Why not make it more story-based? I mean, the story in X is really pathetic and childish.
As much as the games are filled with Pokemon, they feel devoid of actual Pokemon stories.
I'm pretty sure there's enough room for stories that you would have saw in the anime like the stray Charmander whose tail will go out if the party doesn't get it to shelter. You have a rival in X, but he's a fucking loser and only ever shows up to challenge you to prove he's a loser, he doesn't have actual narrative spark like Gary in the show.
The stories are just really shallow and bare bones over here. I hear they tried something different with Black, but they're not replicating it in later entries.
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.
I don't know why they take streamlining means game being easier and havingless option. A game could be more streamlined while offering the same array,if not more, of options with fine tuning the (optional) challenge and additional content.http://www.gamespot.com/articles/pokemon-director-explains-why-series-is-becoming-e/1100-6422945/
Basically everything you listed that you enjoyed in the older games isn't likely to come back since they feel the need to make the games easier/more streamlined. :/
As much as Team Plasma have well explained motivation, it become tiring that after 4 generations, the story of Pokemon always revolved arouns bunch of badguys want to fuck up the world with legendaries. Why couldn't ve the stories is just about the trainer, their rival(s), their pokemon, and their journey? I get it that they want legendaries for movie materials but Mewtwo can do just fine with being an optional boss. Making the legendaries mandatory have them less exciting than it was before.They're dumb, but they get an arc that gets resolved in the second game where they kinda realize they're dumb and come to terms with it. Also, they don't want to fuck up the entire world for reasons.
Yes, Pokemon numbers are always limited to the regional dex up until the post game. That way I think Safari-zone like could still work if GameFreak didn't ever try to pull XY again with too many pokemons on its regional dex (possibly to cover up the lacking number of the new pokemon themselves). National dex are always post-game content and it was never designed to be completed by one game.Most of the recent games actually do only allow maybe 200-300 Pokemon or so that makes sense with the locale, with the rest of them available in post-game. X/Y was the only one that kinda shoved tons of Pokemon everywhere.
So I'm talking with my friend and he's proposing an idea on HM field action management. You'd start with a simple baseline of 3 HMs, Strength, Surf, and Fly, land, sea, and air. The TMs like Waterfall, Dive, and Whirlpool are branches of Surf. To ease HM management, he's suggesting branching methods by having a map or attack option. You can learn only 4 attacks as usual, but new option is 1 map move and re-writable.
So for example, Surf is our baseline. You taught your Blastoise Surf but don't want to teach it Waterfall and sacrifice a better attack move. Because it knows Surf, you could boot up TM Waterfall and teach it as a map move instead for field actions specifically. Of course you can also still teach it as an attack move and it would still function like your typical HM.
Strength > Cut > Rock Smash > Rock Climb
Surf > Waterfall > Dive > Whirlpool
Fly > Defog
The only way for the Pokemon to learn it specifically as a map move is for the Pokemon to already know the baseline HM. And again, it would be re-writable since all these branches are now TMs with only Strength, Surf, and Fly as the only HMs of the game.
--
It's an interesting idea to go about HM management, but what I've read from him, it does look like it would work out well. It solves the management issue, and TMs can be gotten through story and side stuff. It would also focus on the basic 3 mechanics which in turn could open up the main map more for exploration much like when you finally got Cut in RBY.
I always confused why they keep HMs when they already make TMs permanent and reusable.No need to get all complicated with 1 map move and certain moves being baselines and stuff like that. Just make everything TMs and give every pokemon two separate movesets. One for battle, one for field actions. If a TM has field action properties, but is good for battle as well, put it in the battle moveset and you can use it for battle and field actions. If a TM has field action properties but sucks, just throw it in the field action moveset and then it's not a burden. Each moveset is limited to 4, and pokemon can or cannot learn certain moves just like always. This allows the game to still section off secret or higher level areas by game progression, but gets rid of all the annoyance of HM slaves and forcing bad moves on your pokemon. Bingo, all the good things about HMs with none of the bad. Also, you can put any move into the field action slot, not just surf, strength, etc. Don't forget that lots of moves have field actions that aren't HMs. Moves like headbutt to knock pokemon out of trees, or sweet scent to immediately summon hordes. They could even make it so you could use weather moves as field actions this way. With this in mind we should be able to create our perfect pokemon team in single player without all the compromises we've had before, while still having access to all these various, very useful field actions.
I always confused why they keep HMs when they already make TMs permanent and reusable.
I always assumed its because they want it to feel like your Pokemon are interacting with the world and are helping you travel.
I still hate them very, very much, though.
If they were TMs, you could potentially trap your character and force you to restart your game.But there are TMs that do that as well. And thanks to the introduction of the move deleter and reusable TMs, HMs and TMs are no basically the same thing. So why bother making them HMs? Cut out the middle man and just make them TMs with properties like the other TMs with properties.
If they were TMs, you could potentially trap your character and force you to restart your game.
It's because you can trade Pokemon anywhere now. Surf to a island piece of land, trade off all your Pokemon that can Surf. You dead unless you get one that can; it won't work with TM.Then don't allow the player to sell or toss TMs. It's not like we need the extra space in our bags anymore.
If they were TMs, you could potentially trap your character and force you to restart your game.
It's because you can trade Pokemon anywhere now. Surf to a island piece of land, trade off all your Pokemon that can Surf. You dead unless you get one that can; it won't work with TM.
I wish they went back to having a 2nd region to go to and explore.
But there are TMs that do that as well. And thanks to the introduction of the move deleter and reusable TMs, HMs and TMs are now basically the same thing. So why bother making them HMs? Cut out the middle man and just make them TMs with properties like the other TMs with properties.
I want more individually designed encounters, enemy trainer pokemon switching and removal of shift battles. Give Gym trainers more pokemon. They can do this with all the variety they can afford throughout the game for pokemon catchers. Also give us two types of EXP shares. More TMs too.
Some trainers do switch. You can turn Shift Battles off. Why remove it when you have an option right there? I agree about Gym Pokémon though. As for more TMs, there's already 100. That's a TM for a just under a fifth of the moves. I don't think more are needed.
I know the option is cool, but Set battle is just a straight up improvement in my opinion. If we're giving the enemies more options give the trainers more options. And TMs are really convenient and I love that convenience too much.
They do switch but not often enough.
Someone had suggested a remake of FireRed/LeafGreen. Yes, a remake of a remake. I had never wanted to punch a wall more than I did when I read that comment.
I'm glad Nintendo decided to release the original games on virtual console instead of investing more time in releasing yet another iteration of that generation.
Someone had suggested a remake of FireRed/LeafGreen. Yes, a remake of a remake. I had never wanted to punch a wall more than I did when I read that comment.
I'm glad Nintendo decided to release the original games on virtual console instead of investing more time in releasing yet another iteration of that generation.
What if I only bring a Finneon (with Surf) to Route 226 and trade it for the German Magikarp and have no fishing rods or rare candies on my person and then save? What then, NERD????They do that so HM moves are different and you can't inadvertently trap yourself in an area. Imagine you're in Pacifidlog Town and you have no Fishing Rod, but you just levelled up your Lapras, which is your only one that knows Surf. You replace Surf with the new move. Bam, you're stuck in Pacifidlog forever. Trapped.
They do not want that sort of thing to happen.
You know what would fix all HM issues forever?
Change them to key items like the Bicycle. Surf is now a raft, Cut is now a hatchet, Rock Smash is now a drill/hammer, etc.
Of course you could still do it with Pokemon if you wanted, but only if you had the equivalent key item. Boom, no more requiring Pokemon to have crappy moves just to progress through in-game areas. No more division of HMs and TMs.
My suggestion to assuage HM's, would be to remove the need to delete moves at all.
I'd suggest that each Pokemon has a "Attack Pool" and and a "Battle Set". All attacks learned(HM's, TM's and Tutors included) go into the "Attack Pool" as they're learned. In that pool you select the 4 you want to use in battles, ie. the "Battle Set". When you learn a new attack, instead of asking if you wish to delete a move, it asks if you want to set it as one of the 4 battle attack, otherwise it just goes into the pool.
HM's(and some TM's), would be usable whether they are in the set or pool. This way, you could teach your chosen water-type Surf, Waterfall, and Dive, but you can choose to only use the ones you want in battle, rather than wasting a slot in the battle set.
This would also kinda mean that the Move Relearner would be as redundant as the Move Deleter, except for the case of Lv. 1 moves, but there's probably a way to rework that too. Hell, maybe they automatically get added to the pool on evolution, but no auto-prompt to add to the set?
There's probably better terms for the "pool" and "set", but my point is the functionality, not the names.
I'm honestly glad they've made the games easier. Anything to get me through that godawful recycled story faster is fine by me. The EXP Share changes in XY were very welcome.
I don't expect them to ever add a competent story to the main games. They're targeted to little kids who wouldn't understand anything complex.
I would say you would have to trade your party away with another player but then I remembered it's Gen IV so you still have to go to the special place to do those. Assuming PSS is present that should never happen again provided you can find someone who wants a German Magikarp.What if I only bring a Finneon (with Surf) to Route 226 and trade it for the German Magikarp and have no fishing rods or rare candies on my person and then save? What then, NERD????
The really hilarious thing about this is for the first few days people were "tihs a breakthrough, I can fully EV train something in 45 minutes" only for a few days later it was "guys you can use hordes for EV training, stack with power items, pokerus and use the godawful abomination that is the EXP share and you can fully EV train up to 6 Pokemon in 12 minutes".The games are in such a weird middle spot. Everything feels like bandages. Like those EV mini games. They're a better solution for EV training than battle-grinding EVs... but who the fuck actually wants to play them? Have EVs and put them on sliders or don't have EVs at all.
Likewise moves. Between fat TM stacks, move relearner, and move deleter, Pokemon already have access to a huge set of moves, and can trivially swap out their whole set... by why do I have to fly around to different cities to make it happen?