who’re paying attention to the mechanics. However, it also means that those who aren’t left in the dust, especially since Niantic recently dumped Classic Master League this season.
With a single ax for pokemons Mega Levels, a cents of the five straight additions for sharing types isn’t a ton, but still half the xp from catching a base form with my Go+. The problem is these numbers that only many people look at. They’re not bad, but visually, people see that they lack candy; they must walk pokemon they don’t care about. They must have tax on the number six days of the week until they reach the next level of the pokemon. One of the players, who played two accounts at the time of the arrest, always seem frustrated a lot to the new players that they can’t get Energy for pokemon they are interested in.
And then it is only for the first bonus. Next bonus increases the XP bonus to 100, so that the average xp doubles. Pokemon drop two other normal candies, not stacking with pinaps, so you can get eight candy per non-evolved pokemon a day at a time. By XL!
Making sure that the power-free megas are secure is pretty nice. The leveling system can make it easier to mix things up. What makes XL more easy, is the extra bonus xps, at least something, and this is what made a big difference for the bigger candy. Again, in newers, it doesn’t seem any different from the old system except for the free use of Mega every seven or three days. The rate of activity depends on rank. Most people, I can walk for Mega Energy at any given time.
There is also the problem with the energy hike on pre-existing pokemons. Youll notice that most of the list is composed of Megas I recommend to invest in, either as a top pick or the runner-up. That doesn’t just confirm one thing that has been disappointing about Megas since release: the energy tax. It is something that doesn’t exist in the series of events. In the main games, it is a one-time fee for an item you can activate once a game. No, you can’t let Mega Aerodactyl follow you around in the games that allow Megas and walking with pokemon, but its also less complicated than POGOs model.
I think that Niantic did first offer a large amount of quests to help players get energy for a wide variety of pokemons. The problem was that they all required the player to power up pokemon, which uses stardust. Veteran players like me have small issues with this, but casual and new players struggle with powering up pokemons for their raid teams. Power up pokemon just so that they can try to be successful can be expensive. In fact one person I know got a fortune trying to pursue these quests, and then, shestillcant afford to play in some pokemon beyond the freebies (Beedril and the pokemon she chose from the Mega Levels introductory quests). Like many people, she totally ignored Mega Raids as no one wanted to do them; a legendary pokemon forever would help her more than a temporary Mega pokemon with a use tax.
On the one hand, this new system can further reduce the general hatred of Megas and Megas, the latter giving much more energy than the previous (about 200 vs. On the other hand, inflating the cost by one year or so after many of these pokemons were released is severely disappointing, and I say so as to be the one who walked Megas before they were at their energy caps in case Niantic did such a thing.
Yes, we have a huge chance of Megadiversity now thanks to the freebies. More people use the system because the energy system is less painful and the benefits are higher. But Mega raids are most important still duds. Yes, it’s nice we have only to do them once, but then what is the point of making them group content and having them clog up the raid pool?
No, anyone wants to go pokemon for Mega Energy, but they still prefer to do legendaries raids. Look no further than the Community Day raids where events are extended by a gym for 30 minutes if you have a mid-evolution raid. The whales and casuals who hate using passes often waste that aren’t interested in in doing such a thing as they do, while the only people who desire to use passes are classic raids. Many new incentives do not have any cost of getting a bonus.
And that’s a fraction of the problem – the energy cost is still going to never truly vanish. It gets better. While many of the major pains of Mega levels are alleviated by the already overburdened Buddy System, not having to walk the Mega pokemon can serve each day without taking it off. Being a person who almost only walked Mega pokemon since becoming a habit of being a teacher of energy, I must say I’m sick of it. Like my boobs, I could not walk for Energy, but like my buddy who is referring to a truely unrewarding, grind-encouraging medal, so that it feels like it messes up and divides the English language (how do you have 100+ best friends) and the spirit of the pokemon themselves.
The question about sinking in kitchen is whether it is a kitchen sink.
It really is true that Nianticdoes will hear us; it doesn’t listen. The company would prefer to stick with its own objectives rather than create a game that players can enjoy as they wish. As I think about the Buddy-System or the new Community Day experiment, I was amazed to discover that whenever a problem arises, Niantic loads the feature up with the best perks, even though they may be unsure about itself.
Let’s look at the issue of Megas again, especially choosing a Mega for Battle vs. Candy. Megas are able to help raid battles by utilizing damage buffs and rarely can be used in PvP, but do so means they can not give an XL Candy boost at the end of the raid, because they don’t share the same type of shits as the target. Since Niantic often matches the bosses with events that are related to Ghost and Dragon events (because they’re vulnerable to themselves) that means using a Water Pokemon to defeat fire Pokemon in a Fire event is not possible. It also means having multiple Megas in a single day/play session to get everything done. In theory, it sounds like it gives players a choice, but lets break up players’ options:
Please select Mega for your battle. Take mega for the candy you’ll need. Relatively less (average 1-2) Yes No Some more candy for eight hours. Rarely Yes More XL candy for eight hours. Rarely Yes We’ll continue paying more for 8 hours. Rarely Yes
As you can see, there is little choice in here. For a reason you don’t do a lot of raiding (which cost real money), choosing a Mega Pokemon in order to overcome its damage will severely limit your profits, not just in Dragon or Ghost events. Niantic gives a few bonuses, but they aren’t all useful, and there’s not much of an equalizer between the options.
This is similar to those previously mentioned buddy pokemon issues. Walking with a buddy makes it very important for me to eat a YL or regular, and sometimes a giga energy. Mega Pidgeot is a very useful Mega for candy. In any of its candy, if no one can use it in any weapon, such as in-fighting or a battlefield. And yet, I must run it to regular use without a lot of money in order to get more energy by putting more effort and/or more money into it.
Even the new Mega system exacerbates that. Before I was entitled to a normal candy bonus, I had to get a normal candy bonus. It was often enough, especially for new pokemons. If there weren’t new pokemons for which I needed, or for those rare times when I was capped on all available Mega Energies, I could walk something fun and/or rare, like Noibat.
To reduce the cost of the new system, the possibility of reducing the costs to energy isn’t just so bad. Although, with the introduction of Legendary Megas that require 20 km to generate (10,000 km if you use a poffin) it often is very hard to make this happen. Add in that Megas also grant XL candy now, which are quite difficult to get without the bonuses. Since this is no longer a commodity, it seems like a base requirement. Yeah, I could run a pokemon to gain a candy every xkilometer, or maybe I might get candy and XP for tons of pokemon for hours once I catch something. The advantages of the buddy-system aregrossly overshadowed by the Megasystem.
Let me tell you a bit about the Mega Evolution revamp, but these improvements come from a system of pain. That is a horrible foundation, but worsening, a terrible habit, because it creates knowingly flimsy systems and then takes the pain down often till the bearable. It’s what gives this game such a terrible reputation.
Continued building on this pain system reinforces the feeling that Niantic is not a game company; it is a tech company. Most often a marketing company seems to be behind-the-scenes on psychologically manipulating players with dark patterns to generate money. That may sound mean-spirited, but it becomes harder to deny, not just because of Megas, a lot of things, but because of the social events, lack of an extra refund for a frenzied Go Fest 2022, and the constant weakening of the 1 coin boxes.
Mega Legendary raids and user uptake, and use.
The biggest difference between the system and the majority of people implementing it is that, although more people are engaging with it, it feels like 40 % are most likely to use it now, and that was for Mega Lati-twin raids, which proved more difficult than previous raids. Both are Legendary Pokemon and in their Mega Form (that makes them, in fact, tier 6). Megas enabled the total number of people who went away. As in the past, the average wage of most raids is up to 1%, so it doesn’t include me anymore.
That’s not only in my local groups, however. Since the feature went live, I’ve also done remote raids with Japanese, German, Australian and Canadian players, besides people everywhere in the United States. I did extensive raid trains (20 people per lobby with multiple plobbies) and group of four persons, from daily raids to special raid events. With me having seen several interesting landscapes, the idea of using Megas is either laughed at or met with disappointment that a player lacks the Mega Energy to use for the relevant candy/xP bonuses.
Especially during the Lati-twin raids, there’s more people using their Megas in the actual raids. In the past, only because of myself and my friends (and because we wanted fewer people), the number of participants who joined the project is 20%-60%, but for candy generation. I think the Lati-twins are an area of Dragon power. Hopefully, they can use all the software as a function of a table sink.
Sadly, wasn’t enough to use the feature of more than half of the 20 raiders in my local police station. It was nice seeing boosted damage in raids while granting other benefits, but if it came from someone other than me it doesn’t often last too long. Most people don’t dodge or consider using their Mega to damage support, so the boost comes and goes in a blink of an eye, assuming that they don’t even bring a Mega thats useful. While the “big twin” resides outside, Id say that one-ten percent of the raid partners can bring a Mega, and it’s rarely helpful, unless it belongs to meatspace friends.
Even worse, the additions to the new tier 6 Mega Raids were false outside of the Mega Energy rewards. If it is a common Pokemon with high catch rates, it’s not a big deal, but it’s a painful loss for legendaryaries. For those wondering why this is true, it is obvious that while being a raid tier six means having a Mega, its same nerfed pool rated 4 as many nilly sized megas, but it isn’t a very large chance of earning XL Rare Candy if you raid in person (after twenty in-person raids during that event).
We’ve still not done yet. Once you’ve been looking for the bombs you scour your car or so you can’t speak to anyone around. Even if I use Remote Raiding to increase fair play numbers, I have no time to send invitations, respond to questions people make me look for me and help others who use the web to laugh and play. Regular raids have less luck, but Mega Legendaries really show that the lack of in-game communication (that won’t reveal your RL location) is what limits the difficulty level.
There are some asmears who lucky enough to trust large raid groups with whom to trust, that I doubt Niantic truly understands. The recent Daily Incense started only when a Niantic leads mother complained,and not the million who have been speaking for 5 years. Even though it’s nice to know that more people use the system, from near no one to maybe 20% can only be used for the thirditeration of a system that looks good on paper, not in practice.
As for the improvements to the Mega system, I’m not happy. It personally helps somebody like me who is in much need of money, but who’s a minority. The result is that a few tweaks really can help you.
All these changes would make Megas more accessible. There would be some value for extra energy players, which made the missed out on a Mega rotation less painful, but could even motivate a broad audience to tackle mega Legendaries. Again, the question today is that most vets don’t want to repeat the content.
You will not even do that. I won’t do anything, I already have a perfect Blastoise at the max level and the amount of energy is worth a thousand dollars. Add these terrible rewards and are the only waste of a raid pass for me. But if Niantic had held the raids (which I still believe is a mistake), I could help my friends with it and feel like I could turn it into Mega Swampert Energy, leaving me to help beyond forcing my friends to stop f***ing me. Believe me, I have a lot of energy saved up, but I want to switch my Megas out of my games to something fun, like many other players already.
And that is what comes in item five. The MC and MC are both overburdened. Although the addition of too many, especially for a mobile game that should be about getting out of socializing and exercise, the game is too cognitively heavy, and I doubt that Niantic will ever take over everything, and not the kitchen sink mentality. There is no need for Niantic to revamp multiple systems and better yet, the future systems will have more flexibility.
For example, if Niantic adds Dynamax and Gigantamax Pokemon, then Terastallizing, in the same way as Megas, the Buddy System will fail completely. If players have six slots, they can have one Buddy for Dyna/Gigantmaxing, one for Terastallizing, one for Mega energy generation, and yet have three slots to play with, whether it is their regular candy generation, XL candy generation, buffing for that level bonus, or gaining Buddy Reputation.
In fact, the 5 most useful suggestion that Niantic would probably take away. Should you give players all the bonuses anyway, then try to give them more ways to utilize them, and to stop the negative impact of designers who failed to design giving players significant options. The choice becomes to choose which bonus becomes actually useful, whereas which pokemonits the most useful. Since there are hundreds of pokemons and many of them that are all utilised differently, it becomes an interesting choice, especially as new generations continue to take over.
Almost all of those things are said. No one knows Niantic and Nintendo like him! His column from the Go for his massively covers Pokemon Go as well as other mobile augmented reality movies!