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Welcome to the Pokémon Gaming Central DCC! This is like every other DCC thread, but here, you may discuss things related to Pokémon games only. Before you jump in, please skim through the guidelines below.
Have fun, you all! |
The topic name makes me want to pose the question, how often do y'all keep a Pokemon from evolving? Interestingly enough, I've read in many strategy guides for Pokemon that it can be a strategical choice to improve the Pokemon's move set. I actually can't recall one instance where I have pressed B to stop my Pokemon from evolving.
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Not very often, unfortunately. Only time I do it is when I need one of my Pokémon to learn a pre-evolution move; last time this had happened was about three months ago, when I was trying to teach Shroomish Spore. Not sure why, but I just don't like it when my Pokémon are... well, un-evolved. xD"
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First was when I was playing PKMN Gold, I caught a Mareep for the first time because I found the little thing quite cute. When it evolved, I fell in love with it. When it evolved again, I turned the game off and on again, and kept on pressing B every time Flaffy wants to evolve again. >.> Second was on X. I seriously found Fennekin extremely cute, but I didn't like what it's evos looked like, especially Delphox, so I kept the little thing a cute little Fenny, until I beaten the game and began to breed for competitive 'mons. ^^ |
I can't really stand having an unevolved Pokémon, but that doesn't mean I certainly haven't pressed B before. I usually press B when I need the Pokémon to stay unevolved, usually for breeding purposes. There was a time though when I was trying to level 100 Pokémon with Pickup. I kept pressing B because if I didn't upon evolving the Pokémon would've lost Pickup. xD
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I don't really like to leave something unevolved, it may struggle behind my other Pokemon if I do that. If I ever want to look at an unevolved Pokemon, I'd most likely catch another one assuming it's something easy to catch or breed. In fact, in my whole life I know I barely press that B button at all.
And love this new direction you're taking, Ashley. A DCC thread can really help bring activity up. |
Finally, a PGC DCC <3
Anyway, I've never left a Pokemon unevolved. The only time I've pressed the B button was when my finger slipped from the A button on my DS. I find unevolved Pokemon a waste of space to keep when they miss the chance of evolving, though the whole learning moves quicker thing is a benefit (and perhaps the only benefit) of holding back on evolving. |
I don't think I ever pressed the B button while I am having one of my Pokemon evolve. Course if I ever did press the button, it was probably a mistake. Better to let the Pokemon evolve than not evolve it.
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Sometimes it's better to leave Pokémon un-evolved for specific points. Usually if I do stop an evolution, it's to get a specific move earlier than I could if I evolved it. But i've done that plenty of times.
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When I'm playing Pokemon in a recreational manner, I don't even consider strategic choices like keeping a Pokemon from evolving to learn a move it wouldn't learn otherwise, so the only times I've prolonged evolution have been due to my preference of their current form over the evolved form. I know I've kept Quilava from evolving at least until level 40 because they're just so darn cute. c:
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Have you guys ever tried using any strategic Pokémon in-game, and not for competitive purposes? I've tried Togekiss once, with Roost, Air Slash, Thunder Wave, and Ominous Wind, and, well... it made battling a lot easier. Thanks to this Pokémon, I was able to get through about three battle facilities over at Platinum. Right now, I have it in my Y version; would put it on my team, but I'd like to test some other things out before I make space for it.
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I've never used a competitive set in game, as it seems like a waste. The AI of the Pokemon games aren't the best in the world, so why should I take battling super seriously like most competitive players do? It wouldn't change much in my eyes.
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I've never done that. :c When I play through the story line of Pokemon games, I always load my companions with high-powered offensive attacks, and that's about it. Simply don't have the patience to use any stall or support-based teams while travelling regions. HMs also make competitive move sets tedious because then HM slaves are needed to proceed through certain areas.
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Last time I remember doing so was when I was doing a challenge and I had to keep the Pokemon unevolved. I never finished the challenge (though right now I wish kind of watch to try again but at the same time effort) but that's the last time I remember doing it. I know I've done it plenty of times in the past like my Marshtomp on Ruby is still well... a Marshtomp. Not that it matters though since I don't know where my Ruby went. </3
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Eh, 95% of the time I just go with attacking movesets in game- it isn't all that hard to outpower the AI, and you don't really need to outsmart them that often. The closest I've had to a competitive Pokemon I guess would've been my Butterfree back on HeartGold. With its Compound Eyes ability I focused moreso on status moves than I normally do, which really helped make up for Butterfree's lack of power, especially later on in the game.
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I don't really use competitive movesets in-game, because I'm more of a casual player who normally goes hyper offensive when it comes to the main story. The only real competitive stuff I really do is on Showdown.
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Well the closest that has happened is my current re-run of Pokemon Black 2 where I caught a Petilil specifically for when it evolves into LIlligant so it learns Quiver Dance. It does well for sweeping teams after sleep powdering a threat.
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I usually evolve all my pokemon - except for Vigoroth! Don't like Slaking, haha.
As for competitive, nope, I don't know much about competitive pokemon strategy to begin with so I usually just give my pokemon some decent stab, something othertyped offensive and a couple of status moves. |
I only keep Pokemon from evolving when there's a pre-evo move that I want it to learn.
And about competitive, I don't actually... I normally go with half going Attack! Attack! Attack! while the other is utilizing status moves and moves that uses those statuses to its advantage (like Toxic Spikes + anything that switches the Pokemon, such a fun combo). |
I use modified competitive movesets! I will usually omit healing, hidden power, and hazard moves (occasionally some egg moves if I don't think it's necessary) since a lot of these aren't really necessary ingame. I usually have my Pokemon ingame have movesets with a variety of different types, because I prefer for them to stay in for as long as possible and take as many things down with them, instead of like in competitive battling where I try to keep everyone alive at the same time.
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Also I have this weird tradition of not evolving my starter. For some reason I always keep them in the first or second stage and never go into the third. Like for Oshawott I'll evolve to Dewott (one of my favorite Pokemon ever) and be done with that. But for most every other starter I've ever chosen I've never evolved them even once. It's intentional, because I love their first forms, but that's always just been the case for me. I could care less about extra power to be honest. I think my current Emerald Nuzlocke is the only exception, as I've got a Sceptile now. XD; But that's because Nuzlockes are difficult with NFEs. OTL; |
Nuzlucke runs; it's been ages since I last tried one. :x When I did, though, I wasn't very successful; most of my valuable Pokémon wound up fainting, so I had to just stick with common ones. Since they were newly-captured, their stats and level weren't that great, so they fainted even faster. Once most of them were gone, I simply quit the challenge; it was getting sort of frustrating, haha.
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I did a Nuzlocke challenge once.
I failed it after 2 days. Challenges aren't my thing...so as soon as all my Pokemon fainted, I played normally. |
I've been telling myself for the longest time that I'll do a Nuzlocke challenge one day, but I've still never gotten around to it. I just hate playing on emulators, and aside from my Sapphire I never restart my games, so I'm kind of limiting my options, haha.
Maybe one day I'll try a randomized Nuzlocke, though. That'd probably be more exciting than having the possibility of getting a bunch of the same Pokemon early on in the game. |
Only time i can remember is pressing B so my Grovyle doesn't evolve into Sceptile, mostly cause i don't really like Sceptile that much. i still evolved it when i reached E4 (because i wouldn't play the game again after beating the E4) anyway
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There are actually a large amount of Pokemon of which I prefer their basic stage over their final stage, but it's never a good option to keep them from evolving forever, or they'll never maximize their potential. As cute as they can be, basic stage Pokemon are never up to par with their final forms. The Eviolite did alter this a bit, but mostly with competitive gaming, as defenses aren't nearly as important during the story line.
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I never cancel level evolution, except when I need my Pokemon to learn a certain move sooner. An example is Pupitar prior to Gen IV, which I don't evolve until it has learned Earthquake at level 56.
As for stone evolutions, I don't evolve them until they've learnt the level-up moves I want. For example, I don't evolve Pikachu until it has learnt Thunderbolt and Agility. |
Really? Yikes I must be pretty good at Nuzlocke challenges then. ovo;
I've not failed one yet and always end up going through the whole way without many complications. Usually one or two Pokemon faint and that's the last of it. I have never completely failed a Nuzlocke, but I hear that it's not usually easy most of the time. :D; I think the games that would be the easiest to Nuzlocke on are B&W and X&Y... Audino, exp. share etc. Makes leveling a cakewalk so it won't be easy to faint when you're 10+ levels above everyone else. Also I've 'hit B' on an uncountable amount of Pokemon. Wouldn't be able to tell you exact 'mons. XD; |
Nuzlocke wouldn't be that difficult in XY; I could imagine. With the Experience Share, you wouldn't have to put any effort into training your Pokémon at all; if one of them's leveling-up, rest of them are guaranteed to level-up, too. You could always disable this item if you like, of course, but if it were me, I probably wouldn't even consider it. xD" If ORAS winds up getting the same, exact Exp. Share, which I'm sure it will, challenges like this won't be too tough to get through, either.
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If you don't use the Exp. Share, XY can be considerably more difficult than people make them out to be. Not only is leveling up a pain, but trainers pack powerful Pokémon and the gigantic amount of stuff in the Kalos Dex can make it hard to predict what they're gonna throw at you. Put short, the trainers in Korrina's Gym use stuff like Throh and Sawk, which are much stronger than anything she uses herself. Olympia's Gym has trainers that use Pokémon who pack a lot more punch than anything of hers (like Exeggutor and Reuniclus).
I nowadays do Wedlockes (a variant). While i've never actually "failed" one (does wiping to the first Gym in Black count?), there was a serious one I actually quit - one I did on X in late 2013, with Pokémon Center restrictions (which meant next to nothing given how many healing spots there are in the game) and Set mode, which, sadly, I terminated at Victory Road (long story). But I recently completed a pretty tough one on White 2 with Challenge Mode and no bag items in battle (but with Shift mode). 14 deaths, two of them against Iris, but it was an awesome time. :D |
Some trainers are actually pretty tough, yeah. I've actually got beaten by a couple at beginning and middle of the game, haha.
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I'm also caught by surprise sometimes with difficult NPC's in pretty much every game. A pair in particular that I remember are in Diamond/Pearl near the exit of the route going to Veilstone City. It's an optional double battle with some Ace Trainers who have a Monferno, Luxio, Gyarados, Glameow, and Kadabra between them. I always end up having trouble with his stupid Gyarados; however, I've learned to fight them separately and then they're much easier :D
I also have problems with pretty much every trainer in XY that has a Throh or Sawk.. Or pretty much any Fighting-type.. A lot of times I have trouble just because I'm not paying attention or my lead Pokemon isn't healed up. |
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That beginning segment of X and Y with Parfum Palace took me forever to get through, I remember thinking it was the hugest gap between the beginning of the game and the first gym in any Pokemon game!
When you guys play Pokemon, how far do you like to go before you save and sign off, per say? I would say don't factor in your first play through, because I know for me, that would severley alter my average, haha. I try to keep it one gym at a time, because I like lengthening my runs out, just enjoying it for a longer period of time. However, if gyms are close to one another, like Rustboro and Dewford's, then that variable changes. |
With the exception of XY, I usually save and get off whenever I need to go somewhere; doesn't matter where I am. I do almost always save before gym/Pokemon League battles and legendary encounters, though. In the case of XY, I seldom save unless I'm doing online stuff, am breeding, or plan to change catridges or use another app. on my 3DS, haha. When I am done playing, I just close the screen since I can get StreetPass and SpotPass notifs. while it's in sleep mode.
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I like to save before every single event, whether it's rival battles, legendary appearances or the Pokemon League, just in case I mess up. I don't know why, but I just get really scared when in front of something like a legendary Pokemon, in fear that I'll KO it by accident so saves are more than necessary to me. I'm sure it's the Pokemon standard by now, but hey.
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I'm almost the same; I save after every single major event, such as defeating a Gym Leader, Elite Four member, rival, some evil boss, etc. I forget to save every once in a blue moon since, of course, I'm merely a human, and that could be an extremely frustrating extremely frustrating experience. Last time I'd done this, which was when playing Pokémon Platinum, I quit the game for almost an entire month; that's how upset I was, haha.
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I save before and after major events. But not as often as I used to, especially in older games, because saving takes so long. :( I'm not as neurotic as I used to be when it comes to saving, and I'm not sure if it's a good thing or not? xD
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I do something similar to that sometimes - I won't save, but I will put the game away for a while and forget to charge it so then the device ends up dying and taking my data with it :(
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I couldn't tell if my DS' battery was going to die or not - I have trouble distinguishing between colours so I can't tell if it's full or about to go. I think on one occasion my battery died on me while I was in the middle of capturing a legendary or something like that. The distinguishing issues were quite the curse, to the point where I decided to keep it on charge a lot of the time because I couldn't tell dead or alive apart.
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Distinguishing led colors weren't that difficult for me; blue or green were okay, orange meant half-battery, and red meant running low. To me, it was all rather simple. xD" Though, closest experience I've ever had to the above was when playing Emerald on my GBA; I once dropped it accidentally, which caused all batteries to fall off. Since I didn't save, I had to go through certain events again from all over.
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Back when I had a GBC I let the batteries run dry a lot XD Pretty sure I lost progress plenty of times in Yellow and Gold, pft. When I got my GBA I was better about replacing the batteries in time. Also had a really weird experience in my FireRed where I randomly lost my save file and was only given the option to start a new game. I started a new game, and when I decided to save turned off my system before it finished saving. Upon turning it back on, I had my other file back.
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I've been pretty good with my save files though- I've never had any of them corrupt whether due to draining the battery, dropping my system, etc. Heck, even my Gold version still works fine, and I'm probably one of the few that still have an internal battery that hasn't run out yet. |
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The thing is, it would be green when I put it away, but then I would forget to plug it in for the rest of the day or leave it out for a night then it would die D: I forget to save a lot while playing. I really only save in front of legendaries and whenever I realize I haven't saved in a while. |
I always save before encountering legendaries, since I usually have some anxiety of either running out of Poké Ball or making said Pokémon faint and not be able to capture again, aha.
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I feel the same way. Especially during...I think it was when I was fighting one of the lake trio, I think Azelf. Azelf has some bad defensive stats, so I'd always end up KOing it, which is why I save and as always, inevitably restart the same battle a bunch of times.
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Even if my battery's at full charge, I'll save before pretty much anything important, haha, especially gym leader battles and legendary encounters. Sometimes, when my Pokemon are relatively low-leveled for the gym leader, I'll beat as many of his/her Pokemon as I can and gather the experience points, until they're able to earn the badge. Main drawback as it drains my money, but it's a bit more exciting than old-fashioned grinding :c
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Same, same. When you're grinding, in most cases, you're battling against low-level Pokémon, and they don't hand much experience over to you. Those that are owned by Gym Leaders, though, actually do.
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Grinding has never been the average player's cup of tea. Hoenn for one has really weak Pokémon, making leveling up a chore to do most of the time. There are the occasional Trainer's Eyes rematches, but that's not until after five badges. Other than that, it's a pain to level up there, and don't even get me started on Johto.
But then we get to Gen V, which has Audino and the Lucky Egg, and my favorite EXP system, even if it is less based on levels. I like it because it makes training weaker Pokémon so much easier. |
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And the 6th Gen's changes to the Exp. Share mechanics made leveling up whole teams easier, even though Audino weren't as plentiful as they were in Unova, they still had Audinos easily available to grind against in the form of the Furisode Girls in the Battle Chateau, which can be as high as Level 55-65 with the right writ in effect. |
Grinding isn't really mandatory anymore in generation six games, and I'm actually quite fond of that. I disliked doing it, and thanks to the new EXP. Share, don't exactly have to put too much effort into it; if one member of your team is leveling-up, others would automatically level-up as well. Huge time-saver.
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I found that the new EXP. Share made things too easy, but it's great that all the party gains experience at the same time. X/Y was probably the first generation where I actually used more than three pokémon frequently before defeating the Champion. In Ruby, I remember getting to the Elite Four with only my Swampert and Groudon being at decent levels. I don't mind the extra training on one or two pokémon, but having to train more, especially early in the game is annoying for me, which is why I usually play through the games quickly with just my starter pokémon.
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In many of my Generation III playthroughs, I would use three or four Pokémon for a majority through the game and mostly just power through them. I remember some times I would play RSE, i'd have like a Level 46 starter, and two Level 38s by the time I would battle Brendan/May after the Weather Institute. xP
In Generation IV I did break this trend and use a full team, but BW2 and XY I would almost always give equal attention to my team members. |
From the very beginning I've always gave equal attention to each pokemon. Thing is, what if your strongest are knocked out? Then your other weaker pokemon won't be able to cope as well as if it had been raised equally with your strongest. I've also had pickup pokemon for when I'm training up 1 pokemon, so that I will find random items along the way.
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The only main Pokemon games I've ever had to grind in were RGBY and FRLG. In all the other ones I could take on the toughest Trainers and Pokemon League with underleveled teams (even in Challenge Mode in BW2) and still win, but in RGBY/FRLG I've found it difficult to do so. That being said, I did have a difficult time beating the Pokemon League in Gold and RS when I was much younger because I only focused on training one or two Pokemon--one always being my starter. Since FRLG (or Emerald, forgot which) I've given equal attention to my other Pokemon and try to keep them around the same levels. Even if they may be underleveled, it's better having six Pokemon around the same level than one or two at high levels and the rest at low levels in case said strong Pokemon faint. I also save up on Rare Candies in case one of my team members falls levels behind the rest, which sometimes happens when I need to go through an area that requires HMs (thus making me temporarily replace one team member with an HM Slave).
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Prior to generation five, I would focus on training only one Pokémon throughout each storyline, which, in most cases, would be my starter. I did have other slots filled, but used them only so I that I'd have some back-up should my main team member ever faint, and stall time so that I'd be able to use items like Revive and Full Restore to bring it back to life. Personally, I found this method to make things pretty easy.
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It wasn't really that I needed to grind, but more that I was extremely OCD about my Pokemon being equal in level. It's died down a lot, but a few years ago, if I had two level 40 pokemon and caught a new teammate that was level 25, I'd stop my adventure and take the necessary time to grind it all the way up to 40. Crazy, I know, but I had no trouble at all defeating the Elite Four, haha. n__n;
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Keeping your team balanced thoroughly (in terms of level) does have its advantages, but I wasn't as much into it as I am now, haha.
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I used to be obsessed with keeping everyone the same level, but then I started to either keep my starter at a higher level, or keep my main/favourite at a higher level, just in case stuff got crazy. It pays to have that one OP Pokemon that you can rely on when you're backed into a corner.
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In a way I agree with keeping 1 pokemon's level higher than the rest, as long as it isn't too high. I think no more than 5 levels, because like I said before, if it gets knocked out, then the lower levelled ones could be in trouble. One time for the Dialga fight I was so underlevelled and I couldn't leave for some reason. Luckily I had rare candies and had no choice but to level my Rapidash all the way to 52, as the others were 43. Just managed to survive the battle but 5 of my pokemon ended up knocked out at the end.
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I could swear for the longest time out of most of the people I've met that I'm the only person who will drop everything they're doing to make sure all teammates are caught up. I'm really super picky about my Pokemon's levels being on par with one another if not 1 or 2 apart. It'll literally drive me crazy otherwise. I just don't want anyone being weaker than anyone else. ;A; The only issues I've had with this training method is that in X&Y I was getting teammates 4-5 levels apart from each other... because in one round I'd level up 4 times on one Pokemon after an important battle. Yay Amie and it's exp hax. |
Speaking of Pokémon-Amie, how much are you all liking the feature so far? Personally, I think it's all right--it allows you to interact with your Pokémon to help them gain benefit on certain things, and that, if you ask me, is pretty unique. Though, I would have liked it better if it allowed you to have some Pokémon follow you around behind, like in HeartGold and SoulSilver, by having you raise their likeness towards your player.
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Amie is adorable, I love seeing all of my Pokemon from a new perspective and being able to interact with some closely. It creates a connection that hasn't been plausible before with the games, and the mini-games are a fun way to pass the time! I have to agree though, the follow-me feature from Johto's remakes has to be one of my favorite features ever in Pokemon, and it's sad that they haven't continued to implement it. :[
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I adore Pokemon Amie. I mean, I kind of have a love-hate relationship with it; where I'll totally forget it exists but when I remember it's there I fangirl out about it. Don't know if I'd exchange it for any follow mechanics though.
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Amie is, in my opinion, one of the best features to come to the main Pokemon series as of yet. I already adored the idea of having Pokemon follow you in HGSS (and Pikachu in Yellow). I also loved playing Nintendogs but disliked having to constantly play them (as not playing them for a while = starving and sad puppies); Amie combines Nintendog's concept of interacting with an animal (in this case, Pokemon) and playing with them but without requiring you to constantly feed or take care of them. (Even if their hunger level drops to 0, nothing's affected.) I like Berry Picker and Head It a lot, too <3 Not a huge fan of Tile Puzzle, as I find it hard to fit pieces when there's moving and changing pictures on them, pft. Anyway, I wouldn't want it to be replaced or removed in future Pokemon games, though there's definitely plenty of room for improvement!
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I think Amie is literally my most favorite feature of all. I was absolutely stoked to hear we could play with our Pokemon for once... and that it actually has an effect on the Pokemon's battle ability is just incredible. Hearing about it, the feature reminded me a ton of how Pokemon are more personal in the anime series. How their bond with their trainer causes them to try harder, fight longer, hit harder, all of that good stuff.
To have them implement that idea within the game finally made everything that much more personal and amazing. My battles were made so much more epic with the chance to slap an enemy with an uncharted critical hit, survive an otherwise fatal hit.. and how they glance back at you for reassurance. I also love the feature of being able to pet your Pokemon right after they faint an enemy, as if to tell them 'good job'. <33 Now the only thing I could ask for out of this feature is for it to continue and be expanded on. I'm thinking something along the lines of evolving mid-battle like in the anime. >v> |
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Though... That does seem awfully difficult considering our conversion to 3D. It might be a bit unlikely now, but hey! They already created 3D models of all the current pokemon so who knows! |
Creating moving over-world sprites for all current Pokémon would indeed hold up space, but I'm not sure if it'd take that many. I really, really loved this feature in HG/SS, and my most favorite Pokémon to have behind myself was Togepi; it looked extremely adorable to me. Personally, I think it would've made a lot more sense if certain 'mon were barred from this feature, such as ones that are too big like Groudon, Kyogre, and Rayquaza. In-anime, I'm sure they wouldn't be able to get inside any house, but in-game, though, they are, somehow, and that's actually pretty strange, if you think about it.
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I would love to see Pokemon following you again, especially in 3D <3 Even if they restricted which Pokemon species could follow you around (much like Amity Square in Sinnoh) or only allowed this feature in a specific area (again, like Amity Square), I'd likely take advantage of it. It'd also be really cute if you could feed/groom/pet the Pokemon in the overworld, too, but that I can't see happening with Amie around.
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Once you interact with their sprites, maybe they could allow you to be taken into Amie directly? Background and whatnot would depend on what location you're in. With improved accessibility like this, I'm sure Pokémon-Amie would be a lot popular; nothing's going to be thrown away from it at all. I don't know about others, but personally, I'd love that.
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Hmm... yeah, making this optional would definitely be a better way to go about it, haha. If it were immediate, though, Amie would have been utilized a lot more, but that's all right--it's not such a huge deal. The feature is still available in some form, and that's all that should matter. If you like it, perfect! If not, then nobody would be pushing you to use it.
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Man, I can just imagine seeing mini 3D models of all Pokemon following the player around as you travel. Wish that was implemented in X and Y :[ Really like what Ashley mentioned too, that definitely would've boosted Amie's usage and relevance. Certainly if I were part of the graphics team and I was told that we'd have to create over 700 models of Pokemon for the follow-me feature, I wouldn't be too happy, but it would've been awesome as a player of the game haha
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It certainly wouldn't be fun creating many models for overworld usage, but once that hurdle is overcome it likely wouldn't be so difficult to implement the follow me feature in future games. Plus, they likely wouldn't need to create models for the larger Pokemon, since the sizes are more accurate than in past games. That being said, I didn't expect GF to include it in XY. They already had to make a good number of models (I heard some models came from or were designed after the models in Colo/XD; dunno how true that is, though), so having to make ones for the overworld likely would've taken a lot more time, thus resulting in a much later release date for XY (and ORAS) ;;
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They could always forbid certain Pokémon from following you--such as ones that are too big--as I've stated before, and that would help making this job less of a hassle. There are many out there that are simply gigantic, such Giratina, Snorlax, and Wailord, and once they're taken out, you're left with about 600 Pokémon or so. Plus, overworld sprites are much smaller than models, so they shouldn't take much time to get done. Well, at least for them, since they're professionals.
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I wouldn't like that ban on large Pokemon being able to follow me, then I wouldn't be able to see a Giratina run around with me, but that's just me and my weird desires. Less Pokemon means less coding, after all, making the job much easier.
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I wouldn't mind that, because I know that in HGSS it wouldn't let gigantic Pokémon like Snorlax, Steelix and most ubers go into buildings with you. So I could imagine they wouldn't make overworld models for the ones like that. Just an idea.
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I'd be down for Pokemon following you again so so much but then I'm sure I'd be weirded out seeing a tiny little Onix the size of my character sprite following along after me. A bigger model would be more accurate but then he probably won't fit through the doors of buildings, bahaha. Maybe your trainer can call the Pokemon back when you enter a building?
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I've never placed a giant Pokemon in front of my party so I wouldn't remember. xD; Been way too long since I played HG/SS. I think they should do that across the board though for all Pokemon but that's just me. :(
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Imagine trying to take an accurately-sized Wailord through some of those alleyways in Lumiose. You'd be breaking buildings and squashing people XD
I could possibly see some of the bigger Pokemon turned into OW models for things like surfing or flying--in the case of the latter, there could be a cutscene of you flying on that Pokemon in the sky (and it'd be skippable, of course). However, there are plenty of large Pokemon that can't do either, so they'd be left out ;; (Plus, imagine surfing around on large Pokemon like Wailord; it'd still be as difficult to move around on, unless the spaces were wide enough or the Pokemon shrunk.) I do agree having models the size of the Trainer would be awkward for those Pokemon, so maybe they could find some way to include them without reducing their size. |
Speaking of flying, I think it'd be really sweet if they could show you how you're traveling to whichever place it is that you're planning to visit. They could do it by some animation, and perhaps also let you slightly control your Pokémon to modify how fast or slow it's moving. I've always wanted to see this kind of a feature implemented, and would be pretty great to finally see it happen!
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That would be...amazing to see, tbh. Especially with the way the Pokemon games are going right now, it could happen. The whole control thing makes me wonder if we could have a game based on that *o* maybe like Pokeringer!
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Features like this could take a lot of space to implement, though, so it might be a while since we actually see it on handheld games in actuality. On home-consoles, I'd say it's always possible.
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Imagine a game with a Colosseum/XD-esque feel on the home consoles, where said features were implemented. I've been wanting to see another game like them for quite some time (PBR doesn't count because it didn't have a plot (iirc) + didn't allow you to catch Pokemon), and I'm sure others feel the same way. Given how poorly the Wii U's doing, I bet making such a game might help boost sales.
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I'm not sure if such a thing would actually boost sales of Wii U, really. I mean, it could to some degree, but for some people a thing like this just cannot be afforded. I personally have one, though, and am really liking it so far. If they were to ever release an XD- or Colosseum-like game, I'd be a huge fan and buy it in a heartbeat. I've played them plenty of times before, and have enjoyed each of their moment; I'd have no problem accepting if I were given chance to go through a similar experience.
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On the whole 'control flying and see animation' implementation idea, I think I'm a bit opposed honestly. Unless there was a way to turn the feature off and allow for us to fly as per normal I wouldn't enjoy this interruption. It would be fun to play with at first but then I'd just kinda get tired of it, ya know..? Sometimes I just want to get to the place I'm going quickly, hence flying in the first place.
Idk, just throwing in my two cents haha. |
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re: Wii U, I'd certainly want to get one if another Colo/XD-esque game came out, but I'm only speaking for myself. |
It would indeed make sense if there were an option to disable that. We could turn off attack animations in our settings, so perhaps this could be done the same way? Either that, or they could have add some "click this button to skip" feature into the flying screen. Personally, I'm a bigger fan of former, since it could be saving us more time.
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I'd like a toggle between enabling and disabling a fly animation, though if that's too much to change, maybe a simple "Press A to skip" will do. Though, I'm a sucker for new features, so I'll probably not bother to skip or turn them off.
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It'd be nice if animations were added for pretty much everything else, such as when your Pokémon cut trees, climb rocks, start smashing rocks, etc. Of course, we should still be able to turn them off, so that we don't get annoyed.
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HGSS sort of had animations of Pokemon breaking rocks/cutting or headbutting trees/surfing//using strength(?) if the Pokemon was following you around at the time, but it wasn't up close or anything. The idea of cutscenes of Pokemon using Rock Smash/Cut also reminds me of Gates to Infinity, where you could see the Pokemon knocking over trees and stuff by headbutting them. (Given, it was always "up close", even when you weren't doing anything that altered the environment.) That being said, it'd be neat to see cutscenes for using other overworld moves with the option to skip or turn them off.
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I can't help but feel like that might be way to much information for the game to process... just being that there are lots of Pokemon that learn HM moves, ya know? The various 3D models they'd have to animate doing those things might be a bit tough and would definitely end up taking up more memory than necessary.
And I'm still really on the bandwagon to rid HM moves altogether with the exception of the really interesting ones like Surf and Fly. |
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