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Topic: How I think pokemon could be improved.

Posts 41 to 60 of 127

Noire

No, just an item. I don't want it moves-based, I thought that was obvious considering I've said it twice now. >_>

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theblackdragon

@Kaiser: Where has Feenie been saying TM? She's talking about an item that would be used from your bag (like a Bike or a Potion) instead of having to waste one of your pokemon's move slots with an HM move, since those tend to suck and just take up space. You're the one talking TMs...

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LzWinky

I don't get why they continue to do the crap with HMs that they do. Why can't Pokemon forget them? It just seems pointless and trivial now

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DaveGX

i was just thinking I actually like the idea of adding an option to train pokémon for specific purposes. Granted this might kinda force you to take on a specific role, unless it' something that be done aside from being a trainer. If this were done right it could allow you to control them yourself 1 at a time, or maybe 2-3 if it applies to the scenario,and it would also be very useful for battling as well alongside of voice commands so the battles can be real-time opposed to turn based. As for my expansions idea earlier, there's really no reason they can't make $ from those, either, as that's what MMOs do whenever an expansion becomes available.

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Percentful

I think the after-elite four part would be better if trainers didn't stop getting stronger. In most games, the max level opponent is around 70-80. Why not keep going up in levels, with the final "boss" having level 100s? Or maybe giving AIs better strategies and movesets? I think sometimes the games can feel redundant, because you don't feel challenged.
And one other thing, I think HMs should be overworld-only moves. For instance, a scizor could use cut on a tree, without actually knowing the move. That way, there isn't a need for HM slaves, or putting weak moves onto your pokemon, and being stuck with them until late-game.
But other than that, I like in-game things the way they are.
My only other complaint is repels. I think instead of seperate bottles of repel, there should be a repel key item, and you buy refills for it. It would be nice to not have to open up the menu every time a repel wears off.

Edited on by Percentful

Just let it happen.

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DaveGX

lz20XX wrote:

I don't get why they continue to do the crap with HMs that they do. Why can't Pokemon forget them? It just seems pointless and trivial now

i never really did feel too fond of pokémon "forgetting" attacks because I dunno, just feels a little senseless. bad enough theyc an only learn 4 moves. Why not allow them to learn way more than that, and attacks that if an attack is sort of more like an evolved form of that attack, rather than them simply "forgetting" the old attack it'll be more like they've learned to evolve that 1 into a new, more effective 1. That way you won't have to worry about having a weaker or multiple attacks of the same element. The same could be applies to the other attacks too where it doesn't do damage, like agility, speed, accuracy, etc.

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Percentful

DaveGX wrote:

lz20XX wrote:

I don't get why they continue to do the crap with HMs that they do. Why can't Pokemon forget them? It just seems pointless and trivial now

i never really did feel too fond of pokémon "forgetting" attacks because I dunno, just feels a little senseless. bad enough theyc an only learn 4 moves. Why not allow them to learn way more than that, and attacks that if an attack is sort of more like an evolved form of that attack, rather than them simply "forgetting" the old attack it'll be more like they've learned to evolve that 1 into a new, more effective 1. That way you won't have to worry about having a weaker or multiple attacks of the same element. The same could be applies to the other attacks too where it doesn't do damage, like agility, speed, accuracy, etc.

That might work for a live action game, for the pokemon RPGs, I don't think so. Particularly for competitive battling, limited movesets are the only thing keeping overpowered pokes from having counters. Part of the reason pokemon can only have 4 moves is because it encourages having a diverse set of pokemon, rather than 1 really high level pokemon. In something pokemon rumble-styled, though, that would be perfect.
Just my opinion.

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BulbasaurusRex

PhoenixCake wrote:

  • Ditch turn-based battle system for something completely real-time and fluid where instead of moves having PP they have a certain recharge time.

No, absolutely not! It works for some spinoffs that let you control the Pokémon directly like the Pokémon Rumble and Poképark games, but for the main RPG releases, turn-based battles are an indispensible part of the core formula that makes Pokémon work as well as it does.

I agree that an official Pokémon MMORPG would be awesome, but I'm not sure even the Wii U will be able to support something like that. It sounds like something that would require a PC release, and while there have been some official Pokémon PC releases, I don't see Nintendo being willing to go through with such a huge project outside of their own hardware.

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DaveGX

yea I dunno man. I like the real-time idea, better. it seems to kinda work for the TV series. Plus look how many moves Pikachu has been using since the start to current; He's almost always for the longest time had thundershock or thunderbolt, sometimes thunder. then up to little things like agility, or now irontail, i'm not too sure what else after that. So in some sense they didn't do a very good job of keeping track, so i still kinda don't see it hindering the series to allow a bit more room for attacks.

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Aqueous

Quick Attack DaveGX, never forget that one, or Volt Tackle. Ash must have a pile of heart scales somewhere

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Radixxs

I still think an MMORPG on the Wii U would be the perfect transition. Same core gameplay in full 3D environments with MMO qualities. Of course this has been said for a long time, but I think it would work well.

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koryz12

I think 3d battles like battle revolution is a must for pokemon 6th gen on 3ds.

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theblackdragon

I don't see why it couldn't be possible to have a system where if a pokemon learns X move and Y move, those two can be combined to create Z move (or not, if you prefer the base moves to the combined version, or if merging two moves later gives a better result). like with a Pidgey you'd have to merge Gust and Sand Attack to learn Whirlwind, or you could save Gust and merge it with Agility later for Tailwind, or something like that.

those were just examples, but it could be done too where TMs could be automatically merged with a different move to create a more powerful one in instances where a pokemon would not normally be able to learn a given TM move, or if that TM would add a different level of something (status effects, HP drain, etc.) to a move the pokemon already has.

idk if i'm making sense or not D: back to MK7~

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DaveGX

oh hellz yea, i like this idea, merging attacks for improved/evolved 1s!

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turtlelink

theblackdragon wrote:

I don't see why it couldn't be possible to have a system where if a pokemon learns X move and Y move, those two can be combined to create Z move (or not, if you prefer the base moves to the combined version, or if merging two moves later gives a better result). like with a Pidgey you'd have to merge Gust and Sand Attack to learn Whirlwind, or you could save Gust and merge it with Agility later for Tailwind, or something like that.

those were just examples, but it could be done too where TMs could be automatically merged with a different move to create a more powerful one in instances where a pokemon would not normally be able to learn a given TM move, or if that TM would add a different level of something (status effects, HP drain, etc.) to a move the pokemon already has.

idk if i'm making sense or not D: back to MK7~

That's an awesome idea. I wouldn't mind that idea being used in the next pokemon game.

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