That's merely just bad luck on your part. There is no mechanical difference in Gen IV causing this.Why do secondary effects seem to go off more in gen 4 than anywhere else? Whenever I replay those games I get frozen, burnt, poisoned, confused, and haxed more than in any other generation, especially in major fights where you can't afford for that to happen
Ah, okay. I figured as such but at the same time it was happening so often compared to other gens I felt like maybe there was something off with it.That's merely just bad luck on your part. There is no mechanical difference in Gen IV causing this.
It's this. Loads of regular enemies abuse hax in gen 4 and it's frustrating. Easily the biggest minor annoyance I have with those games (and it is minor, the strategies aren't very effective but they sure do piss me off).Maybe it's because every other enemy in HGSS and Platinum uses status/evasion strats
Truth be told the adaptations I suggested are really just to get DS/3DS games looking decent in the Switch's handheld mode, but if the Wii U was able to pull off two-screen emulation on the tablet that didnt look terrible then I guess like you said all that's needed is to get certain touch functions working with joysticks, in which case the main obstacle is indeed Nintendo themselves sadly. Even then I'd legit make the argument that even by their terrible standard the state of Pokemon rereleases is below par, at least with something like Mario they can pretty consistently get everything from 1 through World ported on the newest device regardless of how shitty the retro games support is. Similarly I'd say that not having Gens 1-3 is beyond inexcusable, and I'd put 5 as the "bare minimum" at this pointWell DPPT would definitely not be as easy as just "copy-pasting" whatever BDSP does, BDSP I guarantee is doing its own groundwork that wont just be shoved into a DS emulated game.
Honestly we had DS games on Wii U. The solution is simply "they will have two screens emulated", the worst thing they need to resolve is probably add cursor control of some sort if they dont want it to be handheld only. We have a whole extra set of buttons & control sticks now so thats "easy" if awkward.
I think it ultimately comes down to Nintendo, in general, not interested in doing this. There is one N64 game on Switch and it was part of a collection you can no longer get. We're 4 years in and they're not even bothering throwing gameboy games up on their service, all gameboy games have been from other companies releasing their own emulated games in collections. So even if THAT isnt happening any time this decade, GBA & DS titles definitely aren't.
The situations between the pokemon games and the "first" 4 "major" mario games are just in totally different ball parks.Truth be told the adaptations I suggested are really just to get DS/3DS games looking decent in the Switch's handheld mode, but if the Wii U was able to pull off two-screen emulation on the tablet that didnt look terrible then I guess like you said all that's needed is to get certain touch functions working with joysticks, in which case the main obstacle is indeed Nintendo themselves sadly. Even then I'd legit make the argument that even by their terrible standard the state of Pokemon rereleases is below par, at least with something like Mario they can pretty consistently get everything from 1 through World ported on the newest device regardless of how shitty the retro games support is. Similarly I'd say that not having Gens 1-3 is beyond inexcusable, and I'd put 5 as the "bare minimum" at this point
Who said Game Freak's gotta go through the garbage virtual console? Nintendo just threw out 3 N64, Gamecube and Wii games on a bundle and that sold gangbusters despite being about as low-effort of a collection as it gets, if they have no intention to bring VC up to snuff then I see no reason why Game Freak can't put the individual games on the eshop for a few bucks each or get someone to make their own collection with how many generations they feel is the minimum that will lure in consumers into getting it for a $60 pricetag (imo like I said the bare minimum is up to BW2 w/o remakes, maybe if they were feeling less cheap they could chuck in a few 3ds games but that might be too optimistic cuz Nintendo)The situations between the pokemon games and the "first" 4 "major" mario games are just in totally different ball parks.
mario they can consistently do it because NES & SNES are on just about everything (albeit, it took a long ttime for the NES to come to 3DS and SNES was only on new 3DS late in its lifespan).
if Nintendo "officially" (for lack of a better term) supported the gameboy I think they'd probably nudge gamefreak to have the GB pokemon titles on it since they'd (1) already done that (2) switch is portable and (3)bankHome is already on switch.
But here we are in 2021 and Nintendos' entire gameboy catalog is only available on the 3DS.
Well, to "who said" honestly probably Nintendo more than anything. They always put weird markers of value on things....and they're always the ones to put exemptions on themselves and by themselves i mean their in-house stuff. Remember when they slapped AllStars rom on a disc but no their vc?? and now its just there on NSO...bizarre...but then there's the mario collection which had like 3 new emulators??? it's all nonsense.Who said Game Freak's gotta go through the garbage virtual console? Nintendo just threw out 3 N64, Gamecube and Wii games on a bundle and that sold gangbusters despite being about as low-effort of a collection as it gets, if they have no intention to bring VC up to snuff then I see no reason why Game Freak can't put the individual games on the eshop for a few bucks each or get someone to make their own collection with how many generations they feel is the minimum that will lure in consumers into getting it for a $60 pricetag (imo like I said the bare minimum is up to BW2 w/o remakes, maybe if they were feeling less cheap they could chuck in a few 3ds games but that might be too optimistic cuz Nintendo)
Gen II: "So, this is where you'll be living while you're working as the lighthouse-keeper. Long hours, but you get your own room and it's catered accommodation"Alright we get to the top of the Glitter Lighthouse in Olivine City in GSC (I think it's different in HGSS), hear about a sick Pokemon with this moody music, CLIMB THE STAIRS-
olivine city music plays.
Evil teams dont all use dusk ballsOne thing I really like is how in later gens, different trainer classes use different types of balls. Fishermen use net balls, Rich Boys use luxury balls, etc. It tells you about the person.
Except that they don't commit to it. It feels like with big trainers/gym leaders, they're 'forced' to use ultra balls, and evil teams all use Dusk Balls for some reason. It feels like they need a lot more obtainable ball variety to make it work.
Can you explain this in more detail? I'm curious as to what you mean exactly.Granted the player should never see this, but I hate how the player room events references May's rooms text/scripts for Brendan's room
It also seems like this was programmed before GF implemented the North/South/East/West player facing flags for the first floor
Why does this bug me? It means editing scripts fully is harder for this area in particular cuz they're connected
Managed to delink Brendan from May, but still
Each Map has its own set of scripts to execute events. Maps for the most part are independent, bar connections to seamlessly transition from 1 area to anotherCan you explain this in more detail? I'm curious as to what you mean exactly.
Granted, this isn't something I'm largely invested in, but on balance I honestly prefer the messiness of the approach you've outlined. Things like this genuinely do make the Pokemon world feel more diverse and interesting than it otherwise would. I appreciate that might sound like a quibble for the sake of it, but it's not. Just because a Pokemon is weaker on average than others, it doesn't necessarily follow that it should be easy to raise or evolve early. Imagine if every Pokemon of the same type evolved the same way, or if every Pokemon that evolves twice evolved first at level 15 and then again level 30. It'd be consistent, but not interesting.I am a bit annoyed by the implementation of experience groups in Pokémon. Firstly I think the Erratic and Fluctuating groups are completely unnecessary. They are very bizarre, gimmicky groups that serve very little purpose. They should have just stuck with the original four groups in my opinion.
But even isolated to these four groups the implementation is wonky. In Gen 1 it seems they put Pokémon with a BST of 430 or above in the Slow group, whereas everything below 430 would be in the Medium Slow or Medium Fast groups depending on if they were two or three stage evo's. Fair enough I guess.
The problem is after Gen 1 once the Special split happened, they never went back to address this. Pokémon like legendaries, pseudo-ledgendaries, Gyarados and Snorlax, I can understand remaining in the Slow group on account of their stupendous stats. But Pokémon like Tentacruel and Tauros who got shafted by the Special split, end up being straddled with poor experience for the rest of their lives without the stats to justify it.
In addition, it seems the designation of a Slow experience mon has become more and more arbitrary over time. There is no good reason why Pokémon like Mantine and Stantler should be in the Slow group. They have enough problems as is, to hamstring them further with poor experience just adds insult to injury. Freaking Carnivine of all things is a Slow experience mon.
Anyway it would be nice if GF streamlined the experience group system to get rid of some of the unnecessary ones and have a consistent methodology in place (i.e. everything above 535 BST, the cap for starters and Eeveelutions, is in the Slow group). Right now this feels like a design flaw that is a bit illogical to me.
It doesn’t help that most junk rare Pokémon in question are single-stage (like Unown, Kanto Farfetch’d and Dunsparce, or were single-stage in the generation they are introduced in (such as the case for Lickitung, Yanma, Aipom and Chimecho), meaning it is not even worth trying to level up and hope it can evolve once you found it back in the introductionary generation.Granted, this isn't something I'm largely invested in, but on balance I honestly prefer the messiness of the approach you've outlined. Things like this genuinely do make the Pokemon world feel more diverse and interesting than it otherwise would. I appreciate that might sound like a quibble for the sake of it, but it's not. Just because a Pokemon is weaker on average than others, it doesn't necessarily follow that it should be easy to raise or evolve early. Imagine if every Pokemon of the same type evolved the same way, or if every Pokemon that evolves twice evolved first at level 15 and then again level 30. It'd be consistent, but not interesting.
Mantine, Stantler, and Carnivine are all variously underperforming mons, but the high experience threshold each possesses adds to the challenge of using them. And for people like me who often like to play through the games using Pokemon like that for that extra element of difficulty it really does make the difference.
I've said the same about Pokemon like Rufflet and Noibat which evolve extremely late. While there is a valid argument for tweaking the level at which it evolves (and it was thrashed out quite comprehensively a while back so let's not have it again) I maintain that the high threshold is inherently part of the challenge of using one in any game not called Black or White.
And Pokemon has long had junk rare Pokemon which aren't strong or powerful enough to justify their elusiveness and are by no means a cakewalk to raise. Lickitung and Farfetch'd are both elusive but underwhelming. Chimecho is super rare in Hoenn but absolutely stinks statwise. Johto is so full of junk rare mons I can hardly list just one: Yanma, Dunsparce, Aipom, Marill, Unown. There's even a Gentleman on the SS Anne in RBYFLRG who lampshades this by asking "what would you prefer, a strong or rare Pokemon?" Can't I have both? Well no, not always. In Pokemon the twain don't always meet, and some of the strongest Pokemon are often the easiest to raise.
We can agree to disagree on this. I don't think the late evolution levels counter argument works in this case because evolution levels shouldn't be retrofitted as it causes problems when transferring Pokémon. And I'm not advocating GF retrofits their experience groups either. I'm more decrying the fact that there doesn't seem to be a consistent methodology in place. I can appreciate Gen 1's effort to have some methodology but it appears to be completely abandoned at this point. As a logical person I prefer if there is a framework to decide these things rather than pure randomness but that might just be me. It is a game after all, I can see why some people might prefer randomness.Granted, this isn't something I'm largely invested in, but on balance I honestly prefer the messiness of the approach you've outlined. Things like this genuinely do make the Pokemon world feel more diverse and interesting than it otherwise would. I appreciate that might sound like a quibble for the sake of it, but it's not. Just because a Pokemon is weaker on average than others, it doesn't necessarily follow that it should be easy to raise or evolve early. Imagine if every Pokemon of the same type evolved the same way, or if every Pokemon that evolves twice evolved first at level 15 and then again level 30. It'd be consistent, but not interesting.
Mantine, Stantler, and Carnivine are all variously underperforming mons, but the high experience threshold each possesses adds to the challenge of using them. And for people like me who often like to play through the games using Pokemon like that for that extra element of difficulty it really does make the difference.
I've said the same about Pokemon like Rufflet and Noibat which evolve extremely late. While there is a valid argument for tweaking the level at which it evolves (and it was thrashed out quite comprehensively a while back so let's not have it again) I maintain that the high threshold is inherently part of the challenge of using one in any game not called Black or White.
And Pokemon has long had junk rare Pokemon which aren't strong or powerful enough to justify their elusiveness and are by no means a cakewalk to raise. Lickitung and Farfetch'd are both elusive but underwhelming. Chimecho is super rare in Hoenn but absolutely stinks statwise. Johto is so full of junk rare mons I can hardly list just one: Yanma, Dunsparce, Aipom, Marill, Unown. There's even a Gentleman on the SS Anne in RBYFLRG who lampshades this by asking "what would you prefer, a strong or rare Pokemon?" Can't I have both? Well no, not always. In Pokemon the twain don't always meet, and some of the strongest Pokemon are often the easiest to raise.
I am extremely freaking annoyed at Exp. Groups.I am a bit annoyed by the implementation of experience groups in Pokémon.
I wouldn't mind experience groups if they were implemented properly as a tiering system. Which is at least what Gen 1 tried to do but those days are long gone.I am extremely freaking annoyed at Exp. Groups.
It doesn't work, it's a horrible artifact from Gen 1's RPG-focused design that carried over all the way to the present because of reasons I'll never understand.
The result? Now we got the Exp. Share, (Itself a hot mess, but I digress) giving the same exp to all mons with a slight modifier based on level.
Except you'll have certain groups needing like, 2 or 3 times the experience per level up depending on the group. So they'll stay underleveled. Which baits people into leading with them so they get more exp to even things out... and whoever is on a group like say, Medium-Slow is relegated to bench-warmer status for a looooong time.
Even in Gen 1 we had wonderful experiences such as Dragonite being on the Slow group AND needing to reach Lv. 55 to be fully evolved.
This is nothing short of abysmal game design.
Oh, btw, the early bugs are usually in Medium-Fast. Y'know, the things that are deadweight until Lv. 10 or so?
Let's take a look at something interesting.
View attachment 365675
So, a question for the class. Why? Just why? Why does the Medium-Fast Exp. Group needs almost TWICE the experience to reach Lv. 10 and stop being deadweight?
There isn't a single point in the franchise where Exp. Groups justify themselves as a good decision. Not. Even. Once.