Suggestions

Argh! Thanks for catching that, Jemnidad. .//.

Well, when I think about it, that might actually take a lot of dedication to do. But I would like it as well.

im calling these espers, and maybe itll catch on if the other geomon members use the term.

btw, to whoever calls these huntermon

. . . . . . … . . . . . . . . . . ,.-‘”. . . . . . . . . .``~.,
. . . . . . . … . . . . .,.-”. . . . . . . . . . . . . . . . . .“-.,
. . . . … . . . . . …,/. . . . . . . . . . . . . . . . . . . . . . . ”:,
. . . . . . . … .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .,
. . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,}
. . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:^.}
. . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:”. . . ./
. . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :. . . ./ . . . . . . . /\_\_.(. . .“~-,\_. . . . . . . . . . . . . . ,:. . . … ./
. . . . . . /(_. . ”~,_. . . …“~,_. . . . . . . . . .,:. . . . \_/ . . . .. .{..\_$;\_. . .”=,\_. . . .“-,\_. . . ,.-~-,}, .~”; /. .. .} . . .. . .((. . .\*~\_. . . .”=-.\_. . .“;,,./. . /” . . . ./. … …/
. . . … . .`~,. . …“~.,. . . . . . . . . …. . .}. . . . . . ../ . . . . . .(. ..=-,. . . .. . . . . . . . . . . ..(. . . ;\_,,-” . . . . . ../.~,. . …-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \~.*-,. . . . . . . . . . . . . . . . . …|,./…,__
,_. . . . . }.>-._. . . . . . . . . . . . . . . . . .|. . . . . . …=~-, . .. =~-,__. . . \,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .=~-,.,. . . . . . . . . . . . . . . .\
. . . . . . . . . . . . . . . . :,, . . . . . . . . . . . . . . . . . . . …__
. . . . . . . . . . . . . . . . . . .=-,. . . . . . . . . .,%>–

With the near limitless team options in this game, individuality seems to have taken a back seat to having lots of monsters, and of course that is fine.

I have an idea that would add some game play while also giving the player much more attachment to their monsters.

Taking a step up from fusing or combining monsters, the pather would gather random items, and “fuse” those into a unique monster.  The applications of this are nearly limitless, and can be taken in whatever direction you feel is best. Every monster could be the same template, each could unique, or could be from a chosen template based on items the player has found, or choices in the game’s story, or stationary items found or (generated randomly) in the wilderness.  This also gives the player inventive to explore.

Of course, this could be simply implemented and the players themselves would piece together one speical monster over the course of the game.  It could even be taken at the end due to the plot (though it would be limiting) or be feature that unlocks at the end of the game as pose game content.

My specific suggestions: (dragon is a basic template here) an iron dragon, cobron, the cobalt-iron dragon, leo the iron of led as bases.

ther could be entirly organic monsters - a kangaroo with a fish tail, for example.

players could also find a fish tail, a scale statue, a dragon horn (as in the insturment), paws of cerberus, and the eye of ecidna (or maybe a monster from the game) to make Kirin, the sea serpent with one giant eye and dog feet.  Of course, you could also just kep it simple.

This is an amazing idea, however it probabbly would go over the limit on data, and then it would have to be stored on a server, making this game a game requiring Wifi to access that data. Also, the theme of getting one monster at the end would seem too much like legendarys in pokemon. Easy to get and overpowered. If that one monster was introduced, it could be way to strong, such as virgo in geomon (see earlier post). Even if you go under the data limit with only a few fused monsters, this could raise the issue of everyone having the same team or the one team of all fused monsters beating all else. Even if the items were as hard to get as “s” types, either everyone would want them and farm for them because of high stats soon having a ton of players with teams of them dominating the competition or nobody would hunt for them because they have normal stats and finding a s rank monster would be much easier than finding all the items. So this could disrupt strategy.

Although.

If the items were as hard to find as “s” types, that would bring more balance. I love the idea of fusing, and was trying to get geomon to get the idea (hence all my hybrids of geomon including my profile pic) but it ended before it could ever be implemented. I love the idea for kirin although a sea serpent with one eye may draw people away. I naturally think of the geomon kirin ( just search geomon kirin on google). Your monster ideas are really cool, like an iron dragon (i <3 dragons).

Really?  Thank you.

Could it be made simpler by certain monsters need an item to fuse?

or would that once again be too similar to pokemon?

The example I think of would be perhaps a fish, whose shell you can find, whom you can fuse into a large crab-like monster

or, again going with dragons, you have a small dragon, find a statue of a dragon, and fuse the monster and the item into a two headed dragon.

It could be taken further by allowing one item to fuse with several different monsters with the result being the aforementioned monster

or even further by fusing several monsters and one item at the same time

like a fire dragon, and holy dragon, and an item making one larger dragon, for example

I also have a new idea, one that is much more underhanded.

Finishing moves…

Moves that you can only only use if the enemy is under a certain level of health, such as under 10% health, or what have you.  It could be taken further, such as the enemy has to be burned, has to be fire-type, etc.

The effect could be as simple as perfect accuracy, or it burns (etc.) all the enemies.

These would really satisfying to pull off, but the effects and conditions really do depend on exactly how game is balanced so far.

I think that these would also be interesting moves to learned from NCPs, or by decisions that the player makes.

While im on the topic, 

I also think “conditional” moves would be cool.  They have very specific requirements to learn, (waiting to a specific level to evolve a monster, and have a fantastic animation or some other kind payoff, that depends on the exact balancing of the game.  The conditions could vary, such as choosing to learn a monsters move in a specific order, or having certain moves in a specific order.  This could be taken further by taking stats into account.  For example, when a fire monster reaches level 4 or whatever, and has a certain stat at, above, or below a certain value, it learns the move.

I think the biggest gain for the game from this is that monsters with these powers would seem like real individuals, and the moves themselves would exciting to pull off

The suggestion that dealt with moves that are only activated in certain conditions was cool. But how about not restricting it so much?

Ex:

The enemy is burned. You can unleash an attack that deals 3x more damage because the enemy is burned. If the enemy was not burned, the attack would deal normal damage.

I’m actually not opposed to that in the slightest, but depending on how the game thus far has been balanced, they may or may not work. I feel like more restricted moves might mess with the balance of the game less.

naplam inferno reference!

or a move that does 3 times the damage when sleeping. (nightmare/dream read hypnotize reference)

Indeed!

Except I don’t think the sleeping will exactly work the same. In Geomon, the opponent didn’t wake up when you hit them. I’m assuming here, the opponent DOES wake up when hit.

**Also, sorry if we’re going overboard with all this Geomon stuff. We just found it cool and enjoyable and would like it to be considered so it can be shared.

It’s fine. Its staying on topic so there shouldn’t be an issue.

It’d be one thing if it turned into a silly argument and took up the thread but these are valid suggestions.

You guys are fine.

Keep posting

If afraid I have to disagree with you here (as nicely as possible!)

If we assume anything about the game that we don’t know for absolute certain, we do ourselves a disservice and take away from the practicality of our suggestions.

And I really would stress that having too many moves, that are to easy to use, that too generously give out bonuses, we mess with the balance of the game.

I think hunter island has a strong chance to succeed where pokemon fails, and if moves are ripped straight out of other similar games, the game suffers for it.

Of course, that’s just my opinion and I could easily be wrong, oh so wrong.

I was assuming they wake up because if you hit him because they do that in DIB, and HI was described as “a better version of DIB”. But of course, I agree with your disagreement. You make a valid point. I can’t assume things, but I was using it more like “it probably is” instead of “it must be”, if you know what I mean?

but no, I understand what your saying.  

So to summarize, in general terms, after discussing with some others,

it would be cool to see more moves with more conditional effects.  Standard archetypes will do,

such as using dream eater on a sleeping foe, etc.

Seeing as the moves are the same as how it worked in dib, that would make any monster i the same level and species have the exact same moves. Now i have another idea.

What if there was a 4 move ability web. There would be 4 circles one inside the other. On the outside there would be 4 moves you can choose from, the weaker moves. You’d pick one, then continue down the web. You’d then hve two options, but only the moves to the left and right of the move you picked. Then you’d continue down the circle, and pick one of 2 moves to the left or right of the one you picked last. Then after that, you’d move to the innermost circle, and you’d pick one of two of the signature moves or best moves for that monster (such as tornado in dib or judgement) . for an ability tree, that would go the same way.

ability tree

abilityweb2_zpsa0c12765.png

ability web

Abilityweb_zps18d36064.png

so for the ability web, it would be

first circle : weaker moves (no guard, blitz)
second circle : medium moves (sky dive, death sentance, etc)
third circle: strong moves (sacrifice, explosion, etc)
last circle:signature moves (armageddon, judgement, ect)

Hey devs! I’m new. My ideas are kinda bad considering I haven’t even played Dragon Island (that seems kind of an obligation here). But hear me out! I played Geomon, a game very very similar to this and I’m gonna share what I have.

  • Trading. Trading seems almost mandatory. If it’s a monster catching game, and it’s online, there has to be trading involved. I’d have this as a priority. If you were to pick an idea of mine, please do this.

  • In-game chat. Another feature that Geomon had was the ability to have a chat room (and multiple sub-rooms like support room, trading room and role playing room). This is kinda linked to trade because, like Geomon again, you can discuss a trade via PM. It was nice. If there’s trade, but no chat, there’s no negotiation. This isn’t really a priority, just something that would be very nice to have.

  • “Boxes” like in Pokemon. Okay. I have no idea if there was something like this in Dragon Island but I’d like for there to be an easy storage place for your Monsters because you’re gonna catch everything you see (i know i will) and this makes it easier to sort you monsters aswell.

  • Okay, hear me out. In the game, it’s been said that there’s a very big area to explore. If I’m on one end of an area, and a nice rare monster is on another end, I’d have to cross the region completely. In Pokemon, the move Fly remedied that. I want an equivalent here in Hunter Island. Maybe even dump fly. Maybe even allow us to teleport like Psychic ninjas. But in all seriousness, allow us to travel through the game world with ease.

That’s all for now. I really like the way you communicate with your fans, HI! You even leave the names to us. I’ve never seen a company do that. But I hope you take my ideas into consideration!

Hmm. This seems good. 4 moves is too little honestly (same limit as Pokemon) and more moves = more strategy. The ability web is straight from Geomon and I liked that a lot. I loved the EP system. You had to be wise while choosing your moves. Using too much “powerful” moves would decrease your EP and you’ll be forced to use much weaker moves. Very much like this idea jjchen.

comments in _ bold italics. _

++apologies if i gave away too much information.

You’re good Kooka, you gave away nothing storywise. If you did, then I’d delete and pretend it never happened :wink: