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Kazzie's AvatarKazzie
Kazzie's Avatar

QUOTE originally posted by Niet

Well now, let's have a look... - A rules button and a Wiki button at the top and bottom of every page. And yet many people still "didn't see them". Or "couldn't find them". Mind you, we've had people claim they "didn't see" the big bold rule on the sign-up screen that said only one account was allowed, so that's not exactly a high bar. Also the Rules link at the top is customisable (that bar of smaller buttons is, on the Farm page) so the one at the bottom is the only permanent one there.
I understand this, though I see no obvious way to customize them, so this is still a potential problem. Nor do I see a way to customize my forum avatar and signature, and if these are stuffed in "More..." and "Settings" alongside all of the other buttons and menus varying from meaningless to moderately helpful, that's a problem too.

QUOTE originally posted by Niet

- Summon Items vs. Albino Radar I feel this is an unfair comparison from the get-go, because Summon Items are only used occasionally while the Albino Radar - if used to full potential - is used every day. It makes sense, therefore, that its status is shown more prominently. I would also note that the link to the Summon Items page is included in the item description panel for those same items, giving you direct access when you need it.
You still don't need two links in different places going to the same page if one of them is significantly more prominent than the other; it's completely pointless! As for your next point, what if I don't have a summon item?

QUOTE originally posted by Niet

- Fishing Hut, Trade Centre... This one's a valid concern, and one I hope to improve on as I redesign the Farm page. For instance the first panel of that page is practically obsolete at this point, and could certainly be replaced in importance by the Nearby Places, making the Farm kind of a hub for where you want to go next.
How about an interactive world map? Easy, familiar, intuitive, and especially fitting alongside the general idea of the website. It would allow you to free up a lot of clutter at the very top for other things, too.

QUOTE originally posted by Niet

- Pokémon menu Define "better" please ;) I'm absolutely not saying it's perfect, far from it, but without any indication of what can be improved, there's little I can do.
I figured it'd be obvious, but since it isn't, let's look at this. Why are there two buttons placed to the right, and why does one of the options "seep" into the second line of options? And for some reason, "Dress up" and "Send in trade" are nonsensically sectioned off together despite holding no correspondence or relevance to eachother. Those are my main problems aside from very minor psychological button readjustments.

QUOTE originally posted by Niet

- Trainer editing We are painfully aware of the limitations of our system. All we have is a pre-rendered set of generic outfits. This is a vast improvement over "generic White brown-haired male", "generic White brown-haired female" and "generic White brown-haired androgynous" - people have other skin colours than White and other hair colours than Brown! So that's what we prioritised to get at least basic customisation out there. A larger scale system is in the works but there are many other things to catch up on too.
I understand this too; consider creating clothing and the trainers' bodies seperately so you can mix and match clothing too, if you haven't already.

QUOTE originally posted by Niet

- Pages condensed, removed, laid out better Again, examples would help here. As the one who designed it, I am biased towards how things are now as being "fine". Vague statements aren't really helpful to try and fix things.
I've given plenty already strewn about my post, but if you want me to summarize, I will. The entire top section of the site is cluttered with loooots of junk, to be honest. Wiki and Rules should be either put into one "Important Links" button, or in a page that new users are forced to read upon signing up. Pretty much every single button involving the word "OFF" could be removed and displayed in an inventory page for their respective items, which should also be placed up top, since I'd say an inventory is very significant. Make a shop where people can purchase account upgrades that shows how much they cost for each individual currency, greying out the ones that they cannot be purchased for. The point of this is to be streamlined and simplified, and while it's nothing new, if you're thinking about how it's not "unique," there's no need to be "unique" when it comes to designs like these; at least not when being "unique" requires you to be unintuitive in the process. In essence, don't fix a system that isn't broken.

QUOTE originally posted by Niet

- Expensive account upgrades Yup. That's progression systems in a nutshell. A large number of upgrades are single-time purchases, so they are objectives to work towards. Especially the Poké Radar, which I can only guess is what you were referring to in particular. It's an "endgame" item. That being said, interactions aren't the only way to gain currency. You can use Scour Missions to get currency, or items that you can sell on the Market for currency. Boxes can contain GP, and GP is given out regularly during Fabulous Friday and as a simple login bonus. The restriction on Credits being generated by interactions is an intentional measure to prevent hyper-inflation. Essentially, we can't afford to have people literally printing money ;) It's a problem that all MMOs face, and I believe we've handled it reasonably well.
I disagree. You didn't seem to acknowledge my points about the entire sluggish and unfun process of making interactions, and I'd like to know why that is? Scour missions give a very slow rate of credits since the only method to get them from scouring is either obtaining sole credits (which you don't get many of) and selling items. It's faster to do interactions, and even then that's still unbelievably slow. Comparing this relatively small website to an actual, sizeable MMO is quite questionable. This is a simple egg-hatching simulator, which doesn't stack up at all against something as big as Runescape, or WoW, or...you get the idea. It should not be as big of a problem as it is in legitimate MMOs for how unpopular and relatively simple the website is in comparison.

QUOTE originally posted by Niet

- Tutorial length We did just implement the "Egg Timer" feature, which gradually increases EXP over time with a reward for making interactions in the form of speeding it up further. It shouldn't take too long to complete, now that there's a baseline that's not zero.
I did notice this and appreciate it, though you should still make the website more streamlined and friendly for new players in general. New players aren't going to know about sorted/stacked fields going in the first time, since it just isn't knowledge given to them directly through the website or tutorial.

QUOTE originally posted by Niet

- Legal stuff You're right in places, and wrong in places. The key thing that keeps us open while other fan-games are closed is because of the uniqueness we have compared to existing official games. Even terrible-quality fangames that attempted to re-create the main-series games got shot down on GameJolt, for instance. It has nothing to do with "competition", and everything to do with originality. That's one reason why we deliberately avoid re-creating core features like the in-depth battle system (and even official side-games do this too - "battling" in Mystery Dungeon, Ranger, Tretta, Shuffle, Rumble World etc. all use varying elements that make them distinctly "Pokémon", but are all utterly unique from the core series system) - any feature that we do re-create is reworked into something unique, such as how Fishing works here.
I already covered your "originality" point.

QUOTE originally posted by Kazzie

Pokefarm isn't "legal" because you "show love" for Pokemon, it's "legal" because Pokefarm is inferior to the official games and doesn't get nearly as much attention. It is not seen and targeted as competition, because it is, quite frankly and objectively, not as good as what's made officially. On the other hand, lots of fangames were taken down because they were really popular, and they had so much effort put into them that it made them feel like real Pokemon games; all-new stories, new regions, sometimes even new Pokemon, new mechanics, and the prominent in-depth battling system that isn't sorely dumbed down to the point of being braindead easy (i haven't seen pokefarm's yet, so i cannot speak for it). If a new fan was shown one of those Pokemon fangames, it'd almost be indistinguishable from official games. They would see that as competition, not an online egg hatching simulator. That's the only reason why Pokefarm is, quote-unquote, "legal."
By "inferior," I was talking about how it doesn't compare to the actual games in the slightest. And that's why other fangames that do are the ones that get taken down. It has absolutely everything to do with competition, because at a base level, protecting an IP involves proving that you are more capable of handling it than anyone else. An IP is in danger if it has to compete with itself, whether it be with a fangame, or even an officially licensed game. That's why we will never see another XD, another Colisseum, or another Stadium ever again once the main series of Pokemon moves to the Switch, because at that point a 3D console Pokemon game would become infinitely redundant, and turn into sales suicide. Companies want sales, their IPs give them sales, and if they see something that they believe endangers their sales or IP, whether or not you agree with them and their mindset, they will do something to ensure that it is taken down. I'm sorry if you can't accept this, but it is a pattern that I've seen time and time again, and it is in fact how it works every single time.

QUOTE originally posted by Niet

This derivative nature is what keeps us going. Because you can't say that 100k+ users is "not popular".
How many of those 100k users are consistently active, though? There's a difference between a total number of users, and an active userbase, which I tried to make apparent in this line:

QUOTE originally posted by Kazzie

Pokefarm's active userbase will grow if it provides a system that's friendly to new players, efficient for those who want to invest a little bit more time (allowing new players to become returning players), and doesn't require so much attention.
Saying you have 100k users is like saying "i have 100k subscribers" on YouTube when you only average about 5k views per video. If the content you make can’t keep people interested or hooked, people aren't going to stay. There's likely a lot of stagnant profiles within that number, which begs the question as to how popular Pokefarm really is. And that's what I'm trying to get at, because I want to help this site become more successful and popular, since it's obvious you've put a lot of effort into it already.

QUOTE originally posted by Niet

So anyway, thank you for your time, I hope this response addresses your concerns.
Thank you for your time as well; it's taken me about five hours to write all of these responses, and seeing as it's almost 7 am, I'll be heading off to sleep now.
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