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Everything posted by Zargerth
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@Jess Each to their own, I suppose.
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Item synthesization: make (& break) your own stuff!
Zargerth replied to Zargerth's topic in Resources and Tutorials
@laggless01 I used the Flame Plate merely as an example doesn't mention how I completely neglected what you just brought up. Yeah, this would be more expansive, and if possible, independent of NPC's. There could be a tool or a workshop (either as a separate building or located in Pokemon Centers or something) which you could use for synthesizing. For example, in Ever Oasis in the second floor of your house there's this tree you can use for synthesizing items. @Matt_ I'm not too keen on custom items, especially if they're available to the player only (Gym Leaders etc. don't have them). I have little knowledge on programming, so I didn't go into detail on how exactly one can implement a feature like this. -
>my reaction when people are systematically killing Normal
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Yeah. There's a fisherman on the right side of the lake, talk to him. Despite the fact that he gives you the Super Rod, you don't need to do any fishing. Instead, you have to bring him several Whiscash (found in the bottom of the lake)
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You may be familiar with customization, upgrade and synthesization features from other games: for example you can not only buy weapons and armor from shops, but also bring a weapon, along with other materials, to someone who then uses them to make a new, better weapon. Yet in Pokemon afaik the closest thing we've got to this is Kurt and Apricorn Balls. But that's not what I'm talking about. What if you could make items using other items? Or, alternatively, break one item in order to obtain several other items? One simple example could be making (synthesizing) a Flame Plate with a few Red Shards and a Charcoal - again, alternatively, you could also shatter the Flame Plate into a few Red Shards and a Charcoal. Held items would be ideal for synthesizing, but synthesizing could be applied to various Poke Balls, healing items, evolution items and maybe even some TMs. For instance if you wanted to make Flame Charge, you'd need Flame Orb / Flame Plate, Salac Berry and Dubious Disk (or something). Reverting or breaking items is the less important part in my opinion, and thus not all items could be broken into some others, like TMs. In other words, for some items synthesizing would work only one way and not the other way around. What I think is worth paying attention to is striking the balance: if you needed both an Ice Stone and Light Clay for Aurora Veil, you might prefer to let your Prankster Meowstic hold on to Light Clay and use the Ice Stone on your Alolan Vulpix. On the other hand, synthesizing items would allow players to obtain some advantages or benefits (that help them in the game) by giving up or sacrificing others. I'm not saying you'd have to lock yourself out of Aurora Veil if you decide to keep your items: instead you'd have a chance to obtain it (much) earlier. Items needed for synthesizing could be obtained from wild Pokemon, like Magnets, Stardust or Dragon Scales, as well as by doing side quests or simply by finding hidden items. I know this is very bare bones of an idea - and most likely I'm not the first one to think of this - but I don't recall seeing a feature like this in any Pokemon game (fan-game or not). I also don't expect it to be implemented any time soon, if at all. What's your take on this - do you think item synthesizing could be implemented in a Pokemon fan-game in the (near) future? Is it even worth implementing? TL;DR: Item synthesizing would be a feature or mechanic that allows players to create items by using other items, as well as break some items into several others.
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Heal Normal, Hurt Rock Grass: 23 Steel: 13 Ground: 13 Ice: 23 Fighting: 4 Normal: 4 Ghost: 22 Dark: 9 Bug: 30 Rock: 9 Poison: 11
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@Gaiboi One alternative is to use X items and set up on another mon before Garchomp, the other is to have Trick Room active. That can be a bit of a double-edged sword, since many of her mons are slow as well. If you have any Synthetic Seeds, you can try letting your Dewgong hold one of those, but in this case you need to save Dewgong for Garchomp - the effects of Synthetic Seed wear off if you switch out.
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Interact with a red tree. Then just fly to Celestinine Cascade and interact with the Crustle.
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I don't know anything about mac, so I'm afraid I can't help you with that. Yes, you're on the right track.
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Download the latest Episode (17-1): http://www.rebornevo.com/index.php?/pr/download/
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Edit: Fly to Reborn City. Misread your amount of badges at first.
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Are Common/Reverse Candies a good game mechanic?
Zargerth replied to Zargerth's topic in Resources and Tutorials
My mistake. But since "mons you wanna use" doesn't seem to have any context to it, it can mean literally anything, including but not limited to your current team as well as mons you are still leveling up for the upcoming Gym battle(s). It also doesn't make distinction between temporary mons and your main team of 6 mons. In other words, using mons you wanna use doesn't necessarily lead to a situation where plethora of Common Candies is needed. I have to admit that in situations where you have to battle several opponents in a row Reverse Candies come in handy, but you can already find a good amount of them without having to buy any (or just some). Common/Reverse Candies can be useful, but how many of them is enough? Perhaps so, but I believe EXP management naturally follows: it's still not a good idea to let one of your mons hog all the EXP. For instance, you can go through the Obsidia Slums and Onyx Trainer School with just one mon and get easily over-leveled without doing any active grinding per se. I'm okay with this. The availability of Common Candies is one of the primary reasons for players being able to use "illegal" mons to begin with. -
Are Common/Reverse Candies a good game mechanic?
Zargerth replied to Zargerth's topic in Resources and Tutorials
Is this similar to Insurgence where once you hit the level cap your mons receive 1 EXP only? I don't know what her team is in Normal Mode, but I'd say Intense is more difficult and thus restricting by definition. You have access to several Psychic- and Fairy-types, who can use their field-boosted STABs against Bewear, targeting it's low Sp. Defense. You're correct on that not many mons benefit from the one-level decrease, but one good example in both Reborn and Rejuv is Litleo. It learns Flamethrower at lvl 36, so you can have lvl 35 Pyroar with Flamethrower against both Shelly and Marianette. I didn't even think of this. I haven't done much breeding in any Pokemon game whatsoever. -
Are Common/Reverse Candies a good game mechanic?
Zargerth replied to Zargerth's topic in Resources and Tutorials
This is a fair point. I'd like to point out, however, that if you take some time and get acquainted with Reborns (or whatever fan-game you're playing) mechanics, you should be able to find out about the level caps. I also question whether you need an endless supply of Reverse Candies as a safety net. What I liked about the Hardcore Mod was that it gave you both Exp. Share and Lucky Egg right off the bat, both of which help managing EXP. While there is no "correct way" or playing Reborn etc., especially the early game is clearly built with the intent of making players pick mons that get overlooked. Sticking to your favorites only is counter-productive. If you still prefer to do that, then yeah, it's good to have some Reverse/Common Candies. -
These little sweets aren't limited to one fan-game, so that's why I post this topic here. My examples will mostly be of Reborn and Rejuvenation, though. I understand that it's handy to have something that decreases your Pokemons level, should you over-level it past your current level cap. However, depending on your point of view there's a drawback to this - Common Candies take away the emphasis of managing your EXP early on. There's no need to worry about it all: your Charmeleon leveled up to lvl 26 before Florinia? Just use a Common Candy or two. In my opinion especially in the early game there's an abundance of EXP and the level cap is easy to reach without (much) grinding. The fact that Common Candies make managing your EXP less of an issue can be either a good or bad thing. That's not all there is to them, though. I don't know if it was intended, but with Common Candies you can have "illegal" mons in the sense that they're lower level than what they actually should be. You can evolve your Charmeleon to Charizard, then bring it back to level 35 before battling Shelly, for example. I'm guilty of doing this myself, so I'm not actually judging anybody. One level may not seem that bad to you, but what if I used over 20 Reverse Candies? I can now have one or more level 1 Donphans with Sturdy- ability that know both Endeavor and Ice Shard. They're basically F.E.A.R with Focus Sashes of their own. There's a reason why Berry Juices were removed from vendors in Gearen City... In my experience later on lowering your levels becomes rather irrelevant, I find myself more often under-leveled (my team is several levels lower than the Gym Leaders) than over-leveled. Grinding also becomes more relevant, especially if you wanted to train a new mon or two. Sometimes I feel like the availability or Common/Reverse and Rare Candies should be, well, reversed: by making Reverse or Common Candies more rare there's more emphasis on managing your EXP, as well as by making Rare Candies more common grinding and leveling up becomes easy and less time-consuming. You still can't level up past the level cap, unless you prefer battling with over-leveled mons who don't obey you. What are your thoughts on Reverse and Common Candies? Are they fine the way they're now, or should something be changed? TL;DR: Reverse/Common Candies make managing your EXP pretty much a non-issue, and also allow you to use low-level fully evolved mons.
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Hurt Rock, Heal Fighting Grass: 23 Steel: 9 Ground:13 Ice: 24 Fighting: 8 Normal: 9 Ghost: 24 Dark: 13 Bug: 27 Rock: 13 Poison:13
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Palossand loses it's typing because of the Seed it consumes upon switching in, just like Quagsire. That means it has no STABs, but also no weaknesses (doesn't take super-effective damage from anything). It can attack Normal-types with Giga Drain only, since it's only damage-dealing moves are Giga Drain and Shadow Ball. You can use this to your advantage and use Leech Seed or poison it or whatever. Other alternative is to use powerful mons with strong moves and just break through. Could you post your team, so that we might be able to give you more accurate or specific advice?
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Go past Celestinine Cascade, keep going left and take this entrance: When you're in Citrine Mountain, go to your right. You should come across this area: (I have already caught Skuntank so that's why it's not in the picture)
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I think Toxic Orb is in Beryl Gym, in the hidden room that is accessible with the Silver Card. If you meant Life Orb, then you need to go to North Aventurine Woods. There is a hidden entrance to Citrine Mountain. You don't need any HMs besides Strength.
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Bug Monotype run of Reborn (Latest Defeated Leader: Amaria)
Zargerth replied to Jess's topic in Team Showcase
@Neco Her last mon is Z-Belly Drum Azumarill, or it was when I fought her. Also in that path the battle will be of the format you didn't choose- 294 replies
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Bug Monotype run of Reborn (Latest Defeated Leader: Amaria)
Zargerth replied to Jess's topic in Team Showcase
Yeah, something like Tentacruel would be a real game-changer for her. Sludge Bomb instead of Sludge Wave so that she doesn't end up hurting her own mons. Liquid Ooze as ability prevents Horn Leech and Dry Skin Heliolisk's Parabolic Charge from recovering HP.- 294 replies
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Bug Monotype run of Reborn (Latest Defeated Leader: Amaria)
Zargerth replied to Jess's topic in Team Showcase
Good job on beating Titania and Amaria! Kinda surprised to see Dustox used so late in the game, but I guess it shows that even mons that are generally considered weak can be viable in a game known for its difficulty. Edit: aaand I just realised you didn't even need Dustox against Amaria. Heracross could easily OHKO A-Sandslash and smash Aurora Veil with Brick Break, but I think you didn't go for it for two reasons: 1. It's too easy way out for you 2. It's easy to set up on A-Sandslash Araquanid is really good against Amaria, I'm a bit surprised you didn't use it. Even though it can hardly hit any of her mons with Water STAB (because of Water Absorb or Storm Drain), Araquanid tanks hits like a champ.- 294 replies
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@Wolfox