And if anyone says that Talonflame isn't a cool af Pokemon and name we're gonna throw hands/sIf it makes you feel better they also make names like Talonflame which is literally two words bolted together.
And if anyone says that Talonflame isn't a cool af Pokemon and name we're gonna throw hands/sIf it makes you feel better they also make names like Talonflame which is literally two words bolted together.
No, but it's pretty much a guarantee.I noticed Serebii says that the games are due out November, has that been confirmed?
I noticed Serebii says that the games are due out November, has that been confirmed?
That's interesting then. If I'm right whenever Pokemon comes out in November pretty much nothing else Nintendo comes out the same month. So I might be reading into it too much (and I know this is a Pokemon thread) but maybe this means botw2 isn't coming out until December at least?No, but it's pretty much a guarantee.
Mario and Sonic at the Olympics came out in November 2019, same as Sword and Shield. And SMTV wasn’t first party but Nintendo heavily promoted that game, it came out in the same month as BDSP.That's interesting then. If I'm right whenever Pokemon comes out in November pretty much nothing else Nintendo comes out the same month. So I might be reading into it too much (and I know this is a Pokemon thread) but maybe this means botw2 isn't coming out until December at least?
Oh right I forgot SMTV lol.Mario and Sonic at the Olympics came out in November 2019, same as Sword and Shield. And SMTV wasn’t first party but Nintendo heavily promoted that game, it came out in the same month as BDSP.
Both are Green.Wait how does spirigatito relate to pasta. Is it because it sort of looks like pesto-green?
Decided to try to be funny on Twitter
Yeah that’s the joke lol, people around the release of swsh DLC tried to use Genshin as a way to diss Pokémon as if it isn’t a billion franchise as wellI actually do think Pokemon looks better here (probably less so in close-ups) but both of these are billion-dollar franchises lol. Genshin hit $1b in revenue just 6 months after launch.
Decided to try to be funny on Twitter
If it makes you feel better they also make names like Talonflame which is literally two words bolted together.
They massacred my boy
They massacred my boy
They massacred my boy
Pokémon get higher stats when they evolve, so even with level scaling they would still need to account for whether the player and their opponents are using NFEs or fully evolved Pokémon. This solution also wouldn't factor in movesets, since battle facilities have assigned movesets that use the Pokémon's strongest options, which generally aren't learned until later in the game.I was thinking about this the other day....but what if all the gym/elite four battles are all level 50 like in the battle tower. This way it wouldn't matter which gym you take on first.
The part I care about in RPGs is party/build customization, and being able to brute force by overleveling is a cheap crutchLevel scaling makes no sense and it’s antithetical to RPGs change my mind
What does level scaling accomplish for Pokémon here? The game already implements exp. scaling to discourage grinding in low level areas, and even if you implemented level scaling to ensure equal levels for the player and their opponent, you'd still have to contend with the other advantages provided by brute force grinding - better moves, evolution, more EVs to increase the player's stats, which level scaling alone can't account for.The part I care about in RPGs is party/build customization, and being able to brute force by overleveling is a cheap crutch
Change my mind
I don't understand where you're coming from with this question. If the game is open world then we're each potentially gonna go down completely separate paths. Should I be fighting trainers with level 15s when I already have five badges, just because I decided to go somewhere else first? Some sort of scaling is necessary to maintain even a modicum of challenge.What does level scaling accomplish for Pokémon here? The game already implements exp. scaling to discourage grinding in low level areas, and even if you implemented level scaling to ensure equal levels for the player and their opponent, you'd still have to contend with the other advantages provided by brute force grinding - better moves, evolution, more EVs to increase the player's stats, which level scaling alone can't account for.
Yeah that's a hard disagree from me. Maybe before gen 6. Nowadays wild Pokémon are higher level than the trainers in the same routes they're found on lol. And if you're not constantly rotating your team, exp. share ensures that you will vastly outlevel anyone else in the game. I would know because that's exactly what happened to me, until I was forced to change my playstyle. At least in XY you could turn it off, in SwSh you basically have to bench your team just to maintain a level playing fieldBeyond that, boss fights in Pokémon are generally designed so that the player is at a level disadvantage if they're hewing closer to the critical path. The imbalance is presented as a challenge that can take either skillful play or grinding levels to overcome, which isn't present with level scaling.
Aren't all pokemon names two random words stuck together?Game looks cool but the names are killing me... As a spanish-speaking person they just seem like random spanish words stitched together to me, Fuecoco in particular.
Hey let's not be reductive nowAren't all pokemon names two random words stuck together?
Aren't all pokemon names two random words stuck together?
And some of them are literally just one word written forward. Like Seel or Muk (or is that one backwards? )Hey let's not be reductive now
Some of them are just one word backwards. Or puns
Is it a significant improvement to fight a team of Starly/Clauncher/Petilil at Lv. 45 instead of 15, when the player has progressed to using final evolutions? That doesn't pass even as a bandage solution. Creating bespoke Trainer rosters for different points in the game isn't effortless, but we've seen Game Freak implement it before with Vs. Seeker rosters. We could also see solutions such as rankings for NPC opponents, where they could refuse to challenge you at some points in the game, which could alleviate the number of additional rosters created.I don't understand where you're coming from with this question. If the game is open world then we're each potentially gonna go down completely separate paths. Should I be fighting trainers with level 15s when I already have five badges, just because I decided to go somewhere else first? Some sort of scaling is necessary to maintain even a modicum of challenge.
If we're gonna be allowed to tackle gyms in any order, then obviously I would prefer entirely redesigned teams based on badge count instead, but level scaling would at least be better than nothing. I would be okay if they just went with simple level scaling for normal trainers though, not like I can expect them to craft eight different teams or whatever for every trainer in the game.
That's mostly dependent on how Game Freak chooses to balance the game, which will probably look a lot different in an open world game than a strictly linear one. An open world means it's a lot easier to intentionally skip Trainers, which can keep the player at a lower level and provide a handicap.Yeah that's a hard disagree from me. Maybe before gen 6. Nowadays wild Pokémon are higher level than the trainers in the same routes they're found on lol. And if you're not constantly rotating your team, exp. share ensures that you will vastly outlevel anyone else in the game. I would know because that's exactly what happened to me, until I was forced to change my playstyle. At least in XY you could turn it off, in SwSh you basically have to bench your team just to maintain a level playing field
Significant? No. Improvement? Yes.Is it a significant improvement to fight a team of Starly/Clauncher/Petilil at Lv. 45 instead of 15, when the player has progressed to using final evolutions? That doesn't pass even as a bandage solution.
You seem to be under the impression that I'm advocating for level scaling over other solutions (in the context of Pokémon), when I literally gave an example of an approach I'd prefer in the same post. I agree that your proposed solutions are also better. I was merely responding to the claim that level scaling is antithetical to the core of RPGs, which it far from is in my mind.Creating bespoke Trainer rosters for different points in the game isn't effortless, but we've seen Game Freak implement it before with Vs. Seeker rosters. We could also see solutions such as rankings for NPC opponents, where they could refuse to challenge you at some points in the game, which could alleviate the number of additional rosters created.
While we don't know how Gyms will work, one possibility is using a tiering system, where the player has to battle lower tier Gyms before the higher tier Gyms. They would still need multiple teams based on progression, but instead of 64 different possible boss fights, they could narrow that down to something like 20.
Given Game Freak's track record with balancing, hopefully you can forgive me if I approach this topic with very, very low expectations lolThat's mostly dependent on how Game Freak chooses to balance the game, which will probably look a lot different in an open world game than a strictly linear one. An open world means it's a lot easier to intentionally skip Trainers, which can keep the player at a lower level and provide a handicap.
My concern is that people seem to believe that raw level scaling is sufficient to account for players progressing in different ways through an open world in Pokémon, such as the post I responded to yesterday. Any solution Game Freak implements is going to have to involve some degree of creating multiple rosters for enemies, but doing that at all will largely address the issue to the point that adding level scaling on top isn't going to make much of a difference.You seem to be under the impression that I'm advocating for level scaling over other solutions (in the context of Pokémon), when I literally gave an example of an approach I'd prefer in the same post. I agree that your proposed solutions are also better. I was merely responding to the claim that level scaling is antithetical to the core of RPGs, which it far from is in my mind.
And I don't disagree with that. Just with the blanket statement that level scaling makes no sense and is antithetical to RPGs.My concern is that people seem to believe that raw level scaling is sufficient to account for players progressing in different ways through an open world in Pokémon, such as the post I responded to yesterday. Any solution Game Freak implements is going to have to involve some degree of creating multiple rosters for enemies, but doing that at all will largely address the issue to the point that adding level scaling on top isn't going to make much of a difference.
I personally didn't mind this. Allowed me to enjoy the different kind of Pokemon Galar had to offer. I'm not saying that makes it okay. I would prefer my main 6 not being more than 5 levels higher than a CPU trainer's Pokemon lol.Yeah that's a hard disagree from me. Maybe before gen 6. Nowadays wild Pokémon are higher level than the trainers in the same routes they're found on lol. And if you're not constantly rotating your team, exp. share ensures that you will vastly outlevel anyone else in the game. I would know because that's exactly what happened to me, until I was forced to change my playstyle. At least in XY you could turn it off, in SwSh you basically have to bench your team just to maintain a level playing field
Funny you should say that. I played Shining Pearl this way and am currently playing Legends this way - I’m constantly cycling my team out. I suppose it’s not necessary with Legends but it just helps fill the research level for different mons quicker. But Shining Pearl I basically changed most of my team after each gym battle. It actually made it somewhat difficult (but still relatively doable).I don't understand where you're coming from with this question. If the game is open world then we're each potentially gonna go down completely separate paths. Should I be fighting trainers with level 15s when I already have five badges, just because I decided to go somewhere else first? Some sort of scaling is necessary to maintain even a modicum of challenge.
If we're gonna be allowed to tackle gyms in any order, then obviously I would prefer entirely redesigned teams based on badge count instead, but level scaling would at least be better than nothing. I would be okay if they just went with simple level scaling for normal trainers though, not like I can expect them to craft eight different teams or whatever for every trainer in the game.
Yeah that's a hard disagree from me. Maybe before gen 6. Nowadays wild Pokémon are higher level than the trainers in the same routes they're found on lol. And if you're not constantly rotating your team, exp. share ensures that you will vastly outlevel anyone else in the game. I would know because that's exactly what happened to me, until I was forced to change my playstyle. At least in XY you could turn it off, in SwSh you basically have to bench your team just to maintain a level playing field
time to detach the majority of your experience from battles! time for quest-based experienceI mean to be fair, in almost every pokemon game basic ass route trainers are usually super underleveled and offer almost no resistance, they're mainly there to get you exp for the next gym so you don't just have to grind wild pokemon
Legends is the first game to attempt trainers in the overworld and it worked pretty wellGame Freak has so far been pretty hesitant to throw random trainers into their big open areas, so it wouldn't even really surprise me if S/V is very light on them.
I personally didn't mind this. Allowed me to enjoy the different kind of Pokemon Galar had to offer. I'm not saying that makes it okay. I would prefer my main 6 not being more than 5 levels higher than a CPU trainer's Pokemon lol.
That's how I've played the last couple of generations, but basically out of necessity. It's not my preferred method and I wish it wasn't forced on me.Funny you should say that. I played Shining Pearl this way and am currently playing Legends this way - I’m constantly cycling my team out. I suppose it’s not necessary with Legends but it just helps fill the research level for different mons quicker. But Shining Pearl I basically changed most of my team after each gym battle. It actually made it somewhat difficult (but still relatively doable).