Poll of the Day > You can't evolve your Eevee in the Switch Pokemon game.

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Muffinz0rz
05/31/18 12:20:10 AM
#52:


LinkPizza posted...
VixYW posted...
Mead posted...
VixYW posted...
Mead posted...
We dont know for sure that there arent wild battles, just that the catch mechanic is from the mobile game

No, I'm pretty sure at least one of the articles I red stated the it was only catch. I'll look back and post the link later if I feel like it.


Even the trailer says that the gameplay is basically a placeholder though

It would be odd to have battles in the game but not for wild encounters

Yeah, I thought it made no sense too.

I didn't, either... But it might make sense if it's just a add on for Pokmon Go...

tell me this ain't gonna cost a full $60
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Justin2Krelian
05/31/18 12:22:35 AM
#53:


What they need to do is make a Pokemon Go type game where you have to go different locations (forests, beaches, rivers, cities) to get different types and even certain species.

And totally overhaul the gameplay.
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#54
Post #54 was unavailable or deleted.
NeoSioType
05/31/18 12:33:16 AM
#55:


The worst thing about this for me is that I wanted an awesome Kanto game with Switch graphics and this stole the opportunity.

Seriously, I drew up my own game design sheets just to fantasize what a cool reboot of the original games would be like.
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Muffinz0rz
05/31/18 12:39:25 AM
#56:


NeoSioType posted...
Seriously, I drew up my own game design sheets just to fantasize what a cool reboot of the original games would be like.

pics
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NeoSioType
05/31/18 12:52:44 AM
#57:


...They're word documents about making changes that would suit my interests. Not some kind of map design in rpgmaker or a rom hack.
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Muffinz0rz
05/31/18 12:54:55 AM
#58:


NeoSioType posted...
...They're word documents

copy-paste then
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NeoSioType
05/31/18 1:05:41 AM
#59:


This is really my own opinion, you know... People like different things and I didn't expect to share it.

Design philosophy: True RPG, puzzle mechanics, convenience, balanced, challenging and rewarding play

In an effort to minimize player advantage in battle the following restrictions will be implemented.

1 Badge(s) Level 10 Cap Removed
2 Badge(s) Level 15 Cap Removed
3 Badge(s) Level 20 Cap Removed
4 Badge(s) Level 25 Cap Removed
5 Badge(s) Level 30 Cap Removed
6 Badge(s) Level 35 Cap Removed
7 Badge(s) Level 40 Cap Removed
8 Badge(s) Level 45 Cap Removed
Elite 4 and Champion Level 50+ Cap Removed

*Experience that overflows the Level Cap (Phantom EXP) is received when it becomes available.

Carry 3 Pokmon License [Start of the Game]
Carry 4 Pokmon License
Carry 5 Pokmon License
Carry 6 Pokmon License

Use 1 Item(s) in Battle [Start of the Game]
Use 2 Item(s) in Battle
Use 3 Item(s) in Battle
Use 4 Item(s) in Battle, Allowing Substitution of 1

*Items are assigned before battle and are automatically restocked from inventory after battle
*Status Heals have received a buff that provides a temporary immunity in battle
*Stat boosting items now buff an additional stage

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One of the biggest problems with the Pokmon games is that they not only obfuscate their RPG mechanics but that systems like Breeding and EV training don't work very well with the single player experience. Because of this changes will be implemented.

Effort Values are scraped for a traditional RPG stat investment system. This not only allows greater player control over stat distribution but also removes the potential to abuse EV-training under the level cap system.

For the sake of simplicity, there are 100 Points in total with a maximum of 50 Points to distribute per stat.

Pokmon receive an average of +2 Points per Level Up/Level to Lv. 50.

The following pattern is observed for every 5 levels:

Level 1 (+1)
Level 2 (+1)
Level 3 (+2)
Level 4 (+2)
Level 5 (+4)

These Points can be distributed automatically in battle according to a preset plan or pattern created in the Pokmon's status screen. If no plan is set, the player must manually assign them inside or outside of battle to use them. If set to default manual there will be an option to ignore distribution should the player save his decision for later. Furthermore an option will be provided to ignore in battle allocation to preserve flow.

Previous Effort Value reducing berries do not wipe Points but resets their placement back into the pool.

Berries can easily be bought or grown however they should be limited to maintain RPG integrity.

Consider scrapping Vitamins and EV training items entirely. They are incompatible with the new system.


Other stuff is kind of fragmented ideas. It's not really a polished or complete document.
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NeoSioType
05/31/18 1:08:20 AM
#60:


Kind of restrictive stuff, huh?

I think I have some of the cooler ideas somewhere on my HDD.
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Muffinz0rz
05/31/18 1:12:53 AM
#61:


NeoSioType posted...
Kind of restrictive stuff, huh?

good read tbh i love when people pitch stuff like this

NeoSioType posted...
I think I have some of the cooler ideas somewhere on my HDD.

Muffinz0rz posted...
copy-paste then

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NeoSioType
05/31/18 1:18:11 AM
#62:


Change the Fishing Rod placement

Better Bag that sorts everything in folders

A HUD that tells whether SPD is greater or equal to a value after a round of battle

NPCs utilize a variety of trained types for their strategy. They shuffle their team beforehand to prevent setup advantage

A Pokdex that is informative as Bulbapedia, featuring Ken Sugimori's original artwork.

New Status Screen that cleanly breaks down the base stats as well as any modifiers, producing a total.

Hidden Machines are either buffed or can be assigned to an overworld slot.

All Pokmon are available in the game. No trading required.

Developed plot threads: Oak, Gary, Mr. Fuji, Team Rocket, Giovanni, Mewtwo, Blaine, ect.

Seasons, Weather, Night/Day, Days of Week

Pokmart Specials and Coupons

Quests (Fishing, Team Rocket mode, ect)

Moves have their own levels. Weaker moves are reworked to give them some sort of advantage over more powerful moves.

Considering the increased difficulty, over world heals after battles however dungeons do not.'

Doing something about the neutral natures

Original Pokemon TCG inside the game!
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LinkPizza
05/31/18 1:21:21 AM
#63:


NeoSioType posted...
Seasons, Weather, Night/Day, Days of Week

Don't they already have some of this. I think day night has been in since gen 2 or 3. And weather is in some games. Normally in specific places, though. Though I guess it would be kinda cool. Though, you would have certain pokemon pretty much locked until a specific time of year. Unless it changes much faster. I was thinking they would probably do it like Animal Crossing...

NeoSioType posted...
Doing something about the neutral natures

Maybe you could kind of train them to the nature you want or something...
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NeoSioType
05/31/18 1:43:11 AM
#64:


I actually think it's a programming reason the EV stats are weird in Pokemon.

Like it that way out of convenience for the developers than the players.

Can't really change it though without messing with the pokemon from past games.

I think that's also the reason why there aren't any +HP natures.

Edit: Nah, seems like it's a probability issue.

https://pokemondb.net/pokebase/93087/there-any-known-reason-there-being-natures-that-raise-lower
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Muffinz0rz
06/04/18 12:48:46 PM
#65:


bump
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DeathMagnetic80
06/04/18 5:22:40 PM
#66:


Honestly, I'm buying it for my wife mostly since she plays Pokemon go when she goes on walks during breaks at work.
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LaggnFragnLarry
06/04/18 5:29:13 PM
#67:


i think i might buy both versions
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Muffinz0rz
06/05/18 10:50:13 AM
#68:


LaggnFragnLarry posted...
i think i might buy both versions

pls dont encourage this type of behaviour from nintendo
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