...Now that is a good unpopular opinion.A fortnite version of Pokemon would be amazing.
I mean we got a MOBA, why not some third-person-shooter with various playable Pokémon?
...Now that is a good unpopular opinion.A fortnite version of Pokemon would be amazing.
Careful what you wish for, because PokeFortnite will only have one gun in it because it's the one weapon they wanted you to use.The current pokemon gameplay is pretty boring. A fortnite version of Pokemon would be amazing.
Friendly reminder thatCareful what you wish for, because PokeFortnite will only have one gun in it because it's the one weapon they wanted you to use.
Out of curiosity (I know this may sound offensive, it isn't a personal attack), you figured it out now?Latest hot take is that TPC is generally just an(other) insufferable corporation that is substantially out of touch with their customers. They have such a narrow definition of how to play the game and it shapes their design choices because they only play by that one option. This explains things like the EXP Share change, the lack of bigger battle facilities and the linear story options, amongst other things.
The reference to Blizzard in particular alongside talking about Tauros makes me think about how RBY PVP went. Interesting seeing that reference since I think Tauros was a lot more stand-out and relevant to Blizzard there than in main-game.
Tauros used to be real strong, huh? I was the one who thought up that one. But Blizzard was a bit too strong, eh?
The reference to Blizzard in particular makes me think about how RBY PVP went. Interesting seeing that reference since I think Tauros was a lot more stand-out and relevant to Blizzard there than in main-game.
And you say I lack attention span.The current pokemon gameplay is pretty boring. A fortnite version of Pokemon would be amazing.
Well now that we're on the subject and in the proper thread for it, Nuzlocke isn't a good playstyle. The games aren't designed well around them, and I don't know why people enjoy so much throwing 12 hours of game time down the sink so readily.I don't like Nuzlocke, I've never done once, but really TCP ? Nuzlocke is the same thing as a HACK/Rom Game ? Are you so stupid ? People do this to add challenge !
It's called addiction.Well now that we're on the subject and in the proper thread for it, Nuzlocke isn't a good playstyle. The games aren't designed well around them, and I don't know why people enjoy so much throwing 12 hours of game time down the sink so readily.

It's called addiction.
"I'm so addicted to this game that I need to find new ways to play it to justify keeping doing it because I can't stop"
It isn't, at least, I don't think it is, but for some people it actually ends up being a product of addiction.So as someone who never really does Nuzlockes, why exactly is finding new ways to play games you already enjoy a bad thing?
I think Nuzlockes present a more extreme version of a problem I encounter when playing pretty much any RPG: the more knowledge you have, the less exciting it is to play through the game. The feeling of discovery and improvisation in a world of boundless possibility is one of the main draws of the genre, so you get diminishing returns each time you replay it. It's worse for the Pokemon games because there's no execution element to the combat (not that I think there should be), so any battle you're familiar with from past experience will mostly be decided in advance by your team composition and intended strategy, just with the possibility of being helped or hindered by hax.Well now that we're on the subject and in the proper thread for it, Nuzlocke isn't a good playstyle. The games aren't designed well around them, and I don't know why people enjoy so much throwing 12 hours of game time down the sink so readily.
I think it's more about preserving the mechanics of moves with negative priority, which are often either balanced around their priority bracket (phazing moves etc.) or require going second to work (e.g. Mirror Coat/Counter).Wow this thread blew up while I was away
Anyway here's my probably-awful game mechanic take: I've never really understood why Trick Room doesn't work on priority instead of on Speed stats. It's really weird to me that the move makes slower Pokemon move first but you can still use Quick Attack et al to get around that, sort of defeats the purpose.
I guess game balance is the reason because otherwise Iron Ball Rampardos would probably murder everyone and everything but idk.
You see, there is this thing called subjectivity that few people seem to understand correctly.So as someone who never really does Nuzlockes, why exactly is finding new ways to play games you already enjoy a bad thing?
I'm not sure you replied to the right person. I never said Nuzlockes aen't fun, in fact the implication was supposed to be exactly the opposite. While I personally don't much care for them, I don't see the problem if other people do. I don't think enjoying Nuzlockes necessarily implies addiction or anything like that and I'm not sure how you'd even make that logic follow.You see, there is this thing called subjectivity that few people seem to understand correctly.
What is fun for a few people can be boring to others, and vice versa.
And Nuzlocke is one of several challenges built on the idea that restricting things can result in arguably more interesting stories, as seen with walkthroughs that follow the Nuzlocke rules.
Incidentally, I agree that this is a issue with... pretty much any turn based games.I think Nuzlockes present a more extreme version of a problem I encounter when playing pretty much any RPG: the more knowledge you have, the less exciting it is to play through the game. The feeling of discovery and improvisation in a world of boundless possibility is one of the main draws of the genre, so you get diminishing returns each time you replay it. It's worse for the Pokemon games because there's no execution element to the combat (not that I think there should be), so any battle you're familiar with from past experience will mostly be decided in advance by your team composition and intended strategy, just with the possibility of being helped or hindered by hax.
Nuzlockes encourage safe, careful play to protect your mons from 'death'. Provided you don't add rules to limit item use and/or overlevelling, there's no reason why you should lose any battle that you can grind for beforehand. If you do set reasonable limits to make it fairer, then you can definitely lose, but only as a result of bad luck (available encounters, hax) or a gap in your knowledge.
Some professional Nuzlockers optimise their play to such an insane degree that they're literally going into each major battle with a full list of how each turn could play out and how they'd respond in each situation. Every attack is calced and they have perfect knowledge of what the AI can choose to do in any situation. It's common to hear 'as long as X doesn't happen, we win' which means the entire battle is just waiting to see if they get crit at an inopportune moment or whatever. It works ok as entertainment because there's a sense of a community being bonded by the tension, but on your own I find it's mostly just frustrating or boring.
It's called addiction.
"I'm so addicted to this game that I need to find new ways to play it to justify keeping doing it because I can't stop"
Incidentally also a problem that far too many people on these boards tend to suffer from![]()
And you say I lack attention span.