Cindi Mayweather
Member
I want a ghost Pokemon starter.
Pokemon should follow SMT's example and keep a regular, consistent number of 400-500 or so monsters to catch, and if there's any repetition, to not use the old ones, but replace it with a new one for that entry. Make 100 new Pokemon each new game, keep only 400 old Pokemon that make sense regarding the regions locale rather than trying to shove every Pokemon into one game.
The one thing I remember from Gen 1 (and 2) (and this is impossible to recreate admittedly) was this "air of mystery". The internet was in it's infancy and so was I, so the whole game seemed like the biggest thing ever to me. Every cave seemed like it had so many secrets and who knows which pokemon will be around the corner?
Of course there was this whole "Mew" thing but that wasn't even the only thing. I still remember all the rumours like "Oh, you can catch that ghost in Lavandia, but only if you..." "If you do x you can actually revive the Pokemon in the Tower and they all gain ghost-powers" "You need to defeat the Top 4 with all 150 Pokemon and when you get back to your house there is a *blue-mouse Pokemon* there (I forget what it was called, but it was in the anime at the time)
Ah, those were the days. So do that I guess. Stuff the games full of mysteries. I'd buy that, and I haven't bought a pokemon game since the GBA ones.
Half of my posts are about this these days but it just keeps bugging me. Do you mean actual QoL or maybe usability/ux? I need to know what people mean when they talk about quality of life in gaming. Every time that term is used around here i feel more and more lost. Feels like i just missed the memo. Pls respond.QoL improvements
Er, literally every Pokemon game after the first set has had a regional dex. They always choose a small pool of mons to include in a set of games (besides Black and White which only featured new Pokemon) and then open up the entire dex in the postgame for the hardcore collectors.
I just want your main pokemon being out of his/her pokeball and starts following you ingame
Didn't say they didn't do that but it still feels like a mish mash of old and new with random assortment to me. At least from my experience playing X.
Always and foreverI am I so out of touch?
...No, it's the children who are wrong.
I just want your main pokemon being out of his/her pokeball and starts following you ingame
There should be a poll for what popular ORAS features ain't making a return for these, cuz most of them aint.
Just ask poor Sawsbuck in Gen 6.
Didn't say they didn't do that but it still feels like a mish mash of old and new with random assortment to me. At least from my experience playing X.
Like I said, pretty much all modern Pokemon games make it pretty regional outside of X/Y which had a crap ton of Pokemon everywhere.
Bring back the gambling minigames. The fuck is this Minesweeper nonsense?
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This seems completely situational, based on (primarily) you being a child and the internet not being what it is. Unfortunately I don't think you can ever really recapture that feeling past the age of 13, no matter how good the game is.
This seems completely situational, based on (primarily) you being a child and the internet not being what it is. Unfortunately I don't think you can ever really recapture that feeling past the age of 13, no matter how good the game is.
The internet wasn't what it is today but it still had plenty of information back then. People act like there were no Pokemon resources online. I found out about missingno from online if I remember.
What popular ORAS features?
Should I play it? X is my return to Pokemon after Blue. I want to play Soul Silver but it's really expensive.
They're referring more to how rumors were just more crazy back then, it was a lot easier to spread a fake rumor back in the days of the early internet.
Actually usability sounds like the right one here, I'm just absent-mindedly using the term I see most often.Half of my posts are about this these days but it just keeps bugging me. Do you mean actual QoL or maybe usability/ux? I need to know what people mean when they talk about quality of life in gaming. Every time that term is used around here i feel more and more lost. Feels like i just missed the memo. Pls respond.
OP, I'm deeply disappointed that you had the chance to title your thread "What Pokemon could learn from Pokemon" and completely flubbed it.
Unfortunately they're looking to streamline these games more and more. The only way these games will have the challenge of previous versions is through limiting yourself with challenges. (nuzlocke, no exp share, minimal healing ect)
Bring back the gambling minigames. The fuck is this Minesweeper nonsense?
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Uh no?!?!?!They should bring back limited Backpack space too
I have read this from a few posters and this isn't a viable solution. I am not going to intentionally avoid aspects of the game to make it "harder", when the developers choose to make the games easier.
I still think the music is the best in the original release.
Yeah. HG/SS are the best Pokémon games.Didn't even mention the greatest Safari Zone, HG/SS.
Replaying Kanto, I find myself marveling at the way the game progresses, in part because it's not as directly reliant on beating Gyms as the recent entries. The three primary subquests are those focused on Cut, the Poke Flute, and Surf; finishing all three opens up the entire region. This lets you treat Surge, Erika, Sabrina, and Blaine as incidental, and you're free to explore and level up without having to fight them; you'll often find Pokemon strong against them in optional areas, like Doduo and Diglett. That's fine, and it works, since the other bosses (your rival, Giovanni) will fight you during the sidequests. It also means that a good portion of the game can be considered optional: you never have to visit Routes 11-15 if you don't want to.
I could go on and on about how well designed the region is and how much nuance there is to it; it's remarkably different from the modern regions that shuttle you through them on a fixed line.
And Surf and Strength. You only need about 4 HMs in RBY as Flash is only really used in Rock Tunnel. And those 4 HMs are teachable to many types of Pokemon that you'll likely have caught at the beginning of the game. That makes progress and exploration to do what you want far easier too.
I didn't count Strength as a sidequest because it's found close to Surf and IIRC isn't actually required until Victory Road.
Fly and Flash are both optional; you're actually intended to Surf south of Fuchsia and west through Seafoam to reach Cinnabar.
On reducing HMs, that might be tricky, though they have shown a tiny bit of willingness to fix HM Flash to a TM. One person mentioned earlier having certain HMs turned into a type of ability like looking at the water and just surfing. Traversal balancing might be the easiest part by keeping it tied to gym badges, but the other part is losing some decent attacks that have been a part of the series a long time. And just changing everything to a TM doesn't feel right either. The games do have some issues with too many HMs which might limit your progress, lose out on certain moves if multiple HMs are on one Pokemon, and limit your exploration and endurance because of multiple HM slaves to explore a large cave that requires multiple HMs to progress through.
There's definitely a lot of issues in this area that can be frustrating.
Make them all TM's to keep them as moves but make them "trainer abilities" you earn through gym battles or given to you from an NPC. You just need the type of Pokemon to use it in the field.
Would you settle for a Triple/Rotation battle focused region akin to Colisseum/XD spinoff?Building on the anime, maybe this time around you may have 2 other specific trainers join you in the game, only if you want. If you'd rather go at it solo like it has been so for 20 years then you can do that as well. This adds to the total number of pokemon you can have in your party. From 6 to 18. Adds variety to your style of fighting with the possibility of three distinct styles. It's a lot to talk about specifics, but this would also enhance the RPG experience, not to mention lengthening the already extensive game time. I don't know, just changing the dynamic of gameplay. As this new batch of games is set in the future, surely the rules of battle have evolved along with gameplay. It would be fun, at least, and would break from the monotony that has become a pokemon battle.
Building on the anime, maybe this time around you may have 2 other specific trainers join you in the game, only if you want. If you'd rather go at it solo like it has been so for 20 years then you can do that as well. This adds to the total number of pokemon you can have in your party. From 6 to 18. Adds variety to your style of fighting with the possibility of three distinct styles. It's a lot to talk about specifics, but this would also enhance the RPG experience, not to mention lengthening the already extensive game time. I don't know, just changing the dynamic of gameplay. As this new batch of games is set in the future, surely the rules of battle have evolved along with gameplay. It would be fun, at least, and would break from the monotony that has become a pokemon battle.
EDIT: Basically by having fewer HMs, progression felt more snappy and natural, I guess. You often had the Pokemon required with maybe one HM per Pokemon or an HM slave with 4 HMs. With the abundance of HMs now, there are issues regarding having 1 HM per Pokemon or multiple HM slaves wasting a slot or two in your party just to explore some areas. HM move management feels a little cumbersome these days.
Well in X/Y there's only 5 HM's, which is the same as Red/Blue/Yellow. The problem moves to me are Cut and Waterfall/Surf. Because Cut sucks and, depending on what Water Pokemon you're carrying with you (if you're carrying one at all) one of those moves is probably not going to be optimal on it due to the physical/special split.