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Sardines

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Posts posted by Sardines

  1. 56 minutes ago, triplebassist said:

    Grinding is tedium, not difficulty. The argument as it stands is that: if you're going to require well-optimized movesets with perfect or near perfect IV bred Pokemon who are EV trained and have beneficial as opposed to neutral natures in order to win, then you should make it relatively simple for the player to acquire those things. If you want players to constantly be adding and rotating Pokemon to their teams, then you should make it relatively simple for them to train them up to the levels of the rest of your team. Requiring those things without providing the means to get them easily doesn't make the game harder, it only makes it take more time to beat and forces players to spend time on unproductive things

    Nobody is saying grinding is difficulty. And fine, lets disregard any QoL feature like exp candies, ev rooms, etc. You still have Debug to use

  2. 14 minutes ago, Milotic said:

    I think the overall point tho is that having to use debug for intense is ridiculous in itself lol. Intense mode basically requires us to cheat mons (or spend a million hours breeding/training/searching like my guy said) every single time theres a new boss battle, and it should never be that deep. Im not opposed to having to find and train up new mons, it does indeed test the aptitude of the player, but these battles are so heavily effected by field effects, rng, and literally mons with 252 EVS in every stat, counter teaming is basically required. Earlier versions of Intense mode for rejuv werent as demanidng (in the sense that you could win without having to rely on debug or counter team) and there were always helpful mons in the area pertaining to that gym leader or situation.

    In that case, go play Normal mode. There is nothing wrong with that. If you don't want to spend all that time grinding and you're opposed to using debug, then I'm not sure what else can be done. Intense was literally made to be stupid hard (because they relied on field effects before as well, and had high EVs etc). And now with much better AI, it is doing a good job of being stupid hard

    • Haha 2
  3. 3 hours ago, MasterBeeble said:

     

    While that is indeed a Psychic monotype team, it's also equally clearly a specifically designed counterteam.  So yes, "crazy specific counters" are indeed required on Intense mode, at least for the more challenging fights.  From a game design perspective, this changes the framework of any given battle from in-the-moment adaptation with your immediate into a resource gathering exercise.  Instead of thinking, "how can my current team beat this?", Intense mode encourages you to instead wonder, "what encounters are available to me that could help me overcome this hurdle?", because in many cases, any random, static team of 6 mons will often have literally 0 potential routes to victory against some of the game's tougher bosses.  The team I used to beat Amber couldn't possibly beat the whale, no matter the movesets or EV spreads.  

     

    From a purely conceptual standpoint, I don't have a problem with this at all.  It challenges not only a player's broader knowledge of the game - learnsets, Pokemon availability, breeding - but also their ability to identify what key elements are required to search for such that the new pokemon will provide a significant improvement in their winning chances.  However, the execution of the player's solution will basically always look something like this: 1.) think of solution Pokemon, 2.) find/catch it, 3.) breed it, and 4.) EV train it appropriately, probably with the help of a damage calculator. 

     

    The fundamental issue with Rejuvenation's design is simply this: those four steps take EGREGIOUS amounts of time.  Speeding up the game by a couple times barely mitigates this, since when you need to optimize an entire team for a single fight, and then do that for 50 fights over the course of a playthrough, that's potentially upwards of 300 Pokemon you're developing from scratch.  Realistically it's much less, of course, since you'd expect a decent Pokemon to serve you multiple times over a run, but I nonetheless filled over an entire box of mons over the course of my playthrough - a process that would have wasted hundreds of my real-life hours to achieve, and something Pokemon Showdown would enable me to do in mere minutes.  

     

    From a development standpoint, the solution to this problem is relatively simple: make EV/IV training accessible, make it available from the very beginning of the game, and make it so that I don't have to waste my time on something that would be trivial for me to achieve if I had both an elementary knowledge of game mechanics and the time to waste on them.  The systems employed in the main line games for EV and IV moderation (repeated battling and breeding, respectively) neither work nor make sense in the context of a challenge like Rejuvenation V13's Intense mode.  In fact, I think Intense is best enjoyed when you simply use Debug mode for exactly that: instantly modifying your mons in a way that doesn't change what you can fundamentally do, but cuts hours of work into seconds.

     

    No one capable of beating even the regular difficulty is ignorant of EV mechanics.  Forcing people to battle hundreds of wild mons, dozens of times over the course of a playthrough, is unnecessary and ridiculous.  An in-game menu should be implemented such to allow Intense mode players to instantly modify IVs, EVs, and nature, and it should be available from the very beginning of the game.  The decision to shift the EV training rooms (which while better than nothing, are still unreasonably slow) even further back in the game, speaks to me of the dev's complete lack of respect for their player's time - or at least, it's strange for them to insist on such archaic main line game mechanics when it inconveniences the player, while at the same time being perfectly willing to give Ryden's Nidoqueen 1500 EVs.  I can almost feel the spit on my face.

     

    Basically, I would encourage everyone to play Intense mode with the debug menu.  It doesn't lower the actual difficulty (unless you're giving yourself Arceus or something, which is entirely removed from the context I'm discussing), and you'll have more life to live for it.  

    Aight, so reading through this and I can't help but think that there is one key point being ignored or just isn't considered

     

    The "canon" way to play Rejuv is on Normal mode. If you want an easier time or you want a bit more of a challenge then you have Casual and Intense mode, respectively. Or to put it simply, casual and intense mode are extra features. I think it's a bit unfair to expect the devs to develop this game around the needs of Intense (or Casual) mode. Sure, QoL are always nice and I believe they are steadily added into Rejuv as more are thought up and suggested (obviously, not all suggestions are taken into account. Some are too low priority or a bit unreasonable). But at the end of the day, the main focus of dev isn't looking at things from the perspective of "how is intense".

     

    Now, just playing JRPGs in general, I'm personally not a fan of grinding to reach a specific end result (i.e. getting a specific character to specific level with specific attacks/abilities). So I can definitely empathize with what you're saying. But from what I'm understanding: a lot of the critique in your post looks like "intense mode should allow access to a formalized version of pokemon editing to save from the mindless grind". And I think the easiest solution to that is: just turn on debug and use that. It's a one line change to enable/disable it and should allow you to breeze through any of the mindless grinding.

     

    I can't guarantee what future releases may add into the game. But to expect that specific features would be added for a certain mode only might be expecting too much as, once again, the game is developed and planned around Normal mode

  4. 7 hours ago, Draconis said:

    A couple questions regarding TMs:

    1. I noticed on the wiki that there's a TM104 Douse. What is that move and when will it be available, if at all?

    2. How many TMs do you intend to put in the game by the final version?

    3. Do you intend to make Breaking Swipe a TM?

    Sorry if these have been asked before.

    No need to be sorry if a question has been asked before. Can't expect to read through all previous questions in all threads for every obscure question.
    Jan can probably come in and give a proper answer but from what I know

    1. If it's on the wiki, take it with a grain of salt. It has a lot of very outdated information. Such as Douse being a move that used to be in the game but now it's an unused move (no one uses it at the moment)
    2. There isn't any real number decided for "how many TMs intend to put in game by final version". We'll know when we get to the final version
    3. Can't say anything on this. Mainly cause not everything is finalized

  5. 8 hours ago, RoyChaos said:

    In V13, I'm going to make things different in playthrough. And yet I have doubt about item locations, pokemon locations and relationship points. This is problematic.

    Well, there is a massive "Completionist" walkthrough guide with all the information that you could need. So that should get rid of all doubts

  6. 45 minutes ago, RoyChaos said:

    About that move Multipulse, should it be replaced by Myriad Truth as Marianette's signature move in Pokemon Rejuvenation V13 or it will stay as same? Because I like that name.

    I think it should be replaced with "Key of Victory". Sounds like a pretty cool name that leads into something epic. When I make my own anime, I'll make sure a protag (or at least secondary good guy character) will have a move like that

    • Upvote 1
  7. 44 minutes ago, RoyChaos said:

    Looks like this progress is half done (V13 progress). I believe in hope. Anyway, Gen 8 starters have now hidden abilities like we know already. I think one of them looks like the key of victory, while the others looks like a buff to their moves.

    Buff to their moves? Yo, are they getting Blaze, Torrent and Overgrow as their hidden abilities? That's insanely pogchamp. And what's this about key of victory? Is this a kingdom hearts reference? I don't understand it but Jan is a big fan so I'm sure he'd get it. Absolutely poggers though

  8. LETS_FUCKING_GOOOOO.png.d4ebb2fb2972f420bcb74020805866f4.png

    Special mention to @Ikaru for always being a champ. Any proper interaction started thanks to FFXIV but then spiraled into every other field. And the similarity in our tastes is insane that at times I'm like this guy is my brother from another mother (you'd think it'd only be good but something always comes along to prove me wrong ha ha). 

    And for the rest of The People @Arkhi @Inuki @Felix~ @Zumi @Jan @Azeria @Alex @Winter @Marcello. Always enjoy talking to you guys, whether it's about music, games, current affairs (or CS if it's Arkhi). And we may not have talked as much lately cause life and timezones make it rough but I do want you all to know that I hella appreciate you (yes, that ain't any old normal "appreciation", it's Appreciation).

    And you guys make sure to take care of yourself. The grind is important but taking it easy occasionally is also important

    • Like 6
  9. 6 hours ago, Alisae said:

    sometimes i open this thread up and i see the most questionable shit

    regardless I am still very excited for this game and its development.

     

    I honestly wish the thread was still locked

    for real, like they got me questioning...
    when's v13 releasing???

  10. 49 minutes ago, RoyChaos said:

    Please, forgive me. After all, I'm really useless. I become aggressive when I'm serious. I feel down when I'm going to regret it. I'm unfaithful, am I?

     

    Anyway, guys, I'm going to wait longer for V13 release. It's going to be complicated when it comes to Pokemon with incorrect Nature and IV stats but it will be okay. 😁

    what you just posted...
    that's kinda cringe bro

  11. 10 hours ago, Destiny305 said:

    is there going to be a v13 or not

     

    Given that a couple of devs are practically boomers and the Boomer Remover virus is op, I think it's safe to say that v13 got cancelled. God, I hate cancel culture

    • Like 1
  12. On 1/22/2020 at 11:45 PM, Zumi said:

    Taking a short break from Gen 8 spriting to work on something else that's probably a little overdue.... 👀

     

    YEg8bRs.png

    Wow, nice art gamer.

     

    Sooo...are you adding my ocs (and their art) or...

    • Hmm 1
  13. 21 minutes ago, RoyChaos said:

    Yeah, whatever it is, it doesn't matter to me on that route 4. I liked much Giratina theme remix made by Glithxcity/Kamex (Original/2017). I was imagining about new Final Endeavor 2 music (this music has nothing to do with Rift Gardevoir).

    Bro, what are you even trying to say?

    • Upvote 8
  14. 37 minutes ago, Gheist said:

    Oh come on, you don't have to put it that way. Simply wanting a romantic route with a character doesn't mean we're fetishizng them. Literally nobody here is asking you to make an eroge.

    Given how repeatedly ppl ask for it, even when Jan says he wouldn't be doing it, you gotta wonder. It's not exactly like the "I want romance options" bunch is a silent group. Especially with how big a deal it is being considered since Jan putting it in final terms that it's something he is definitely not comfortable with doing. It's not the type of story he wants to make neither an element that he wants to put into the story that he is making

    • Like 1
  15. On 7/9/2019 at 11:07 AM, mewmew said:

    While moving pokemon in the box, my gigalith turned into a duplicate of my ribombee.

    Just wondering but are you still having the issue? Cause if you do, can you share your savefile (ideally, with your character saved in front of a PC) so we can replicate the problem

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