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Antivehicular posted:Would you want to be cuddled by an untrained Machamp while it's pushing heavy things? That sounds like a recipe for getting flexed into a pulp Honestly it seems to me like the cuddling doesn't need to be part of the equation at all, but maybe I just don't know how to chill like the Alolans.
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# ? Feb 21, 2017 14:43 |
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# ? May 15, 2024 03:30 |
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The Alolans were tired of unlicensed trainers Hulk Smashing their way through everything kool aid man style. It was the only way to keep all buildings from becoming piles of rubble.
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# ? Feb 21, 2017 15:10 |
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I like the way that field moves affect the gameplay, in that it gives some of the same sense of exploration that you get from a metroidvania type game. The ride pager is definitely a good implementation, though the loss of the sense of using "your" Pokemon for the tasks. On the other hand, it does let them give you better models for the action, like Lapras and Sharpedo for your surfing instead of a generic shadowy blob. Replacing the bike and itemfinder is an interesting move, but charging around on a Tauros is fun as hell. I think a region with branching and converging paths like Kanto had, along with the ride pager or something similar that uses your actual party Pokemon would be amazing. Also, seeing Magikarp reminded me of something. Two somethings, actually. They probably locked the exp share to postgame just like the watering can, huh? It's probably back to being a held item, too. And let me guess, the lucky egg is as bad or worse to get than in d/p/pt? This already seems like it's made by the kind of people that would be upset over the professor just giving you one in 5th gen on.
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# ? Feb 21, 2017 15:38 |
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thefailtrain posted:The ride pager is definitely a good implementation, though the loss of the sense of using "your" Pokemon for the tasks. This is fine. I didn't have any particular attachment to that Bibarel anyway.
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# ? Feb 21, 2017 16:46 |
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Every time pokemon opened up progression to be non linear, the level curb goes to garbage and it is hands down the worst part of the game. To pull that off youd have to level scale every last trainer, not just the gym leaders. That said those sections were better than what yall are making uraniums curve sound like
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# ? Feb 21, 2017 16:58 |
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I didn't like ride pokemon for one reason: the stupid outfit. I never rode ever unless forced to. I mean, why let me play dress up but then force me into some stupid spandex outfit with kneepads and a helmet.
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# ? Feb 21, 2017 17:04 |
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What are you talking about? That Charizard is mine goddamn it, No takesies backsies.
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# ? Feb 21, 2017 17:12 |
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PureRok posted:I didn't like ride pokemon for one reason: the stupid outfit. I never rode ever unless forced to. I mean, why let me play dress up but then force me into some stupid spandex outfit with kneepads and a helmet. SAFETY. How crazy would these people be to let their young ones ride on Pokémon moving at high speeds or great altitudes without demanding any sort of protective gear? Any nation that allows free reign to that extent must be governed by barbarians.
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# ? Feb 21, 2017 17:12 |
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Unknown Quantity posted:It'd be way too much effort to implement, but I kinda wish you could handle any gym in any order, assuming you can reach it and get through the wild Pokemon. The idea of that being that each gym leader has multiple sets of pokemon based on how many badges their challenger has. Granted that would mean giving every single gym leader (except maybe one or two tied behind plot) eight different sets of Pokemon at varying levels and total numbers of Pokemon. Of course, the fact that these save-the-world plots have to take center stage now and turn the League run and Pokedex run into minor objectives at best makes this even more unfeasible. From what I recall of the Pokemon manga, this is actually canonically how gym leaders work as well. Although as mentioned, the bigger issue with the idea is all the wild Pokemon and trainers in those areas would also have to be level adjusted, which is a bit of an issue. Because who wants like, dynamic-style level scaling like Oblivion in a Pokemon game?
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# ? Feb 21, 2017 17:20 |
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Bloody Pom posted:The funniest thing about this is that the blog's avatar is an Incineroar I think the blog got started before Sun/Moon came out, when people were still terrified of Incineroar following the trend of the generations before it. FoolyCharged posted:Every time pokemon opened up progression to be non linear, the level curb goes to garbage and it is hands down the worst part of the game. To pull that off youd have to level scale every last trainer, not just the gym leaders. Never forget Gold/Silver/Crystal's Kanto visit and its Lv 5 pokemon...and Lv 60 trainers. KataraniSword fucked around with this message at 17:40 on Feb 21, 2017 |
# ? Feb 21, 2017 17:36 |
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krisslanza posted:From what I recall of the Pokemon manga, this is actually canonically how gym leaders work as well. This is definitely how it works in the Pokemon Origins series, which helped the world feel a lot more organic. Unfortunately I don't really see a practical way to implement that in the games
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# ? Feb 21, 2017 18:01 |
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Dr. Fetus posted:On the other hand, the removal of HMs meant that they had to introduce way more NPC roadblocks to railroad you instead, so it's up to you if HMs were preferable to that or not. At the same time, those roadblocks were thematically consistent - actual gates that, in-universe, you have to reach a certain level of progress to pass. Better yet, the people in charge of them told you what you needed to do to get past them. We didn't have things like this, nor did we have eternally broken bridges that would be fixed "SoonTM", with soon being "as soon as you've beaten the game".
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# ? Feb 21, 2017 18:08 |
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krisslanza posted:From what I recall of the Pokemon manga, this is actually canonically how gym leaders work as well. Clearly they should make it like New Vegas, where you'll get your poo poo kicked in if you take the wrong turn off Route 1
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# ? Feb 21, 2017 18:08 |
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Gen 2 kinda tried that with the ability to handle the Cianwood, Olivine and Mahogany gyms in any order, but they did so by having their levels be about the same, which kinda hurt Johto's level curve. It'd probably be more work to do it like this, but you could try something like dynamic level scaling, but instead of programmatically adjusting levels, you could have encounter tables and trainer teams determined by how many badges you have when you first enter that area, though that could be abused if someone were to access every area ASAP without actually getting any badges. Hmm, this is probably why Pokemon hasn't gone fully open world, because trying to figure out how to balance it would be a real pain.
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# ? Feb 21, 2017 18:12 |
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KataraniSword posted:At the same time, those roadblocks were thematically consistent - actual gates that, in-universe, you have to reach a certain level of progress to pass. Better yet, the people in charge of them told you what you needed to do to get past them.
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# ? Feb 21, 2017 18:17 |
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Acebuckeye13 posted:Clearly they should make it like New Vegas, where you'll get your poo poo kicked in if you take the wrong turn off Route 1 So you mean the Cazadors, right?
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# ? Feb 21, 2017 18:22 |
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ChaosArgate posted:Gen 2 kinda tried that with the ability to handle the Cianwood, Olivine and Mahogany gyms in any order, but they did so by having their levels be about the same, which kinda hurt Johto's level curve. Gen 1 lets you do Lt. Surge, Erika, Koga and Sabrina in any order as well... and even then you only need to do Koga before you can add Blaine to the list. Last time I played, I went Brock > Misty > Koga > Sabrina > Blaine > Erika > Surge > Giovanni. That was an experience, but it wasn't really difficult either really. Odd that there's nothing preventing it considering you get the ability to use Cut before you ever get Cut but since it's needed to access Surge, and all he gives is quick travel...
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# ? Feb 21, 2017 18:24 |
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Dragonatrix posted:Gen 1 lets you do Lt. Surge, Erika, Koga and Sabrina in any order as well... and even then you only need to do Koga before you can add Blaine to the list. Last time I played, I went Brock > Misty > Koga > Sabrina > Blaine > Erika > Surge > Giovanni. That was an experience, but it wasn't really difficult either really. Odd that there's nothing preventing it considering you get the ability to use Cut before you ever get Cut but since it's needed to access Surge, and all he gives is quick travel... Surge and Erika gyms can be skipped over, but unless you trade in or abuse bugs you have to go to vermillion for cut and celedon for the silph scope respectively. Its not really being able to tackle it in whatever order. So its really only open for pick saffron or two routes into fuschia in which your first option is cool and you way outlevel the next pair.
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# ? Feb 21, 2017 18:37 |
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Honestly I don't get the appeal for going wherever or doing gyms in any order. I'd rather a more tightly curated experience because level scaling has historically been incredibly awful and the games I can think of that tried the 'Do it in whatever order!' tend to suffer a lot for it because everything has to be so generic and can't assume or tie into anything else in case you haven't done it. Just do not see the appeal.
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# ? Feb 21, 2017 18:54 |
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KataraniSword posted:At the same time, those roadblocks were thematically consistent - actual gates that, in-universe, you have to reach a certain level of progress to pass. Better yet, the people in charge of them told you what you needed to do to get past them. This is the hand's down absolute best roadblock in the entire series and "trainers searching for items on a stoutland" just can never compare.
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# ? Feb 21, 2017 18:59 |
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rannum posted:This is the hand's down absolute best roadblock in the entire series and "trainers searching for items on a stoutland" just can never compare. ...I forgot about that loving stoutland. Yes, I will absolutely agree I would rather have the Inexplicable Dancing Men than the itemfinder dweeb who insists he must dryhump every inch of the island first, gently caress you. MOST of Sun/Moon's roadblocks were thematically consistent. gently caress that guy and his giant dog.
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# ? Feb 21, 2017 19:01 |
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The best is still the dude in R/S/E who's freaking out about new pokemon footprints and later admits he somehow confused his own for a new pokemon species.
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# ? Feb 21, 2017 19:02 |
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Nah the best is still the first. A pissed off old guy who needs his morning coffee damnit!
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# ? Feb 21, 2017 19:10 |
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pissed off old dude was certainly the most realistic of the human roadblocks
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# ? Feb 21, 2017 19:12 |
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Zore posted:Honestly I don't get the appeal for going wherever or doing gyms in any order. I'd rather a more tightly curated experience because level scaling has historically been incredibly awful and the games I can think of that tried the 'Do it in whatever order!' tend to suffer a lot for it because everything has to be so generic and can't assume or tie into anything else in case you haven't done it.
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# ? Feb 21, 2017 19:19 |
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"Gee I'm thirsty, though. Oh, wait there, the road's closed."
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# ? Feb 21, 2017 19:26 |
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I'm actually a little disappointed that the arbitrary roadblocks peaked at the inexplicable dancers. The ones I've seen so far in Sun/Moon are "eh" compared to ones we've seen and I don't remember X/Y's at all.
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# ? Feb 21, 2017 19:29 |
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This has been a fun read as a non-Pokemon guy but I will say, as someone who is just experiencing Gen2 Pokes due to GO, there is probably some serious nostalgia going on among y'all. The designs in this game are not that much worse than Gen2s which are hideous for the most part.
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# ? Feb 21, 2017 19:33 |
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theshim posted:On the other hand, Alpha Protocol. Was amazing, but required a ton of work, only a fraction of which the player would see on any given playthrough. It's understandable that most games aren't willing to invest that much effort into anticipating, tracking, and responding to the player's actions.
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# ? Feb 21, 2017 19:41 |
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"Doing gyms in any order" is one of those ideas that sounds good only to people that refuse to think out the implications, and/or have forgotten about GSC somehow. The game devs have learned their lesson about that. It COULD be done effectively, but it would require far more work than just railroading. The railroading made a lot more sense with the Island Trials, though, because it felt like a ramping-up progression (though, if they do a B2/W2 type-thing with Sun/Moon, as seems to make the most sense, there's a lot of room for improvement in how the Island Trials function - Sophocles' was wildly underwhelming, for example). I had an idea for a nontraditional game progression that draws from both Island Trials and gym battles, with 18 type masters, each with their own challenge that you have to pass through before battling them - one based on teaching a virtue that they consider important. Like, the first one, the Water expert, would have a fishing challenge designed to test patience. but it would still be mostly linear, aside from having to pass through a few places containing the challenges without doing them due to plot, and then looping back around later (the map would be designed to bring you back there when you need to, ala the fairly elegant spoke-and-hub design of Kalos). I think if you don't like unnatural gating and yet want a linear path, you could make it so you CAN get to other areas, but the levels of the Pokemon are prohibitively high for where you are, and if you do try to sequence break, the leader is out, or says "come back when you have x badges". So practically nowhere is barred to you, but you get an idea fairly quickly of where you are not yet supposed to go.
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# ? Feb 21, 2017 19:41 |
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weekly font posted:This has been a fun read as a non-Pokemon guy but I will say, as someone who is just experiencing Gen2 Pokes due to GO, there is probably some serious nostalgia going on among y'all. The designs in this game are not that much worse than Gen2s which are hideous for the most part. I'm gonna assume you haven't seen any of the designs past where OFS is right now because that's really wrong. Holy poo poo the designs in this game are awful.
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# ? Feb 21, 2017 19:42 |
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Color Printer posted:I'm actually a little disappointed that the arbitrary roadblocks peaked at the inexplicable dancers. The ones I've seen so far in Sun/Moon are "eh" compared to ones we've seen and I don't remember X/Y's at all.
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# ? Feb 21, 2017 19:46 |
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Bloody Pom posted:The funniest thing about this is that the blog's avatar is an Incineroar You mean Persian Honestly that joke could have done with more Fighting single-types but I still love it to bits.
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# ? Feb 21, 2017 19:52 |
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weekly font posted:This has been a fun read as a non-Pokemon guy but I will say, as someone who is just experiencing Gen2 Pokes due to GO, there is probably some serious nostalgia going on among y'all. The designs in this game are not that much worse than Gen2s which are hideous for the most part. I think that might just be attributable to a lot of the ultra-common Gen 2 pokés being a little odd.
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# ? Feb 21, 2017 20:09 |
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weekly font posted:This has been a fun read as a non-Pokemon guy but I will say, as someone who is just experiencing Gen2 Pokes due to GO, there is probably some serious nostalgia going on among y'all. The designs in this game are not that much worse than Gen2s which are hideous for the most part. Gen 2 was pretty inoffensive. The same can be said of some of the designs here, sure, but we're like one gym in and Uranium already has a lot to answer for (I'm looking at you Barewl.)
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# ? Feb 21, 2017 20:18 |
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Straight White Shark posted:but we're like one gym in There are 188 new designs - Pokemon and form changes - created for Pokemon Uranium. We have seen 12 of them.
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# ? Feb 21, 2017 20:33 |
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Orange Fluffy Sheep posted:There are 188 new designs - Pokemon and form changes - created for Pokemon Uranium. We have seen 12 of them. This is a legit counterpoint to me. I've only seen the Rattata/Weedle level dudes of this game but I've also only seen that level of Gen2 so far but like Spinarak wouldn't be out of place in Uranium.
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# ? Feb 21, 2017 20:44 |
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Spinarak's adorable and great, actually, unlike the fact that there are trade evolutions in this fangame
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# ? Feb 21, 2017 20:53 |
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alcharagia posted:there are trade evolutions in this fangame Yes we get it it's an abomination beyond abominations give it a loving rest already.
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# ? Feb 21, 2017 21:01 |
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# ? May 15, 2024 03:30 |
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Spinarek might have a dumb design, but its a competently drawn one. You can tell its a cute little spider with a stinger on its head. Compare that to uraniums barrell/corkscrew/blotch of brown and grey pixels.
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# ? Feb 21, 2017 21:08 |