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Showing content with the highest reputation since 09/26/21 in Post Comments

  1. by the way, if you throw a shitfit in the comments about this decision, i will bite your head off and that's a promise
    47 points
  2. Now i will have to say i am saddened by this decision, as intense mode did hit a certain "right" amount of difficulty that worked for me. putting aside some hickups in difficulty scaling that could be fixed. But ultimately if jan does feel that it warps what he wants out of the game then it's his right and he absolutely should to do what he thinks is best for his own project. I will note about the argument of toxicity over the difficulty, and people can feel free to disagree with me on this, that intense mode is a bit of a scapegoat here. People that that want to be elitist, that want to make themselves look better by judging people how well they do at a videogame (if this sounds silly, that's because it is) will always find other ways to make themselves look "better" than others, other things to judge over so i do think in terms of elitism and gatekeeping, this more like treating a symptom and not the disease. so I personally don't agree with this part of the reasoning. And i say this as someone that has seen people judge people for playing "not intense" or using certain mons or what have you, this is not really a case of what they are judging for and almost always a case of who is doing the judging, these same people will just find other things to judge for.
    22 points
  3. i think this justifiable enough as far as im concerned, regardless of my personal feelings. personal views purely for novelty: i dont know about anyone else, but the main reason seeing the mode go saddens me, is because of: 1) rejuv has somehow managed to create the best gameplay elements out of every other fangame i've seen. harder modes tend to showcase, and create the need to use more of those gameplay elements in order to succeed, which is why i find them interesting. i know the game is veering towards being story driven, but lets be honest, replaying the game more than 2 times (good and bad ending) has value only because of the gameplay alone. and rejuv was liek the one fangame that i was seing myself doing a lot of runs of long-term, past its completion. 2) the difficulty hitting that exact spot that fits with me personally (hard enough to push me to think, but not to the point where it reduces the fun) 3) azery doing a superb job with making intense mode battles interesting. (3) gets plus sad points because the mode going away feels like wasting his talent. we had already discussed on some ways to tone things down a little because when we went back to look at it, some v13 battles (and ryland) felt, pure mathematically, a little more overtuned than desired. all things considered this sounds like the more practical decision. i'll keep my challenge runs hiatus'd for that possibility and continue only my main file, and any new runs i start. i'm funnily curious to see how normal mode is for the first time.
    18 points
  4. You know, this is perfectly fine. People have been going overboard and honestly quite toxic towards Intense Mode. Like bullying others when they are not playing on Intense Mode, I say go right ahead with this plan.
    14 points
  5. This might be more of a rant about the community than Jan's decision but whatever, as most of the discussion both here and on the Discord were just people saying "OK" and ":(", so I thought it was a good thing to explain what I see of the situation not just as a whole but even beyond it. People should stop glorifying this was good thing. Nobody won this day, from the people that loved the mode to Jan feeling forced to choose this decision or even the mods that had to explain the situation over and over, there was not a single good thing to come out of this announcement. Although this is not saying there were any good options (with Jan definitely looking like he had to choose something to sacrifice), for example, if Intense mode had been kept, the toxicity of people complaining about it thinking it was somehow Jan's fault and the pressure Azery would be through, specially since he had already decided to axe a lot of future things from the now gone next Intense battles due to this bad behaviour. Which, speaking of Azery, how does he feel about all of this? Intense mode was like his "baby" and it was definitely responsible for the big A.I revamp and hours of hours of his life working with it, this honestly looks awful, and while he accepted the decision, did he agree with it? (2 different things) And about Intense, it has already been discussed the question about Elitism, but what else did it bring? Intense definitely attracted a lot of people and honestly was very interesting, including me (which might make me stop playing this game but it's irrelevant to the discussion), although as said before, the limitations meant things like Azery resorting to Saki having 2 megas with items, even though it was by far the funniest V13 fight to me, I can see why people hated the Intense version of it. And another thing that Intense did was show a new "genre" of way to play Pokemon battles and the birth of "hardcore" mods such as the currently being revamped Memeborn made by Azery himself, so yeah, while Intense isn't available, it's definitely not gone as far as its impact goes. Which leads me to the other topic, about modding. While there is definitely the potential for good mods there is also the fact others won't be as good, in which I won't enter in details, everyone has different abilities and experiences, but there also would be a pressure of the community to create Intense 2.0, which is a bit of an uncomfortable topic as a friend of Moto and he somewhat felt weird with "having to have the Intense baton passed upon him", even though it obviously won't be the case, Moto's mod is his mod and Intense is Intense. Anyway that leads to the last part, the community. The Rejuvenation Community is infamously toxic and while the Intense Elitism definitely was a part of it, it extends much more than that (with even an example in this exact thread, although I won't specify it is easy to see) from people that despise characters and want the entire planet to know to the Moderators themselves, being overcharged with the situation, accidentally making the situation even worse and resulting in a big mess with a lot of circlejerking. So, will removing Intense make the community better? I have no idea, I am not a fortune teller, but I assume it's just like cutting weeds on a farm, but not removing the roots and as Falirion said, using Intense as a scapegoat does not make things better regardless. Although reminder, even with all my points against it, this is Jan's decision and while I have the right to politely challenge it and show this side of the situation, he is free to keep his decision if he believes it is the right choice as I won't and can't change it.
    8 points
  6. I've stated (on discord) that even beyond it being a matter of time investment, I just don't have the interest to do so. I've liked working on intense so much because it's how I've basically always experienced the game personally, as someone who's been playing since Version 1. That will no longer be the case and thus I don't have any such attachement to any mod I create myself, let alone one I'd want to release. I'm sure Moto or some other talented people will do something for those wanting that itch scratched.
    8 points
  7. Well, there goes another member to my rejuv team
    4 points
  8. I think you are underestimating a large proportion of your userbase which absolutely does not interact in discord/community/whatever. For every toxic interaction, there are dozens and dozens of invisible positive ones. I have introduced many friends to this wonderful game and they all have loved every bit of the challenge; yet they are not part of the discord, not even part of these forums even. I myself barely post here at all, only noticed this announcement like two weeks after it was posted, and am completely unaware of all the negativity mentioned in the announcement. The loudest voices will always be the most virulent and negative ones. People who are satisfied rarely express it out of nowhere, so of course I imagine almost all the feedback you're getting is negative, and it's understandable it gets tiring. Personally, this decision deeply saddens me. Of course, I understand that you have probably already considered this angle many times already before coming to a decision, and ultimately if you are not having fun anymore due to the overwhelming negative sentiments, it is of course the correct course of action - but I wish you could see all the positivity this mode also brings to the table and why it is (in my opinion) totally worth the effort, development time, etc. Personally, I treated the past few episode releases with just as much excitement as an AAA game release or something similar, and that was due to the existence of Intense. I would never enjoy the game that much, despite its incredible qualities, if it didn't satisfy that itch. Yes, the community will be able to recreate it, but it's not really the same thing, y'know? That said, I am not your friend or anything, and maybe I'm completely wrong, but based on the past few posts it feels like the past year or two have been heavy on you, so please take care of yourself first and foremost :) and if that can help relieve some of the stress, then so be it.
    4 points
  9. I totally respect your decision. To me rejuvenation's intense mode (especially on V13) is the most interesting difficulty level I have played so far. It does not rely on over levelling or on busted legendaries and the game seems to carefully give us items and pokemon so that the player never become too powerful. Although terrain mechanics + seeds (and valarie's whishcash with its crest) felt a bit unfair I think they were necessary to raise the difficulty at some point. There are almost 900 hundred pokemon that can be played with different movepools, abilities and items the pokemon game is very rich in term of possible strategies. Most of the time either the game is too easy and it is not worth it to think about a strategy either there are a few strategies that are overpowered and they are not that hard to find. While playing Rejuvenation on intense mode, I felt like I had to dig deeper than usual : using pokemon I had always overlooked, trying to get eggmoves, finding synergy with the terrain mecanic, and when the team was ready I still had to carefully plan the boss battles and perfect my strategy through several attempts. I do not know if it was the way I should have played but I was trying my best, making full use of all the tools I was given just to be able to go further in the game and it felt so rewarding. After beating each boss you unlock a new part of the quiet cool story, and you get access to new items/pokemon (with enough exploration) which makes it all the more rewarding. I newer got this mid-game feeling when I am bored and try to rush to the end game where things are going to be interesting again. In fact, the game surprised me regularly (with boat that get teleported, time traveling, crests, aevian forms....) and I was always gathering as much tools as I could in each new zones to prepare for the next boss battle. To sum this up, thank you for making this Intense mode until V13, it made the most entertaining pokemon experience I have had for some years now.
    4 points
  10. As someone who has played the game 3 times. First on normal, then on intensen and for V13 on intense i really adore the intense feature. The reason i first started to play was because i wanted to see how the story would play put if you made different decissions, like not freeing kreiss at the isle of angels or taking the magma stone. Replaying the game on a harder mode would be fun and it was, i also did the same when V13 came out and did another intense run, which took me over 430 in game hours and like 8 or 9 weeks irl. It was absolutely wonderfull to replay the game on intense because defeating an impossible oppponent would be fun without using an single item. It was also pretty epic to see characters using literal legendaries and stronger mons. That is what identity intense had. The opponent uses stronger,cooler and sometimes legendary mons, but i have the feeling that in V13 the idea of having strong mons was lost, because the player also had strong mons, so it was time to cheat with ev's. Cheating with ev's should never ever be brought back. I remember using my mono fire team against saki. I had the sun up and was thinking i could easilly sweep her. my Cinderace barely did one third to her metagrosse. In V13 the identity of rejuvenation kind of shifted from the pokémon fan game that was written like an anime to an even better anime with some impossible battles and I kind of understand that u want to get rid of that impossible fight image and focus fully on the writing. And in a few years when the game is complete it might make a return. I will miss the legendary aces of the gymleaders though. R.I.P saki's genesect and souta's thunderus. But if it's going to go for good, can we than remember intense as a fun mode, which made replaying the a lot better. And like chapter 14. Death of one birth of another. WIl it be replaced with something less toxic. I think a randomizer like reborn would fill the void that intense is for a lot of players. There will be many legendaties, that will not see the light of day till V16. And a lot of memey scenarios. Imagine the fight on valor mountain but instead of menacing team you'll be fighting against some bidoofs and chikorita's. By the way if there are a lot of story components, and you could get different endings wouldn't it be much more fun for the player to experience them all and a randomizer would make them a lot easier, since they are much more easier than any other mode. I hope the removal of intense will not be seen al a lost, but as an oppertunity for an even more awesome game, and if intense is gone, then develepement would be a bit shorter which means that we can get the continuation of the goomink quest earlier. I would love to see where Jan and the rest of the team will take pokémon rejuvenation in the next chapter and can't wait for the anime adaptation in 2069.
    4 points
  11. Warning! Mucho texto ahead! I think I get it.. I also don't like the type of people that keep rubbing on people's faces that they managed to beat a difficult gym leader on Intense, no Item and Battle Style Set when someone comes here asking for help because they are having trouble to beat them but, if I gotta be honest, trashing the mode won't really fix this issue but it's your decision and I myself don't care for the mode anyway, it's just not for me, so do what you think it's best, it's your game in the end, your vision, if you are unsatisfied with it you're free to do whatever you want and if the community really cares they will support your decision like I do. But I agree that leaving the creation of the mode for after the game is finished is a wise choice, it's better to see how the community reacts to each and every important battle in order to create a more suitable difficult mode afterwards, if a leader has a strategy that players can exploit to make it easier you can then change it on intense to make it more difficult (Like how people used to abuse the field change on Souta on v12). As for my opinion of the current Intense Mode, I don't like it.. One thing is losing because your strategy is bad but it's a totally different thing when the enemy's Pokemons have 252EVs on every status and 2 megas (Looking at you, Saki).. Like I said, it isn't for me and I usually stay clear of the mode and play only on Normal..
    4 points
  12. Looking at it objectively, even as someone who has played the game in intense and understand the appeal, this just straight up seems like the correct decision. Ignoring toxicity and whatnot, designing entirely new teams, sets, and gimmicks for every single battle in the game before the game is even finished seems like an incredibly taxing endeavor. Note that intense mode means not only are entire new teams designed during development of new versions but also if there were ever any changes made to previous episodes, especially as big as the one we got in v13, that means you're doubling the workload on team design for those changes as well and this would continue everytime there are any changes to existing encounters. It just seems like the most efficient path is to finish the game first.
    3 points
  13. While I can't say for certain that this is a good or bad decision, owing to the fact that I never tried Intense mode, I am glad that you've realized the impact it is having on you, and that a significant part of the fanbase enjoys it. I just hope that people understand your reasoning for doing this.
    3 points
  14. I thoroughly enjoyed rejuvenation's intense mode. Unfortunately, I did play and enjoyed rejuvenation primarily for the high difficulty. You could say I fall into the demographic that plays rejuvenation "for some ultimate challenge" XD :PPPP. Unfortunately I don't follow what happen in discord so I don't understand what has transpired that has caused such a decision, but I do think that cutting a feature of the game and then citing elitism ("git good") attitude of some people as a primary reason is not a good justification because it feels like the developer team is punishing the wider community because of some rotten apples (although I am sure you guys have a heart of gold since its also clear you care about the community) However, I agree the others reason for the cut, such as speeding up development, is an excellent reason for it, and ultimately, I would rather have a finished game without intense rather than an incomplete one with intense mode, so I accept your decision. I also accept that I perhaps do not fall into the primary demographic this game was made for, and while that is a loss for me personally, it is overall great if it enhances the development of the game. Thank you for the a wonderful game
    2 points
  15. thank arceus since i don't think i'll ever get around to an intense run anyways
    2 points
  16. This must've been a hard decision for the team to make, and harder still to announce considering the attachment so many have to the mode. I've cleared the current release on Intense myself and had a fair share of feedback I was considering giving, but ultimately I think this is probably for the best. One thing I am wondering, will there be an option in future to disable mid battle items both for yourself and the enemy trainers? This was by far my favourite mechanic from Intense and would love to see it be an option or otherwise available in 13.5
    2 points
  17. Hi so from what I've heard, intense players will get an option on whether they want to play normal/casual when they boot up their save. The thing is that post Samson/Charlotte every main trainer has fully EV invested teams. Honestly, the elitism will still exist with this method. Jan isn't removing intense mode because it's too difficult, Jan is removing it because of the constant elitism on the discord from some (not all) intense players and people bitching whenever it gets the slightest nerf for balancing reasons. _________________________________________________________________________________________________________________________________________ As a side note, I've noticed that there's many people sticking around praying for Az to do an intense mode mod (seen this on the discord more than on the forums). This happening is pretty unlikely since Az has university and Rejuv on the go so won't have time to create any such mod.
    2 points
  18. That Snorut is so cute. Let me adopt it OWO Bet it will be a neat Christmas styled Froslass and Glalie
    1 point
  19. I must be disagreed with this, that the players are being salty with the ones that are playing on less difficulty is just not an enough reason for push away the people that likes to play in a hard difficulty, im sorry but you can't talk about "accessibility" when you are pushing away part of your public just for a group of toxic users, you will delete intense mode but you will keep the easy mode for acessibility? That just doesnt make sense, the accessibility goes for both, the ones that looks an easy challenge for enjoy the story, the ones that wants a normal challenge but not to hard and the ones that looks for a very hard challenge, this isnt accessibility, is just push away part of your public away, if you were looking for a balanced game, you will have delete easy mode too and use standard as the main gamemode. Im a big follower of this franchise and consider it the best pokemon game ever made, but this decission is a terrible idea if we are talking about accessibility and is not gonna fix the problem, dont you think the toxic that plays on standard will also insult the ones that plays on casual? They will keep going because they are toxic users and nothing will change it Please reconsider what you guys are doing, because this isnt gonna make things better, the accessibility is already there and this decission is only cutting out that accessibility
    1 point
  20. Fair enough. The base game is already pretty challenging anyway. Anyone who might want more can always attempt a nuzlocke or a monotype run.
    1 point
  21. Haven't been here in a while, but came to drop a quote from a certain sorely-missed former president of Nintendo: "Video games are meant to be just one thing: fun. Fun for everyone." Sad to see how toxic things have gotten--not just in the Rejuv community, but in gaming communities as a whole. But I'm also glad there are still fun-loving people out there, too. Y'know...those who actually, truly understand what Iwata-san was getting at. It's good to know your head is in the right place, Jan--and that you cared enough to speak out about this not just for your own sake, but also for your fanbase. Intense or not, Rejuv was supposed to fun for everyone, yeah? So thanks for bringing it all out into the open.
    1 point
  22. Well I tried intense mode for the first time this update because i wanted to see the difference for myself. i completed the play through 100%. and learned quite a bit about my battle style in the process. i can say i pulled every thing i know about pokemon and this game together and pushed through it. only two battle broke my spirit. (Angie, and geara/zetta battle) with the add challenge of completing the pokedex i found creative ways to win each gym, boss, evil team battle. did i enjoy my time playing. for the most part but came to know that not everyone can handle this kind battling. so i understand getting rid of it for the time being. my personal mode i enjoy is the reborn mode anyways to enjoy the story which is what you are here giving us anyways. so getting rid of the intense mode will give you more time to work on the story because now you dont have to code all that extra stuff. so i understand your choice and support it. with this being my favorite fan game. and ive played many pokemon fan games. Rejuvenation will always be first on my list.
    1 point
  23. Well that absolutely sucks. I don't really use the Discord or engage with the community much, so I don't how bad this supposed elitism problem was; but I still feel like this comes across as punishing everyone for the actions of the few. Fan mods have always existed so not sure that's any kind of stand in. That said, maintaining 3 difficulties being overwhelming and unfun is enough justification to reduce them. At least I have a normal mode save to continue.
    1 point
  24. This method makes the game more fair, but if you say elitism then those people can still find another thing to show off with. To deal with those people the only solution is probably banning them I guess?
    1 point
  25. I really loved the challenge of the game when I first played it on normal difficulty, which in my eyes was the adequate level of difficulty. However after replaying this amazing game over and over you become used to it so I challenged myself with Intense mode and then Intense mode set/no items. I can appreciate the balancing issues and time spent on ensuring these harder modes are actually possible and lets be honest, they are just there to induce pain! In short, the intense mode challenge is only ever there for those who have experienced the game on normal anyway, so I don't see this being an issue! Fully respect your decision to work on normal and easy modes as the game will still be challenging regardless and the last thing anyone wants is for you to not enjoy making the game. Keep up the amazing work <3
    1 point
  26. As a player, who made 4 playthroughs on intense(item ban, battle style set), each with different mons, mostly because of challenge - that makes me sad. But i kinda saw it comming. We've came to the point, where we have too much available mons, moves, items etc. that optimalising a fun, challenging fight might become hell. I saw that during v13. Fights where we were playing as friends and using their team (vs Angie, Lorna, Cassandra) was cool - challenging, but fun. And fights where we were fighting as ourselves (for me at least) - totally oposite. Beating Garea took me 2 weeks and i won purely by rng. Never managed to beat Saki and i lost interest into a game. So i guess its a good choice.
    1 point
  27. Personally while this doesn't effect me since i just play normal, it is kinda sad to see it go, however it could potentially open more opportunities to find difficulty where you may have not found before, like a shiny nuzlocke, although it may not be the difficulty everyone looks for, it'll sure be interesting to see what this community does.
    1 point
  28. Go find Mr. Luck. He's camped out south of Grand Dream City and Honec Woods, and east of Darchlight. He's outside the tent - talk to him and he'll change the game's difficulty for you, free of charge if you're on 13.04 or beyond.
    1 point
  29. I am one of the people who never really got into Intense as well - I once tried Reborn Hardcore, (and I am proud to this day that I beat Florinia's Master Mode fight), but that's as far as I wanted to go, on the "Harder than Hard" setting. Reborn and Rejuvenation are tough enough already - and that's what I think. But regardless, if making Intense Mode is causing issues for you, then it's your choice and your decision to shut it down for your mental health. Feel free.
    1 point
  30. understandable one question tho when v13.5 comes out how will i change my game from intense to normal mode since im playin on intense?
    1 point
  31. As an intense mode player only I completely agree with this decision even I disagree with it but I can why it needed to be done. With this I can safely say I will still play this game as everyone else should.
    1 point
  32. If our current save file is on intense, will it automatically be put on normal when updating to 13.5? Personally really enjoyed the crazy challenge but I understand its not for everyone and if you guys think its best to get rid of it for now then I'm all on board. Thanks for all the hard work you guys do to make this game truly amazing!
    1 point
  33. Uh this is fine, In fact I think the majority of us are cool with this? Most of us are just here to enjoy the game regardless of the difficulty, Its too bad there's a few toxic people ruining it for others but it happens. That said, If a few sweaty discord gamers get upset by this decision then I see this as an absolute win! LOL
    1 point
  34. I've honestly never done intense mode, so no problems here!
    1 point
  35. hi i uh forgot to add the updated artwork for emma so there you go. the updated art for emma is now in there as well + on the sta.sh site i cannot be assed to make wallpapers rn
    1 point
  36. Will you continue to use the fandom/wikia one, or migrate elsewhere? I really don't want to support that platform.
    1 point
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