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Mistybloom

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  1. Hmm... Not gonna lie, I am not a big fan of this comment section. It does appear that this split with the fans has become toxic. As I feel I must repeat this for clarity, I do not play intense, I play normal mode. The changes currently announced do not sound so bad, so I will have to wait and see how things play out. In regards to the fans. Now correct me if I am wrong, but based on what Zumi said, it sounds like the devs are getting barraged by both "make this game easier" and "keep the challenge" players. This constant back and forth makes it difficult for the devs to find ways to balance the game which leads to stress and demotivation. Understandable. But this means the complaining/critiquing is on both sides so I find it rather hypocritical only one side is being called out and demonized here. Critique is critique. It is not easy, it is not fun, but it is there to (hopefully) make the final product better by letting the creators know about problems from ALL perspectives, not just one. With this feedback, the creators will do what they believe is best, which I am happy to wait for. However, with things being made slightly easier, and with no further information on the password system and what that implies, it can feel like the "keep the challenge" players lost the war here. Now nobody here is condoning harassing the devs and it is clear the devs do not want a split in this fanbase. But quite a few of these comments feel as if they are 'kicking someone while they are down'. It feels as if the "keep the challenge" side of the fanbase is getting targeted and attacked. With that I would like to circle back around to the hypocrisy I mentioned earlier. Both sides made critiques. One side gets called out for a small few making harsh comments / harassing the devs. The devs are stuck between a rock and a hard place and are forced to make a decision. The "winning" side proceeds to make harsh comments / harass the "losing" side. It is not a good look. I stopped being a lurker because I really like this game and I was happy to give my opinion when the devs asked in a few threads. But if this is what the fanbase has to offer, I might go back to lurking again.
  2. So, I feel a bit mixed on this depending on how it is implemented. I am a normal mode player. I don't do intense or casual. I always felt like Reborn and Rejuvenation were made for Pokemon players who already knew the mechanics, not new players. Normal mode always felt like the perfect middle ground for me. Not as casually mindless as the mainline games and not as crazy sweat as PvP (PvP is too sweat, I cannot keep up with that ish). I understand the idea of something ramping up, and that would make sense if this were a completely different game with completely different mechanics. However, as this is a pokemon game that seems to be geared towards familiar players, I feel like that ramp up in difficulty is not necessary. I will say with ep.19 in Reborn, I did notice that the beginning seemed way easier than I remembered. Too easy. I love getting steamrolled cause I underestimated a boss/rival fight. Obviously the fight needs to be beatable and fair, but I love the challenge and I love seeing certain strats in play. Heck, I love beating those strats. I did not have any issues with early Rejuvenation battles a few episodes ago. If I remember correctly, with the newest release of Rejuvenation, everything seemed pretty easy until after the Venam gym. Sometime after that it felt like it went back to the usual Rejuvenation difficulty which I liked. Also in regards to the boss pokemon and the shields. So.... I actually thought the bosses were a lot easier with the shields. I will admit that I don't use insta-kill strats (never thought about using them actually so now I just feel dumb). When it was double battles where you had the boss and 4-5 minion pokes, those were the battles that really made me think and strategize. I remember the joltik fight and the gardevior fight specifically being difficult but oh so satisfying when I beat it. Both variants felt like bosses, but one felt easier than the other. On another note, I like the boss mons getting their own fight. I feel like it gives them that sense of importance, which fits the narrative since the story makes them out to be a big deal. If they are sidelined into a trainer battle that kinda undermines them and reduces their impact. Overall, it is your game and you have free reign to do what you want with it. My personal opinion is that the game does feel like it has gotten easier over the years. That does not have to be a bad thing, but it is felt. I have no issue at all of general small tweaks / balance changes to a few individual fights. But if too many changes are made to the normal mode, then normal mode might start to feel like casual mode for some players. I will say that I do agree with what some others have suggested. If shields are the big issue with difficulty, it might be smart to include a password system like in reborn. That way if the shields are too difficult you can use the password to take them away without changing the base game. I do feel like it is very smart and courteous to take our feedback into consideration and to let us know about what is going on on your end. It does seem that you receive a lot of comments along the lines of "make all the changes and screw the haters", "game too easy now lost IQ points", and "your difficulty was especially designed by satan how dare". The best way I would look at them is see them as compliments. All sides love your game and want to continue enjoying it. One side trusts you fully in the game you want to create. The other sides love your game, are super committed, and want to see it succeed.
  3. I would personally say hard no, or at least hard no until the next gen comes out. Pokemon has been around for many years now and each new gen brings another layer of complexity to the game that the main games do a horrible job of capturing. It is one of the reasons why I personally love reborn and rejuvenation so much. However, this can be a double edged sword. Pokemon's complexity was slowly introduced through each gen, however, that complexity can be daunting to those just picking up the games now (if they are playing more competitively, of course). However, changing the rules to the game (whether that be adding or removing features) can seriously annoy long time players. Pokemon is actually the very reason why I am so hesitant to try any other 'pokemon-esque' games or heavily edited pokemon fangames. The very idea of having to re-learn all the mechanics, names, types, stats, moves, abilities, items, etc; is a bit daunting. Lots of time is invested into learning these mechanics and the idea of going to a 'pokemon-esque' game / pokemon fangame with their own brand new mechanics that need to be relearned from the ground up is a bit of a turn off for me personally. Personally, I will admit that pokemon fangames with non-cannon pokemon, abilities, items, and moves to be rather aggravating. As it is a pokemon fangame, the idea is that the player will in fact be playing pokemon. I enjoy being able to explore the game and use the mechanics GF has introduced. Especially because the games they make often never give you a reason to use them. But the addition of non-cannon mechanics means that non-cannon strategies will be used. This often makes me feel like I am learning a useless skill. Non-cannon mechanics also mean the official sites are now void and fangames often do not have websites or properly updated forums going into detail to discuss the changes. Rejuvenation already requires that I have multiple guides / mechanic pages open at all times: Natures, Pokemon Moves, IV/EV focus, current Pokemon Location Guide, current Item Location Guide, (occasionally) current Walkthrough, and the Field Effects Guide. My computer is chuggin already, opening up more guides for new fakemon (which are currently in the game) and updated movepools, mechanics, and abilities; will kill it for sure. Jokes aside, I do not view all new changes as negative. While I am not a big fan of fakemon, I absolutely LOVE the field effects system in both reborn and rejuvenation. The field effects can be confusing and absolutely maddening in some areas, but I simply love their addition. So with all that being said, I will mostly agree with what everyone else is saying. Arceus is a spin off. Balance wise, I do not think it is a bad idea, but we do not know what changes will be made in the new gen coming out this fall. If it is not added in the newest gen, any mechanic changes made now could conflict with the changes GF introduces. If frostbite is not introduced in the newest gen, I cannot see frostbite being properly implemented without new moves/abilities being created, entire movepools/abilities being restructured, and all current battles/team comps being redesigned with this new status affect in mind. All these changes will be added on top of the (possible) mechanic changes GF introduces in this next gen. That is my 2 cents on the matter.
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