FSBS
Defunct
- 147
- Posts
- 9
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- Seen Apr 19, 2019
Pokémon seems to me to be a game of grinding and spamming attacks. We could go back and forth on the whys, but I don't really care about that.
Is it limited to enemy AI? Is it an inherent design limitation that the AI will never be able to give a strategic player a run for their money because it was never designed to be approached by an older, perhaps smarter player?
I've played a couple of hacks that seemed to ramp up the enemy levels without scaling the random encounters, inflating the difficulty into nothing but a painful grind that can only encourage the casual player to drop the game or find a way to cheat.
So lately as I begin making tentative progress on another project, I start considering this. What's the point of scaling each gym by 10 levels and making the E4 all 100 if all they do is spam their best attacks without any consideration as to attack strategy? This turns the battle game into trivial matter of who can hit faster and harder with type advantages and while that makes it simple, it doesn't make it engaging.
This makes me think that I would have to edit every single monster in the employ of every single trainer in regards to their moveset-and with my admittedly limited knowledge of tactics, I would end up giving those monsters 3 stat reducers/hamstringers (poison, paralyze, sleep) and one solid attack. What worries me is that any player with half a knowledge of pokemon games will just stock up on restores, turning the game into a mildly frustrating heal, hit, heal, hit. One solution of course is to have type variety in trainers-so that a trainer with 3 monsters would have a hamstringer, a reductionist, and a hitter all of different types/dual types. Is this even a solution to the difficulty problem, or is it another example of artificial difficulty?
Is it limited to enemy AI? Is it an inherent design limitation that the AI will never be able to give a strategic player a run for their money because it was never designed to be approached by an older, perhaps smarter player?
I've played a couple of hacks that seemed to ramp up the enemy levels without scaling the random encounters, inflating the difficulty into nothing but a painful grind that can only encourage the casual player to drop the game or find a way to cheat.
So lately as I begin making tentative progress on another project, I start considering this. What's the point of scaling each gym by 10 levels and making the E4 all 100 if all they do is spam their best attacks without any consideration as to attack strategy? This turns the battle game into trivial matter of who can hit faster and harder with type advantages and while that makes it simple, it doesn't make it engaging.
This makes me think that I would have to edit every single monster in the employ of every single trainer in regards to their moveset-and with my admittedly limited knowledge of tactics, I would end up giving those monsters 3 stat reducers/hamstringers (poison, paralyze, sleep) and one solid attack. What worries me is that any player with half a knowledge of pokemon games will just stock up on restores, turning the game into a mildly frustrating heal, hit, heal, hit. One solution of course is to have type variety in trainers-so that a trainer with 3 monsters would have a hamstringer, a reductionist, and a hitter all of different types/dual types. Is this even a solution to the difficulty problem, or is it another example of artificial difficulty?