For me I think it can work it just depends on the rest of the aesthetic. I actually really like the SWSH & L:A aesthetics they went with for their texturing; the black outlines I think would work with SWSH too but probably would need to be lessened and L:A I think would need the waterstroke aesthetic added on imo (which might be a bit much).i still think removing the outlines was the worst aesthetic decision of the 3d era
Oh, also if you do go for emulating the 3DS games without the lines make sure you don't use the Solosis line. Whatever method they use to remove the lines doesn't work on their inner parts so they look really ugly.No, it hasn't changed the colour scheme but both the pink and the gold look cleaner/brighter to me in the bottom image. The lack of black outlines helps, but the shading is also noticeably softer - overall the image is lifted.
It's certainly a vibrant shiny in either case, it's just the only one that's stood out to me so starkly.
For me I think it can work it just depends on the rest of the aesthetic. I actually really like the SWSH & L:A aesthetics they went with for their texturing; the black outlines I think would work with SWSH too but probably would need to be lessened and L:A I think would need the waterstroke aesthetic added on imo (which might be a bit much).
tbh this is a super common problem for video games in general. They want to make sure you can follow an NPC without falling behind, so the NPC can't match your fastest speed.When you're following Koraidon in Inlet Grotto at the start of the game it moves faster than your walking speed but slower than your running speed
Or just have the NPC wait after a certain distance. Ain't that complicated, in fact, the Raidons do it.tbh this is a super common problem for video games in general. They want to make sure you can follow an NPC without falling behind, so the NPC can't match your fastest speed.
It's really annoying. Give us a follow prompt or something.
Which is weird, because I thought GF had learned their lesson about that. One of the big complaints about Megas in XY was that so many were postgame-locked. Z-Crystals and DMax then were available pretty freely throughout their respective storylines. And then Tera was sharply limited once again, keeping the player(and the bosses) from doing anything creative with it during the story.It's crazy how SV has this really interesting mechanic in Terastallization and you effectively can't even use during the campaign because changing a Pokémon's Tera type requires grinding a shitton of raids. (While you can catch special Tera Pokémon in the wild, that's rare-ish and still random!) The mechanic functionally boils down to Adaptability at home for PvE.
I actually tried to do a little grind in the mid/lategame, but Raids are so lame and inefficient between the random(?) locations and high Tera Shard requirements that I gave up.I'd guess the intent was that they wanted type-swapping to be a "high level play" type thing, with gym battles just teasing the concept, and that if you wanted to experience it you'd go into raids or the occasional wild tera: not to grind it out, but to try out things like oh this toedscool is fire type! Tera raids are way more accessible, color coded and easy enough to do that especially in the early game you can pick and choose what quirky tera you might want on your team if so.
Otherwise you have the free-est reign to use the mechanic using the standard type boosting, while potentially experimenting with taking away a secondary type. Every pokemon can still do it, unlike Megas. You can do it at any time, unlike Dynamax. And the only offset, the charge on the orb, encouraged you to reach out a little either by tapping the tera crystal spawns (and maybe do one of your own hm!) or finding a pokemon center. And then if you did wind up doing bunch of raids, around the late game is probably when you'd get to experiment with it yourself. Probably around the time you can Hyper Train in this game.
i am a SV raid defender, but also yeah 50 is -as someone who has literally cleared out the region of raids multiple times for fun and thus has hundreds of these things in every type- just...like even for GameFreak's insistence of wanting you to work for stuff like this, you could have done it at 25. Maybe 30.Raids in SV are pretty awful, but you can get a bunch of non-standard Tera mons (With moves to match) in them as soon as you get your Raidon.
50 shards to change a Tera-type is RIDICULOUS though.
The locations aren't random, there are a selection of specific points where the crystals spawn, there's just nothing to indicate where they are when there isn't currently a crystal there.I actually tried to do a little grind in the mid/lategame, but Raids are so lame and inefficient between the random(?) locations and high Tera Shard requirements that I gave up.
I think this is missing the forest for the trees on the Potion example, for a similar reason to the Pokeballs which you do acknowledge: Action Economy. I'll also make the disclaimer that everything I say to follow is about design concepts, as I find most Pokemon MSG's are not difficult enough that this level of difficulty or resource management comes into play with much frequency as your final paragraph does acknowledge.Here’s a personal nitpick that’s been bothering me about Pokémon for a while now, and now it can bother you too! Have you ever noticed how unbalanced the selection of items is in these games? But, wait, here’s the catch. I’m not talking about held items in multiplayer or anything like that. I’m talking your basic, run of the mill Poké Balls, Potions, stuff like that. You would think, right, that a Great Ball is better than a Poké Ball, and an Ultra Ball is better than a Great Ball, but are they really?
In basically every Pokémon game, especially the older ones, when you go to buy Poké Balls at the Poké Mart, you’re actually better off only buying standard vanilla Poké Balls, since the catching odds multiplier of those items isn’t enough to compensate for the cost of each individual ball. I am aware this is far, far from the only game where stuff like this happens, and at least in the defense of the Poké Balls, stronger wild Pokémon that show up later in the games tend to have stronger moves with less PP so at least in that context you’d rather have 30 Ultra Balls ready for that Mewtwo or whatever else as opposed to 60 Poké Balls or 45 Great Balls. Potions, though? Completely different story. Tell me why prior to Gen 7, a Hyper Potion heals 200 HP per Potion and how there’s almost never any reason to by Max Potions or Full Restores unless you’re using, like, a Wailord or something. Tell me why the cost per HP point of regular vanilla Potions will almost always be better than Super Potions and Hyper Potions in the more recent games.
Assuming you even use items in single player, which a lot of veteran players try their hardest not to outside of TMs and HMs, the idea that items are best used for things other than what they’re specifically meant for shows up all over the place in this series. I very frequently find myself selling Revives for some easy money more than I actually use them. Same goes for Evolution stones if I’m not using a Pokémon that needs that specific stone item.
And then you look at one-time use items, and how the balance of the entire campaign seems warped around what Pokémon are best to use these on. Not just TMs, either, there’s the Time Flute in Pokémon Colosseum that also comes to mind as well as stuff like the Master Ball.
Look, I get that all of these items exist to make life easier on newer players, but Pokémon’s always had an issue with the player character being disproportionately powerful compared to 90 plus percent of NPCs you’re going to battle on your playthrough. Bringing in new players is one thing, but helping to create challenges to persuade older players to come back is one of the most important as parts of any popular, aging video game I.P., and I’m not saying that every mainline Pokémon game needs to be freaking Elden Ring, but when newer games have routinely done away with things like postgame battle facilities and other things people might associate with “challenge”, the very least these developers could do is start by trying and do is rebalance the items in single player a little bit depending on the game.
The whole thing with Poké Balls and Potions is less about creating a new challenge and more about eliminating something that makes the games feel easier than they’re already supposed to be. The availability of these items is honestly more the culprit here- other, harder RPGs like the ones you mentioned don’t always provide things like Exp. Points and money to the player at the same level of frequency as Pokémon, and I certainly can’t remember any times on the mainline games when I really thought “Oh, I’m running low on money!”. It’s kind of like what people have said about 1-Ups in the newer Mario games. Strictly speaking, making these items harder to come by and purchase, specifically later in the games, doesn’t make the game itself any harder, but in the back of your mind you have to think more about what you’re using and when you’re using it, as opposed to “Here’s $3,000 to start the game with, items are all over the place, and there’s so many Trainers to grind levels against that you actively have to try to run out of money!”.I don't think there's any rebalancing you could do to items that would (squints) create challenges to persuade older players to return.
Something they don't...really...have an issue with.
Items even in "harder" RPGs often follow similar lines anyway. Always feels like SMT or Persona or DQ has "exuberant in comparison cost to heal/use" ratio high tier stuff you only use if you're rolling in dough vs "the bread and butter one tier lower option"
Sorry if this ends up as a double post just by random chance- I couldn’t type fast enough to quote this in the previous post- but I will admit you make an excellent point. Older players might not use items in battle that much, but I suppose it is beneficial for newer players to still have the option to use higher-tier healing items in battle. Giving players that choice and simultaneously rewarding newer players for being able to utilize the higher-tier items at all is a good game design choice, like you said.I think this is missing the forest for the trees on the Potion example, for a similar reason to the Pokeballs which you do acknowledge: Action Economy. I'll also make the disclaimer that everything I say to follow is about design concepts, as I find most Pokemon MSG's are not difficult enough that this level of difficulty or resource management comes into play with much frequency as your final paragraph does acknowledge.
If you're only doing healing on the map between battles (which honestly is the most common scenario outside of challenge runs or half-a-dozen specific hard battles), then normal potions are indeed the most efficient way to heal for your money. IN-BATTLE is a different story. I'm going to mostly talk about the old games in part because I swear the new ones hand out wild items enough that I've never needed to buy basic heals.
Example: If Maylene's Lucario is chunking me for 20 HP or more every turn, then normal Potions will never actually allow me to make progress unless I literally have enough to PP stall her damaging moves. A Super Potion heals 14 HP per Dollar vs 15 HP per on the Super Potion, so I get less bang for my buck, but the raw extra HP might let my mon cycle between heal -> move and chip away at the opponent. In a way, I think this is actually pretty sensible main-game design: if your Pokemon aren't strong enough/played well enough to win without in-battle healing, your "punishment" is having to use less efficient-for-your-money items to keep up, which comes at the cost of money you could use for TMs to try stuff out or Balls to catch Pokemon, creating a choice between brute-forcing with item heals, or playing better/leveling more to keep up with the opponents.
I assure you money problems are rarely an issue for very long in other RPGs either. Feels like there is always a point where suddenly I am flush with more cash than I know what to do with and get even more after I do find something to use it on. Availability issues vary wildly game to game and often on very specific item types...that may not even be that useful. Dragon Quest, as example, tends to have HP & status healing out the wazoo and you'll oftne ffind random other stat ups or equips just laying around that you just use or immediately sell, but magic items are rarer. But also sometimes magic just kind of sucks and the balance of the game trends towards physical anyway. & other times magic is fine and the items are plentiful enough.The whole thing with Poké Balls and Potions is less about creating a new challenge and more about eliminating something that makes the games feel easier than they’re already supposed to be. The availability of these items is honestly more the culprit here- other, harder RPGs like the ones you mentioned don’t always provide things like Exp. Points and money to the player at the same level of frequency as Pokémon, and I certainly can’t remember any times on the mainline games when I really thought “Oh, I’m running low on money!”. It’s kind of like what people have said about 1-Ups in the newer Mario games. Strictly speaking, making these items harder to come by and purchase, specifically later in the games, doesn’t make the game itself any harder, but in the back of your mind you have to think more about what you’re using and when you’re using it, as opposed to “Here’s $3,000 to start the game with, items are all over the place, and there’s so many Trainers to grind levels against that you actively have to try to run out of money!”.
Now, if Pokémon doesn’t want to provide extra challenge incentive for the sake of newer players possibly being scared away, that’s fine. That makes sense. That, however, only provides even more incentive for the developers to bring back optional postgame challenges. The keyword here is “optional”. Pokémon’s not fun to grind if and when games have a bad level curve and low availability of resources, I’ll admit that, but by making the more tedious and “completionist content” optional, you’re giving newer and older players alike a choice on how they’d like to approach the game while still making it so there’s just enough challenge for newer players to not fall asleep during the main story.
I guess that’s also true, yeah. For some reason the two issues in my head felt like they were a part of the same problem that may or may not actually need fixing. Sometimes things make a lot more sense in my head than they do in a post. I think how my brain was trying to rationalize this was “if the postgame doesn’t have anything hard, the main games need to be harder instead”.And of course is a completely separate issue from the other thing you are tacking onto this, which is you want the post game battle facility stuff back. No amount of item rebalance is going to move the needle enough on this, because as I've said a few times now, regardless of feast or famine you can just not use items because they're easy to ignore if you don't need or want them.
Because in battle the cost per HP is irrelevant when you can only use 1 item per turn and they didn't care about HP per Poke outside of battle.Tell me why the cost per HP point of regular vanilla Potions will almost always be better than Super Potions and Hyper Potions in the more recent games.