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Matt.

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  1. Matt.

    Balancing conundrums

    I think Falirion's points are completely valid and I fall into the group of people most affected by this change (i.e. people who only play on Intense mode). Despite this, I think removing Intense mode is absolutely the right decision. It is very unfortunate that you guys (Jan especially) have been receiving messages like that from others, especially considering the game is provided to us for free. I think (and would hope) those people make up the minority of our group. Falirion is right - I hope people in general don't assume every member of a certain group is terrible due to the existence of a few "bad apples" (applies to life in general, not just Pokemon). But again, I agree that removing Intense was the right decision. Zumi already boiled it down. Health and happiness takes priority, and the devs being excited to work on the game versus being annoying but slogging through it just to finish it would be apparent in the final product. Plus, the workload reduction could lead to other cool features being able to be implemented. I don't think my future enjoyment of the game will be reduced despite me enjoying the challenge of Intense and the more difficult "meme" or similar mods. As stated, there's the password system, and that's where I think there's a lot of room for potential and why I will still enjoy the game after Intense is gone. We can give opponents 252/31 in every stat, ourselves 0 IVs in every stat, and do additive or multiplicative enemy level adjustments. Sure, these on their own might not seem as "organic" as a traditional hard mode, but as I said there's a lot of potential for even more difficulty adjustment passwords and also more difficulty password packs aside from the existing "easymode" and "hardmode" passwords. I have some ideas for these but don't want to make this post longer than it already is. The last thing I want to say related to this is that I think it would be great if passwords were a bit more fleshed out to the player. Instead of "Would you like to enter any passwords?", it could say "There are many passwords you can enter to customize the game to your liking, including adding quality of life features and making the game easier or harder. Would you like to enter any passwords?". Then there would be 3 options of "Yes", "No", and "More Info", where "More Info" breaks the 4th wall and says "You can enter multiple passwords if you'd like, and you can enter passwords during the game. You can see a list of passwords at this site." This way it's clear what the passwords are for and that we have a lot of control over how we experience the game. As always, thanks to the devs for all of the hard work on the game and for regularly giving us updates! It's really appreciated, even if it doesn't seem like it sometimes.
  2. Chapter 15! This probably won't be my last post because patches came out after I had began posting, so some stuff had changed. Axis High Sliding Puzzles: Corrections: Suggestions:
  3. Chapter 14, dive stuff, mints, and RP. Mints: Relationship Points: Corrections: Suggestions:
  4. I wrote up instructions for the Garufa Statue Puzzles. Putting them in a separate spoiler to avoid clutter. Garufa Statue Puzzles Corrections: Suggestions:
  5. Like my last post, I've been taking notes as I do my playthrough, so I'll periodically make posts here as I continue to make more progress. Same deal as last time. Thanks! Corrections: Suggestions:
  6. Thanks for all of your work on this guide and updating it so quickly for V13! I am referencing the version you updated yesterday. I've split my comments so far into two categories. "Corrections" are things in the guide that I believe are incorrect, and "Suggestions" are quick notes to add which I think will improve the guide. At the beginning of each bullet point, I've included a few words in quotations. Use CTRL+F in the guide on these quotations to jump to exactly where I'm talking about. Corrections: Suggestions:
  7. I think these are all great changes! To me, switching over 100% to a hard cap (and having an NPC at the start of the game tell you that you can use Rare Candies to bypass hard caps and Common Candies to get back to obedience - a lot of people don't know about this mechanic) would be ideal, but the Exp All working on a hard cap is a step in the right direction. Repeatable trainers giving Exp Candies is a nice bonus to shorten the grinding process. Of course, the effectiveness of these repeatable trainers is diminished if people don't even know they exist, and I do agree that a lot of people don't know about the Grand Hall trainers or Indra. Is there a plan to make these trainers more apparent to the player? Are more repeatable trainers going to be added? Overall though, very happy about this update! Thanks for all the work on improving the player experience.
  8. Regarding the mechanism by which players change their difficulty level: currently, players get one free change, and every change after costs a couple shards. After a certain point in the game, the player loses their ability to change their difficulty level (excluding Debug, but you know what I mean). Is there an overall benefit to this system over giving the player more freedom, or even ultimate freedom, i.e. allowing them to change their difficulty level for free nearly whenever they want (or just when they're in a Pokemon Center)? This is what I want to discuss, and I'm not sure that the answer is yes. It seems the main arguments for the current system are that we don't want to make things too easy for or spoil the player, we want the player to choose their difficulty level wisely and experience the consequences of their decisions, and by taking the difficulty changing mechanism away after a certain point, we want the player to stick with the difficulty level they chose and challenge them to complete the rest of the game that way. And I completely understand these arguments - I enjoy doing restrictive challenge runs and playing intentionally difficult games, and there definitely is such a thing as giving too much to the player. It may be more helpful to look at the reverse question. Suppose that this whole time, players could change their difficulty level whenever they wanted for free, and this was the norm that everyone was used to. Then suppose that you asked everyone, "Would Rejuvenation be a better game if after your first change, you had to pay for it, and after a certain point you couldn't change your difficulty level anymore?" I suspect most people would say no. Of course, this is natural as obviously people don't like having capabilities taken from them, but isn't the ultimate goal to maximize playerbase enjoyment? The motivation for this is that players quitting the game out of difficulty-related frustration is not ideal. Of course, you can't (and probably even shouldn't) cater to everyone. But would the player be hurt by being given additional freedom in changing their difficulty? I don't think so. If they wanted to challenge themselves, they would just not change their difficulty level. And is a player who never changes their difficulty hurt by other people having more freedom to change their difficulty? Again, I don't think so. Curious to see what others think about this subject. Regardless, thanks to the devs for all of the hard work - Rejuvenation is a fantastic game and I'm looking forward to V13!
  9. Maractus: Automatically sets a layer of Spikes when Maractus is hit by an attack (or contact attack) Cramorant: Gulp Missile is always active
  10. I would like to entertain the idea of a method to enable/disable level caps on Casual difficulty only. If this isn't feasible from a technical standpoint, then instead I would like to entertain there being no level cap, again for Casual difficulty only. Before you say this is ridiculous or pointless, please hear me out. I realize that Casual is already significantly easier than Normal, with boss fights only having 4 Pokemon, lower levels, weaker Pokemon, and less competitive sets. I also understand that level caps are an integral game mechanic to prevent tons of overleveling and to set a "pace" for the game. And I realize that Casual not the most popular of the difficulty choices. For the record, I think the devs did a great job with Casual. They went above and beyond to even make alternate difficulty levels. The whole point of it was to make Rejuvenation accessible to a wider audience, and Casual certainly nailed that. So seriously, great job. I just think removing (or adding the ability to remove) level caps on Casual would further aid in that goal. A lot of people have never played Pokemon before or play Pokemon extremely casually, and for this reason, they still find Casual to be quite difficult. You, the person reading this post, is (almost certainly) astronomically better at Pokemon than the average person, which is why it can be hard for us to put ourselves in others people's shoes (for instance, look at all of the top comments on this video - I know the average Rejuv player is better than the average Pokemon player but you get my point). Essentially, I know that there are still a number of people who find Casual to be too difficult, and I feel that Casual should err on the side of "too easy" rather than "too hard", based on what it's supposed to be in the first place. I know that the devs already did this, and I also know that we can't accommodate everyone. I just think the mode as it is, with this extra feature, would make it perfect.
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