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Octavius

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  1. How about Delphox, Crawdaunt (don't forget aqua jet), Magneton/Vikavolt, Tsareena, Crobat, and Lycanroc (Day)? Honorable mentions: shadow vanillite that gets will-o-wisp, diggersby, salazzle, swampert, heracross, breloom
  2. Lot of great comments in here, which is great. I've said all I've wanted to say in my previous posts already, so with this I simply offer my personal recommendations based on what @Alex seems to be saying from the dev perspective. 1. If the gym leader specific custom moves are not going to be awarded to a player until end game, you need to take the advice of @Katia. These means, either include a guide in-game (like on the screens that tell you about the gym leaders right before you fight them) or outside the game (like a field effect manual) that tells players the specs of the gym leader's (and boss fight's) specific custom moves. These include Venam's Kiss, Gale Strike, Dimensional Thrash, etc. Because as a player, when I came across these moves and never got to find out what they actually did, that was actually a huge disappointment for me. 2. Make the custom moves used by gym leaders more interesting and varied, or at least don't give the custom move to all 6 of the gym leader's Pokémon. Simply loading up an entire team with Tidal Wave users actually makes the fight less interesting because it takes away from the individual qualities and movepools of each individual Pokémon. Like @Seel The Deal said, you can make even make custom moves interact with that gym leader's field effect in some way. Great advice. Or even take these simple suggestions: give Venam's Kiss a chance to infatuate (40% opposite gender, 20% same gender), or have Cold Truth, instead of having a high freeze chance (fun), be negative priority but also disable your opponent's last-used move. 3. Similarly, make the custom tm rewards have more interesting effects and sound more interesting. As a player, it is a major letdown when a gym leader uses a cool-sounding custom move like "Gale Strike" or "Tidal Wave," but gives the player a lame-sounding TM like "stacking shot" or "douse." Again, in the name of constructive criticism, Rejuv can do better with its custom moves. And while I've already offered some more interesting Water type custom moves because Douse needs to go, here are a few more to show that yes, it is indeed possible to make custom moves that aren't just spammable vanilla STABs: Mirror Shield: ice - protect move, but does not protect against status moves. Instead, if foe uses a non-contact move, this move returns 12% of their max HP as damage Seismic Slash: ground - 60 power, physical, has priority if opponent is above 50% Max HP E.M.P. (electromagnetic pulse): electric - 70 power, special, deals double damage if opponent has no held item Soul Sucker: ghost - 80 power, physical, restores 75% of damage inflicted as health to the attacker if it knocks out a Pokémon Elder Spear: dragon - 60 power, physical, changes target to dragon-type Mass Production: steel - gives leftovers to all Pokémon in your party without items I could go on. Point is, realistic moves like these can be made and implemented. They can be used by gym leaders to make their gym fights more interesting, not less. Moves like these can be given as cool-sounding (and hopefully not as disappointing) custom TMs. And if you think these moves are too powerful for the first or second gym, then simply adjust the base power or accuracy (or make it so only a handful of Pokémon can learn the tm, like with Frost Breath) so that they are sufficiently balanced.
  3. A few things: First of all, @Zargerth, I love the Xenoblade Chronicles pic. That is one of the all-time greats (and might have the best story and soundtrack of any video game, ever). It's a shame my boy Shulk sucks in SSB4. At least they got some of the amazing music into the game, though. Second of all, @seki108, my apologies! I was thinking Primarina learned Moonblast on evolution, but it learns Sparklng Aria instead. I misinterpreted the situation and subsequently misspoke. Thanks for the clarification! And lastly, @Matt_, yeah if they fix the experience gaps even just a little bit, I think I would be more interested in playing. The grinding is actually what takes me out of the story the most. And I'm not super into the story anyways with all the crazy magic stuff (Karen making those bikers her slaves) and extra-dimensional stuff (Nim is kind of annoying for me) and Valarie LITERALLY CARVING STAIRS INTO THE SIDE OF BLACKSTEEPLE MOUNTAIN IN MERE MINUTES. But yeah, I still would like to beat the game and see what else there is to see (and so I'm fully informed in being able to discuss things), so episode 10 seems like a good time to try and pick things back up. Thanks!
  4. OK, so the tm thing that was brought up is pretty much settled. Most understand the idea from a game development standpoint as to why the player gets bad-mediocre tms (and move tutor moves, etc.) early on, and eventually gets good to great tms later. Me saying "a player should be given a half-decent tm as a reward for beating a gym leader" does not equate to me saying "the tm reward for beating the 2nd gym should be on par with a tm like psychic". I would hope everyone understands that... Anyways, the main point of this post is addressed at criticizing the way custom moves are implemented in Pokemon Rejuvenation. In this game custom moves are either: 1. Used exclusively by bosses (dimensional thrash on rift gyarados, for example) or gym leaders (venam's kiss, gale strike, etc.) 2. Given as a tm to the player as their reward for beating a gym leader Here is my problem with the way these custom moves are implemented: The gym leader and boss custom moves (venam's kiss, gale strike, etc.) are exclusive to that one fight (largely) and are not part of the pokemon 'universe' in any other way. If implementing custom moves into a game, it is my opinion that they should be integrated fully, be it as tms, move tutor moves, or even as level up and egg moves (if that's possible; I'm no coder). But as a result of this exclusivity, the gym leader custom moves actually make the gym leader battles less interesting. Instead of highlighting each pokemon's individual qualities, movepools, strengths and weaknesses, the custom moves can actually make each gym feel like 6 pokemon that spam tidal wave and don't contribute anything much unique. Again, this is not universally true, but it is in some cases. Furthermore, the player doesn't even know what these custom moves do prior to seeing them. This creates an expected outcome where the player wants to know what this new move they've just seen does. For example, after I saw Venam's Kiss for the first time, my reaction was, "Oooh, I've never seen that move before. I wonder what it does!" But never finding out left me disappointed, which is poor game design because it fails to satisfy a player's expected outcome. I was further disappointed by being given Poison Sweep as my reward tm instead, which sounds less cool and interesting than Venam's Kiss (even if Sweep is actually a better move). Whether Poison Sweep is a better move than Venam's Kiss is irrelevant, however, because the player has no way of knowing how strong Venam's Kiss was in the first place. Therein lies the problem. To fix this, either give out the leader-specific moves (Venam's Kiss, Gale Strike, etc.) as the tm reward OR tell the player ahead of time what each gym leader's signature custom move does. Either way, this eliminates the problem of the player being disappointed by never figuring out what any of the gym leader custom moves do. Furthermore, if each gym leader is going to continue using a custom move on nearly all of their Pokemon (and if they are going to be given to a player as a reward), they should be more interesting than basic Vanilla STABs. Crawli's gym does a fine job of this, but most do not. On the other hand, if the current system of giving a completely new and unique custom move to a player as a reward for beating a gym leader is going to continue (as in Poison Sweep, Stacking Shot, etc.), then devs need to step their game up because those moves are largely uninteresting. Douse is the worst offender in this regard. And once again, not saying the tm rewards from gyms have to be game-breakingly powerful. That would obviously be poor game design. But giving a player Douse after you've already given them Surf is also bad game design. Lastly, @Wolfox No one is chewing anyone out. I am offering constructive criticism in the hopes of making Rejuv as good a game as possible. If you are offended, I apologize, but hopefully we can both learn something from this discussion. Take care.
  5. Dear Rejuv Dev team, As a concerned player, I write this on behalf of a player community that wants nothing more than to see your game be the best it can be. So first of all, getting a half-decent tm should be the reward for beating a gym leader. Period. So when the player doesn't get anything right away after beating Narcissa (for example), that's a bit off-putting (Yes, I know you get shadow ball later, but that's not the point). Second of all, I absolutely hate how the player receives a random, sub-par custom tm after beating (certain) gym leaders, especially after the gym leader you just beat was using a different and better custom move than the one the player gets. Strictly from a game design perspective, that's something you want to avoid. Teasing a player with a custom move that they've never seen before will make them curious to know its specifics--what it does exactly. I.E., "Ooh, Gale Strike... that sounds cool! I wonder what it does???" Or, "Cold Truth! That sounds awesome! I want my (x pokemon) to know that!" Instead, the player never has that fantasy fulfilled and is instead given (in most cases) a lackluster, uninteresting, and cheap, second-hand custom move instead. Instead of "Gale Strike," the player gets "stacking shot." How can that be taken as anything but a letdown? Or the player receives no custom move at all and is left wondering about the Multi-Pulse or Venam's Kiss that never was. Either way, player expectations fall short and player satisfaction falls flat. Speaking of falling short and falling flat, let's take a look at the custom tm Douse. First, if custom tms are going to be implemented into a fan game, they should bring something to the table that wasn't there before. Otherwise, they have no business being there. So, in the name of constructive criticism, I'm going to put it like this: If I had a pokemon fangame that implemented Douse in the way Rejuv implements it, I would be embarrassed. Sorry, but let's be real, here: the player finds Douse after the tm/hm Surf, and quickly discovers it is merely a weaker version of Surf. Douse is a 70 base power Special Water-type move with no additional effects. This brings nothing new or interesting to the table, the move itself is completely unusable (like most custom tms the player receives), and it should not be in the game. Look, here are 3 Water-type moves that I can come up with that are more interesting than Douse and aren't direct competition with Surf: Holy Water: cures the party's status and lowers effectiveness of Ghost- and Dark-type moves for 3 turns Depth Charge: 120 Power, 100 accuracy, Physical, damage occurs two turns later (like future sight) Siren's Tears: 50 power, 100 accuracy, Special, changes the target's ability to Defeatist In summary, either give the player the same custom move the gym leader uses (as their tm reward for beating the gym), or if not, at least step up your game with some of the custom moves. Irritation is great, don't get me wrong, but most are awful. Apologies for the harsh criticism; it is meant to be constructive and to promote helpful conversation. Thank you for your consideration, ~Octavius
  6. Yeah the Audino trainers are nice as far as quality of life is concerned, so kudos there, but a few areas need extra trainers penciled in so players aren't 5 levels below where they should be. You mention Angie, but Marianette is the worst offender (at least that I've experienced so far). Assuming you're a dev with access to this info, look at the difference between Marianette's team and Keta's team, then see how many trainers there are between them for the player to make up 10 levels worth of experience--experience spread across an entire team, mind you. It isn't there. Not to mention some starters don't even fully evolve until after Marianette's Level 35 cap. Which isn't to say that the Marianette fight is 'too hard', per se, but the Marianette battle is unreasonable and un-fun due to the player being laughably under-leveled and under-equipped for it (in terms of not having fully evolved starters, almost no useful held items, etc.). For example: Fortunately, Brionne evolves into Primarina at level 34, but seki108 even had to use Rare Candies to get there.
  7. Thanks for the replies! This post isn't so much me complaining about 'not being able to get past certain boos fights'. I've been playing Pokemon competitively since gen 4 and have been top ten Showdown ladder in multiple tiers in multiple gens. I'm doing ok in that department! This is about Rejuvenation as a game being shamefully grindy. I don't have a problem 'winning' boss fights, so to speak; I just find that I would rather play another better-designed pokemon game than grind out experience from audinos for every single gym because of how poorly paced the game is in terms of exp. My question, therefore, is "does the game get less grindy after, say, Angie?" Because if it doesn't, I'm probably just going to try another game.
  8. I'll have your museum field ready by the end of the week.
  9. This is my second time trying Rejuvenation (I tried it back in ep. 6, both on normal difficulty), and I still find myself giving up on it partway through. There are a few main contributors in this matter, but one that leaves me particularly flustered is the horrid pacing in experience gains between gyms. While some gyms felt lackluster because my team had sizable level advantages (looking at you, Keta), others just left me scratching my head and saying, "how are my mons supposed to be able to fight this? There haven't been any trainers!" Two particular offenders for me were Marianette and Angie. In both cases, the stories leading up to their gym battles were completed devoid of trainers or any way to gain enough experience to be competent in their gym battles. Marianette was particularly awful: there was almost no experience to gain between her and Keta, yet a ridiculous ump in level cap. In both cases, my team barely gained a level or two (not to mention this situation is horribly exacerbated if trying to raise a new team member via exp. share), leaving me incompetently under-leveled for each gym battle. Has anyone else experienced this problem? If not, what was your experience like? Did I just miss something? Also, after beating Angie, Aelita wants to battle me, but ONCE AGAIN, her team is literally 5 levels higher than Angie's was, and I was already a little under-leveled for that fight. I don't mind challenges in Pokemon games; quite frankly, I welcome them. But this is just ridiculous. It's bad game design and it's turning me off from wanting to continue playing. I don't mean to sound whiny, but is it even worth it to finish Rejuv through the current episode? I'm about ready to call it and try Insurgence or something instead. I appreciate your thoughts, everyone.
  10. Saw your desire for a "Graveyard Field". As it turns out, I have one. Enjoy. I have a ton more realistic fields like these as well, if anyone is interested. #--------------------------- Graveyard [GY] --------------------------------# "Rest in Peace." * Pokemon Sleep for an additional turn * Perish Song activates after 2 turns * Cursed Body's activation chance is increased to 50% (from 30%) * Curse only cuts 1/4th of the user's Max HP (from 1/2) * Pokemon with Defeatist have their Speed lowered one stage at the end of each round * Rest gains priority +1 * Bide and Innards Out deal double damage * Grudge reduces the PP of all opponent's moves to 0 if successful * Fissure becomes a 100 power 100 accuracy physical Ghost-type move with a high Critical Hit Ratio * Heal Block lasts indefinitely * Anger Point activates in a pinch (user is below 1/3 Max HP) * Pokemon using Earthquake, Earth Power, Steamroller, Bulldoze, Magnitude, Stomp, and Drill Run are Cursed * Dig executes in one turn and applies additional Ghost type damage * Final Gambit always leaves the user with 1 HP, but fails if used when at 1 HP * Wake-Up Slap, Round, and Relic Song apply super-effective damage to Ghost types (Round and Relic Song act as a funerary rite or eulogy) * Haze and Mist also lower the opponent's accuracy (but do not activate Misty Terrain) * These moves increase in base power x1.3: Dig Shadow Sneak Spirit Shackle Incinerate Dark Void Rage Sleep Talk Bone Club Bone Rush Shadow Bone Doom Desire Wake-Up Slap Natural Gift Last Resort Judgment Round Hex Night Daze Hyperspace Hole Oblivion Wing Relic Song Rock Tomb Sand Tomb * The accuracy of these moves becomes 100: Dark Void Bone Rush Bone Club * The following moves' and abilities' stat-changing effect is amplified: Amnesia Tearful Look Fake Tears * Nature Power becomes Dig * Camouflage changes the user's type to Ghost * Secret Power may induce Sleep
  11. Awesome! And great answers! I understand with what you are saying, but there's a lot more to it than that. Historically speaking, a civil war (or revolution) is fought to overthrow a government system or institution. A tyranny (which is the case here) or slavery are easy examples. If the tyrant king himself was the problem, however, then what typically occurs is a coup or coup d'état. So now let's take a step back. The situation was that this tyrant king was bad enough that his people staged a revolution to depose of him. The people, however, are not universally opposed to the idea of a monarchy in general. They simply hate the king and want to be rid of him. Enter the tyrant's son, the prince. This prince is not hated by the people. In fact, quite a large portion of the public just want to see him be king instead of the current tyrant. The other portion of the public, though, only view him as another potential tyrant and would rather be done with the whole monarchical system as a whole. Therein lies the problem: the 'sins of the father' concept unfortunately doesn't apply because the prince is simply a byproduct of a larger set of circumstances. Even though both factions (pro-monarchy and pro-new system) want to get rid of the tyrant king, the prince will still be caught in one camp or the other. Because if tensions on both sides escalated to the point of civil war, then the prince would have to side with one of those camps: either pro-monarchy or pro-new system. And if these circumstances are all correct, the civil war then wasn't even between the tyrant king and his rebellious subjects. It was between the pro-monarchy and the pro-new system camps. Because the question isn't if the tyrant king is evil, it's if the monarchy is. So ultimately, this isn't about 'sins of the father'. It's about sins of the individuals within differing systems. THAT is where you find the gray area. Therefore, the prince is simply a byproduct of a larger set of circumstances. Whether he is good or evil is not at stake; the quandary is that he is a monarch. It's not about the sins of the father, it's about the presupposed sins of the system to which the prince inseparably belongs. If the prince participated in this civil war, he would've either had to be pro-monarchy and lost (because the king was overthrown and deposed of) or he would've been pro-new system and been on the winning side, but be forced to forfeit his claim as prince (because the monarchy would be overthrown for a new system). Since he is currently alive, he must therefore be either 1. having lost the war, on the run from the new system (or already a prisoner, because that is how war works) or 2. having won the war, a member of the new system of government or at the very least a citizen within the new system. But apparently this is not the case. The case you have described says there is a new order as a ~somewhat~ stable government entity that some people are in favor of while others would be in favor of the prince assuming his father's role as monarch. In this case, the only way that happens is if there was no war (I already described what happens in that case--see above) and instead there was only a coup d'état. To reach your described situation, everyone--both sides--wanted the tyrant king dead, so a coup was staged and he was assassinated. Afterwards, a power vacuum occurred with the pro-monarchy faction supporting the prince and the pro-new system faction (which is apparently the side currently holding power, if only barely) being the major players. This power vacuum is the situation you are describing, but it sounds more like a society about to enter civil war, not a society that just finished one. Again, not trying to debate or argue or anything like that! Just offering my opinions and hopefully everyone involved here is the beneficiary!
  12. *I'm probably ignorant of some important fact(s) regarding the backstory to this game. As such, please take everything I say here with a grain of salt (apologies in advance!)* Well, being the son of a tyrannical king isn't exactly what I would call a "clean slate." In fact, it sounds like a very, very dirty one. Especially if the son still has the remnants of his tyrant father's regime in tow. This then begs the question, who won the war? If this is a post-war story, then who won and why is there a struggle to fill the power vacuum? I mean, yes, it can happen where the rebels win, but are disorganized and end up not knowing how to replace the government they just overthrew, only to have the ashes of their fallen tyrant enemy rekindle and sweep the rebels back under their feet. Assuming this war was revolutionary in nature, which I glean it was, there's not usually a whole lot of gray area involved with that. And furthermore, calling the old king a tyrant is equivocal to calling him evil. Now, like I said in my previous post, I don't mean to step on any toes or tell anyone to rewrite a story, but if a presumably long, bloody, and brutal civil war was just fought to overthrow this tyrant, then the tyrant's son, along with the vestiges of his father's regime, would also be considered evil. The son would be more likely in the gallows than contending to win back the hearts of his 'beloved' populace. In summation, I see little gray area but certainly no clean slate. Apparently Casper has google docs with answers to all of these types of questions, and I do not have the full story. So I humbly apologize if I sound like an idiot. My criticism may be unwarranted (and perhaps unnecessary), but is still meant to be helpful.
  13. A few quick points: so there are two factions and they are both political. If the intent is to create a 'gray area' where the player might realistically want to align with either side, then both factions should offer something similar: ultimately wanting the same goal. The difference should be in their methods for reaching said goal. And both methods should have apparent merits. Look at Republicans/Democrats here in the U.S. Both factions want the same thing (probably?); they just have vastly different ways and presuppositions that they firmly believe will get them there. (This section is all tongue-in-cheek ideas meant for your consideration, not to step on your toes. The intent is to be helpful, not to tell you to rewrite your story from the start.) So instead of having a former tyrant out of power, I would suggest having a tyrant currently in power. And while most under this tyrant's rule agree that the system is flawed, the system should still have apparent merits, or at least the façade of having the people's (or the privileged's) best interests in mind. In essence, it's a workable system, but just needs some of its flaws smoothed out. This can also lead to why there are so few powerful Pokémon available in certain areas: the haves, have-nots situation. And as the player gains more 'reputation' they gain access to new things, areas, events, and opportunities. ********** So under this banner of leadership, the player sees two paths: either overthrow the system or work to change it from within (perhaps the player has two friends, with one choosing one route and the other friend choosing the other route). ********** Thus, the player's choices determine the outcome of the game (and the rewards they get along the way). (END display of my unparalleled creative genius) *cough cough* As far as character development is concerned, characters who question their own decisions or show signs of growth and change (even if that growth/change is actually finding a way to enforce and cement their original stance) are the most compelling. You simply drop (or hide) nuggets of backstory throughout the game to keep players hungry for more. Hope these ideas help. Oh, and one last thing: about the supposed "Team" name: THIS is absolutely correct. Actual teams never mention 'team' as a proper noun for purposes of their own nomenclature. If you take a soccer team, for example, they don't say "We're Team Wildcat!" They say, "We're the Wildcats! We're a soccer team!" Team is used as a common noun in self-nomenclature and this should carry over into every Pokémon game, ever. In Pokémon, it should be, "We're the Rockets! We're lawyers! a criminal team!" not "We're Team Rocket!" It's silliness and should not apply here. Your factions should have professional-sounding (or profoundly catchy or bad-ass) names that fit their respective political regimes.
  14. All excellent points. I agree completely. Except I would immediately switch back to gen 3, only because if you enlist others in mapping, spriting, etc., they are going to have the most experience with gen 3 graphics and tilesets and that is what they are going to want to work with. Switching to gen 4-5, while it will make 'Empire' unique, it is also going to alienate you from getting valuable support in doing the grunt labor and making the game the highest professional quality it can be. So go gen 3. It's a safe option; it's a smart option; it's the best option.
  15. This type of system has a strong potential to be overly complex. From every development standpoint--be it writer, coder, etc.--using a reputation system will create a nauseating amount of divergent paths. This can double, triple, even (insert word for 'multiply times a hundred' here) everyone's workload. When you institute a split path storyline such as the one you are suggesting, that has a butterfly or ripple effect for every subsequent action thereafter. So you can end up creating a game, that while it only started with 3 divergent paths, it ends up with hundreds of possible outcomes. And while that's beautiful and lofty to think about, each and every outcome (and the entirety of each path leading you there) has to be coded properly and written compellingly. It's a mess; this will only inhibit your game from reaching completion (and looking and working at a professional level). So as far as the 'varying degrees' of reputation are concerned, I would limit it to 3 degrees: is 'trainer Z' ally to the player, neutral to the player, or against the player? After all, most divergent paths will ultimately be ... And that is largely based on 2 variables: is 'trainer Z' your ally or enemy? It isn't as sexy, but it's much more realistic. And sometimes, with good writing, having black and white decisions can help make the (much more interesting and compelling) gray area in the middle stand out that much more. Now, then, the positive: the BEST and I do mean absolute BEST idea in this thread is that REWARDS CHANGE based on decisions. This cannot be emphasized enough. 'Radiant' rewards are an easily implemented but grossly underutilized variable concept in Pokémon games. Take the mystery egg event (Reborn, Rejuv, etc.) for example. It's exciting because it shakes up your expectations. You cannot game-plan in advance for it. And there are infinite other circumstances in which you can vary quest rewards, thus diversifying and differentiating each player's experience (and increasing overall re-playability of the game). I could go into much further detail as to why these are all positives, but I'll save that for another post. Overall, the divergent rewards concept is exceptional and should be emphasized. Otherwise, keep things simpler and focus on the quality of the characters and writing without creating more work than can be realistically handled.
  16. Almost every game has a system in which the player powers-up and gradually becomes stronger over the course of the game: unlocking new gear, mastering new abilities, etc. And games are usually divided up into areas with enemies whose strength rises to meet your current strength. Pokémon is no different. Ultimately, gym leaders have been the staple for the Pokémon series as the bosses of each area that impede progress to the next 'power-up'. So the answer to the question, does a Pokémon game need gyms (or a league system)? Of course not. Badges, gym leaders, the Pokémon League, they are all just names we use to describe a larger system, or game. But a Pokémon game almost certainly needs something that serves a similar function to what gyms do now: that is, bosses that impede progress to the next 'power-up,' the next stage of the game. A much less rigid system than the monotype-only gym leaders that you fight at ~5 level intervals would probably be a welcome change, but at the same time, that system provides a certain measure of stability and even identity to Pokémon games. Improvements can be made to the overall monotype system to make these bosses known as gym leaders more interesting, but overall they serve their purpose as bosses, challenges, and benchmarks by which one measures their progress within the game--and the overall tempo of the game as well. No matter how many different plot events or ongoing stories you have in any given 'area' of a Pokémon game, you are still going to need to propose a key boss fight that unlocks the next phase or main power-up of the game. Gym leaders are the conventional instrument by which this process is currently implemented. and while you can change the name, you can't change the game. Because if you do, you've created an entirely different style of game that is no longer the level-up system that Pokémon currently uses. As far as changing the name is concerned, I can imagine an 'open-world' Pokémon game where each boss's (gym leader, whatever) team scales in level as your party scales in level. But this doesn't eliminate the level cap concept. In fact, it complicates it. I imagine any other system--any other name--someone comes up with will bring with it its own set of issues. So overall, the gym leader system is fine because it takes into account the level-based nature of Pokémon itself. But if anyone has any specific ways in which they can define a system that changes the name (areas filled with power-ups with boss fights serving as gatekeepers that unlock the next area) without changing the game (a level-based system where the objective is to constantly increase the quality of your gear -pokemon in this case- and loot), I would be curious to hear it.
  17. I have an entire excel file full of rebalanced moves, abilities, items, stat changes, new pokemon evolutions, etc. Just let me know if you'd like to see it and I will attach it for you to pick and choose from.
  18. Good luck to you in your endeavors. Let me know if you're interested in some re-balanced game content. I have a professional document of balance changes for various pre-existing game content that has been overlooked or neglected by GameFreak. I'm unfortunately not a coder or spriter, so I hope you can find someone there. But I am a writer. Feel free to sample some of my work below. Script Excerpt.docx
  19. My entry would have to be dusclops. Not the much-maligned clown dusknoir, but everyone's favorite gen 3 cyclopean horror. And besides, the only good thing about dusknoir is that he gives dusclops access to eviolite. Because my word does dusclops have some serious bulk. Outrageous Defense and Sp. Defense stats combined with few natural weaknesses allow dusclops to handle a wide variety of foes one on one. And even though his offensive stats and lack of strong STAB moves can barely shadow punch their way through a cryogonal, the clops has a massive arsenal of utility moves to make up for it: will-o-wisp, infestation, curse, and pain split are the main ones that come to mind, and he even has night shade for consistent 3HKO levels of damage. His low HP pool has natural synergy with pain split, and he can punish walls and physical attackers with burns and heavy residual damage. Top it all off with Eviolite to boost his defenses to untouchable levels, and you've got a mon who can take down just about anything (unless they bludgeon your dreams with knock off). And even though it doesn't really fit the proposed ruleset, I think Slaking deserves a mention as one of the most underrated Pokémon for playthroughs. Yes, Slaking has truant, which means his hulking 670 BST frame is useless every other turn (and if that's the case, his BST levels out to 335 every turn, which falls well within these parameters!). But there are ways to circumvent this! Early in the game, you have access to Slaking's best friend, Cofagrigus. With Cofagrigus able to spread his ability Mummy to Slaking, you transform a one-dimensional truant sloth into a near-unstoppable monster. Able to slap things around with powerful normal STABs and fighting/dark coverage, a mummified Slaking can even utilize slack off to recover from damage he sustains. He can even use counter (looking at you, Solaris's Garchomp) to pull out wins in trying circumstances. And late game, even without Cofagrigus to support him, access to Choice Band and Giga Impact can one-shot just about anything in the game. Setting battles to shift will even allow you to directly switch out Slaking after he fells an enemy, circumventing the drawbacks of Truant and Giga Impact. Even though Slaking is much-maligned, he can dominate opponents given the correct circumstances.
  20. My idea for Noel would be to always have sunny weather for the fight (a little sun after emerging from tanzan depths is pretty nice anyways!) and keep the grassy terrain. Then his team would consist of a heliolisk with solar power, a pyroar (with fire STAB boosted by sun), and a sawsbuck with chlorophyll. This weather aspect which adds a much-needed dimension to his rather abusable field. And as for the cinccino, yes, king's rock is b.s.: Either noel should lead with the little chinchilla so you can soft-reset it to death, or have that thing not be on his team at all. Getting flinch hacked at the end of a long fight and losing because of it is disgustingly tilting. The rest of his team is kind of whatever; girafarig, wigglytuff, or any of the multitude of normal/flying types are fine to include because they help with his fighting weakness. And I personally think his clefable should be removed because it is no longer normal-type. It simply isn't necessary. Also, download boosts attack or special attack when the user switches in based on the opposing pokemon's lower defensive stat. If your pokemon has lower special defense than defense, download will boost its user's special attack. And the clefable has a cosmic power/stored power set I believe? I might be wrong there; like you said, the clefable isn't even his real ace; it's his porygon.
  21. Ah, yes, my great, mysterious, and highly esteemed procurer of of the most rare and exotic camels known to man or pokemon, My muscles have grown weary and my inner thighs have grown chafed from riding my beloved Garchomp through these harsh desert sands (should've given it sand veil...). A marvelous mantis camel would provide the most immaculate automotive transportation. Please do consult with me if you wish to barter. I have many invaluable camels that unfortunately cannot provide such a momentous and efficient mode of transportation as your wondrous mantis camel. My ID is Octavius, as you might have imagined.
  22. Code Geass is a masterpiece. I've seen many anime, but none that can truly measure up to that one. I really enjoyed re: zero so far, and would of course recommend Attack on Titan, especially if they stay true to the manga. My Arceus, what a story that is. Some others certainly worth a watch that I haven't seen mentioned are the seven deadly sins, madoka magica, and cross ange. Also, can anyone personally recommend Erased? I've heard things about it, but haven't decided to really dive in yet.
  23. My idea for the day care system is that you the player, not the day care lady, would determine what move(s) your pokemon get after leveling up in day care. This would be determined at the point in which you pay the day care lady and take your pokemon back. For example, --> Your (insert pokemon here)'s level has grown by 12. If you take it back now, it will cost you $1300. Would you like to take it back? YES/NO. after selecting YES, the day care lady would say: --> Fine. Here's your pokemon. It seems to have learned a new move(s). This would then take you to the screen that you usually see when your pokemon levels up and learns a new move. The next sequence would simply take you through all the new moves your pokemon learned by level up while in day care. After going through all the moves, the day care lady would simply close the text dialogue with her usual: --> Come again. Tada. Your pokemon is back in your party and you don't have to worry about the day care people having overwritten your pokemons' most integral moves. The only problem is I don't know how to code that.
  24. Oh wow, yeah, this actually makes for a pretty dank trick room team. If you do go that route, definitely nab yourself a cofagrigus. It's a good thicc mon that can also be taught trick room.
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