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keltena

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  1. Wow is that an uncharitable reading of what they said. o_o All they said was that a fuller explanation would be very long and they'd only get into it if people really wanted them to, which seems perfectly reasonable to me—giving long explanations takes time and effort, so most people aren't going to want to drop everything to give one, especially when they don't even know for sure people want to hear it. That's not "getting too high of yourself" or refusing to explain things to people; they already did give a fairly detailed explanation right there! You don't necessarily have to like or agree with whatever Commander says, but there's no need to be rude to someone who's been taking the time to try to answer your questions.
  2. Yep, all the starters up through Gen 7 are available.
  3. Re: Hardy, it's probably also worth noting that he's almost certainly going to give out the Rock Slide TM, so doubles seems like a good fit for that. Twice the targets, twice the flinch chance (and twice the chance of field damage from flinching if he's using the Rocky Field)... Also, Hardy doing doubles would add some kind of amusing subtext to Fern complaining back in Episode 7 that double battles are for talentless hacks and it totally doesn't count if you beat him in one. :')
  4. The mental image of Hardy with a Mega Aggron is hilarious considering his whole deal is trying to prove Rock can be tougher than Steel. Not that we don't have any precedent for leaders with megas that break their type theme (looking at you, Ciel), but. That would be an impressive level of irony. ... Uh, no pun intended.
  5. Thanks so much for updating this! I'd really missed this mod; it makes the game feel so much more personal. ♥ Now I'm gonna have to walk around all the new areas and see what my pokémon have to say about them... I noticed a small typo in one of the messages while playing. Here's a screenshot, for reference: EDIT: The graphics files in the mod also seem to have a different background image for the forest field than the main game does, somehow. o: I'm not really sure how that happened, but thought I'd mention it just so you know. EDIT x2: Whoops, sorry I keep adding things to this post. >_> Last one, I promise! I took another look, and it looks like a number of graphics files are different from the current E17 release. Specifically, I noticed that the small pokémon sprites in the menu seem to be different for most pokémon. Possibly there are other things like this too, but if so I haven't noticed. Here's a comparison to show what I mean:
  6. I mean—the guides are made by fans. They're made when someone decides to and has the time and resources to make them. So it's not really possible to "know when we'll have them" unless you're making one yourself. Like people mentioned, there is a mostly-complete pokémon location guide that's updated through E17, and the E16 guides are still mostly correct for anything added before E17. Otherwise, either searching the forum or searching for a video on YouTube for the specific thing you're looking for will probably turn up answers; or if that doesn't work, you can always make a post asking.
  7. Thanks to whoever put this little guy up for trade! I'd already completed the Litten event when it was added to the game, so I'd missed out on getting one until now. I'll take good care of him! ♥ Also, uh, sorry to anyone who's gotten like five identical Kecleons or Swinubs from me at this point? I may not have thought through how often that would happen on Wonder Trade with Reborn's comparatively small playerbase.
  8. Here, this should work: Game.rxdata
  9. 1) Have you done all the other parts of the quest up until now? From what I recall, you need to have found him in the city and seen him escape on the train, and then talked to the police in Jasper Ward about finding him in the desert, before you can finish the quest. 2) Have you looked in Train Town at night? He should be standing outside somewhere along the right-hand side of the area.
  10. I agree with Commander that adding in easier methods of grinding would only be treating the symptoms, not addressing the actual problem, but I disagree pretty strongly about what that actual problem is. The root problem isn't that there's nowhere good to grind or that the grinding is boring because combat is boring; the problem is that grinding is ever necessary in the first place. Grinding isn't boring because the combat is boring; grinding is boring because grinding is boring, regardless of whether your combat system is fun or not. (I mean, I don't actually think Reborn's combat is boring—I wouldn't be playing it in the first place if I did—but grinding would still be a tedious, well, grind regardless of whether it was. That's kind of the definition of grinding.) It isn't necessarily an easily fixable problem, mind, but the source of the problem isn't that the game or the combat isn't suited to grinding, it's the fact that you have to grind at all. While I can only speak for myself here, I've always thought the general level curve of the game is fine—just playing through the trainer battles and a decent chunk of the wild encounters that come up during story events has always gotten me to an appropriate level by the time I hit the boss fights, without any need for extra grinding. The place where grinding becomes an issue for me, like a couple people in this thread have mentioned, is when you want to switch a new pokémon into your team, but you have to grind it all the way up to your current level before it'll be usable. It's a huge pain that can grind everything else you're doing to a halt while you finish leveling the pokémon in question (sometimes I've had luck just throwing the under-leveled pokémon in the back of my party with an EXP Share and going about my business, but that only works if you have enough story or sidequest content left to do it with), and honestly it ends up discouraging me from trying out new pokémon at all if they don't start at a usable level. Which is a really big shame, because trying out different pokémon is otherwise something Pokémon Reborn specifically encourages you to do, and imo it can be one of the most fun parts of strategizing; it just ends up being too inconvenient to bother with some of the time. In a lot of instances, this isn't really a problem that can be easily addressed by game design, save for finding a way to make it easier to grind under-leveled pokémon up to speed. I mean, for the most part new pokémon are initially distributed at levels that make it easy to throw them right into your party if you want to try them out (which I really appreciate), and it's not like the game can help it if I caught this Espurr in Episode 1 and only just decided to use it now. But in the case of some event pokémon, the game design is actively contributing to the problem. For example, someone earlier in this thread mentioned Gible? Gible is an event pokémon that first becomes available in E17, at a point in the game where wild pokémon's levels range from 70-90... and yet for some reason it's given to you at level 30. I have no idea why it's not, like, level 65 at least—as is, it's just literally impossible to use without having to grind it up like 40 levels first. And a number of other event pokémon have the same problem (sometimes even worse), especially the later you get into the game. As far as I can see, there's no reason to hand out pokémon at such low levels; the only purpose it serves is making people suffer through a bunch of unnecessary grinding if they want to actually use them. The level 5 Magikarp is an exception by virtue of being comedy gold. Fixing that still isn't going to change that sometimes people are gonna have to grind an under-leveled pokémon up to speed to use it, obviously—different pokémon are obtained at different points in the game, after all, and hatched pokémon will always start at level 1, and even with event pokémon you can't guarantee people will get them when they first become available. (...Though I dunno, maybe it'd be possible to set the level of event pokémon based on how many badges you have when you get them, or something? Would probably be a lot of work, though; it's just a thought that occurred to me while I was writing this.) So finding a way to make grinding up under-leveled pokémon less painful would still be really useful if possible, imo. I don't really know enough about game dev to know if there's actually any feasible way of doing that, especially this late in development (like, would it be possible to adjust EXP scaling to make significantly under-leveled pokémon level up faster or something, or would that just raise more problems?); but if there is, I do think it would be worth doing. It's still treating a symptom, yeah, but in this case I'm not sure the base problem is ever going to be fully solvable, so anything that helped would be worthwhile. (Actually, the best solution to this problem I've ever seen has been in RPGs with a system where fighting a single battle with an under-leveled character in a higher-level area will automatically level them up to a specific minimum level—usually one that's just slightly under-leveled for that area—and then you can continue getting them up to speed like normal without all the extra grinding. But I don't think that's really feasible to implement in a Pokémon game, so.)
  11. (When will the quote function come back from the war...) @DigitalAmber: Oh, I misinterpreted what you were saying, then—I thought you meant Radomus was arrested for fraud, not arrested on fraudulent charges, which is a very different thing! But yeah, like others have said, if it's not in the game it seems unlikely as canon evidence, especially considering the details of that description don't match up with the game timeline at all. (It sounds to me more like "Radomus is arrested on fraudulent charges" might have been an early version of the plot we actually get in the game, where he doesn't get arrested but does end up running off somewhere while Luna runs away to Iolia Valley to hide? Or maybe it's something that was planned to happen later, or maybe it's just an early idea that got thrown out entirely; who knows.) @Chase: I don't know about "wishful thinking"; I mean, Radomus being the twins' father would actually make me like him a hell of a lot less unless he turned out to have a damn good reason for not taking care of his kids. But it seems like the logical conclusion to draw based on what the story has shown us. The story has deliberately made the twins' father into a plot point, both by bringing him up at all and by specifically tying him to the plot-central Amethyst Pendant, so obviously he's going to be relevant somehow and the player is supposed to be wondering who he is and how he ties in to everything. And the story has also made a point of bringing up that Radomus has some connection of his own to the Amethyst Pendant, meaning that mystery also has to have an answer somewhere. It's natural that players are going to see those two puzzle pieces, realize that they fit together, and draw the neatest conclusion available (and that's even before you get into smaller things like Radomus's "my family is long-since gone" line being conveniently worded in a way that allows for the possibility of more than just a dead wife). I mean, obviously none of this has actually gotten revealed to be one way or the other, but it's pretty doubtful anyone could write such clear foreshadowing for a specific twist by accident. Coincidences aren't impossible, but generally if a pair of plot points click together this neatly, it's because they're actually supposed to or because the writer wants to trick you into thinking they are. Theorizing that this one guy you met is actually these other kids you met's long-lost father would be a wild conspiracy theory in real life, but in a video game it can be a totally logical conclusion, because in a work of fiction you know every detail was put there for a reason.
  12. Ooh, remind me where we learned this? I'd totally forgotten.
  13. ... Huh, you're right. I went back to check an old playthrough on YouTube, and it looks like they were never there at all. Wow is that a surreal feeling; I honestly thought I'd remembered them, but I guess my mind must have retroactively inserted them in places where I remembered similar lines. (And I think the Titania line in the Aventurine Woods is in fact the one I was thinking of, yeah.) Apologies for the confusion!
  14. @Absolute Zero Wait, those haven't been used? That's a really weird thing to hear, because I clearly remember seeing them when I played; not in perfect detail, but enough that I recognized where they were from when I first saw them on the cast page. From what I recall, the Amaria quote is something she says while fighting Team Meteor, I think while you're teamed up for the Blacksteam Factory? The context is basically her saying she's not about to lose/die there, because she has Titania waiting for her back home. The Titania one is said to the player character sometime pretty soon after you meet her—I think in Amaria's house when she's talking about the news report on Team Meteor's recent actions—and she's basically saying "I have this under control, don't go rushing in like a hero and make a mess of things". I first played with the E14 release, and the script's gotten some pretty heavy edits between then and now, so I guess it's possible that what I'm remembering is from an outdated version and those quotes aren't actually anywhere in the game anymore...? But I'm positive I remember seeing them at some point.
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