pika pal said:At that point that just sounds like that game isn't to your tastes if you dislike its primary form of carrot-on-a-stick.
its primary carrot on a stick was gadget parts and weapons which are not reliant on the leveling up at all. like i loved making a spiderman splatana build
there are chip power boosts: the hookshot has Damage Surge, temp. massive damage increase after using the gadget. and then fundamental increases to that such as getting a faster recharge so you can use that. These things do end up increasing your DPS, but focusing on the stats side of levels? what they do in that game is make it so you can just trivialize shit or have to deal with HP sponges and neither are particularly satisfying
maybe im just stupid because i did play some level out of order at times, but i found myself in a cycle: if i wanted to go back to do spicy stages because i was at the level, i would overlevel for the next regular mission that is at the same level, for instance. if i did the next regular mission i unlocked, i'd be overleveled for the spicy. this gave me genuinely a bit of anxiety during the playthrough, to be fair maybe irrational: i am a good splatoon player and i was finding the challenge of the game really enjoyable and was worried i'd ruin it in my blind playthrough by just... trying to clear the stages in an order. i told my friends i wish i had a "turn off exp" button for when i wanted to do those or play with friends online.
its to me at least, very odd that in a game with so many progression systems that are genuinely great, i'd consider it one of the best i've seen in a game, it still felt the need to have levels where you just straight up instantly kill salmonids at lower level and you can stand and your bot will just kill them if you overleveled
it feels unnecessary and even imo takes away from the other genuinely great progression systems. in terms of how this ties into the rest of this post: leveling up to get the currency that let me upgrade other stuff, and especially the nier automata ass chip system, is fine, its just the HP and attack increase that is bizarre imo.
pika pal said:And this is the other reason I brought up Sticker Star: because getting stronger solely from the binary marker of hitting a new move/sticker/item doesn't feel satisfying to the majority of Pokemon's in-game target audience,
unfalsifiable statement this can't really be argued one way or another
pika pal said:the same way it was not a satisfying substitute for SS's level up removal.
this is not related really though imo
sticker star does not have any real form of progression through battles. at all. none. you get new stickers that are one time use and will be immediately used in a battle which only gives you stickers and money, which money is used to buy stickers, and those stickers are impermanent
flamethrower is a relatively permanent upgrade over ember (you can technically get rid of it but like, why would you)
charizard is a permanent upgrade over charmeleon
pika pal said:Old Paper Mario still had that "level up = more number = easier" because 5 extra FP could ease your action economy by needing one more turn before having to restore it, or throwing more big moves more often in the same rotation, or 3 extra BP being necessary to fit another Badge's passive into a build (Badges being found in the world but only effectively useable with leveling up giving room to fit Power Jump + Spike Shield for example). Just because it isn't the literal ATK and DEF stats doesn't mean level gains weren't still progression through a raw number gain: a Mario with the exact same Badge inventory can do more with Level 15 stats than Level 10.
i agree that levels in paper mario still ultimately lead to better stats, but as i kind of said with the splatoon stuff:
ant4456 said:You do not get more powerful because Mario does 2 damage now. You do more damage over time because you have more mana or more slots to use a badge that gives you more power. Your repitoire of viable builds increases.
i said this is good progression compared to
ant4456 said:Not Level 2 stats. Versus Level 3 stats. Versus Level 4 stats. Versus Level 5 stats. Versus Level 6 stats. and so on
the designers know where the badges are and at what points you will get them, which is a notable restriction as well.
pika pal said:a Mario with the exact same Badge inventory can do more with Level 15 stats than Level 10.
yeah but not "you invalidated the game because you are slightly overleveled" because you do not simply get to deal more damage for free because mario's attack rose, and take less damage because mario has more defense
imagine if paper mario mario just got more attack and defense every 2 levels for free and there was no restriction at all. you dont even get to choose. there goombas now do basically zero damage and you just instantly kill them on top of badges. that is to me what the average rpg leveling system is like.
you get the paper mario badge effects x2: you get the level up progression and get to stat creep the game, and then you also get build stuff that lets you boost further: those things are more interesting, still lead to an ultimately stronger character, but with usually real downsides such as having to pick between options and make a choice.
say a game where you level up and get stats and then points for a skill tree. paper mario is like you get a pseudo skill tree (but better im actually not a huge fan of skill trees but just an example), and that's it
i feel like this is harder for me to explain and wrote this first, so if you don't fully understand just read the next part
pika pal said:now means you have a hard goal where it will jump rather than maybe getting over that last edge by going from 20 to 21.
yes but i think that's ultimately a good thing
flamethrower may be a big boost, but ultimately your ember stab fire type will likely still be fairly effective and useful against smth like a tangrowth with slightly better play than normal:
0 SpA Charmeleon Ember vs. 0 HP / 0 SpD Tangrowth: 66-80 (37.7 - 45.7%) -- guaranteed 3HKO
(worst case ex. it gets ancient power from level up)
0 SpA Tangrowth Ancient Power vs. 0 HP / 0 SpD Charmeleon: 70-84 (52.6 - 63.1%) -- guaranteed 2HKO
these are at level 50 v level 50 calcs for clarity. all the player has to do is get some chip on the tangrowth with 1 pokemon. switch charmeleon in. and use ember twice. very basic pokemon strategy, but also rewarding and allowing you to still deal with what is a much better-statted out pokemon.
but with a 5 level difference in charmeleon's favor:
Lvl 35 0 SpA Charmeleon Ember vs. Lvl 30 0 HP / 0 SpD Tangrowth: 54-66 (49.5 - 60.5%) -- 98.4% chance to 2HKO
Lvl 30 0 SpA Tangrowth Ancient Power vs. Lvl 35 0 HP / 0 SpD Charmeleon: 40-48 (41.6 - 50%) -- 0.4% chance to 2HKO
suddenly charmeleon is extremely likely to be able to just swap in and win in most conditions no matter what, head empty no thoughts
and on the other hand:
Lvl 30 0 SpA Charmeleon Ember vs. Lvl 35 0 HP / 0 SpD Tangrowth: 36-44 (28.8 - 35.2%) -- 8.9% chance to 3HKO
Lvl 35 0 SpA Tangrowth Ancient Power vs. Lvl 30 0 HP / 0 SpD Charmeleon: 58-70 (69 - 83.3%) -- guaranteed 2HKO
if tangrowth is 5 level advantage here, tangrowth just absolutely fucking cooks charmeleon. it's just really over without crits
obviously pokemon is a game for babies, but i do think that in say, an open world which is what the series is becoming, removing this is good: it lets you have variable balancing throughout the region without level scaling, and still reward better players and giving them more freedom by just. having a bit more skill to get through early.
i think we can both agree paper mario's level ups are not like. this important, especially just a few. yes you get much stronger, but the developers can give real caps to your power depending on chapter, and you do not have such large swings like this
pika pal said:I just think it also sounds incredibly unsatisfying for a casual run experience because there is a dopamine hit to seeing things increase.
fair enough, I don't agree but that is a fair disagreement ofc. just saying this bc i am worried i am being too confrontational but like its fine to disagree i just want us to agree on what we are disagreeing on
pika pal said:The best solution I've seen might be the Xenoblade games (and even there it's only fully realized on NG+), where completing side objectives gives you Bonus EXP similar to EXP Candy in newer Pokemon games such that you don't automatically overlevel while playing completionist. NG+ even allows you to level characters down to convert their EXP back to the bonus pool, giving granular control and making it a more general resource. Don't want to faceroll things? Level down while you want to stay on pace, whilst level as a number gives a ballpark for what matches your opposition.
I don't like this personally but i wont die on this hill. its mostly because I do not think it should be up to the player to make sure the game is balanced correctly. You the player shouldn't have to adjust to the right level to stay on pace or have a balanced experience imo.
compared to a system like paper mario, the differences in levels is more significant in pokemon and the average rpg and often in boring ways while raising the ceiling of how much you can break the game versus being able to make the game essentially impossible at low enough levels. i think that is bad
ive played RPGs where the difference between level 20 vs level 21 is like beating a boss or not simply due to stats, and that was like the most extreme case. that wasn't super interesting! pokemon is not that bad for sure, but as i hope i have shown i think rn levels have way too much importance
CynicalGiant said:I assume they have played xenoblade since a lot of their other suggestions in the past were essentially slowly morphing pokemon into xenoblade and working backwards from there.
stats playing largely a backseat to gear or skill acquisition is very mmo or mmo-lite coded in general. also thinking about the lateral upgrades in like guildwars 2. I agree with you and others here that this sort of power fantasy and progression track really does not fit the vibe of pokemon or monster rpgs in general. The only like "monster collector" I can think of that even remotely gels with it is SMT which is barely even one since it's very hard puzzle box-y and you actively acquire and discard monsters whenever you hit a new wall.
speaking of xenoblade, xenoblade 3 is a game that if you play blind and simply follow the story and do zero side content you will sliiightly overlevel and its kind of a good example of my case imo. in my blind playthrough i felt most of the other systems didn't matter because i didn't really have a reason to use them, like it has this cool job system and shit but like, you kind of just win by playing with moderate understanding of the systems and clicking buttons? overleveling tends to just overwrite and make usually existant cooler progression systems less relevant. like yeah i could toy around with these bajillion classes and shit you probably spent a long time working on, but doing almost none of it but clicking random shit in a skill tree + following the story along is barely worse off
yes you can say "they should just balance exp better" and i agree, even if we are gonna keep stats in level ups designers still have a responsibility to do as best they can, but we always will ultimately, with good balance, return to: well then it's just normal. there is one normal level of stat curve the game will ultimately be designed around that will be the best way to play for the vast majority of people, and then every game is either putting the onus on the player to implicitly figure that shit out or trying to force the issue and not mattering
so many ways of trying to balance this shit (cough level scaling) always comes down to just neutering the negatives that come from levels because we are so attached to an apparent need for a dopamine hit from seeing the attack stat go up in a menu every 20-30m of gameplay or less (there are entire franchises based on this such as disgaea, it is genuinely true), but like. i think that you lose something much greater which is just better balanced shit that could be way more fun in most games imo