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EastonWest

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    EastonWest

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  1. The Dec. 11 patch changed Aura Sphere from an egg move to a special tutor move for Squirtle. You mean something like that?
  2. The update to Gen 7 learnsets dropped Leech Life from a few learnsets. This results in a situation where, for example, some old Spinaraks know Leech Life, but a Spinarak caught or bred now can never learn Leech Life. True, this only affects Pokemon that are either special attackers or rarely used. But it could theoretically throw a PvP battle. Or disappoint all those hardcore Parasect fans out there. Keeping Leech Life learnable would avoid unfair surprises or hard feelings. It would also increase parity with Gen 7 learnsets, since the affected Pokemon all learn Leech Life via Gen 7's TM28. The Battle Points Special Tutors fill the role of giving access to moves learned by unusual means, so that would be a good fit for this purpose.
  3. I'm reminded of an old Extra Credits game design webcast on challenging versus punishing. Especially the bit about iteration time, which can be large in RPGs, especially if a lot of time and resources get allocated based on early game choices. A common trait of favorite 90's RPGs, like Pokemon, was that they didn't punish players without a subscription to Nintendo Power or 50 free hours of AOL. Leveling up allowed those games to adjust in difficulty, seamlessly, to compensate for uninformed choices. If someone took a liking to a suboptimal character like Cyan in Final Fantasy "III", and allocated the best stat-ups to him, this didn't put the game in an unwinnable state - any character you liked and leveled up did fine. Similarly, the Warrior in Diablo easily overcame his limitations with levels, gear, and elixirs. Weak jobs in Tactics unlocked better jobs, with enough JP. If you didn't know in advance that Slade in Shining Force II or Jump in Super Mario RPG went from bad to good with extra time and effort, you could still enjoy and beat those games investing time and effort on other things. So forgive my skepticism when some suggest a game - especially an RPG - can only appeal to people who like easy games, or only appeal to people who like hard games, but not both. Those 90's RPGs earned wide acclaim by appealing to both experienced and inexperienced RPG players. And they achieved that with difficulty levels that were neither punishing nor one-size-fits-all. Experienced players could take the games head-on - nobody forced them to be level ** before Lavos. Inexperienced players weren't trapped by uninformed decisions - and could seek more challenge the second playthrough. Almost everyone finished those games happy.
  4. I did an exhaustive search of all seed combinations to find 21 new berries. Occa = plain spicy, very spicy, very sweet Passho = plain dry, very dry, very bitter Wacan = plain sweet, very sweet, very sour Rindo = plain bitter, very bitter, very spicy Yache = plain sour, very sour, very dry Chople = plain spicy, very spicy, very bitter Kebia = plain dry, very dry, very sour Shuca = plain sweet, very sweet, very spicy Coba = plain bitter, very bitter, very dry Payapa = plain sour, very sour, very sweet Tanga = plain spicy, very spicy, very sour Charti = plain dry, very dry, very spicy Kasib = plain sweet, very sweet, very dry Haban = plain bitter, very bitter, very sweet Colbur = plain sour, very sour, very bitter Babiri = plain spicy, very spicy, very dry Chilan = plain dry, very dry, very sweet Micle = very dry, very dry, very sweet Custap = very sweet, very sweet, very bitter Jaboca = very bitter, very bitter, very sour Rowap = very sour, very sour, very spicy But I also discovered that, unless I messed up the search, no seed combination produces an Enigma Berry anymore. Is that right?
  5. Since newbies probably aren't posting here, self-imposed challenges might be useful to check difficulty level at the low end of player performance. Anyone trying a Nuzlocke or similar challenge under the new level caps, and able to compare it to the original games?
  6. If you wouldn't mind licensing CC-BY and designing around banner ads, I could help you host MediaWiki markup/Lua/HTML/CSS/JS at the Shoutwiki wiki. (Not the Wikia one, which has a mobile frontend that clobbers many HTML elements and attributes, and completely blocks custom CSS/JS.) Sorry for the messy code currently on the wiki. I can clean it up if you want to tweak or reuse any of it.
  7. Your in-game Pokedex works. Just change the drop down filter from "All Tiers" to "Never Used". If your in-game Pokedex is incomplete, you could also use http://en.pokemmo.shoutwiki.com/wiki/NU.
  8. To be fair, Pokemon sets a high bar for game design. Almost anything mere mortals can do will pale in comparison to Game Freak's oeuvre. Still, I'm glad to see feedback's being noticed. I'm sure the devs are getting ideas to reduce frustration and bailout rate on dungeons in the future. As for me, I'm utterly incompetent at this type of gameplay. So, I'll keep my feedback to just this for now: Please make enemies distinguishable by more than just palette swaps. That way, colour blind players aren't at a disadvantage.
  9. EastonWest

    Update Hype

    Magcargo's attack went up too, for some reason. Must resist urge to exploit with adamant rollout build.
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