Pokemon Black & White, aka Gen 5. Coming to Japan in Fall 2010.

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Including an option that allowed your opponents to switch with decent intelligence would make the in-game battling much more interesting. It couldn't be an overly simple one, though.

"Scan for potential SE hits, if there is one, switch." wouldn't work, for instance, because any pokemon with a possible super-effective hit would immediately induce a switch, which means you'd never actually hit anything SE. It would need to assess things like "% chance to survive a SE/normal hit, % chance to kill in the number of turns you will survive, possible resistances/immunities to switch to against STAB or SE hits) and then come up with an overall % decision to switch.
 
If theres something we really need, new pokemon wise, is another OU viable dark pokemon, purferably special based. As it stands now, there is litteraly one (yeah, only fucking one) dark pokemon that gets regular usage in standard play, Tyranitar. Thats just funny. Sure, there was Weavile in DP, but he now suffers from Heracross syndrome and has long since been extinct in the metagame.


And there's only 3 dark pokemon (not counting Darkrai) that have a special atk stat above base 100 power, and none of them have the speed to sweep, or durablility, to hold their own in standard play.


Step the fuck up gamefreak.
 
I always wanted an Arbok evolving into a Hydra, getting 3 heads, losing a bunch of speed in exchange for both attacking stats, HP and a bit in defenses. And gaining the Dragon typing. With Arbok's movepool coupled with the dragon moves it could be quite a potent wallbreaker with a few exploitable weaknesses.

Haha I've thought about the exact same thing. And it would have an amazingly creative name...
"Ardyh!"
 
I just had an idea. I think it might be interesting if they have a new battle frontier facility where all battlers (both you and AI) are restricted to using monotype teams. The streaks might not really get crazily long, but I dunno. I thought it'd be interesting anyway.
 
Surprised this hasn't been mentioned yet:

More varied and better HMs.

To date there have been four water-type HMs (though with max 3 per game). Three normal-type. Rock Smash was awful in RSE (at least DPPt got a power boost). Flash was lame (but at least you rarely needed it) and Defog was worse.

Dump Rock Climb, Dive, Whirpool, Defog and Flash from the HM list. That leaves Cut, Strength, Surf, Fly, Rock Smash and Waterfall. Add to that new HMs that are actually useful in battle, and NOT more goddamn normal or water moves. For example, maybe Discharge could be made HM, for powering up machinery to open doors and stuff. Or make a fire move a HM for melting ice.
 
Looks like we'll be seeing merchandise of the new Pokémon, as per precedent, with the 13th film!

{ 19:39:04 PM } <%Miledy> hi, guys
{ 19:39:11 PM } <%Miledy> you know how there was a bit of unsolved mystery a few weeks ago
{ 19:39:14 PM } <+Thorns> ugly like your sister
{ 19:39:15 PM } <%Miledy> about the ? pokémon on the merchandise?
{ 19:39:16 PM } <+Thorns> whaooooooooooh
{ 19:39:22 PM } <+Thorns> whao ho ho
{ 19:39:23 PM } <%Miledy> there's a new ad with a ? pokémon
{ 19:39:24 PM } <%Miledy> http://img706.imageshack.us/img706/8162/watchi.jpg
{ 19:39:41 PM } <%Miledy> http://img297.imageshack.us/img297/6931/diceball.jpg
{ 19:39:41 PM } <%Miledy> and here
{ 19:39:43 PM } <%Miledy> are two ?s

I'm Miledy~ And for those who want to know what's featuring in Phantom Ruler Z bar these Pokémon / the legendaries, which we already knew from the film poster, check out this bag!
 
If theres something we really need, new pokemon wise, is another OU viable dark pokemon, purferably special based. As it stands now, there is litteraly one (yeah, only fucking one) dark pokemon that gets regular usage in standard play, Tyranitar. Thats just funny. Sure, there was Weavile in DP, but he now suffers from Heracross syndrome and has long since been extinct in the metagame.


And there's only 3 dark pokemon (not counting Darkrai) that have a special atk stat above base 100 power, and none of them have the speed to sweep, or durablility, to hold their own in standard play.
But Tyranitar is a pseudo-legendary used against the likes of Kyogre and Groudon and Darkrai is one of the most powerful ubers ever made if not for the sleep clause.
 
"Scan for potential SE hits, if there is one, switch." wouldn't work, for instance, because any pokemon with a possible super-effective hit would immediately induce a switch, which means you'd never actually hit anything SE. It would need to assess things like "% chance to survive a SE/normal hit, % chance to kill in the number of turns you will survive, possible resistances/immunities to switch to against STAB or SE hits) and then come up with an overall % decision to switch.

I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...

@Jumpluff: Blah, I want those dice things so much. :( Do you happen to know where one might purchase those items?
 
I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...

@Jumpluff: Blah, I want those dice things so much. :( Do you happen to know where one might purchase those items?
I hate that in my Yugioh game :(. Anyways, I would think a better way is if either a) they can use a super effective attack on you, if no, the switch to something which can (if nothing can then dont switch)
b) If an opponent has a STAB attack which is super effective, switch. If it has two super effective STABs (like butterfree against bellosom), switch to something which resists both, or switch to one randomly
 
I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...

@Jumpluff: Blah, I want those dice things so much. :( Do you happen to know where one might purchase those items?

Oh, I don't mean in terms of what your pokemon's specific moveset is (unless it has been revealed), I meant in terms of what the pokemon commonly uses/learns by level-up.
 
Problem with difficulty settings are that they don't stop patient people from sitting around, leveling up, and progressing through the game with ease, or simply trading over competitive Pokemon from another game (badge limitations and maybe preventing trades with other games could solve the latter).

I don't think that's a problem, because if people want to grind to make the game piss easy then that's their own fault x) The game protects against this somewhat, though, because of the 'Pokémon won't obey you' limitation.
 
No RPG should prevent a player from level-grinding if they want to. Indeed, it provides a 'way out' for players who aren't good with tactics, or chose poor characters. If level grinding is not allowed, you either make it unable for some players to complete the story, or make them have to use a guide. Both those are bad.
On the other hand, it's bad for level-grinding to be REQUIRED on the standard difficulty level. Provided one doesn't habitually run from battles, one should usually be at high enough levels.
 
AI that can actually switch to gain an advantage isn't as complicated as everyone is making it out to be. If anyone remembers Stadium, the AI would occasionally switch out of bad match-ups (you have a Charizard out against the cpu's Venusaur, the cpu switches to Blastoise, amazing).
 
All this talk about level-grinding reminds me of Final Fantasy VIII, where unlike most other installments in the series, the enemy levels were determined by the average level of your party. Whilst the whole draw magic system was annoying, I kinda enjoyed that aspect of the game, as it rewarded your skill regardless of how much time you decide to take to level up, as long as you drew enough magic.

It would be kinda cool if such an option (and only an option) was available in a Pokemon game, though I doubt that it would ever happen.
 
I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...

What I meant was that the opponent would Scan for STAB super effective hits for both himself and you. Then Attack or Switch accordingly. Due to most pokemon on recieving STAB and other 'useless' moves at low level would encourage kids~ to use TMs as well as up the difficulty of the game.

As for the leveling discussion...

I usually beat Pokemon game(s) with starter Pokemon and a HM Slave(s). As long as that doesn't change I'll be happy.
 
All this talk about level-grinding reminds me of Final Fantasy VIII, where unlike most other installments in the series, the enemy levels were determined by the average level of your party. Whilst the whole draw magic system was annoying, I kinda enjoyed that aspect of the game, as it rewarded your skill regardless of how much time you decide to take to level up, as long as you drew enough magic.
FFVIII is unusual in that much, indeed the majority, of your strength comes not from levelling, but from junctioning. I'm not sure, but I think a level 1 with all the good spells junctioned to their stats will be stronger than a level 100 with no junctioning. Once you cotton on to the fact that the best way to get magic is by refining not drawing, it's far easier than in any other Final Fantasy to get overpowered very early on. (Have Shiva learn I-Mag RF, and collect Fish Fins from Fastitocalon's on the beach on the Balamb Continent, and you'll have 100 Water magics each before you've even entered the Fire Cavern).
 
FFVIII is unusual in that much, indeed the majority, of your strength comes not from levelling, but from junctioning. I'm not sure, but I think a level 1 with all the good spells junctioned to their stats will be stronger than a level 100 with no junctioning. Once you cotton on to the fact that the best way to get magic is by refining not drawing, it's far easier than in any other Final Fantasy to get overpowered very early on. (Have Shiva learn I-Mag RF, and collect Fish Fins from Fastitocalon's on the beach on the Balamb Continent, and you'll have 100 Water magics each before you've even entered the Fire Cavern).

Yeah the whole magic system was very unbalanced, but I was just referring to the fact that levels made little difference to how easy it was to defeat the enemies. With a game like Pokemon that doesn't have all that magic nonsense, it might actually be a cool and challenging game that rewards strong squad building rather than just running through the game with your starter and possibly one or two other Pokemon + HM slave.
 
Certainly having wild Pokemon level-match your own would be good. Not least because it would deal with the monstrous coincidence that you live in the town that just happens to have the weakest wild Pokemon anywhere in the region right outside it. On the other hand, your levels matching the wild Pokemon is a bit difficult to rationalise too.

Maybe we'll see levels abolished altogether? Perhaps in favour of something where Pokemon get experience in individual stats and individual moves, but the overall range isn't that great. It could work - then again, it could be a disaster.
 
I was just thinking, even though some people are saying nintendo doesn't care about the competitive community, I think you might be wrong there. Do you think that it is coincedince that in 3rd generation, blaziken came out? Nintendo probably made him to stop the skarmbliss running rampant. When that didn't work so well, the gave us infernape in gen 4. And how the HG/SS move tutors only seemed to affect UU/NU pokemon like aggron, or low OUs like weavile? That might be more of a coincidence, but still, I think thats some proof Nintendo might try to fix some of the in the problems in the metagame, but will fail miserably
Yeah, speciel movie celebi must have new movces and activate giovanni
 
I mentioned this in the Ask The Admins segment in the Smog, but the rampant prevalence of Double Team and the almost-uncounterable nature of OHKOs (given all Sturdy pokes have lacking SpD stats and take at least neutral damage from the STAB moves of the pokes that know the OHKO move in Sheer Cold that has no immunities) give me no reason to believe that Nintendo is cognizant of how game-breaking these moves are in 1-on-1 play.

I also think this has everything to do with the fact that Nintendo only recognizes 2-on-2 play, where Evasion would be much more ill-advised. And I don't think it's a coincidence at all that this is the reason Stealth Rock's absolutely game-changing effects were likely not realized by Gamefreak when they made such a drawback-free move, since switching is almost a non-factor in Doubles (competitive or otherwise). To me, this also explains how Gamefreak could mess up Pursuit so badly—its quirks only presented themselves when Pursuit was used on switching pokemon. I just honestly doubt it was tested enough before being released in Japan, allowing Choiced Pokemon to select another move if the initial target had switched, and then not fixed properly enough at all when the American DP came out since the same thing resulted in "Acid Weather" and actually locked up the game cartridge if Cherrim and Castform were in play.
 
I mentioned this in the Ask The Admins segment in the Smog, but the rampant prevalence of Double Team and the almost-uncounterable nature of OHKOs (given all Sturdy pokes have lacking SpD stats and take at least neutral damage from the STAB moves of the pokes that know the OHKO move in Sheer Cold that has no immunities) give me no reason to believe that Nintendo is cognizant of how game-breaking these moves are in 1-on-1 play.

An easy solution for this would be to let all 1hko moves only work if the user is above the level of the target. This way, in battles, since everyone is level 100, 1hko moves would automatically fail. But they would still be useful against wild pokemon or gym leaders.

This would also prevent those annoying Sheer Cold Battle Tower pokemon from owning your team when they shouldn't. >_>

Come on Nintendo :<
 
I asked a korean guy who knows some people working with gamefreak for pokemon (he was one of the guys who had a gamestore in ryongsan (a city in korea that's pretty much for selling games...literally it is filled with gaming stores), and he told me that the gamefreak didn't care for much about smogon and the 1 on 1 battles and that as much as they promote the competitive battling, they also love sending out "overpowering" moves and pokemons each gen to make it "interesting".

Anyways, I am off to my last flight XD will be home finally lol
 
No RPG should prevent a player from level-grinding if they want to. Indeed, it provides a 'way out' for players who aren't good with tactics, or chose poor characters. If level grinding is not allowed, you either make it unable for some players to complete the story, or make them have to use a guide. Both those are bad.
On the other hand, it's bad for level-grinding to be REQUIRED on the standard difficulty level. Provided one doesn't habitually run from battles, one should usually be at high enough levels.

If you do all the forced battles and some of the optional trainer battles, and occasionally kill something random in the wild, say, by accident, you should be able to get through the game at a challenging but feasible level. I agree with you, because I believe the freer and less linear a game is, the better. The fewer limitations, the better. Then again, we're talking RPGs!

About 30 hours until the (probable) announcement of the 5th gen, or at least clarification of the new series! Isn't that thrilling? :D
 
An easy solution for this would be to let all 1hko moves only work if the user is above the level of the target. This way, in battles, since everyone is level 100, 1hko moves would automatically fail. But they would still be useful against wild pokemon or gym leaders.

This would also prevent those annoying Sheer Cold Battle Tower pokemon from owning your team when they shouldn't. >_>

Come on Nintendo :<

I see where you're coming from, but that would make them essentially useless everywhere but in the wild on your cartridge and in gimmick tournaments. It would have made sense to at least make Ice-types immune to Sheer Cold, even if nothing is actually immune to Ice-type attacks. I mean, how insulted do you think the Freeze Pokémon, which keeps itself at -328°F, feels as it is losing its consciouness to Sheer Cold, especially with that "heh but it wasnt very effective at least!...." message?

Then again, we have yet to test OHKO moves in earnest in DPPT, so I would reserve real judgment until then. It is worth nothing that all the non-uber Users of Sheer Cold (don't say "Smeargle") are Ice-types that are weak to Stealth Rock, and it would be unfair to call this a coincidence even if it is.
 
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