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Gripweed posted:it is really annoying when you've got all your strong Pokemon for fights and then you run across a low level Pokemon you want and you have to figure out which of your Pokemon can do damage to them without one-hit KOing them That's when you stop caring, flare up Rotomdex for a Roto Catch, then throw a Quick Ball.
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# ? May 5, 2019 03:48 |
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# ? Jun 6, 2024 02:49 |
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SyntheticPolygon posted:And what engaging timing it is. I'm not going to say it's great game play, but compared to mainline games it's god damned innovative. The main thing is it wastes less of your time. In the time it took me to catch absol, I could've chained and gotten a Hitmonchan in Let's Go.
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# ? May 5, 2019 03:52 |
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I never found catching easier in Let's Go honestly. Sure you skip having to weaken the pokemon but since you get pokeballs from doing just about anything in game it felt to me like the game was balanced around tossing a lot more balls than you usually would. And then you throw in a a lame timing element as well as having to wait for the pokemon to stop growling or attacking before you can throw your next ball, and there's also a chance for the pokemon to just leave. It never really felt any quicker. Edit: Like the worst part of catching isn't having to weaken the pokemon first, it's that pokemon with low encounter rates also have low catch rates and just letting you get straight to throwing balls doesn't actually fix that. SyntheticPolygon fucked around with this message at 04:19 on May 5, 2019 |
# ? May 5, 2019 04:11 |
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Ime it takes more time to throw a single ball in Omega Ruby than it takes to throw two in Let's Go. And in catching all the non exclusives, I had 3 Pokemon flee. Vs the 5 that roared out in UM before I even finished the island challenge. I will admit that maybe my experience with Let's Go was better than most due to luck and/or intuition with the controls. And I'm not saying it's the solution. But I still think it's a step in the right direction for the single game play element of Pokemon that has otherwise gone unchanged since Red/Blue.
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# ? May 5, 2019 04:40 |
The act of catching in lets go is fun to my girlfriend who only beat Crystal before. Therefore it's good.
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# ? May 5, 2019 04:42 |
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I've probably had more pokemon run from me in Let's go than having a pokemon Roar or Whirlwind me over every other pokemon game i've played. E: Not that catching in Let's Go is that bad I just don't find it any better than regular catching mechanics. They're both only ok.
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# ? May 5, 2019 04:43 |
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At least there aren’t any Roaming Pokémon anymore, those were such an awful mechanic. Game Freak was even dickish enough to give the beast trio Roar. EDIT: As a bonus, in FR/LG if one of the beast trio used Roar they would permanently disappear due to a bug. RatHat fucked around with this message at 05:15 on May 5, 2019 |
# ? May 5, 2019 05:09 |
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RatHat posted:At least there aren’t any Roaming Pokémon anymore, those were such an awful mechanic. Game Freak was even dickish enough to give the beast trio Roar. As another bonus, roaming Pokemon in Ruby, Sapphire, Fire Red and Leaf Green also had a bug where their IVs would low (HP is unaffected, but attack would be a max of 7 while everything else is 0). So they weren't even worth using from those games.
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# ? May 5, 2019 05:36 |
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all monsters are worth using in my opinion, unless they're one of the ones i've shunned
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# ? May 5, 2019 06:07 |
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It dawned on me tonight that I have Y and a second DS so I can finally use Machamp. He is cool and my friend, and surprisingly tanky.
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# ? May 5, 2019 06:12 |
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I actually think the first generation games had the best implementation of catching mechanics, if you excuse them being made entirely of quirks and bugs due to the games being written in LR35902 assembly by amateurs. You didn't need to try and whittle anything down to 1 HP - getting a Pokemon down to one third of its max HP got you the maximum possible benefit. Gen 2 completely revised the mechanics of capturing a Pokemon to make what they did more accurately match what people expected. (The same thing happened with Shedinja - in Gen 3 it just required a free space in the party, but enough people thought you also needed a Poke Ball in your bag that in Gen 4 they made it that way.) A catch rate of 3 was and is a mistake. (It seems to be related to the catch multiplier of Poke Balls - 3 is the lowest catch rate where a ball with a multiplier of 255 still catches without fail.) You could easily raise that to 15 and still have a decent challenge for catching legendaries without it being monstrous. I have a hard time justifying anything below 45 for anything that isn't a legendary.
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# ? May 5, 2019 06:15 |
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Zore posted:No it doesn't. When you overwrite a move it keeps whatever pp it had or lowers it to the new maximum. So if you had 15 Headbutt pp and overwrote it with Fire Blast you'd be down to 5/5 Fire Blast. If you decided to go back to Headbutt in that slot you'd only be at 5/15 Headbutt PP. Hm, my only experience is using Psychic, switching to some other move, then switching back to Psychic when I was done and having a 10/10 Psychic. I don't remember what other move I was using, False Swipe maybe?
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# ? May 5, 2019 07:01 |
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Oh, once you transfer a Pokemon to Gen 7 you can't send it back to Gen 6 anymore. That sucks.
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# ? May 5, 2019 09:06 |
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Gripweed posted:it is really annoying when you've got all your strong Pokemon for fights and then you run across a low level Pokemon you want and you have to figure out which of your Pokemon can do damage to them without one-hit KOing them yeah why the gently caress did they get rid of level balls
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# ? May 5, 2019 12:19 |
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The problem with Gen 2's catching mechanics is that no matter what you did there was, however miniscule, always a chance for the ball to not work.
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# ? May 5, 2019 13:32 |
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It’s really dumb that they put so many hidden items underwater without letting you use the Dowsing machine.
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# ? May 5, 2019 13:35 |
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Catching is a RNG fest and it'd be nice if it wasn't. I can think of an incredibly simple fix to it too: have something set the catch rate to 100%. It can even be a variable thing: early-game mons would just need a slight amount of damage, while Legendaries and whatnot would need red HP and paralysis or sleep. But at that point, even if you throw the most basic of Poke Ball, you get a catch, because you put the effort and that should be rewarded. Different tiers of Poke Balls would still work the same as always and be good if you want to skip the whole process by throwing a Quick Ball turn one or whatever, but you'd have that extra step if you don't want to deal with RNG.
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# ? May 5, 2019 15:00 |
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Not sure about Lets Go but Pokemon Go catching is much better: you can improve your chances with the circle size, the circle lock trick, throwing curveballs, and using berries and different balls, and also get better XP for throwing better. And you have to time the throws around their movements and attacks. Much more engaging than spore+false swipe+pray.
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# ? May 5, 2019 15:35 |
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idea from a dream: Army-type Pokemon
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# ? May 5, 2019 15:40 |
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Blaze Dragon posted:I can think of an incredibly simple fix to it too: have something set the catch rate to 100%. It can even be a variable thing: early-game mons would just need a slight amount of damage, SuMo does this exact thing I believe on route 1?
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# ? May 5, 2019 15:46 |
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Farecoal posted:idea from a dream: Army-type Pokemon so beta Octillery RME posted:SM does this exact thing I believe on route 1? Yeah, both gens VI and VII do.
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# ? May 5, 2019 16:15 |
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RME posted:SuMo does this exact thing I believe on route 1? less laughter posted:Yeah, both gens VI and VII do. The point of the suggestion was that in every encounter you can, somehow, after an appropriate amount of effort, raise the catch chance to 100%, to remove the unfun endgame of throwing balls and praying.
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# ? May 5, 2019 16:30 |
Farecoal posted:idea from a dream: Army-type Pokemon Would Blastoise be water/army?
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# ? May 5, 2019 16:39 |
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Alxprit posted:The problem with Gen 2's catching mechanics is that no matter what you did there was, however miniscule, always a chance for the ball to not work. Or the fact Apricorn Balls either don't work, or worse, outright do the opposite of their intended effect. Like Love Balls that work best against the same gender or Moon Balls that improve catch rates against pokemon that evolve using burn heal.
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# ? May 5, 2019 16:49 |
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Entropist posted:Not sure about Lets Go but Pokemon Go catching is much better: you can improve your chances with the circle size, the circle lock trick, throwing curveballs, and using berries and different balls, and also get better XP for throwing better. And you have to time the throws around their movements and attacks. Much more engaging than spore+false swipe+pray. Let's Go essentially does the same thing as GO, but without curveballs. But using the joycons in docked mode is not great, and undocked it's just point and click. galagazombie posted:Or the fact Apricorn Balls either don't work, or worse, outright do the opposite of their intended effect. Like Love Balls that work best against the same gender or Moon Balls that improve catch rates against pokemon that evolve using burn heal. Imo, they should really let you switch pokeballs after catching so we can avoid dumb things like that, but still use the few good pokeballs to catch with.
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# ? May 5, 2019 16:55 |
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AlphaKretin posted:The point of the suggestion was that in every encounter you can, somehow, after an appropriate amount of effort, raise the catch chance to 100%, to remove the unfun endgame of throwing balls and praying. Yeah, exactly. Making it a fixed chance at all times removes any incentive to actually battle, but as it is right now it's too RNG-dependent and adds nothing but tedium and annoyance. I feel my idea would be a perfect fix for both sides: it still keeps actual gameplay while removing that annoying random chance. Go catching is by no means good. It's as luck dependent as the main games are, only with repetitive attempts at gameplay instead of clicking two buttons. You can do little to nothing to improve your chances, much less make certain a catch will succeed, and at any point your target may just decide it doesn't feel like it and run away or become invincible.
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# ? May 5, 2019 17:25 |
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Nasgate posted:Imo, they should really let you switch pokeballs after catching so we can avoid dumb things like that, but still use the few good pokeballs to catch with. You can inherit Pokeballs from parents when breeding now, so that's close enough.
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# ? May 5, 2019 17:26 |
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Quick Balls and Time Balls
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# ? May 5, 2019 17:28 |
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RatHat posted:You can inherit Pokeballs from parents when breeding now, so that's close enough. If I catch a Pokemon I like I don't want to spend however long it takes at that point in the game to breed a ball onto it. Not to mention all the groups like genderless or gift-only's that can't get bred balls on them.
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# ? May 5, 2019 17:31 |
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galagazombie posted:bred balls
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# ? May 5, 2019 17:35 |
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What would be nice is if you can manually choose the ball a newborn pokemon goes into, provided you have one in your inventory Give the parents Love and Heal Balls, then give their child a Dusk Ball because they're a moody edgelord Also, give pokemon unique interaction animations based on their Nature/Characteristic you cowards
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# ? May 5, 2019 18:18 |
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Blaze Dragon posted:Go catching is by no means good. It's as luck dependent as the main games are, only with repetitive attempts at gameplay instead of clicking two buttons. You can do little to nothing to improve your chances, much less make certain a catch will succeed, and at any point your target may just decide it doesn't feel like it and run away or become invincible. Uhhhh. Great catches, combined catches, berries, in addition to better balls. All of which can have huge effects on catch rate and can nearly guarantee a catch when combining two, let alone 3. Not you specifically, but I'm convinced most people that hate on Let's Go rolled their eyes into the back of their heads whenever berries were introduced. They stop Pokemon from moving/attacking, increase capture rate, and prevent fleeing.
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# ? May 5, 2019 18:31 |
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The catching mechanic in Let's PoGo is pretty much the same as the Safari Zone You either catch them, stall them, or they run away because they remembered they had to be anywhere else
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# ? May 5, 2019 19:08 |
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My big issue with the catching in Let’s Go is that they made the berries absurdly uncommon for some reason, and other than hitting a good or excellent there’s no other way to increase the odds of catching. Even that barely feels like it’s helping at times. I don’t find catching in the main series games particularly fun either, but at least I feel like I have more control over it with weakening and status effects. If they’d added even just the curveballs and permanent catch bonuses for catching X amount of a type from Go, I think that would have made a big difference. That being said, Pokémon spawning on the overworld is amazing and I really hope that eventually carries over to Gen 9 or Gen 4 remakes or something.
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# ? May 5, 2019 22:16 |
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The best way to revise moves and add depth would probably be something like six moves but with a cool down timer on a move post-use. I'm thinking particularly of the card game BattleCON, where you assemble moves on the fly with cards from your hand and the used cards go in to a cool down cycle to prevent spamming of the highest damage and speed options. Board and card games about 1v1 combat like BattleCON and Yomi and many others offer a wealth of ideas on how Pokémon could improve.
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# ? May 6, 2019 01:57 |
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I'm playing HG and trying to beat the Kimono Girls, but my Pokemon are a bit under-leveled. Are there any place with wild Pokemon in Johto that are about lvl 35?
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# ? May 6, 2019 01:58 |
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Haha, good joke Mount Silver?
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# ? May 6, 2019 02:15 |
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I don't mind the traditional catching mechanics but for gently caress's sake give me a Move Reminder that takes an easier to farm currency than Heart Scales. Preferably one that just takes, y'know, money and doesn't require going on a wild Luvdisc hunt. Farecoal posted:I'm playing HG and trying to beat the Kimono Girls, but my Pokemon are a bit under-leveled. Are there any place with wild Pokemon in Johto that are about lvl 35? I'm so sorry. The level curve in Gen II is hosed and they didn't fix it for the remakes. They're arguably the worst games in the series as far as grinding goes.
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# ? May 6, 2019 03:57 |
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Vandar posted:I don't mind the traditional catching mechanics but for gently caress's sake give me a Move Reminder that takes an easier to farm currency than Heart Scales. jesus. i might just cheat me some rare candies
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# ? May 6, 2019 04:00 |
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# ? Jun 6, 2024 02:49 |
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Farecoal posted:jesus. i might just cheat me some rare candies To give you an idea of how bad it is, the Pokemon in Victory Road cap out at level 33.
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# ? May 6, 2019 04:07 |