- Oct 18, 2020
- 137
- 192
Most pokemon fans are actually bad at pokemon games.
Think about all the people who complained about Whitney's miltank.
Think about all the people who complained about Whitney's miltank.
That miltank was a bitch tho xdMost pokemon fans are actually bad at pokemon games.
Think about all the people who complained about Whitney's miltank.
To be fair, we where like 7 when she first rolled out on us. And people today forget that Rollout itself used to be a new move in which no one knew what it was in the ancient past that was the early 2000s.Most pokemon fans are actually bad at pokemon games.
Think about all the people who complained about Whitney's miltank.
Damn we got the dev here.Uhuh. First off, the Audinos give much more exp than the ordinary trainers, and are much weaker than any trainer on route 1, essentially free. Secondly, Pokemon as a game is literally created around the concept of collecting and grinding, so you're complaining about a core mechanic that all pokemon games have. Thirdly, your definition of 'high difficulty' is the same nonsense spewed by all the other complainants here who hate using items, using stat moves, using terrain moves, using anything aside from 'brrr, hit super-effective brr.'
And finally, All pokemon available in both the Town and route 1 were designed to hard counter Joey. You were just too lazy to catch and train. All in all, you are full of it.
Good day to you sir.
Git Gud.Damn we got the dev here.
Listen man, I appreciate people who make any kind of romhack/game/similar. It takes a lot of time and effort. But your high horse needs to be reached with a ladder.
1) Yes, Audino exp is free. So is wild grass pokemon exp. But at level 11ish, the trainers I was fighting gave roughly 470+ exp if I beat a mon, the same amount as the level 7 Audino's exp. So yeah, your 'ordinary trainers' give audino levels of exp.
Beyond that, in regards to it being free, why should it matter if I spend 1 minute to get one level of exp instead of 10 grinding in the grass?
2) Training is a core mechanic, not grinding. Most route one areas let you 'naturally level' where you fight whatever is in the grass, and then the trainers on the way, and you'll be doing fine. Your view of the 'core mechanic' may be a long grind fest, but that isn't really the case most of the time. Beyond that, if grinding is a core mechanic, but this is your romhack/game, then you can make it better (see Emerald Rogue's groupleveling + forced level cap system).
Speaking of level-caps, I should be able to take on trainers at my level, and I'm not talking about Joey here. Let's just grab a rando trainer on route one, the lass with Peliper and stage two Pidgy. They're both level 14, second stage pokemon. Using the items provided, buying potions, setting berries, using debuff moves like baby-doll eyes and powder moves, a team of pokemon from only route one (not the cave to the left) doesn't really stand a chance. Mankey? Flying types can one shot at matching levels. Jumpluff and Bellsprout can get lucky and survive a hit to provide sleep or poison, if the powder hits. Your only two options after setup then, are your starter, zigzagoon, and snubull (who i didnt use as I've used one in my teams for many games and wanted a shift in pace). Zigzagoon has mid defense and a headbutt does less than a third HP. If you go for weakening with Baby Doll eyes, you can allow your starter to get wackin. Then the starter uses its (frankly busted this early) 20hp damage move, stalls with leftovers, and you may beat ONE of the two pokemon.
But you can't use evasion against Keen Eye and you WILL get hit with at least one sand attack.
I've played my fair share of nuzlocke runs, and completed them, I'm not adverse to a challenge. There is room for strategy in these fights, and I don't doubt that the game evens out further in. But I ain't "full of it" for thinking your view of 'difficulty' is kaizo-like. Sod off.
get good noobDamn we got the dev here.
Listen man, I appreciate people who make any kind of romhack/game/similar. It takes a lot of time and effort. But your high horse needs to be reached with a ladder.
1) Yes, Audino exp is free. So is wild grass pokemon exp. But at level 11ish, the trainers I was fighting gave roughly 470+ exp if I beat a mon, the same amount as the level 7 Audino's exp. So yeah, your 'ordinary trainers' give audino levels of exp.
Beyond that, in regards to it being free, why should it matter if I spend 1 minute to get one level of exp instead of 10 grinding in the grass?
2) Training is a core mechanic, not grinding. Most route one areas let you 'naturally level' where you fight whatever is in the grass, and then the trainers on the way, and you'll be doing fine. Your view of the 'core mechanic' may be a long grind fest, but that isn't really the case most of the time. Beyond that, if grinding is a core mechanic, but this is your romhack/game, then you can make it better (see Emerald Rogue's groupleveling + forced level cap system).
Speaking of level-caps, I should be able to take on trainers at my level, and I'm not talking about Joey here. Let's just grab a rando trainer on route one, the lass with Peliper and stage two Pidgy. They're both level 14, second stage pokemon. Using the items provided, buying potions, setting berries, using debuff moves like baby-doll eyes and powder moves, a team of pokemon from only route one (not the cave to the left) doesn't really stand a chance. Mankey? Flying types can one shot at matching levels. Jumpluff and Bellsprout can get lucky and survive a hit to provide sleep or poison, if the powder hits. Your only two options after setup then, are your starter, zigzagoon, and snubull (who i didnt use as I've used one in my teams for many games and wanted a shift in pace). Zigzagoon has mid defense and a headbutt does less than a third HP. If you go for weakening with Baby Doll eyes, you can allow your starter to get wackin. Then the starter uses its (frankly busted this early) 20hp damage move, stalls with leftovers, and you may beat ONE of the two pokemon.
But you can't use evasion against Keen Eye and you WILL get hit with at least one sand attack.
I've played my fair share of nuzlocke runs, and completed them, I'm not adverse to a challenge. There is room for strategy in these fights, and I don't doubt that the game evens out further in. But I ain't "full of it" for thinking your view of 'difficulty' is kaizo-like. Sod off.
My difficulty is Kaizo-like? LOLOLOL this gave me a laugh, thank you.Damn we got the dev here.
Listen man, I appreciate people who make any kind of romhack/game/similar. It takes a lot of time and effort. But your high horse needs to be reached with a ladder.
1) Yes, Audino exp is free. So is wild grass pokemon exp. But at level 11ish, the trainers I was fighting gave roughly 470+ exp if I beat a mon, the same amount as the level 7 Audino's exp. So yeah, your 'ordinary trainers' give audino levels of exp.
Beyond that, in regards to it being free, why should it matter if I spend 1 minute to get one level of exp instead of 10 grinding in the grass?
2) Training is a core mechanic, not grinding. Most route one areas let you 'naturally level' where you fight whatever is in the grass, and then the trainers on the way, and you'll be doing fine. Your view of the 'core mechanic' may be a long grind fest, but that isn't really the case most of the time. Beyond that, if grinding is a core mechanic, but this is your romhack/game, then you can make it better (see Emerald Rogue's groupleveling + forced level cap system).
Speaking of level-caps, I should be able to take on trainers at my level, and I'm not talking about Joey here. Let's just grab a rando trainer on route one, the lass with Peliper and stage two Pidgy. They're both level 14, second stage pokemon. Using the items provided, buying potions, setting berries, using debuff moves like baby-doll eyes and powder moves, a team of pokemon from only route one (not the cave to the left) doesn't really stand a chance. Mankey? Flying types can one shot at matching levels. Jumpluff and Bellsprout can get lucky and survive a hit to provide sleep or poison, if the powder hits. Your only two options after setup then, are your starter, zigzagoon, and snubull (who i didnt use as I've used one in my teams for many games and wanted a shift in pace). Zigzagoon has mid defense and a headbutt does less than a third HP. If you go for weakening with Baby Doll eyes, you can allow your starter to get wackin. Then the starter uses its (frankly busted this early) 20hp damage move, stalls with leftovers, and you may beat ONE of the two pokemon.
But you can't use evasion against Keen Eye and you WILL get hit with at least one sand attack.
I've played my fair share of nuzlocke runs, and completed them, I'm not adverse to a challenge. There is room for strategy in these fights, and I don't doubt that the game evens out further in. But I ain't "full of it" for thinking your view of 'difficulty' is kaizo-like. Sod off.
If you mean if there are going to be set natures, unfortunatly no. Dev has no control over the naturesWith that stated, I made the mistake of getting Lopunny and saving instead of save scumming for nature. Are there going to be any nature mints in the future? Not maxed attack on a fighting type is bad news in the event someone throws a chunky Normal type at you like Slaking, Regigigas or Arceus. My fighting types of choice are usually Mega Blaziken, Iron Hands or Mienshao. I did like the ability to kick the crap out of a sashed Smeargle though. And will Mega Waifumon be in the game?
He mentioned that trough the discord server. Feel free to join and ask him about these items there. Im defenitely interested if this can be doneI wasn't talking about set natures but the items that change natures. That answer still covers both topics though. Could you point me to the page where he says he doesn't have control over it? I kind of find it weird he doesn't when I can just jump into Pokemon Ocandia's vandalisms of other games and Pokemon Ecchi by Hinoarashi and activate debug mode and just set moves, natures and all that and I'm pretty sure there's other fan games that can change nature without putting in tester cheats.
.....I hate discord with a growing passion. And I also dislike it when people gate information behind there that shouldn't be. I'm here on a forum for a game that should have all the information on it.
I was making more of a general statement than an accusation towards you. That's my feelings on any project that has a more active discord than forum when it is unnecessary......
And what information am i gateing exactlty?
I respond with information given on the discord and and on this forum for everyone's convinience.
I suggest you join discord cuz dev is more active on there and so you can ask your own question.
Guess ill just leave it be and you can wait till dev answers here.
The thing is, debug mode allows you to change natures, but I myself have no plausible way of making that a natural occurance within the game. That's why I said it was impossible, not because it cannot be done, but it cannot be made to fit the game without it being blatant cheating. Debug mode is something I would never recommend players to use anyway, unless they know what they're doing. If they mess something up, its on them.I was making more of a general statement than an accusation towards you. That's my feelings on any project that has a more active discord than forum when it is unnecessary.
Nah, its just me working on old information. I used Pokemon essentials ver 19.1 and mints were not introduced at the time. I switched over to version 20.1 without fully reading through the changelogs so I was not aware until just now. 'Mints' are indeed a thing, and it can be included in the game. But obviously, I'm not letting players have access to that too early, so I'll save it for a later city/town.I wasn't trying to be mean in the first place. I'm pretty sure this was misinterpreted to be more extreme of a statement than it was. Possibly gated was the wrong word to use because it was too close to gatekeeping which is this era's controversial topic. I never once used the term gatekeeping either. I could have said divided or anything like that and I keep forgetting how tense things get out of my own foolishness. To rephrase what I was trying to say, I don't think information should be divided between anywhere when it doesn't need to be. Why do it in two places where not all information available is the same? It just seems inefficient and more likely to cause confusion. I play your game, I like your game and I don't dislike you or blubber. I'm not trying to put either of you down or anything. Please don't assume malice from me.
I am still left with the question of what specifically is preventing the addition of Nature mints, an item present in the games siince Gen 8. Debug mode was not an answer I was suggesting for that but it was an example of how other games in RPG maker have allowed for nature changing along with devs taking it upon themselves to program in Nature mints in other, separate projects. You have said this is implausible but I wanted to know what makes it implausible so I could find a way to suggest something that would make it easier for you to implement. I did notice that the Houndour line had an old learnset so is it something to do with using an outdated edition of Pokemon Essentials or its current build not including Nature Mints as items?
I think she's fine as is. I have a lot of waifumon and fakemon down the line, so its likely ideas will overlap sooner or later.That's completely reasonable. Also I like your choices of making the waifumon viable. It's nice to see Pokemon shine when they couldn't do so in the original games after a certain point. And imo you made the Trainer Battle side of things more fun than in Ecchi as Fakemon and "eventmon" style variants change things up nicely when done well. For Viruark though, are you aware her typing and ability is shared by Overquil? She's fun to use as is but if she had Serene Grace or a variant of Corrosion it would make her distinct besides her stats. Edit: I'm a dummy. Poison Point is not Poison Touch. Alolan Muk has Poison touch.
Mints don't change a nature, they only have the technical purpose of changing stats.Nah, its just me working on old information. I used Pokemon essentials ver 19.1 and mints were not introduced at the time. I switched over to version 20.1 without fully reading through the changelogs so I was not aware until just now. 'Mints' are indeed a thing, and it can be included in the game. But obviously, I'm not letting players have access to that too early, so I'll save it for a later city/town.
So adding mints is just going to serve the minmaxing purpose, it won't fix the fundamental "natures don't fit their personalities" problem.When used from the Bag on a Pokémon, it changes the effect of a Pokémon's Nature on its stats to that of the Nature corresponding to the mint used. The Pokémon's actual Nature, however, remains unchanged.
I wouldn't call it "cheating", if you're the one that decides what nature each of the waifumons would be preset with. In fact, it does the opposite: it would prevent savescumming (because you totally can do it right now, by relaunching the game to before the waifumon joins your party) and add an extra layer of difficulty to the game; no cheesing via stat min-maxing.Sets the Pokémon's nature. Use pkmn.nature = nil to remove the override and have the nature be determined by the Pokémon's personal ID.
pkmn.nature_for_stats = :HASTY will treat the Pokémon's nature as this one when it comes to calculating its effect on the Pokémon's stats. It is used by the Gen 8 mints. Use pkmn.nature_for_stats = nil to remove this override and have the stats be affected by the Pokémon's actual nature.