Aeg should not have been banned
Can't think of much more rn
Can't think of much more rn
Making a "challenging" Pokemon game will most likely result in it just being a tedious and unfair grinding simulator then anything else, and the peopel constantly asking for it (more like whining in a lot of cases, but w/e) don't actually understand this at all.
The Pokemon fanbase’s general obsession with “jerk rivals” never ceases to baffle me. In fact, I personally believe that they tend to be far weaker than the “friendlier” rivals, since they have no bite that matches up to their bark. Maybe it’s due to how RBY was not my first game, nor did I first play it as a kid, but my reaction to Blue being Champion was not this amazing moment it seemed to be for so many other people, it felt more like “Oh, I have to kick his ass again.” It’s hard to feel threatened or insulted by someone who you constantly beat; and since you *have* to beat the rivals in most cases in order to progress through the game (sans optional battles), it’s not like you can make up for being defeated either.
With that said, I also find the likes of Trip and the Gen 6 characters (I use that word very loosely) to be weak, too. Hau is borderline. There’s a line to be drawn between being nice and too nice; I believe that rivals should be competitive, and working towards the same goal; not brooding and overly rude, but also not giving me Max Revives and Z-Crystals whenever they feel like it.
If you ask me, that’s why Cheren is the perfect rival; not quite mean same way that Blue is, but he just reeks of overconfidence and needs to be brought down a notch, especially early-game, and he’s competing with you for a common goal: being the Champion. He gives you some stuff sometimes and gives advice, but the two of you are friends, and the advice is fairly limited in scale. He also has great character development, but that’s for another thread, another day. A balance between the two is the best way to go about a rival in my opinion and I feel it’s a shame that people lean so hard into nostalgia with Blue (and to a lesser extent, Silver) without considering their faults as characters as well.
(BTW, Trip is anime-only. Perhaps you meant Bianca or Hugh? Or Wally?)
I meant that guy from Let’s GO. Don’t have the game, so I don’t remember his name; all I remember is how /r/pokemon (which I used to frequent; mistake) completely freaked out about his very existence.
Not sure why Trip came to mind, since I’ve only ever watched the anime in passing. I think Bianca and Wally are great characters as well, but lesser rivals for their own reasons. Bianca is a little too nice, but then again Cheren and N are the real rivals. Wally you only fight twice, but he does get ahead of you in Victory Road, which is a really cool moment. I’ll be honest and say I can’t stand Qwilfish man, but he functions just fine as a rival.
The "blackout" punishment for losing a pokemon battle is too harsh, which incidentally lead to the pokemon games becoming less challenging.
(And the rest)
The Pokemon fanbase’s general obsession with “jerk rivals” never ceases to baffle me.
(And the rest)
Another unpopular opinion I have is that Gen 7 is the worst one. Idk, I just never enjoyed it as much. My ranking of the gens is 4,1,3,2,5,6,7
2. Don't Work For Free: Hey, Professor, since I'm running around filling this Pokedex, how about some compensation? Would be neat if the Professor actually gave you some money (probably deposit it into the bank account) for filling out the Pokedex. Like you get an extra 100 for every Pokemon seen and obtained (catching the first species of a Pokemon you've encountered or evolving a Pokemon to one you haven't seen yet would get you 200). That right away would give you some quick money to start out with.
I think there should definitely be more rewards for filling out a Pokedex other than some triggerish ''Congratulations, you just completed the Pokedex, you have no life and no rewards!'' and shiny charm (I think shiny charm is not enough to make me want to fill up a long Pokedex as hell). Maybe make filling Pokedex a mandatory part of gameplay (like cannot pass without having seen [X] and having registered [X])
As for difficulty, I remeber FE Fates Birthright and Conquest was split into 2 major gameplay switchers: Birthright was for newbies, while Conquest was for veterans who prefer a challenge. Since Pokemon has a stark contrast between competetive and casual, this would be a great divide, since Pokemon "aims" to appeal for everyone: One version for newbies, while the other is for those and veterans looking for a challenge.
How would I fix it? I would tie it more to the story. (...) And no, I don't mean just make some minor changes like in BW with one being old and the other being modern. I would rather have it a totally completely story- both which feature the same characters but different sides in each version. I guess the only problem is that it might compel you to play the other version to get the full story.
Sadly they can't really do that as they'd have to REALLY advertise that one version is meant for newer players while the other version is meant for veteran players. But then you get into the problem of players liking one version exclusives over the other yet its in the version not meant for them. Fire Emblem can do it because they're isolated stories that I've never heard of having competitive components (I don't know, I never played a Fire Emblem game, I know the games have continuity with each other but can you connect to another game in any significant way like Pokemon?).
For advertisement, they could just have two people discuss how different the versions are while playing on like a stream like at E3. As for commercials, they can say, " Do you choose the easy path? Or the hard one?", and show which version is easy and hard alongside those lines.
I'm not sure about the altered difficulty. Fates' multiple paths was done as a response to the two different gameplay preferences within the community (open world grinding vs more strategic linear progression) rather than just difficulty and "worked" because Fire Emblem had never really done anything like that up till that point and had a variety of difficulty options that let even the most novice of player beat both versions easily if they wanted to. The only thing the Pokemon community is really split on difficulty-wise is the exp share, which is an item that can be freely toggled on and off, and I feel that, even with heavy promotion, most of the casual playerbase who doesn't really pay attention to the marketing (aside from TV ads and such) wouldn't understand the differences between the two versions just based on how the rest of the series was.I'm probably going to get some backlash here, but I don't like the ideas of multiple versions or at least the way its presented right now .
Prior to GTS, it was fine with version exclusives being the only difference, since that alone was a challenge. But now GTS exists, I feel that the challenge is now gone. Its so easy to be obtain version exclusives: just put another online, and very soon, another will come flying through. If anything its an inconvenience for because you rely on another for a certain Pokemon.
How would I fix it? I would tie it more to the story. Or potentially difficulty. And no, I don't mean just make some minor changes like in BW with one being old and the other being modern or time being set 12 hours ahead.. I would rather have it a totally completely story- both which feature the same characters but different sides in each version. I guess the only problem is that it might compel you to play the other version to get the full story, which kinda ruins the main draw of Pokemon.
As for difficulty, I remeber FE Fates Birthright and Conquest was split into 2 major gameplay switchers: Birthright was for newbies, while Conquest was for veterans who prefer a challenge. Since Pokemon has a stark contrast between competetive and casual, this would be a great divide, since Pokemon "aims" to appeal for everyone: One version for newbies, while the other is for those and veterans looking for a challenge.
My main point is that I don't think there's enough differences to justify two versions.
Just an idea that probably will never face a reality.
While I'm not going to pretend that I liked the finite amount TM system of Gens 1-4, I don't think the way Gen 5 addressed it was the best way either. Having infinite use TMs does make them more rewarding to find them yes, but I feel like it's too easy. Also, it encourages you always use the TMs that are advantageous to your Pokemon immediately without a care in the world. There's no resource management, no ability to give you a taste of power that you can acquire early but only once (at that moment), no thought put into what TMs you will place on your Pokemon this moment, etc. I would have preferred the games kept the Gen 1-4 system, but have all the TMs reasonably infinitely reobtainable in the postgame. That way the things I complained about above would be allowed to exist, but you wouldn't be permanently fucked over for using a certain TM that might have been once per game.