I'd wanna say mine is different because removing RNG isn't the main/only focus, but I'm not sure?https://www.smogon.com/forums/threads/skillmons-coming-back-soon™.3524601/
check out this thread, this Pet Mod had the same aim as yours.
I'd wanna say mine is different because removing RNG isn't the main/only focus, but I'm not sure?https://www.smogon.com/forums/threads/skillmons-coming-back-soon™.3524601/
check out this thread, this Pet Mod had the same aim as yours.
Yeah, I've seen your changelog, I wasn't saying you copied anyone. I just thought that seeing a different approach to the same problem would help you develop the idea in a more original yet more consistent way.I'd wanna say mine is different because removing RNG isn't the main/only focus, but I'm not sure?
There's a lot of cool ideas here but I'm not 100% a fan of the points system, I think it could get slightly complicated and I prefer simplicity. I don't just wanna steal ideas from this tho lol I feel it's better if I think of my own probably.Yeah, I've seen your changelog, I wasn't saying you copied anyone. I just thought that seeing a different approach to the same problem would help you develop the idea in a more original yet more consistent way.
Additionally, they also aimed at giving a competitive niche to each fully evolved Pokemon, but I guess it was kinda secondary.
That Pet Mod sure wasn't perfect, and because of that it didn't have much appeal, but the take with secondary effect points was really interesting, you could take something from that (also because I don't think it will be revamped now since it wasn't done for Gen7). Seeing that thread again in 2019 I had the impression that this mechanic of points instead of percentage for secondary effect wasn't implemented organically, but just kinda stuck on normal mechanic to replace all the RNG mechanics.
For example, I can see a lot of moves and abilities that raise those points, but none that lowers opponent's points, while things like Uproar, Water Sport and Mud Sport could lower Sleep, Burn and Paralysis points and Safeguard could prevent opponent from gaining those points for 3 or more turns. I also don't understand why Crits didn't follow this same mechanic of points, but just affected the base power of moves with high Crit ratio and the effects of Battle Armor and Anger Point.
If you are double solo like that, make stacking work like DnD multiplication.
Double/half damage from one type being weak/resisting, triple/third from two and quadruple/quarter from three.
https://www.smogon.com/forums/threads/all-the-aces-v2-submission-phase.3651008/TCG FormsEver thought about how the TCG has different forms of Pokemon for Gym Leaders? Ever wanted to create a "Light" or "Dark" variant? This mod addresses both of those at once. Criteria is as follows:
Gym Leader Pokemon: These are like Megas. +100 to the BST, although they don't have to be in intervals of 10. However, no Mega Evolution-like mechanic is needed.
Light and Dark: Light variants would be Fairy, Dark variants would be Dark. If the Pokemon is already Fairy or Dark, you can still change up the Pokemon quite a bit. Stat variations, Ability variations, and movepool variations go a long way.
I Think scaling the exaggerated versions to 600 BST would be the best to make the stats less average and to be more user-friendly while keeping the types theoredically equal.Which of the four formulas above would be best for the stats?
Do it in subs, but it would end really quickly, leading to my next point:Should this be a mod where people submit for the Pokemon in slates like mentioned before, or should this be more of a "solomod" where I make all of the changes myself and make it playable?
Definitely do each type combination IMO, as not only will there be more slates, but more mons for the metagame as well.Someone in the Discord suggested making one of each type combination usable instead of every single type. This is definitely something we can do, since there are around 300 possibilities, but it kinda goes against the idea of these 18 Pokemon representing their typings. Would that idea be directly better, worse, or would it be its own thing?
Haxless (WIP)The goal of the Haxless metagame is to fix the biggest problem in competitive pokemon, which is the random elements that so often swing the tide of battle. No one likes losing to hax. Games consistently end up being unsatisfying or negative experiences for the players, where both feel like their success or failure was not a result of skill, but of unfortunate luck. The amount of high-profile games that have been decided by a crucial miss, critical hit, or a Hurricane hitting-crit-into confusion-into hitting oneself, shows that this is not a small problem for the game. Part of the reason pokemon is not a high-profile e-sport is the excessive randomness and unpredictability of a match.
Take control of your destiny.
But there's another way.
In his video "The Two Types of Random," Mark Brown explains the 2 types of randomness in games: input and output. In short, input randomness is randomness the player gets to react to, and output randomness is random results of the player's actions. To use pokemon as an example, the random encounter you find in the wild is input randomness, while a stone edge miss is output randomness. You may be able to see the difference immediately: one of these creates rage, the other does not. In fact, essentially all the randomness in pokemon battles is output randomness, which is, by modern standards, simply bad game design. Critical hits, misses, and 10% freeze chances is an archaic design choice from the 90's that this pet mod attempts to solve. Not by removing randomness altogether, but by creating strategic depth by turning output randomness to input randomness.
How is this achieved?
1.) Removing Elements
Some aspects of the game simply can't be made fun. Things like attract, confusion, and freeze are simply too swingy and unfair to be worth preserving. Thus, some mechanics are removed from the game completely:
2.) Added Elements
Critical hits Infatuation, confusion, and freeze status conditions Immobilization due to paralysis Sleep randomness (every instance of sleep taking 2 turns, like rest) Damage rolls (every attack does its average damage)
This is the core of the pet mod. The above removals account for all random cases in the game but 2: move uncertainty, and speed ties. Speed ties are the one random aspect that I can't think of a good way to change- the only thing this pet mod changes about speed ties is showing the players some indication that a coin flip had happened.
All that's left is the moves. This is the big change. In this pet mod, any move with a secondary effect or a chance to miss will have an indicator on the move selection screen showing whether its random effect will trigger or not. Essentially, instead of these random effects rolling after choosing the move and praying for it to hit/burn/para, the move will tell you before choosing it. As a result, gameplay is extremely different, as moves will never miss unless a player intentionally chooses to miss that turn. With this ruleset, there's still random aspects that can allow a player behind to come back (For example, if your opponent's cleaner is locked into stone edge, and your only hope is for it to miss, the chance of it missing wouldn't change, but your opponent would be able to see that it was going to and plan accordingly.)
I got some good feedback on the discord, but I'd love to hear any thoughts on this idea. Would it remove the unpredictability that makes pokemon battling unique? Is it feasible to code this in? Would it change the game too drastically? Is this the future of competitive pokemon? Let me know!
Solomods Megathread/BazaarOne type of Pet Mod is the Solomod, a mod in which changes are made, often to the whole PokeDex or almost the whole PokeDex, that don't have any preset rules to them and are also controlled by a single person or very small group of people. A few notable solomods have gotten their own threads back in Gen 7 with G-Luke Ideal World, Spookdex, Cool Funky Mode, and Choonmons δ, but they're threads tend to be very inactive likely due to the lack of community engagement within solomods. This also results in a bunch of cool metagames filled with the unique metagame ideas of the individual going untested and never brought to life. Already in Gen 8, the only solomods that have their own thread are both Older Gen solomods and are both extremely inactive (Rose Red/Iris Blue and GSC Neo).
I saw this idea ages ago in the Discord that may help curb this issue. Essentially, a Solomods Megathread would work similarly to a tier's Team Bazaar thread, it would be a more casual environment where someone could share they're solomod idea in the thread and drum up some discussion and feedback for it and have be permanently publicly available so that if someone ever feels so inclined, the mod can one day get coded.
Questions:There would be a limit of 1 solomod per person as if you want to make new changes to a solomod, nothing stops you from just putting said changes in your existing solomodName of Mod: (Doesn't have to be super creative, can literally just be something simple like "Yoshiblaze's Solomod")
Mascot (Optional): (An optional setting that allows a Pokemon sprite to be associated with the mod to make an archival listing look pretty. Must be an existing Pokemon)
Link to Changes: (Recommended that all changes are placed into a neat and easy to follow Google Sheets document or something similar)
Summary of the Mod: (State what changes in general, any special gimmicks, your mindset when creating it, etc.)
Competitive Overview (Optional): (Share some theorymonned competitive sets and/or give an overview of what the metagame could be like)
After someone posts a solomod, other people in the thread can discuss and theorymon for it. This should be done in a respectful manner; give constructive feedback and don't spam someone with changes you want them to make. If your trying to completely alter someone's idea within their solomod, you could just make your own solomod for that. Solomod owners have all the right in the world to turn down making any changes to their mod - it is their mod, after all.
Particularly popular solomods can be moved to the Pet Mods Submission thread and then be given their own thread if they get accepted, or you can directly post your Solomod in the submission or workshop threads if you believe that it wouldn't fit in the megathread.
- Solomod Megathread or Solomod Bazaar a better name?
- Should there be a type of system that brings higher quality solomods to the spotlight so that they're more likely to get coded? If so, how should the solomods that get the spotlight be chosen?
- Would this idea under the current rules give too much freedom?
- Would the existence of a Solomods Megathread and the Pet Mods Submission thread make it confusing for people to figure where to submit a particularly large or unique Solomod?
While we're on the topic of new resource threads...
Adopt A Pet Mod!![]()
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Do you have a well-received idea that you just can't/don't wanna manage for whatever reason? Want to retire an old mod to work on a new project, but don't know who to pass it down to? What about popular mods from old generations that have yet to find new owners? This thread would try to give all these wonderful ideas a new home in a one-stop shop.
When an aspiring pet modder with a fresh new idea or the desire to revive a classic who doesn't have the expertise/time to run it gets their submission approved, they can choose to have it put on the Adopt A Pet Mod thread instead. On this thread, all the pet mods that fit into the prior categories will be listed on their own posts along with any resources they may have (spreadsheets, Discord servers, viability rankings, etc.). From there, anyone who happens to pass by can choose one of the mods and "adopt" it as their own. They don't need to ask the original leadership for anything: Any mods put into the thread are automatically considered relinquished and are basically in a limbo state waiting for new ownership. The only exception would be resources if the adopter so desires to have access/control over them. Upon being adopted, a mod is removed from the list and the new guy can do whatever they want with it, no more greenlights required.
Questions and Concerns
Should old gen mods get approval from their previous owners before being put on the thread? What if they are no longer/barely active on Smogon?
What should happen concerning adopters who choose a mod but don't do anything with it for while after making their pick? Should there be a cool-down/restriction for adopting mods?