Forums

Topic: Pokémon Sun & Moon - Discussion & Speculation

Posts 3,841 to 3,860 of 3,944

Luna_110

@Starfox907
Who is arguing with who??

I have a chronic lack of time, for everything.

Now playing: Okami HD, Mario Kart 8 Deluxe.

Switch Friend Code: SW-8536-9884-6679

Maxz

@Tarvaax Yeah, I mean, people complain about the Pokémon series not having choosable difficulty levels - and it's a valid point - but in such debates I don't think I've ever seen the set/switch option mentioned - which is an equally valid point.

With the standard 'switch' option, all you basically need is a team of glass cannons with decent STAB move coverage between them, which can then pre-emptively switch in, outspeed, and OHKO pretty much everything that comes their way (not that I haven't previously enjoyed that as a sort of power trip). Even if you raised the opposing team's levels across the board, you'd still be using basically the same pattern of play, meaning things wouldn't require extra tactics so much as extra grinding.

Turning 'switch' to 'set' means you have to be much more thoughtful about moving your Pokémon team around in battle, as they not only have to be able to dish out a super effective/powerful hit, but also be able to deal with the oncoming attacks too. It's a much more tactical change than just boosting the opponents' levels with some difficulty slider, and it also makes bulkier Pokémon more relevant when it comes to main-game team building.

So yeah, while Pokémon may not have an explicit difficulty slider, I feel the switch/set option at least deserves a mention when the topic is raised. Without 'switch' on by default, the question is just "do you have something fast and strong with that is super-effective against the incoming Pokémon?". Which anyone capable of throwing together a semi-balanced team should be able to answer with "yes" - so of course the game with probably feel like a breeze.

As for who's arguing, I'm not sure. I guess we're all arguing with the person who said we were having an argument. I don't think they were right at the beginning, but now maybe they've got a point.

[Edited by Maxz]

HAVE BEEN ENJOY A BOOM

Switch Friend Code: SW-5609-8195-9688

meleebrawler

@Maxz To say nothing about the whole Nuzlocke thing... Pokemon, and a lot of other RPGs (even those that do have explicit difficulties) are generally as hard as you make them. And there's also the issue of any potential added difficulty being annihilated by trading in overlevelled Pokemon. Disobedience only goes so far as a deterrent.

[Edited by meleebrawler]

Alone, a force. Together, a force of nature.

3DS FC: 2535-3888-1548

Maxz

@meleebrawler Yeah, Nuzlocke has basically become a synonym for 'Pokémon Hard Mode', so I should have mentioned it. I think the 'switch/set' option is worth drawing attention to though, as it's the closest thing Pokémon has to an explicit difficulty setting option, yet doesn't seem to get brought up when such debates occur. It actually changes the mechanics of the game rather than being a set of imagined extra rules that the player must force themselves to obey, which I think is a pretty vital distinction. For example, you could simulate 'set mode' it even in 'switch mode' by just always pressing 'keep this Pokémon in battle' between turns, but it would feel more forced compared to having the option set to default.

As you say, pretty much any RPG can be as hard as you want to make it. I personally find the Nuzlocke style ones where you have to invent a set of rules not present in the game a little bit conflicting, as one's natural urge when playing a video game is to be as good at is as possible; to build the best team; to get the best nature/ability/moveset, and to kick ass with it. It's more satisfying if there's actually some serious ass to kick, and it feels a bit weird to downscale or handicap your ass-kicking potential on account of there simply not being enough ass to resist your mighty kickage. I'll drop the analogy here as it's getting a bit weird.

Anyway, yeah, I do prefer things to be more explicitly part of the game, which is what calls for difficulty options are really asking for. But I'd argue the set option, combined with Sun/Moon's already heightened difficulty make for a decent enough challenge to stop the main story being a complete bore-fest, and the post-game options seem to notch up the challenge.

So basically, I think the games are doing alright, even without adding extra rules to the mix. Good for Sun and Moon.

[Edited by Maxz]

HAVE BEEN ENJOY A BOOM

Switch Friend Code: SW-5609-8195-9688

-Juice-

@Maxz I saw this same discussion on the Pokemon Reddit a month ago, and a great point was brought up there. RPGs are hard games to balance out difficulty and fun in. Almost every challenge in every RPG can be overcome just by grinding up your team. What I see a lot of is people wanting the game to be challenging, despite the fact that they're grinding to prepare for said challenge. You can't really expect game devs to know when you're going to go on a grinding spree, and there isn't much you can do to deter overleveling. Your opponent could have max IVs, top tier EV spreads, and beneficial natures on all of their Pokemon while also being smart enough to know when to attack and when to start setting up, but that doesn't matter since the player can simply grind about 5 levels over their opponent's Pokemon and then crush them with those added stats alone.

The only thing I could think of that would work well if they implemented a hard mode that you could select before starting your game is having "boss battle" Pokemon (Totem/Gym Leaders/Admins/OrganizationBosses/Kahunas//E4/Champion) scale with your Pokemon (always being around 2-5 levels above your Pokemon no matter how much you grind) and having the style set permanently to "set" so people don't "wimp-out" when their glass canon gets one-shotted because now they actually have to calculate what can and can't switch in to that Mega Gallade's Close Combat and what-not.

[Edited by -Juice-]

3DS Friend Code: 0962-9923-0016

jump

Tarvaax wrote:

Maxz I saw this same discussion on the Pokemon Reddit a month ago, and a great point was brought up there. RPGs are hard games to balance out difficulty and fun in. Almost every challenge in every RPG can be overcome just by grinding up your team. What I see a lot of is people wanting the game to be challenging, despite the fact that they're grinding to prepare for said challenge. You can't really expect game devs to know when you're going to go on a grinding spree, and there isn't much you can do to deter overleveling. Your opponent could have max IVs, top tier EV spreads, and beneficial natures on all of their Pokemon while also being smart enough to know when to attack and when to start setting up, but that doesn't matter since the player can simply grind about 5 levels over their opponent's Pokemon and then crush them with those added stats alone.

The only thing I could think of that would work well if they implemented a hard mode that you could select before starting your game is having "boss battle" Pokemon (Totem/Gym Leaders/Admins/OrganizationBosses/Kahunas//E4/Champion) scale with your Pokemon (always being around 2-5 levels above your Pokemon no matter how much you grind) and having the style set permanently to "set" so people don't "wimp-out" when their glass canon gets one-shotted because now they actually have to calculate what can and can't switch in to that Mega Gallade's Close Combat and what-not.

They already had a hard mode in B&W2, it was stupidly implemented where you had to beat the game and share it with someone with the opposite version of the game and it was too much of a pain to do no one really used it which Gamefreak took as no one wants it.

Nicolai wrote:

Alright, I gotta stop getting into arguments with jump. Someone remind me next time.

Switch Friend Code: SW-8051-9575-2812

Maxz

@jump I didn't know that! I've just looked it up, and it's all there; explicit difficulty settings!

Untitled

Although, as you say locked behind a massively convoluted process. I wonder how many people actually used it... Anyway, thanks for bringing it to my attention. It's really good to know about it, after the amount of times I said it had never existed.

HAVE BEEN ENJOY A BOOM

Switch Friend Code: SW-5609-8195-9688

Eel

After a few years and about four files across three games, I did get around to playing White 2 in challenge mode.

It's still an ongoing file, to be honest. After forcing myself to soft reset for a shiny volcarona, I got kind of burnt out and slowed down considerably.

You can only transfer the keys from the games they got unlocked in, so that means you specifically need a beaten copy of Black 2 if you wish to start a game in challenge mode.

I wish the keys were a permanent unlock kind of thing, but no, you must keep a copy of each game with the keys unlocked if you ever want to play a fresh file with them. Delete your file, the keys go with it.

So yeah, to get the most out of the key system, you need at least three copies of BW2. One of each, beaten and ignored, and another one to play freely.

[Edited by Eel]

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

LzWinky

GF's concept of difficulty was indeed poorly executed. I'm not even sure why they bothered with an Easy mode that way. Hell, most RPGs have these by default, but Pokemon does not. Go figure.

Current games: Everything on Switch

Switch Friend Code: SW-5075-7879-0008 | My Nintendo: LzWinky

Bolt_Strike

I'm fine with having this level of difficulty from now on, it's appropriate.

My main complaint with the game at this point is the linearity, even with the Rotom Dex giving you a detailed map of the region and explicitly telling you exactly where you need to go, you'd think they'd open things up more since that was the main reason for going linear in the first place. But nope, it's still as railroady as it's been since 5th gen, we have these giant islands that are perfect for wandering around without getting lost and the game is still forcing you in one direction the entire time.

[Edited by Bolt_Strike]

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722

starfox907

Hey do you guys know about any blimp hangers because I want to build the prydewn

starfox907

canucksfan989

Not sure if anyone can help with this situation but i'm trying to breed a Conkeldurr with a Ditto to get Timburr but when i go to the person outside the Ranch they say they don't like each other i thought Ditto breeds with every Pokemon is this a glitch or something?

canucksfan989

Eel

The only message that means they won't produce eggs is "they prefer to play with others".

Any other message will eventually lead to an egg.

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

canucksfan989

@Meowpheel Thanks guess i was just impatient the first two i literally went up and down route 7 i think twice and the egg was ready i just checked in i saw my Timburr egg is now ready. Racing to finish as much as the Pokedex as possible before the National Dex overwhelms me currently at 89 percent 269/284.

canucksfan989

Pokefanmum82

I got myself the forest shadow theme deck yesterday and EB Games has those three decks on their website.

Want: Harvest Moon: One World, Story of Seasons: Pioneering Town, Super Mario 3D World + Bowser’s Fury

Finished the Alola Dex.
Now playing New Horizons, Wrath of White Witch and Sword

LzWinky

Hurray! I'm needing a new deck after building a dark one...in a store full of fairies and fightings

Current games: Everything on Switch

Switch Friend Code: SW-5075-7879-0008 | My Nintendo: LzWinky

This topic has been archived, no further posts can be added.