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Kenneth

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Everything posted by Kenneth

  1. Life orb Ludicolo, Special Attacker... The smogon set speaks volumes! Great in battles against Human opponents, as well!!! Just cast a glimpse over at smogon! Of course, don't forget the right stats and the good ability, to make it work well/as intended!
  2. Ludicolo... Damned thing is OP (plus made short work of Amaria + Hardy with minimal support).
  3. Kenneth

    hi again

    Great! Everyone is appreciated! Please though, do not forget to adress the movesets/movepol "issues", like certain pokemon not learning moves they should (especially from tutors). Cheers!
  4. Sure, Contrary Smugleaf was a perfect match! Also, don't forget Victoria's Pignite! It looked like a proper fighter, compared against the incineroar and suited her way better, as well! Cain is the only rival that his newly acquired pokemon suits him way better (but still suffers from monotonous team with super common weaknesses against ground; his team also needs proper revision). And Shade's Chandelure, i so miss it... Gen 6 team builds were much better and way more suitable, especially to story figures and important opponents! Damn!
  5. I couldn't find such an option in NVidia control panel. But i deactivated Autosaves and the game now progresses normally. If something else comes up, i will first search the other threads, sorry for the extra work i 've put you through (to split threads and link the same thing from another one in mine) Game looks awesome though, good job!
  6. Intel core i5-2430M 2.4GHz (with Turbo boost up to 3.0GHz) NVIDIA GeForce GT 520M, up to2741 MB Turbo Cache 4 GB DDR3 Memory 500 GB HDD
  7. Too many errors and crashes. Unfortunately, it was unplayable for me. Maybe my system is at fault, or something along those lines. Too bad, i really liked the artwork, was itching to play it through...
  8. Where 's the bad news? I see only good news, here! What can be better than dev taking their time and polishing their work, "not cutting corners"? This is by far the best course possible. Anybody with a shred of self-control, would be happy to wait, in order to receive the good stuff in a more completed state. Just hang in there and don't collapse; work needs scedule and breaks. I am already drooling in the prospect of using Galarian forms; i will wait for Slowpoke, until which, Weezing and Sirfitch'd are more than good enough. Cheers!
  9. Apologies, i mean no disrespect. On the contrary, i love this project, it is my favorite happy-time spender (by now, i 've spent even more time playing than i did in generation 2, my favorite ever) and i have gone through it a multitude of times, without ever being bored. It's just that previous versions AI was functioning less... Buggy? Errory? More kinda "properly", or something vaguely along those lines? Sorry, i know you 're doing your best and you 're not even being paid for that, as well as the long, long hours of workload and i am VERY grateful for all of your efforts and collective endeavors. And the engine change was no small task, either. It's just i want the best for this game and at the same time, i remember it functioning a bit more "properly" in earlier versions; that's all. Please forgive the admittedly seemingly bad manners but i assure you, the intentions behind them are good. Big and long time fan, here!
  10. I understand the reasons behind recent AI changes, but the AI behavior is far from being the intended one. While it is perfectly normal (and desirable, even) for enemies to switch out their pokemon, many times they do that in the wrong place/situation. Even important fights like against rivals (cane in beryl cemetery), are "bugged". What i mean: a You spam one certain move, from a pokemon of a certain type (let's use Graveler as an example and its Bulldoze). Enemy switches out on you, but throws a pokemon weak against the move you 've just kept spamming, of poor typing against your own pokemon in general, or both. Before somebody rushes to argue that cane uses A-marowak and poison types that all have weakness to ground, this behavior has been noticed in various other fights as well overall, against trainers with a healthy variety of types/species also. They just HAVE to throw in your face something that your spammed move is supereffective, or something. b Switches aren't always constant and they are never fluid, similar to how human opponent would react. Some fights switch only once, at a very predictable point at that, giving you the chance to correctly "predict" it and order your mon to use another move, or spread status freely deep into the opponent's team. Fastest way to cripple crappy npc AI or cheese a fight. Add the switching issue to the "PP preservation", a.k.a. your enemy uses its weakest move once your health drops at orange and the game is... Too easy, now? With clunky AI? What happened here? And that's not even all... Enemy trainers are now too shy to spam recovery items, only one of the important fights up to the point i am now (shade) threw recovery items at all and even then, not even the good stuff like they used to, in earlier episodes (ex 16). Is this the final state of the AI that we are going to get stuck with, or there is still room for tweaking/improvement? If the answer to that is "it's final", then at least, please add a trully hard mode. The game today is... Too easy. Everything that changed, unfortunately worked towards that end.
  11. Just don't blame them, too much workload. They 're always busy and word is, they now work on two games simultaneously. They are very friendly people and they actually care, even though lately they seem a bit less community-active. I still remember in ep17 i reported an error with pop up message that would appear whenever you itemsteal from a StickyHold ability pokemon and they fixed it in one day! Moves can a bit tricky, with the generation changes in the picture and whatnot. And we 're talking about ~821 pokemon, here. Unless some attention-to-detail people fave&main one, it must be really difficult noticing movepool issues, otherwise. One of these days i must try all catchable pokemon forms, against the move tutors and bulbapedia-serebii charts... But that is going to take ages!
  12. Specifically the weaker moves at low health are completely misused, since the AI chooses even "not very effective" moves against your pokemon. So, not only it doesn't calculate anything in all actuality, but goes and chooses the worst possible action, as well! And if you are a "switch pokemon" player (not "set"), then you can abuse that newfound AI behavior/pattern hard; your pokemon is at low health, enemy is guaranteed to use its weakest move, you switch into something else and buy time at your leisure (healing items? stalling? whatever?)... At one point, i thought they made the game easier on purpose, because many new players nagged, especially for wipeouts (at gyms, mostly). The purpose of course isn't to make the game easier, but the end result of AI tweaks and changes, unfortunately is! Only this one issue and all by itself, equals to: a Surviving wipeouts you wouldn't b Cheesing hard fights c Buying extra time out of nowhere, especially for your other mons And it is always stationary and predictable. You drop in orange health? You are always going to receive the weakest nudge your enemy can inflict you, no matter what.
  13. Will Galarian Slowpoke be released in V13? This is my favorite pokemon from galar (as well as Sirfetc'd and Obstagoon) and i would really love to train one... Spork that already added gen 8 hasn't implemented it yet and also says something like it follows Rejuvenation's development; whatever that means. Are we getting the entire gen 8 roster (minus legends/myths of course), or it is going to be implemented in chunks?
  14. I am trying the new, 18.4.1 version for a fresh new run. The game has evolved a lot and the engine is a lot smoother, plus lagless. VERY nice. AI though... I understand it changed. But it makes me scratch my head in confusion. The biggest turnoff i encountered and still is in play: 1 Enemy trainer pokemon, suddenly launch crappy moves against you, the very moment your pokemon's health drop in orange; not RED, but ORANGE. This IS a "wipeout-prevention", effectively. 9 out of 10 times i find myself in a bind, the enemy fails to finish my mon. Especially if it is well bred, this is like stealing candy from baby, since then it can endure 2-3 of those super weak moves. Needless to say, some of those moves can be weak against your typing, which goes against even how the AI should function and not only how it currently is. WHY? WHOSE idea was it, for friendlier enemy attacks but above all, what purpose does it serve; making the game easier? Really? 2 Daily trainers playing too smart and nullifying their purpose; xp grind. Now, that's a bummer. Are things being reversed a bit, or something? Shouldn't story or normal battles be hard as hell and grinding a bit more like, say, "grinding"? That ghost baloon using minimize that never used before AI revamp and gusting away all your party due to accuracy miss with NRG havoc and mayhem... Right. Charmeleon switching to Gardevoir right before fainting it and after you switched your own mons to split xp too and all of that goes to waste, really... Okay. But the Exp. Share is found much later and you need to gobble up chunks of xp early, much! I can understand the newly established switching strategy, especially since many people avoid the "Set" playstyle, but even that has errors, sometimes (pokemon at certain points switching pointlessly/aimlessly all the time, not attacking, being wiped like cakewalk). But could you please re-evaluate the changes that make the game easier, at least? Tougher challenge benefits everybody... Unless you actually plan to bring later that higher difficulty mode, or something.
  15. In some old bug reports, there are special mentions for certain pokemons encountering errors in their gen7 movepool, or a specific 1 move issue (cannot go through them, just from the top of my head). The issue i remember well, because i myself encountered it too, is that Mamoswine cannot learn Iron Head from tutor, even though it SHOULD. And there might be other mistakes revolving around certain pokemon and moves that should be learnable from them, too. This specific one about Mamoswine though, has been reported since ages ago, i am actually surprise it hasn't been corrected yet. I encountered it after reading about it somewhere, on a very old thread.
  16. Technician Meowth? Hustle Rattata? Shed Skin Ekans? (+1 for Goldeen)
  17. Wait for ep19. Other than the new episode content and the huge postgame content, there is going to be a ton of additions, like many more trainers to fight, both for insignificant and important battles. If you played older episodes like 16, you are going to get annoyed by certain gameplay alterations, like enemy trainers avoiding healing items, enemy pokemon using their weakest moves against you once your mon's health drops in orange and AI malfunctions, like constant purposeless switching at points. All those significantly drop the difficulty of the game, or alter the "experience" overall if you prefer. There are hints that AI is going to get polished even further, for ep19, for the better obviously. Also, in ep19, all moves will have proper animations, many of which lack one at present. And don't forget ironing out of bugs. Certain pokemon cannot learn legit moves from move trainers, a few pokemon have issues with their movesets and stuff like that... Which although small, leave a bitter aftertaste in general. Besides, if you 've already beaten the game at least once, there 's little else to do other than battling and trading and even that gets old fast!
  18. Really? Terajuma levelling = Vikavolt??? Then, Terajuma levelling = Probopass, too? Damn it, i was none the wiser... About the +1 rare and then -1 reverse candy i actually knew, since ages ago i made Floatzel evolve for an early fight that wasn't supposed to be... But i also didn't even think about it at that tight spot. Thank you, will keep notes (although Abomasnow was actually rare, i farmed hard in castle to make that Sawk ready and only 2 ever appeared). As for the jungle you 're right, after the party i also happened on a guide with local terajuma pokemon against Valarie (which even gets you covered up for intense and is hardcore, no items etc). It recommends Toucanon and Shiinotic, among other things. But i bet your Abomasnow field changing is easier. Hmmm, and various people find Reborn to be too hard! I wonder if they ever played Rejuvenation... After getting well acquainted with it, Reborn feels like "easy mode" (plus, it never made me to train/rotate more than exactly 9 pokemon, all the way to the currectly released endgame, while Rejuvenation has me training a bunch every gym leader/important fight come)! Argh! I completely forgot! The Shadow Cacnea and Finneon from Goldenwood Forest attack! Oh damn it, i 'm starting to become senile
  19. Curse body would work, but needs revives, much more itemization to prevent wipe and repeat at least twice total. Although you take no damage from Struggle, which is nice... I got and regularly use Shuppet this play, but i went with Sawk this time. Endure works only with Struggle and not with Decimation, because the latter deals damage equal to your pokemons max HP, securing the KO and foiling all Sturdy and similar abilities, all in one go. Hmmm yes, i was lucky enough to grab an Abomasnow, but i missed Foongus and i don't know where and how to evolve Vikavolt, i can only have its 2nd stage. Valaria gave me hell, really.
  20. Sawk got me an easy victory this time (i used to lose before), but i was wondering... FIRST QUESTION: Is there any other way to earn you a legitimate win, over this fight? Decimation is a custom move that bypasses surviving abilities, is priority and worst of all, Full Restores are being used in this game version. Also, both this area and the next with Gym Leader fight inside the jungle, although manageable, they put a great deal of pressure on you, because you are locked out of other game areas and especially Gearen (for EV training mostly) and Sheridan village (for breeding mostly), plus previous areas with more wild pokemon to catch and choose from that could be of niche use. The lack of reliable XP gathering and/or rebattable trainers is very noticable in this version, with the first audino trainer being inside the docked ship, now. As is the absence of Link Stones and Focus Sashes up to this point, that in Reborn, we would have already gotten/discovered at least one, during the gameplay through that much content... Those unfair fights are a little troubling, though (even if i managed to pull through them all). Especially the very first, Mandelis' Houndoom. Reborn allows much more versatility against special boss fights and doesn't lock you out of your own mons, or forces you to endlessly be tormented against seemingly impossible RNG coincidences, that have to stuck together or esle! The concept is very nice, as well as the design, but the execution is indeed borderline "unfair". Finally, fighting Madame right after Neved, without save or chance to visit pc, was actually pretty brutal. SECOND QUESTION: Will some of those fights will be redesigned, since some of them suddenly appeared in later versions out of nowhere (i 'm looking at you, Madelis!)?
  21. (Cacnea)/*Cacturne* crest! First round in battle gets the pokemon holding it the Spiky shield effect!!! Switching out then in again, can redo that... (Fennekin)/*Braixen*/(Delphox) crest! Casts Attract on opposing pokemon and succeeds, even if the gender is the same. *Kirlia*/(Gardevoir) crest! Works in a similar fashion to king's rock, with chance of flinching! *Meowth*/(Persian) crest! Functionality of Quick Claw item + Amulet Coin item + Technician ability, or effect similar to Technician ability extending to moves with 80 base power and obligatory normal type
  22. I missed Alolan Meowth and the guide with Pokemon Location lists it only in that area. From what i 've been reading though, it is not revisit-able. In this run, i planned to catch all available pokemon... Am i effed?
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