Battle Tree Feedback
It is common knowledge that battle tree queue has trouble moving and is considered a lot of work to ref. I think a lot of the discussion focuses on the writing requirements for tree and I want to take a different approach. The community definitely has some appetite for roleplaying content, having a facility catering to it makes sense. However having reffed almost a full tree now, here are my thoughts on why I do not really feel like reffing another one even if I am in the mood for creative writing.
Hopefully this ends up being useful for
nightblitz42 in running the facility!
Length
Battle Tree is really long and this turns me off as both a player and a ref. Even if we ignore the fluff requirements winning tree requires defeating 6 opposing pokemon. That is twice as many as is required by safari or realgam. This length is off putting in its own right and also exacerbates the other things that turn me off of reffing tree.
Gimmicks
To ref raid I look at the first post for the raid. To ref realgam I look at the first post of the realgam. To ref Tree I need to go to quick access, battle tree, ref guide, gimmicks list and consult a table of 60 effects and timing clauses, with 864 possible combinations per gimmick. Over the course of tree I will need to perform this procedure between 6 and 12 times, and each time I do it I need to track which options are already used up over the course of what is likely a 2 or 3 month long facility.
It is a hell of a lot of decision making with unfamiliar components and a large + long memory requirement to not screw up with dupes.
Tools and Previous Knowledge
Tree pokemon have custom stats and custom move pools. This breaks all my prior knowledge and all my tools that I use to play the game. I have to manually fix all the stats intead of just auto generating them for reffing. I can't rely on my memory for what any of the pokemon can do. I can't use the combo finder to know for sure if they have comboes for a particular move or not.
Piloting Ref Pokemon
Gimmicks are overwhelming but certainly have a lot of decision making. Actually playing out the battles involved a lot of "thunder punch x 3, if my opponent has a protective status, use x."
I am not sure this one is fixable and it would probably fine if reffing tree was less total effort, but the potential pay off for getting through all the other stuff is a battle that looks a lot like a level 0 match.
While I am here I also have a few player minded thoughts as well.
Gimmick Timing and Effects
The mid round option select of most gimmick effects mean they effectively time travel to screw with the player. Even as second order you have to deal with cases where "actually the opponent had light screen all along", or "you should have known you were asleep." The gimmicks seem to often be designed as traps and sub eaters since the ref gets to make decisions on them in the middle of the round.
Examples
"Inflict yawn or sluggish on the opposing pokemon."
"Create reflect or light screen."
"Inflict taunt on the opposing pokemon."
"Inflict burn, para or confusion on the opposing pokemon."
All of these cripple your main order or need at least 1 sub to deal with.
The game has room for this sort of design, but is the room for this design the narrative facility where we deliberately gimp the players ability to sub for things? I feel like I would want more subs for this and for the facilities primary theme to be mechanical challenge.
Rewards
Battle Tree is intended to be a new player facility, but it has probably the most crippling reward structure of any facility. If you win 2 of your 3 battles, which is very realistic as a new player, you get 4 xp. You would need to run tree 3 times to get your first team to level 2 and it would legitimately take you 9 months to do so.
Ok that is all I got. I hope the thoughts are useful!