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ThiroSmash

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  1. I would like one for Rapidash: If the move makes contact, its secondary effect always triggers (except if it's causing a flinch). This means that fire moves and slash and burn always burn, bounce always paralyses, poison jab always poisons, play rough always drops attack and iron tail always drops defense. It's a pretty nifty amount of utility.
  2. Well those are some good ass memes. It's surprising that all of those are still not available even after the second-to-last badge, though I can see why. About the EVs, someone else made a fully fledged wall of text explaining why in an SHF video, but to summarise: First of all there are all the QoL issues with them and how much of a pain in the ass it is to EV train without proper help, which heavily discourages adding new pokemon to your team (thing that Reborn is thankfully solving next update). Next, from a developer perspective, balancing the game properly is miles easier without EVs, since you can much more easily account for all the player's tools and not debate on whether or not they're gonna run max speed EVs in everything. Third, they trivialise the game because they only encourage power creep. Mons like Alakazam or Gengar comfortably invest into even more speed and even more special attack than they already have. Mons like Steelix or Blissey are allowed to fix their one balancing weakness. But mons who have more evenly-distributed stats struggle. Arcanine has to choose between not doing enough damage in either of the offensive stats or not being fast enough to handle most threats, all the while not being quite bulky enough to compensate. And Arcanine is one of the best "balanced" mons thanks to Intimidate and his generous movepool. I propose the 100 per stat, 400 total alternative as a middle ground worth exploring to help out all the mons with awkwardly average stats, though removing the system entirely is equally as acceptable in my eyes. The "beauty" of exp management is something I've learned from Pokemon Challenges' hardcore nuzlockes. It is a self-balancing system: if you abuse your broken mon too much, it will overlevel, so you're encouraged to switch up your composition and utilise less important pokemon for less important battles and soak the exp. Having common candies in a limited amount I think is a good enough middle ground to give the player some margin of error whilst still being a self-balancing system. Lastly, I'm fine with mining rocks as is - even better with the announced rework of the rewards. Mining rocks give you a random amount of different utilities, but still a finite one. One playthrough you might luck out and get a Pixie Plate and two extra Heart Scales, the next one you might just get four oval stones and be told to deal with it. You can save-scum in order to squeeze out as many resources as possible, but then I question why are you playing a difficulty mode such as this one to begin with. What I'm opposed to is farming infinite Heart Scales via Luvdisc fishing or parts via the clowns, it undermines the whole concept of the challenge. Well this was a long reply.
  3. I've just recently read every new announcement since like... June? (Yes I'm late, but I was playing Rejuvenation v13, can you blame me?) and the topic of a hardmode was brought up. May I suggest, instead of going Rejuvenation's route of giving every opponent crazy OP mons and giving Saki TWO BUSTED MEGAS AAAAAAAAA, taking a more subtle approach and instead limiting the player's options. I've come to really appreciate SHF's work and the way he handles difficulty in his kaizo romhacks. He takes full responsibility of what tools the player does and doesn't have. Bringing weather? Nope, deal with natural weather. Set-up strats? Gone, deleted. Encore cheesing? Sure, but I hope you like it on Illumise. This kind of player limitation is what separates the Kaizo games from something like, say, Radical Red. Originally, I really liked Reborn's field mechanics because it indirectly brought to light so many niche moves and abilities, and by extension so many niche or otherwise bad pokemon. But when it comes to Rejuvenation's Intense mode, the power creep is so steep that it undermines the team variety that fields used to allow, practically forcing the player to use the same OP strategies of the AI against it. I wouldn't like to see Reborn go down the same path. So instead of building a second team for every gym leader, rival or meteor admin battle ever, how about restricting the tools of the player? I have a few generic ideas that would help: Limit changing the field. Most of Reborn's gym leaders are in an undestructible field, I'll give them that, but a few others can be easily cheesed and demolished by changing/terminating the field. Preventing the player from changing the field drastically (besides things like Water Surface <-> Underwater or Heated Arena <-> Burning) can go a long way to ensure that most battles are going to be a challenge. Removing weather setters. Pokemon with Drizzle, Drought, Snow Warning or Sand Stream, as well as the weather TMs, will remove a lot of the player's capacity to counter-cheese hard fights. Implementing a hard-cap to stat increases and set-up moves much lower than +6. This helps prevent the player from simply 6-0'ing after a set-up. How low the cap is, would require some testing. Perhaps only +1 in every stat, or only a total of +2/+3 across all stats are my hardest limitations. I bet people are gonna hate the next ones. Limiting/Removing Common Candies. The art of micro-managing exp so that your pokemon don't overlevel is heavily unexplored territory imo, and Reborn's soft level caps are a perfect system to let it flourish. Too bad that unlimited Common Candies undermines the whole concept. Making (some) TMs single-use for the entire game. I don't remember what TMs are available for Reborn, but powerful, all-around useful moves such as Earthquake, Ice Beam or Will'o'Wisp should probably have a limited use and not just be slapable into every pokemon ever. Colored parts and Heart Scales should also not be limitless as to not let the player create their dream team for every other battle. Limiting/Removing EVs. Honestly, I'm of the opinion that the EV system only trivialises the game and should be gone entirely. Assuming that we don't remove it altogether, limiting the player to EV-train only up to, say, 100 points in each stat with a 400 total would make things dicy for sure. I reckon that all of this is probably not the easiest thing to implement, but it certainly would be less work than making a new team for every single important fight in the game, AND it would be more interesting at that. Imo. Thoughts?
  4. Oh yeah I just did that one. That Absol definitely reads your move after turn 1. Other Sucker Punch users don't do that, though, they seem to guess at random.
  5. That's a bit inconsistent then. I managed to get free switches against the same Aegislash on the turns that it used King Shield, and I distinctly remember abusing protect turns of stall mons for free switches too in the past. Another case about this is fake-out. For example against Angie's Jynx, it will always fake-out turn 1 regardless of if you switch the slot that it aims or not. The only time it doesn't fake-out is if it sees a kill with another move and is faster.
  6. That's the thing, this is the one time when it didn't always react the same way. It was consistently reading my next action in turn 3: switch mon -> Sacred Sword; stay in -> Shadow Sneak. And I know for a fact that rng damage rolls had no impact in this situation.
  7. Usually the way I overcome challenges in this game is through massive trial and error, and that includes reading when the AI wants to switch out, when it's going for a set-up move, when it's going to heal, etc. I know that the AI has all the info on your team, including items and abilities. However, to my knowledge, the AI never actually reads your moves. That is, until I reached the Melia battle in chapter 15. The battle starts as follows: I lead Lapras vs the Hydreigon. My Lapras has Freeze-Dry and Frost Breath, so the AI chooses to switch into Aegislash turn 1, every time. I take the chance to switch into my Rapidash turn 1 as well. Turn 2: I Will'O'Wisp with Rapidash. The AI always goes for Sacred Sword regardless of my action, leaving Rapidash at red health. And in turn 3 is where things get shady: If I choose to stay in with Rapidash and click Flare Blitz, the AI always Shadow Sneaks for the kill. However, if I switch into my Intimidate Salamence, AI always chooses Sacred Sword instead to one-shot it. Out of all the hours I've dumped into the hard fights of this game, this is the first and only instance where my move choice actually influences the AI's choice. But then immediately after, AI behaves like normal again. If I sacrifice Rapidash and go into Mence, I can actually burn-stall the Aegislash because it uses King Shield every other turn, and I can cheese it with Protect.
  8. As a few other people have mentioned recently, my game is stuck in daytime regardless of my computer's clock. But not only that, it looks like wild encounters that depend on the time of day don't work at all. I can't get any grass encounters whatsoever in route 2 or the wispy path for example, but I CAN get encounters in those same places in the water or fishing, or in any other instance not dependant of the time.Game - 2795 - Thiro - 202h 39m - 14 badges.rxdata Edit: The problem solved itself when I started chapter 15.
  9. I've managed to reach the heracross in two different spots, but I can't interact with it in any way. What am I supposed to do in this part?
  10. Update: I solved it. I had to cancel and re-take the quest, and the right cutscene triggered when entering the cave.
  11. After I've talked with Anabel in the nightmare world and accepted to travel to Darchlight caves.... They're nowhere to be found. I went to the spot with the closed gate which is where supposedly I should find them next, but they're not there and I cannot pass. Am I missing something or is the game bugged?
  12. Hi! So I'm in the middle of hunting a magnet from wild nosepass at carotos mountain (thank you v13 for getting rid of the only other magnet pre-gdc/west gearen u.u ), and I noticed that repel strats are possible to an extent. -Numels' max level is 20 -Slugma's max level is 22 -Every other mon's max level is 21* *Not sure for Nosepass, only encountered one at 21 so far. Is there any documentation on the levels of wild pokemon throughout the game? I figured it would be really useful to ease these 1% encounters, and especially interesting for nuzlockes.
  13. I remember substitute being available mad early in the gearen casino, cuz I used it with leech seed a lot to stall, but in v13 it's not there anymore, nor does it seem to be available anywhere early game, unless I've missed it. I know protect wasn't in the game before, but just curious if it's available now.
  14. Adding to this, Sucker Punch users are also very inconsistent. Usually they'll go for it when they see a kill or if they're at very low hp and slower than you. Problem is, when you bait the Sucker Punch with a status move, it's a coin flip whether they'll keep using it or not. Or at least that's been my experience thus far. Sometimes they run out of PP, other times they switch moves immediately. It happened to me a lot against a Grimmsnarl who would sometimes just click False Surrender on my Rock Polishing Graveler (don't remember the trainer of the Grimmsnarl sorry).
  15. When I was using Snivy (yes Snivy) up against Narcissa's Driflim, it would always go for a hypnosis even if I was holding a chesto berry. However, if I led with chesto Liepard it would just double hp fighting regardless of item. I think the AI somehow measures how worth it would be to burn your berry.
  16. I'm not against having original themes for this game, and I don't blame Zumi for not being on par with literally some of my favourites themes in the entire franchise. The Xen executives theme is good, but for me it's hard to top USUM's rainbow rocket tracks which were the previous choices, plus all three admins now sharing the same theme is kinda repetitive, so it was a bit of a letdown is all. The new gym theme is pretty fire tho, I'll give her that. That team skull remix is still bs though I mean in what world are Indriad and Guzma even remotely similar
  17. Unfortunately, since all of Xen admins' themes are now a shared "Xen Executives", if I wanted to keep all their previous ones I'd have to change it every time I battle them. What is that Battle Music Pack though? I haven't heard of it.
  18. I've noticed that all team Xen admins now share the same theme, which appears to be an original Rejuv theme? It's alright, but imo kinda forgettable. I get that Zetta and Madelis were just using Lyssandre and Archie/Maxie themes, but reused or not, those were absolute fire and still made the admins fights that much more engaging. Their new shared song doesn't achieve nearly the same result. And then I got to the Chrysalis Manor. What was before the perfectly calm, yet mysterious and creepy Po town theme now has been replaced with... A team skull remix??? Why??? Idk. I'm loving V13 so far, but these changes in music choice are definitely not the reason. Granted, I'm still at chapter 3 and I know that there are new cool original themes somewhere in the game, so that might change. Does Blacksteeple still keep the Snowbelle City remix? That's one of my favourites right there.
  19. You guys weren't lying when you said you were going to revise the story from beggining to end. That introduction with Venam sure was spicy.
  20. Okay I'm deciphering each button, but I gotta say this has nothing to do with either a handheld nor the v12 controls. C is accept/select action B is back/exit/refuse or open menu action X is auto-sort inventory (dunno if it has more uses) Y is toggle auto-run Z is quick save M is toggle fast-forward (and it can't be changed...? I don't see it in the controls) L/M are to make skips in inventory (dunno if they have more uses) And A, I have no idea what it's used for. Oh and I also don't know what Q/W are used for.
  21. Okay uh, how does the new control scheme work? I don't know what each button does. It has A/B/X/Y but they're not like a handheld; C seems to be Accept action and X is auto-sort, and Z seems to be quicksave? Can someone clarify these to me?
  22. Aight see you all in november when I 100% v13.
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