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-   -   6th Gen Pokémon Levels XY (https://www.pokecommunity.com/showthread.php?t=308242)

ballin'Blissey September 9th, 2013 11:33 AM

Pokémon Levels XY
 
It's obvious that Game Freak has been experimenting with the trainer, gym leader, and E4 pokémon levels in its games to try to find levels that are suitable for both beginners and veterans. I've listed out the pokémon games by levels - their lowest gym leader level and E4 Champion's highest level - below (NOTE: The last 8 badges of GSC or HGSS don't count here, only the main game):

Spoiler:


RGB (12 {lowest gym leader pokémon lv.} - 65 {champion's highest lv.})
Yellow (10 - 65)
GSC (7 - 50)
FRLG (12 - 63)
RSE (12 - 55)
DPPt (12 - 66)
HGSS (9 - 50)
BW (12 - 54)
BW2 (11 - 59)



So my question is: how do you want them to manage levels in XY? Do you want higher levels than we've seen or even lower than we've seen? Or do you want them to make a new system of handling levels? suggestions would be nice.

MarinoKadame September 9th, 2013 11:38 AM

I would like to have a choice between normal and hard mode right at the beginning, this way advanced players could take Hard mode to have a challenge.

OmegaRuby and AlphaSapphire September 9th, 2013 11:58 AM

Quote:

Originally Posted by MarinoKadame (Post 7824834)
I would like to have a choice between normal and hard mode right at the beginning, this way advanced players could take Hard mode to have a challenge.

This.
For hard mode they could have stronger Pokemon and maybe even have them be in the mid 60's if not the 70's.

Palkia September 9th, 2013 12:05 PM

Quote:

Originally Posted by MarinoKadame (Post 7824834)
I would like to have a choice between normal and hard mode right at the beginning, this way advanced players could take Hard mode to have a challenge.

Nice post, and I think a easy mode would be good for very young players as well.

As for level boundaries, I would think something like this:

Quote:

Easy level: (7 - 52)
Normal level: (10 - 62)
Hard level: (13 - 72)
Some good distinction between the levels would be appreciated.

WildEagle September 9th, 2013 12:07 PM

Quote:

Originally Posted by Magmaruby and Aquasapphire (Post 7824867)
This.
For hard mode they could have stronger Pokemon and maybe even have them be in the mid 60's if not the 70's.

^This, I want hard mode to have e4 & Champ around 65-75. Thus making post-game e4 & Champ around 75 - 85.

BraveNewWorld September 9th, 2013 12:12 PM

I've always thought that by the end of the game your Pokemon should be nearly capped out. It would make sense that the champion have 6 level 100 pokemon.

OmegaRuby and AlphaSapphire September 9th, 2013 12:17 PM

Quote:

Originally Posted by BraveNewWorld (Post 7824892)
I've always thought that by the end of the game your Pokemon should be nearly capped out. It would make sense that the champion have 6 level 100 pokemon.

Honestly I've never capped out my Pokemon before facing the champion. Usually they're in the 50's, 60's, or low 70's...so the champ having all 100's may be a little too tough for me and I'm sure others will agree. That all 100's should be saved for the fourth or so rematch against the champion, if not against a secret boss like Red and Steven (and even then Red who has the highest team only had his in the 80's).

blue September 9th, 2013 12:23 PM

As people have stated above I would love to have the option to set the difficulty at the beginning of the game, sort of like the Key System except you have access to it from the start.

In terms of levels I'd like something along the lines of:

Easy (8 - 48)
Normal (10 - 59)
Hard (13 - 70)

OmegaRuby and AlphaSapphire September 9th, 2013 12:29 PM

Quote:

Originally Posted by Suicune™ (Post 7824906)
As people have stated above I would love to have the option to set the difficulty at the beginning of the game, sort of like the Key System except you have access to it from the start.

In terms of levels I'd like something along the lines of:

Easy (8 - 48)
Normal (10 - 59)
Hard (13 - 70)

Those seem like good ranges.
Now if they make something like Critical mode or Super hard I'll imagine the levels to be 13-85 (with steeper level climbs)

Name September 9th, 2013 12:37 PM

I'm all about grinding and difficulty.
I'm playing blaze black and I think the levels go form like 15-80 someodd
This has made the entire game an uphill challenge that I've greatly enjoyed.
I hope x/y are something like that.

WildEagle September 9th, 2013 12:44 PM

Quote:

Originally Posted by Suicune™ (Post 7824906)
As people have stated above I would love to have the option to set the difficulty at the beginning of the game, sort of like the Key System except you have access to it from the start.

In terms of levels I'd like something along the lines of:

Easy (8 - 48)
Normal (10 - 59)
Hard (13 - 70)

Then they can pull-off a Fire Emblem and add

Lunactic+ (20-90)

Now I wish pokemon x/y will actually have a Easy/Normal/Hard mode.

asmoxi September 9th, 2013 12:50 PM

Me I want something like this:

easy(10-50)
normal(12-60)
hard(16-85)

OmegaRuby and AlphaSapphire September 9th, 2013 12:54 PM

Quote:

Originally Posted by WildEagle (Post 7824930)
Then they can pull-off a Fire Emblem and add

Lunactic+ (20-90)

Now I wish pokemon x/y will actually have a Easy/Normal/Hard mode.

Darn, that will be tough to defeat...one will spend most of the game grinding their team's levels...

iTeruri September 9th, 2013 1:17 PM

Levels mean nothing. Having higher levels means you grind more, which isn't hard to do, it's just boring.

Oshamaru September 9th, 2013 1:21 PM

Welp, everybody said about having difficulties to select from the start. I want that as well.
It was a GREAT opportunity in B2W2, but the Key System ruined it.

The FE: A difficulty system seems great as well! as long as the enemy Pokemon don't have freaking Counter everywhere

MrGriszell September 9th, 2013 1:21 PM

I want an insane mode wheir you recieve your starter at like level 3.
Gym leaders 1-4 will have 4 pokemon
Leader 1(16-20)
Leader 2(24-30)
Leader 3(32-36)
Leader 4 ( 38-43)

Then leaders 5-8 should have full teams
Leader 5( 46-50)
Leader 6( 51-56)
Leader 7(56-60)
Leader 8(60-65)

Then elite 4 ( 75-80)
Then champion (85-90)

Then all gym rematches (90) once you fight them 3 different time (100) with rotating pokemon
All elite 4 rematches (95)
Then champion rematch (100) with rotating pokemon ( chosen at random) ( of his type of course, maybe he can have a total of 13 diffrent pokemon and he will randomly choose 6 to battle ) (same goes for gym leaders and elites 4))

OmegaRuby and AlphaSapphire September 9th, 2013 2:18 PM

Quote:

Originally Posted by MrGriszell (Post 7825008)
I want an insane mode wheir you recieve your starter at like level 3.
Gym leaders 1-4 will have 4 pokemon
Leader 1(16-20)
Leader 2(24-30)
Leader 3(32-36)
Leader 4 ( 38-43)

Then leaders 5-8 should have full teams
Leader 5( 46-50)
Leader 6( 51-56)
Leader 7(56-60)
Leader 8(60-65)

Then elite 4 ( 75-80)
Then champion (85-90)

Then all gym rematches (90) once you fight them 3 different time (100) with rotating pokemon
All elite 4 rematches (95)
Then champion rematch (100) with rotating pokemon ( chosen at random) ( of his type of course, maybe he can have a total of 13 diffrent pokemon and he will randomly choose 6 to battle ) (same goes for gym leaders and elites 4))

They should make this mode post game for those who restart their games as it seems pretty tough.

ballin'Blissey September 9th, 2013 2:21 PM

I would love an Easy, Medium and Hard mode but that would mean hard coding 3 different games in one, if you understand what I mean: like they would have different levels, different moves (counter moved in Hard mode), different items, possibly evolved pokémon in Hard mode that weren't evolved in easy mode (due to higher levels), etc. I'd love it, but do they have enough time to do that?

I also have two systems in mind and a combination of both as well:

The Number-of-badges dependent system
Spoiler:

Lv. = an + b,

where a = the Lv. increase rate per badge.
n = the number of badges the player has.
b = the first gym leader's highest level pokémon's level.

For example, let a = 5, and b = 14: The first gym leader's highest level poke that you fight would be Lv. 14, the second would be Lv. 19, 24, 29, and so on. This system allows you to fight the gym leaders in any order you like because it depends solely on the number of badges you have!


The Player-Level dependent system
Spoiler:

If(L<=d), h = d;
If(L>d), h = L;

where L = the player's highest level in his party.
d = the default leader's highest Lv.
h = the leader's highest Lv. (the one actually used in battle).

For example, let us use the first gym battle in FRLG (Brock had a Lv. 12 Geodude and a Lv. 14 Onix): here d = 14. If the player fights Brock with the highest level poke in his party being Lv. 14 or less
(L<=14) then the levels of his pokes would stay the same: Brock's Onix would be Lv. 14 (h=d=14) and his Geodude would be Lv. 12 (h-2=12). On the other hand if the player walks in there with say a Lv. 17 Charmeleon being his highest level in his party then Brock's Onix would now be Lv. 17 (h=L=17) and his Geodude would be Lv. 15 (h-2=15).

This allows veterans to train as much as they like and still not overpower the leaders as much.


The Combined system
Spoiler:

d = an + b,
If(L<=d), h = d;
If(L>d), h = L;

If you combine both systems now only can you fight the leaders in any order but you would never be over-levelled.


Also in DP both the 3rd and 4th leaders were Lv. 30. In FRLG, both the 5th and 6th leaders were Lv. 43. Do you like it when leaders have the same level as it gives you a choice in the order to fight them?

There was also a considerable jump from the 4th gym (Lv. 29) to the 5th and 6th (Lv.43) in FRLG. Do you want steep jumps like that again? I thought it was a surprising jump actually.

Jacrad September 9th, 2013 2:38 PM

There's one thing that throws a bit of a wrench into that algorithm.
How is the highest level Pokemon decided? Is it based on the highest level Pokemon ever caught? The highest level Pokemon in the party? Can the level of traded Pokemon factor in? If so, what happens if someone trades themselves a level 99 Pokemon but have extremely low level Pokemon?

Would evolutions also occur if an enemy Pokemon is at, or above, the level to evolve?

ballin'Blissey September 9th, 2013 4:52 PM

Quote:

Originally Posted by cyanosis (Post 7825141)
There's one thing that throws a bit of a wrench into that algorithm.
How is the highest level Pokemon decided? Is it based on the highest level Pokemon ever caught? The highest level Pokemon in the party? Can the level of traded Pokemon factor in? If so, what happens if someone trades themselves a level 99 Pokemon but have extremely low level Pokemon?

Would evolutions also occur if an enemy Pokemon is at, or above, the level to evolve?

The highest level is decided based on the highest level in the player's party at the time. If they have low levelled pokes and one really high levelled one that's their fault lol. It's meant to avoid me trading over high levelled pokes and sweeping gyms easily because of it. IF you have any suggestions on how to better it by all means tell me :)

The whole thing about evolutions occurring if they are higher levelled would also have to be addressed in easy-medium-hard mode. It all depends on GF though I'd like it if gym leader pokes that evolved by levelling up battled with their evolved forms (but should they know the same moves still?)

Tombo September 9th, 2013 5:02 PM

Quote:

Originally Posted by MrGriszell (Post 7825008)
I want an insane mode wheir you recieve your starter at like level 3.
Gym leaders 1-4 will have 4 pokemon
Leader 1(16-20)
Leader 2(24-30)
Leader 3(32-36)
Leader 4 ( 38-43)

Then leaders 5-8 should have full teams
Leader 5( 46-50)
Leader 6( 51-56)
Leader 7(56-60)
Leader 8(60-65)

Then elite 4 ( 75-80)
Then champion (85-90)

Then all gym rematches (90) once you fight them 3 different time (100) with rotating pokemon
All elite 4 rematches (95)
Then champion rematch (100) with rotating pokemon ( chosen at random) ( of his type of course, maybe he can have a total of 13 diffrent pokemon and he will randomly choose 6 to battle ) (same goes for gym leaders and elites 4))

*drools all over this post*

yes please.

darkpokeball September 9th, 2013 5:18 PM

Quote:

Originally Posted by ballin'Blissey (Post 7825111)
I would love an Easy, Medium and Hard mode but that would mean hard coding 3 different games in one, if you understand what I mean: like they would have different levels, different moves (counter moved in Hard mode), different items, possibly evolved pokémon in Hard mode that weren't evolved in easy mode (due to higher levels), etc. I'd love it, but do they have enough time to do that?

I also have two systems in mind and a combination of both as well:

The Number-of-badges dependent system
Spoiler:

Lv. = an + b,

where a = the Lv. increase rate per badge.
n = the number of badges the player has.
b = the first gym leader's highest level pokémon's level.

For example, let a = 5, and b = 14: The first gym leader's highest level poke that you fight would be Lv. 14, the second would be Lv. 19, 24, 29, and so on. This system allows you to fight the gym leaders in any order you like because it depends solely on the number of badges you have!


The Player-Level dependent system
Spoiler:

If(L<=d), h = d;
If(L>d), h = L;

where L = the player's highest level in his party.
d = the default leader's highest Lv.
h = the leader's highest Lv. (the one actually used in battle).

For example, let us use the first gym battle in FRLG (Brock had a Lv. 12 Geodude and a Lv. 14 Onix): here d = 14. If the player fights Brock with the highest level poke in his party being Lv. 14 or less
(L<=14) then the levels of his pokes would stay the same: Brock's Onix would be Lv. 14 (h=d=14) and his Geodude would be Lv. 12 (h-2=12). On the other hand if the player walks in there with say a Lv. 17 Charmeleon being his highest level in his party then Brock's Onix would now be Lv. 17 (h=L=17) and his Geodude would be Lv. 15 (h-2=15).

This allows veterans to train as much as they like and still not overpower the leaders as much.


The Combined system
Spoiler:

d = an + b,
If(L<=d), h = d;
If(L>d), h = L;

If you combine both systems now only can you fight the leaders in any order but you would never be over-levelled.

I enjoy the #-of-badges system. It's been speculated that Lumiose City will be the Central Hub of Kalos, where you can access anywhere else from. There are doors with #'s on them...so what if you could go through Kalos in any order you want? The leader's pokemon levels would change depending on how many badges you were trying to get and their pokemon might even evolve. The only problems are this:
a. The Wild Pokemon. What will determine these levels and which pokemon will be found in the grass? Same goes for the levels of trainer battles that are outside of the gym.

Here's what I think should happen:
There is an easy, standard, or 'expert' version of each gym leader and of the Elite 4. The same applies for major battles, such as the storyline's main villain(ex. Ghetsis.) Before a major battle, like a gym battle, a scren pops up and you get to choose 'easy,' 'standard,' or 'expert.' That way if you have trouble beating one gym leader, you can set it to easy for them and just beat the rest on hard. The city is seperate from the routes, because some dude blocks them, with some annoying message. Beat the gym leader, and he'll let you through the wild pokemon area. The badge that you just got determines the difficulty of the wild pokemon.

In essence, let's say I'm in Town A. I beat the gym leader in Town A, talk to the guy and he lets me through to Route A. Route A's pokemon are determined by which badge I got from gym leader A...so if gym leader A was Badge Numero Uno, I'd get a set of pokemon like the regional rodent, the common bird, all un-evolved at low levels, etc. It's not pokemon levels that change in the wild; it's the set of pokemon themselves. Say I go and get Badge B, and it turns out Gym Leader B was the eighth gym leader. Talk to the guy, he lets you through, all the pokemon in Route B are the set that are if you beat the 8th gym. But, say I go back to Route A. Route A's pokemon set stays the same because no matter what, because I beat Gym Leader A first, the pokemon in Route A will always be the set that comes from beating the first gym leader. If I challenged C first, then C will have the 1st pokemon set...the routes don't change, the trainers and their locations don't change, the pokemon do. So everyone has a different version of Kalos.

The post-game is unlocked after you beat the 8th gym and all post-game locations will have a fixed pokemon set. So...how does that sound in terms of game difficulty? Of course, all routes would eventually lead to dead ends, like a dungeon or something or a park or a Super Training facility. Either way, you'd go back to Lumiose City every time to pick your next location and your next leader challenge.

Boilurn September 9th, 2013 6:51 PM

Well, BW was just right with the level difficulty, but it really depends on how many trainer battles we have to fight altogether. I hope the trainers pack more Pokemon with higher levels just like the Gym leaders, (Especialy those that belong to Team Flare) so if we took that into account I guess the last Pokemon would be somewhere at Lv. 60-65.

OmegaRuby and AlphaSapphire September 9th, 2013 7:25 PM

I hope that later trainers don't have high level teams made 100 percent up of weak Pokémon like a fisherman in BW who had a team of level 60 Magikarps but no Gyarados...

BeefTaco September 9th, 2013 7:36 PM

Black 2 and White 2 had Challenge mode, no?


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