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-   -   6th Gen X/Y General Chat and Speculation (https://www.pokecommunity.com/showthread.php?t=294336)

Pinkie-Dawn March 21st, 2013 7:25 PM

Quote:

Originally Posted by Twilight Sky (Post 7591281)
I'm sorry but I don't see how you can dictate what we can or can't enjoy (as seen by your word usage). It's not that we'll treat X/Y like crap whether or not it has a difficulty option. It's just that a difficulty setting would be nice to have. I mean, we barely know anything about the game yet, how are we supposed to make any judgements on it whatsoever? I honestly think that you're jumping to conclusions that are honestly extremely nonexistent.

In short: Difficulty options would be nice to have. Overly necessary? No. Would it be a nice addition to further enjoy the game? Yes. Gamefreak will add whatever it feels like adding to the game, not just based on demographics, but based on what they perceive is the generation direction the fanbase is going in regards to the main series. They pay attention to just about almost everything. Even fan speculation like we're doing now. They're not clueless in any matter whatsoever about what we want and what we don't want. It's a matter of what they feel like what would best belong in these games.

I'm trying to protect XY from becoming another Gen III by the series' polarized fanbase, from here to 4chan to Youtube, after hearing some of the complaints about it from some of our well-respected users based on the teaser trailer such as the graphics. Companies shouldn't listen to the fans on what they should add on their games, as they could potentially ruin the game. SEGA learned that the hard way with their fanbase after releasing Sonic Unleashed.

Cyclone March 21st, 2013 7:33 PM

So seems you get my idea, make the game beatable in a simple fashion but make it playable and beatable a second time. Move some power moves into the "second half" of the game to even appear in places like Route 1 after the first run-through is completed. Imagine walking along Route 1 and suddenly finding the TM for Earthquake lying around.

Cyclone

Jake♫ March 21st, 2013 7:39 PM

Quote:

Originally Posted by Pinkie-Dawn (Post 7591290)
I'm trying to protect XY from becoming another Gen III by the series' polarized fanbase, from here to 4chan to Youtube, after hearing some of the complaints about it from some of our well-respected users based on the teaser trailer such as the graphics. Companies shouldn't listen to the fans on what they should add on their games, as they could potentially ruin the game. SEGA learned that the hard way with their fanbase after releasing Sonic Unleashed.

I've been one of the biggest people saying "Don't add stuff for fan service!", so that's not my issue here. All I'm saying is that it would be NICE to see a Challenge mode worth playing in. That's it. I'm not demanding it, I'm not trying to make the games worse (which, by the way, how would wanting something optional even do that =P). I'm pretty sure I'm allowed to speculate about what would be a cool Challenge mode. That doesn't mean I'm forcing them to make the game a certain way, or to repeat a previous generation. It's literally speculation about something I think would be cool to see. Take it with a grain of salt.

Quote:

Originally Posted by CycloneGU (Post 7591301)
So seems you get my idea, make the game beatable in a simple fashion but make it playable and beatable a second time. Move some power moves into the "second half" of the game to even appear in places like Route 1 after the first run-through is completed. Imagine walking along Route 1 and suddenly finding the TM for Earthquake lying around.

Cyclone

I do like the idea of going back to fight Gym Leaders again (Maybe even as part of the post-game to continue some storyline or something, who knows). Although I don't really like leaving out TMs like that to appear again. I mean, let's be honest: If you're told you have to go back and fight the Gym Leaders again, are you REALLY going to walk through the routes again, or are you just going to Fly to the appropriate town?

Cyclone March 21st, 2013 7:48 PM

I don't even like to call it post-game. Once the storyline effectively ends before the E4, it's like guh, why bother to go back afterwards? There's nothing to do except keep training, and if you're not a battling on Wifi type, it can get boring. This would allow the storyline to be suspended so you can complete your challenge, then you return after challenging the E4 to find that another Master Plan has been concocted and several cities are involved. You can then Fly around, and do more things. The Gyms open up for challenging a second time after the entire storyline is completed, and you can wander at will. There can also be new areas opened up as part of the concluding storyline (like the Nature Preserve coming after getting everything in B2/W2) with super-strong Pokémon to train against for high XP.

I'd love to see this done. Even in a Hoenn remake.

Cyclone

OmegaRuby and AlphaSapphire March 22nd, 2013 7:52 AM

I wish the weaker tm's were move to the beginning as they'll be likely to be used more. Also save the most powerful ones for the last gym areas and Victory road, instead of having them appear at the middle. Also I love it if the gym leaders gave out some better tm's. Maybe even have one of them give out an HM.

Jake♫ March 22nd, 2013 10:59 AM

Quote:

Originally Posted by Magmaruby and Aquasapphire (Post 7591768)
I wish the weaker tm's were move to the beginning as they'll be likely to be used more. Also save the most powerful ones for the last gym areas and Victory road, instead of having them appear at the middle. Also I love it if the gym leaders gave out some better tm's. Maybe even have one of them give out an HM.

Definitely agree with this. It's weird getting things like Quash later in the game, when it reality no one is really ever going to use it. I'd like to just see things like Ice Beam and Flamethrower given to us by the Elite Four, whether it's in Victory Road or a little before.

Cyclone March 22nd, 2013 11:03 AM

Quote:

Originally Posted by Jake♫ (Post 7591878)
Definitely agree with this. It's weird getting things like Quash later in the game, when it reality no one is really ever going to use it. I'd like to just see things like Ice Beam and Flamethrower given to us by the Elite Four, whether it's in Victory Road or a little before.

And hence my idea of playing the game "twice" in one save (the harder challenge) in the same storyline comes across as a top idea again. By the time you can go to the Gyms the second time, more advanced TMs like Flamethrower and Earthquake become available in areas you've already been to, they're just scripted to appear AFTER you defeat the E4.

Cyclone

Jake♫ March 22nd, 2013 11:07 AM

The only problem with that again is that if people have to fight the Gym Leaders again, no one is going to walk through all the routes again and waste their time when they can just Fly to the towns. Although you're idea is definitely plausible, I don't think players would take the time to walk through routes again unless they were explicitly made to do so.

Cyclone March 22nd, 2013 1:21 PM

Quote:

Originally Posted by Jake♫ (Post 7591883)
The only problem with that again is that if people have to fight the Gym Leaders again, no one is going to walk through all the routes again and waste their time when they can just Fly to the towns. Although you're idea is definitely plausible, I don't think players would take the time to walk through routes again unless they were explicitly made to do so.

I did point out the Gyms can all become available at the same time and the player may challenge them in whatever order they want. i.e. at the end of the storyline, a special league begins and the Gyms are available again. It's also at this time a bonus area like Black City/White Forest opens. One or two don't even have to be in the special league and the player must travel to one last new area for new themed Gyms.

Cyclone

Beth Sycamore March 22nd, 2013 7:28 PM

I have alot of questions about Pokemon X/Y.

1. Is this game already being played in Japan?
2. Which of the pokemon starters final evolutions,will look the most prettiest?
3. What does the male and female character sprites look like?
4. Who is the new pokemon professor?
5. What is the name of the starting town?
6. Are all the pokemon all new,or will old favorites be returning?

Ho-Oh March 22nd, 2013 8:47 PM

Quote:

Originally Posted by Magmaruby and Aquasapphire (Post 7591768)
I wish the weaker tm's were move to the beginning as they'll be likely to be used more. Also save the most powerful ones for the last gym areas and Victory road, instead of having them appear at the middle. Also I love it if the gym leaders gave out some better tm's. Maybe even have one of them give out an HM.

I don't want bad TMs at all. :x I hate how there's basically nothing good at the start of the games and stronger TMs would help that!

Hikamaru March 22nd, 2013 9:04 PM

Quote:

Originally Posted by Forever (Post 7592644)
I don't want bad TMs at all. :x I hate how there's basically nothing good at the start of the games and stronger TMs would help that!

Yeah, that was one thing that always irked me. I hope X and Y changes that up a bit.

OmegaRuby and AlphaSapphire March 22nd, 2013 10:42 PM

I think moves such as water pulse would be good for early tm's...better than struggle bug...

Hikamaru March 22nd, 2013 11:07 PM

Quote:

Originally Posted by Magmaruby and Aquasapphire (Post 7592753)
I think moves such as water pulse would be good for early tm's...better than struggle bug...

Ugh... Struggle Bug. One of the weakest TM moves ever, it was so weak I never taught it to any of my Bug-types, not even the special-based ones.

I'm hoping they have some good TMs this generation, fingers crossed!

Pinkie-Dawn March 23rd, 2013 6:30 AM

But what about the total number of TMs available for Gen VI? Surely that's much important as the strengths of the TMs. I can only imagine them limited to up to 100 TMs (not counting HMs) for balance reasons, which means more TM removals for newer ones.

Cyclone March 23rd, 2013 6:46 AM

Quote:

Originally Posted by Pinkie-Dawn (Post 7593061)
But what about the total number of TMs available for Gen VI? Surely that's much important as the strengths of the TMs. I can only imagine them limited to up to 100 TMs (not counting HMs) for balance reasons, which means more TM removals for newer ones.

I was thinking the same thing. There will be weaker TMs used by Gym Leaders and handed out by Gym Leaders, still.

Cyclone

OmegaRuby and AlphaSapphire March 23rd, 2013 11:10 AM

Maybe they'll keep the number at the same as generation IV. I'll rather have fewer, but more useful TM's than many and the majority not being very useful.

antemortem March 23rd, 2013 11:17 AM

I don't want more TMs, but rather a change in the current ones. There are a few that could get replaced with better attacks, and I much prefer the concept of just offering better/powerful attacks/stat attacks as TMs so they are made more valuable.

Guy March 23rd, 2013 4:30 PM

I'm the same. I like the variety a large set list of TMs offer, but I could honestly do without all the useless ones I'm probably never going to use. I wouldn't mind some new ones being added to the list, so long as it doesn't cross a tedious amount of TMs total. I thought 100 was pretty appropriate, but I wouldn't mind if it were to hit 130.

As for what TMs we get early in the games. I think it's better they save the stronger moves for later in the game. If they provided all the go-to moves too soon, it'd lessen the challenge of the games in my opinion.

Xander Olivieri March 23rd, 2013 7:39 PM

Quote:

Originally Posted by Twilight Sky (Post 7593742)
Just to bring up a slightly different topic, what moves are you guys hoping that the move tutors might teach this generation? I mean, should they continue teaching the elemental punches, or should those finally becomes TMs, also? Basically, what moves from last generation do you see becoming TMs and what moves do you see becoming moves that are...tutor-able, so to speak? :x

Its kinda early to talk about Move tutors though. Those don't appear until much later, around the Third/Sequel/Remakes time of appearance. I personally want the Move Tutor list to stay exactly as it is plus add a few moves from Gen 6.

vaporeon7 March 23rd, 2013 11:30 PM

I always get a bit disappointed when moves are no longer available because they aren't tutor moves anymore. So I hope they keep all the old ones.

Ho-Oh March 23rd, 2013 11:44 PM

I'm kind of more interested in whether they'll keep the Shard system etc. Nothing says they won't, but still - I think maybe they might make it easier to get move tutor moves, possibly...?

vaporeon7 March 23rd, 2013 11:48 PM

Quote:

Originally Posted by Forever (Post 7593859)
I'm kind of more interested in whether they'll keep the Shard system etc. Nothing says they won't, but still - I think maybe they might make it easier to get move tutor moves, possibly...?

I hope they just make it cost money. It'd make life a lot easier.

I wonder if they'll have version exclusive TMs/Tutor Moves.

Guy March 24th, 2013 5:45 AM

I honestly hope the move tutors will accept something other than shards. In Platinum, it was very specific and then in Unova they made it a bit easier. However, I feel like both ways were just too complicated because sometimes finding shards isn't an easy task ─ especially in DPPt. Either take my money or want something that isn't so difficult to obtain, but please no more shard collecting move tutors.

Quote:

Originally Posted by vaporeon7 (Post 7593862)
I wonder if they'll have version exclusive TMs/Tutor Moves.

I really hope not.

Hikamaru March 24th, 2013 5:49 AM

Quote:

Originally Posted by Aerilyn (Post 7594034)
I honestly hope the move tutors will accept something other than shards. In Platinum, it was very specific and then in Unova they made it a bit easier. However, I feel like both ways were just too complicated because sometimes finding shards isn't an easy task ─ especially in DPPt. Either take my money or want something that isn't so difficult to obtain, but please no more shard collecting move tutors.

Yeah, I was kinda alright with how Black 2 & White 2's Move Tutors accepted shards of only one color but I hope they make you just pay some money this time around since money grinding is pretty easy these days. If they do stay with shards they should give them an easy way to obtain like with Black 2 & White 2 having them in dust clouds.

I know Platinum's Move Tutors were a little too specific with shards but HeartGold & SoulSilver was even worse with the fact that BP (Battle Points) were required to teach moves. I hope we don't see that again.


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