[18:48] <Deck_Knight> Hullo
[18:48] <Zarator> hey DK
[18:48] <Zarator> do you need anything?
[18:48] <Deck_Knight> Birkal suggested I discuss some of the proposals with you.
[18:49] <Zarator> proposals about what?
[18:49] <Deck_Knight> I saw the one on savestates.
[18:49] <Deck_Knight> TLR ones
[18:49] <Zarator> mm
[18:49] <Zarator> Sure
[18:49] <Deck_Knight> Birkal said you had another though on making them shorter in general.
[18:50] <Zarator> Well, my main worry is that
[18:50] <Deck_Knight> It sounds feasible provided we shift it so that less encounters = harder individual battles.
[18:50] <Zarator> IMO, 30-40 updates, just to get to the boss of a TLR
[18:50] <Zarator> is too much for my taste
[18:50] <Zarator> I understand that legends are supposed to be coveted prizes and all that
[18:51] <Zarator> but IMO that should be reflected in the difficulty of TLRs, not in their sheer length. And some Events in particular IMO are mostly just time dumps
[18:51] <Zarator> We could change nothing, mechanics-wise
[18:51] <Zarator> while still cut it down by at least 5-10 updates
[18:51] <Zarator> for example, did you look at Planet's Fury?
[18:52] <Zarator>
http://www.smogon.com/forums/threads/tlr-data-the-planets-fury.3503700/
[18:52] <Zarator> Iron Sphere currently can take up to 4 updates
[18:52] <Zarator> just to get through it
[18:52] <Deck_Knight> Yes. It's looks like a huge slog. I also think it has more rooms than normal. Originally they were all the same *number* of encounters L > RP > RP > G > RP > RP > B, but the difficulty was ramped WAY UP for Ubers.
[18:53] <Zarator> yeah
[18:53] <Zarator> Personally, I think a good model should be
[18:53] <Zarator> Training: L > RP > G > RP > B
[18:53] <Zarator> Legendary: L > RP > G > RP > RP > B
[18:53] <Zarator> Uber: L > RP > RP > G > RP > RP > B, like the one you proposed
[18:54] <Deck_Knight> Sounds legit. It would also let there be a bit more freedom to make some of the RPs harder than they currently are.
[18:54] <Zarator> You can always trim down the backpack if you feel the nedd
[18:54] <Deck_Knight> When you assume 4 RPs it takes a lot of holding back if you actually want the Legend to be accessible.
[18:54] <Zarator> need*
[18:54] <Zarator> although I'm not sure it'd be needed
[18:55] <Deck_Knight> Probably not.
[18:55] <Zarator> Also I'd go as so far as to say that, IMO
[18:55] <Zarator> most if not all RPs
[18:55] <Zarator> should feature a battle
[18:55] <Zarator> that's what makes TLR fun
[18:56] <Zarator> an event like Clockwork Platform, IMO
[18:56] <Zarator> is just stupid and unenjoyable
[18:56] <Zarator> did you read it?
[18:59] <Deck_Knight> I like nightmares, but even that is a trap I would never envision. Mostly because it doesn't involve using a sinister combination of Pokemon, Item, and Trap Condition.
[18:59] <Zarator> Btw
[18:59] <Zarator> I also thing the abuse of <Ref's choice> in traps
[18:59] <Zarator> takes away from the fun of TLRs
[19:00] <Zarator> one of the most fun parts IMO is to try and game trap conditions
[19:00] <Zarator> if they're well thought (not just the simple *least HP*)
[19:00] <Zarator> it can really make the game more interesting
[19:00] <Deck_Knight> Doesn't sound like one of mine. I always specified some kind of High / Low HP / Energy / Speed condition.
[19:00] <Zarator> and restrict the team building choices further
[19:01] <Zarator> yeah
[19:01] <Zarator> I think it was a reaction to the "open-source" phase
[19:01] <Zarator> ppl were so scared about the entire idea of building a team for a TLR
[19:01] <Deck_Knight> Sounds likely.
[19:01] <Zarator> that they went over the top to make it impossible
[19:01] <Zarator> as the raid developer I find it kinda silly. You should go the other way around.
[19:01] <Zarator> They MUST bring the absolute best team
[19:01] <Deck_Knight> Lowest EN is probably the most daunting because support moves can eat in, and if you only have one supporter that's going to get trapped it can be havoc.
[19:02] <Zarator> or they're not even standing a chance
[19:02] <Zarator> Well it's an extreme but you got the idea
[19:02] <Zarator> Well
[19:02] <Zarator> Sometimes even *highest HP* can be particularly cruel
[19:02] <Zarator> since oddly enough
[19:03] <Zarator> it's harder to game than *lowest HP*
[19:03] <Zarator> WAY harder
[19:04] <Deck_Knight> The biggest problem is if we shrink the size and we have things like the room idea, then trainers can just avoid the rooms they don't want. Might just be a case where it gets balanced out like I did with the Guardians, where easier choices lead to a harder Guardian, etc.
[19:05] <Zarator> That's a possibility
[19:05] <Zarator> Arenas can be toyed around with, as well
[19:07] <Deck_Knight> In general I like it though because it means less work for all but the Pokemon I want to agonize people to get to,
[19:07] <Zarator> mm
[19:07] <Deck_Knight> I also think combined with the checkpoint idea, having the 2 RPs after Guardians makes sense.
[19:07] <Deck_Knight> For Legendary mons.
[19:08] <Zarator> yeah
[19:08] <Deck_Knight> I think the checkpoints should trigger at the beginning of the battle, so you can re-fight the Guardians or the Boss. For randomized guardians I'm not sure whether it should be forced the same or to re-randomize because you hoped you get a different pair.
[19:09] <Zarator> mm
[19:09] <Deck_Knight> Or maybe After Guardians, Pre-Boss. But the Guardians are the most likely pair to cause a wipe.
[19:09] <Zarator> yeah but
[19:09] <Zarator> Remember that they're gonna load the game as it was
[19:09] <Zarator> The Guardians should've done their job already
[19:14] <Deck_Knight> One of the things I do try to do with the traps is throw in a little havok against deliberate counterteaming, so you can't make a *perfect* team but you can make one reasonably suited to the task.
[19:14] <Zarator> yeah