And this. Definitely this. There's no damn reason for the HM mechanic. Just give pokemon an "ability" slot for overworld stuff like surf, separate from their battle moves.
I like that idea. I really like that idea. Still makes it so you have to have the right Pokemon, but it doesn't take up one of your precious move spots.
And this. Definitely this. There's no damn reason for the HM mechanic. Just give pokemon an "ability" slot for overworld stuff like surf, separate from their battle moves.
I like that idea. I really like that idea. Still makes it so you have to have the right Pokemon, but it doesn't take up one of your precious move spots.
Changes to Pokemon;
1) Start yourself off in the middle of the game map. Have a Megaman style 'gym selection' style where you pick which gym order you defeat them in except they gain 8~10 levels for each badge you own. Each gym leader also rewards you with an HM that allows you to explore new areas and capture new pokemon.
2) Gym leaders no longer focus on a single element but rather on a style. Sweeper gym, Tanky gym, Spikes gym, Legendary pokemon gym, ect. This also means your starter could heavily alter your first gym battle and consequent order you complete the game (or unlock the elite four section).
3) Minor/major change to the battle system; PP is it's own energy bar. Each move takes up certain amount of PP and PP restores faster based on speed. More powerful moves drain more PP. Rather than having merely four moves, you have all of them at once plus on TM. You can make your pokemon do multiple weak moves in order to pull off a powerful move later in the battle. HP is increased on all pokemon so they don't all just die in 1~3 moves. Battles are more significant and strategy actually helps determine how well you do. This also encourages a style that helps prepare you for battling online opponents who know what they're doing.
4) There are multiple versions of the game but instead of just two, there's like six. They're all trade-compatible with the other versions and you don't know which one you get until you open the box. While they all have equivalents in the same areas (stat wise), there's completely different pokemon in your version and you trade-off your exclusives to obtain others.
5) Capturing a particular set of pokemon (Say, all the poison types in your game) unlocks your version-specific TM. The best way to obtain the best movesets would require to trade for a pokemon traded many times.
6) The "Team _____" villains will work like this; You have your own 'Team' which are your games good guys. You pick what they look like, colors, name, and even use pokemon you've released (into their custody). After you trade with someone online, you also swap your 'Team' data and your team will be used as the villains of their game and their 'Team' data will be the villains of your game.
7) The Elite Four will also work in a similar fashion. Your data will be uploaded once you have beaten the 8 gym leaders and other games might get 'you' as an opponent with your pokemon. The amount of trainers your characters data defeats also rewards you money and items depending on if it does really well.
8) New item called "Shiny Ball" which turns a pokemon shiny if you catch it. Doesn't work on legendaries but it at least gives you the chance to make at least one of your Team's specific pokemon shiny. It loses it's shiny if traded. Sometimes you just want that other color look and playing 100 hours in the same area for 80000 battles just isn't worth anyone's time.
9) Safari Zone is an online area and you see others running around the same area. You need to get your NPC to catch pokemon other trainers are also running towards. Imagine 1000 players all chasing one elusive pokemon that's a lot faster than everyone?
1.) A less linear path when it comes to gyms. Taking on gyms in the order the player chooses and...
monkeymangler said:
Change Number Two: Allow for your own choice of gym order
More free paths (and interesting map design) to allow for players to access the eight gyms in the order they want. Correpondingly, gym leaders and their minions will have stronger pokes based on how many badges you have.
And this. Definitely this. There's no damn reason for the HM mechanic. Just give pokemon an "ability" slot for overworld stuff like surf, separate from their battle moves.
I like that idea. I really like that idea. Still makes it so you have to have the right Pokemon, but it doesn't take up one of your precious move spots.
There is a greater question. Could Doduo still fly?
3.) No tutorials! I... Well.
monkeymangler said:
Change Number One: Beginning and Advanced Starts
Beginning is the traditional start: 1 starter of fire/water/grass, pokemon catching tutorial, basic fighting tutorial, etc.
Advanced allows you to start with a wider range of pokemon, all at Level 5. Maybe instead you'd like to start with a Level 5 Zorua, or Level 5 Litwick. It skips the tutorials, while keeping mandated story stuff intact (rival intro, friend intro, etc)
This is much better than just getting rid of the tutorial! I would love to start with Litwick.
Seems everything I want is already on this thread. Here's hoping these changes happen. Hopefully at least the tutorial skip happens in Sun and Moon. I don't remember having to do it in Omega Ruby.
Sort of off but: A console Pokemon game that's similar to the handheld games, but not turn based. In other words, the player controls the pokemon in the battle. Using R2 To use the four allowed moves and what not. I'm sure it'd work great and be fun. It'd certainly feel more like the anime then the handheld does. It'd definitely need work though. Moves like Cut, Scratch, and Tackle probably wouldn't work.
Simple: Make it like fucking Undertale! Add some action to the game play for once! It's always the same simple easy RPG where everyone knows the basics. Just try something different so it can feel fresh for a little bit.
And speaking about the awesome Undertale, try to come up with a more dramatic finish than just facing the Elite 4 or some stupid Team Rocket type group at the end.
remove Trade evolutions, nice concept but doesn't make any sense when put into practice.
remove multiplayer dependency for completing pokedex, you can still have 2 versions just have one certain set of pokemon only catchable after league.
That's actually a brilliant idea. My friend and I thought of a few idea's to fix the issue of content loss with having 2 versions, but I reckon yours is more viable.
I have a few things I either second from the posts above or would like to add.
1) I cannot agree more with the use of HM's. This is one of the few things I still groan about when put in front of me every generation.
2) I may be in the minority here but the mega evolution mechanic just did not appeal to me. Having to activate the stone every battle just never felt very pokemon to me.
3) Stop story locking until you beat gyms. This is something that bothers me about pokemon's story is that it tries to keep everything tied together that it turns into a flimsy way to keep you from going too far off the path. I'd prefer to have a little more control of my pokemon journey instead of arbitrary guys telling me I can't proceed. (example being the guy in Pewter so dead set on showing you around until you beat Brock in the original R/B/G)
4) Am I the only one who never uses the X-stat ups in battle? I feel like they need to do something about this is purely subjective to the fact I never use them.
5) I echo everything about what I've seen on this thread about gyms having styles and themes rather than just type-gym A.
6) Also agree on the smarter pokemon selection from trainers. Nothing ruins my enthusiasm in the story like fighting five or six identical trainers on a route with two basics that are the same pokemon and one evolved form of it. Same with the Team ___ pokemon this really grinds my gears knowing that going into there base will result in fighting the same two or three pokemon the whole time (Omega Ruby and Alpha Sapphire were very very guilty of this)
Congratulations! You have been tasked with reinvigorating the Pokemon series. We have to admit our games have been a little stale on the innovation front, and while we do have some plans for the future (4 blades Pokemon battles, but try to keep that under wraps, we want to shock people with the big reveal), we're interested to hear your ideas.
But seriously, what's with the "innovation" thing? The main reason you don't see major changes in Pokemon is because it's massively popular as-is. You don't see sharks randomly growing legs, do you?
More to the point, I have trouble seeing how "take popular thing from other game" is really innovation. Roguelike elements have kind of become a plague on gaming, like cover-based shooting, flashlight mechanics, and even RPG mechanics. It seems like it's just another fad adoption. And even then, it doesn't seem so much like innovation as it does mild tweaks.
That said, I do appreciate many of the mild tweaks mentioned in the thread. I wouldn't mind the option to skip to the part where I get X pokeballs and a starter. I would appreciate being able to tackle the gyms in any order I liked. More post-game content would be good. Kill HMs and keep TMs reusable. But even if we applied all of these, it wouldn't be a radical departure from Pokemon. This is more giving Malibu Stacy a new hat. Which is what Pokemon does most of the time anyway.
Nazulu said:
Simple: Make it like fucking Undertale! Add some action to the game play for once! It's always the same simple easy RPG where everyone knows the basics. Just try something different so it can feel fresh for a little bit.
Black and White already did that. Easily the most interesting end to a Pokemon game main story. The scene with the gym leaders actually challenging Team Plasma, capturing the legendary dragon, and battling N and Ghetsis. Excellent climax.
chocolate pickles said:
Reboot the series and stick to the first 150-ish Pokemon.
Black and White already did that. Easily the most interesting end to a Pokemon game main story. The scene with the gym leaders actually challenging Team Plasma, capturing the legendary dragon, and battling N and Ghetsis. Excellent climax.
chocolate pickles said:
Reboot the series and stick to the first 150-ish Pokemon.
Exactly. Everything went down hill from there on. I might be willing to accept SOME of the 2nd and 3rd gen, but everything after that should be erased from history.
Black and White already did that. Easily the most interesting end to a Pokemon game main story. The scene with the gym leaders actually challenging Team Plasma, capturing the legendary dragon, and battling N and Ghetsis. Excellent climax.
chocolate pickles said:
Reboot the series and stick to the first 150-ish Pokemon.
Exactly. Everything went down hill from there on. I might be willing to accept SOME of the 2nd and 3rd gen, but everything after that should be erased from history.
Um, my comment means that going back to the originals would ruin the series for me. Most of my favorite Pokemon are in the newer generations. Unless you are countering my sass with your own. XD
Black and White already did that. Easily the most interesting end to a Pokemon game main story. The scene with the gym leaders actually challenging Team Plasma, capturing the legendary dragon, and battling N and Ghetsis. Excellent climax.
chocolate pickles said:
Reboot the series and stick to the first 150-ish Pokemon.
Exactly. Everything went down hill from there on. I might be willing to accept SOME of the 2nd and 3rd gen, but everything after that should be erased from history.
Um, my comment means that going back to the originals would ruin the series for me. Most of my favorite Pokemon are in the newer generations. Unless you are countering my sass with your own. XD
Doesn't this thing fall more into the category of procedural generation rather than roguelike? Because to my mind a roguelike is a game where you achieve success through repeated failure, and inch step by step closer to your goal. Anyway, whatever you call it, I agree. Pokemon was made for this kind of thing. It could either be in the main game as changed trainers' pokemon, or as an optional, infinite end-game dungeon (like in Torchlight), where you meet tougher and tougher trainers. Or the option to start out with any type of pokemon you want, and the game reacting to it. Like being able to choose a dark pokemon as a starter, or a steel pokemon and so on.
Yeah, procedural Pokemon distributions might be a better way to refer to it. I don't think it'd be a good idea to take too much from roguelike games (as that's a bit too much of a departure), but the "Every playthrough is different" thing is something I'd definitely like.
New Game+. After recently defeating Red in emulated Pokemon Silver (with a team where everyone was under lvl 60) I was flabbergasted at the fact that I ever had the patience to get my pokemon to lvl 100 as a kid. After beating the final boss there's nothing but grind without reward, and that has no place in 2016. Start the game again where the first gym leader's pokemon are at least lvl 50, and the last around 85-90.
I agree with this as well, and if not a new game+, just enough late game content to be able to something beyond pointlessly grind towards level 100. I'd really like some sort of challenge where you need your pokemon to get to level 100 to complete, and even then, it isn't easy. HG/SS had a bit of this, but it still only brought me to level 60 or something like that, I had 30 dead levels before I could fight Red.
Something Amyss said:
Yay! I quit!
But seriously, what's with the "innovation" thing? The main reason you don't see major changes in Pokemon is because it's massively popular as-is. You don't see sharks randomly growing legs, do you?
Sure Pokemon is popular enough that you could just reskin it and release the same game over and over again (Not saying it is) and people would still buy it, but a number of people would feel like they could just replay the games they already own if the experience isn't being improved.
Just look at the Legend of Zelda series, the most highly regarded games are Windwaker and Majora's Mask, the two games that made the biggest departure from the formula
More to the point, I have trouble seeing how "take popular thing from other game" is really innovation. Roguelike elements have kind of become a plague on gaming, like cover-based shooting, flashlight mechanics, and even RPG mechanics. It seems like it's just another fad adoption. And even then, it doesn't seem so much like innovation as it does mild tweaks.
I think the issue is when elements are taken from other games where they don't fit. As Bartholen said, Roguelike elements might be the wrong term, because I think it implies too much is being brought it. All I really mean is procedurally tweaking the pokemon distributions so you don't have to go out of your way to choose a different team each game. It might even encourage you to try different teams.
The game's simple enough it wouldn't be difficult to support, and it would make a game that's made to be replayed more fun to play again. I think it fits
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In my opinion, the best way to improve the Pokemon games, would be to add a "hard mode" and have it be available from the start. Some Pokemon fan games actually have good ideas for making Pokemon challenging. A few ideas:
1. Improve enemy A.I. (No more of this "using Swords Dance while at 5% HP crap and not switching out when the enemy Pokemon is obviously at a disadvantage. Let Gym Leaders have some actual competitive level teams and HOLD ITEMS.)
2. The "level cap" rule that usually only applies to traded Pokemon, now applies to all Pokemon. (for example, you have a gym badge that allows all Pokemon up to lvl 20 to obey their trainer. ANY Pokemon over this level, whether they be traded or caught, will disobey)
3. The higher the Pokemon is over the level cap, the more likely it is to disobey (this would discourage grinding levels and over leveling to the point of battles being a cakewalk)
4. During gym battles the player can only use as many Pokemon as the gym leader has (so if the gym leader only has 3 Pokemon, even if the player has 6, they'll have to choose 3 Pokemon to fight with) Later gym leaders will use a team of 6, as well as the Elite 4.
5. The EXP Share (the Gen 6 version) is only available after defeating the Elite Four.
6. No items can be used during trainer battles. This rule would apply to both the player and the AI.
As for incentives for playing on this mode, well. The rate at which shiny and Hidden Ability Pokemon appear could be increased. All Legendary Pokemon caught in hard mode will automatically be shiny and have perfect IVs and EVs. For something like this however, I feel Legendary Pokemon would have to be more difficult to find and/or catch. Maybe have them appear in a different area compared to the Normal Mode behind some kind of more difficult puzzle or something.
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