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- Seen Nov 9, 2023
I like some of the responses I've gotten but I think I need to make this more specific so people get what I'm saying,
because it seems people seem to think I only mean gaining exp.
To me grinding is...
the main loop for pokemon is essentially get pokemon, train pokemon.
where getting pokemon can mean either catching the exact pokemon you want.
or breeding pokemon.
while training pokemon
involves exp gain, battling/interacting with the battle system
and ev work to adjust pokemon's specific growth.
So what I'm saying is what way could the core systems involved in those things be adjusted to make them,
more interesting/less frustrating to engage with, other than diminishing or just outright removing them.
Right now Im leaning into adding extra benefit or incentive to some things to make people
have a reason to want to use them.
and that minigame idea I saw further up reminded me of how digimon world 3 had gyms that were used to raise stats,
where pokemon requires having to fight certain pokemon, in a system where you can't control who you encounter.
So its not lined up very well,
so maybe the best option would be to separate ev gain from battling/exp-gain all together?
That way players interested in the system don't have to worry about a pokemon being essentially unusable in the regular gameplay
until its been fully trained.
Also that's a bit more in line with the show as well, as paul's pokemon in the series were seen to do some form of weight training/conditioning to make them stronger,
rather than just battling, same with ash's pikachu actually before the rematch at brock's gym.
hm it makes sense to do it that way, but I'm a bit hesitant because that's a huge change for those used to doing it the current way.
any thoughts on that?
because it seems people seem to think I only mean gaining exp.
To me grinding is...
just a repetitive task needed to receive some in-game benefit and is typically a core or intrinsic part of the main game loop.
the main loop for pokemon is essentially get pokemon, train pokemon.
where getting pokemon can mean either catching the exact pokemon you want.
or breeding pokemon.
while training pokemon
involves exp gain, battling/interacting with the battle system
and ev work to adjust pokemon's specific growth.
So what I'm saying is what way could the core systems involved in those things be adjusted to make them,
more interesting/less frustrating to engage with, other than diminishing or just outright removing them.
Right now Im leaning into adding extra benefit or incentive to some things to make people
have a reason to want to use them.
and that minigame idea I saw further up reminded me of how digimon world 3 had gyms that were used to raise stats,
where pokemon requires having to fight certain pokemon, in a system where you can't control who you encounter.
So its not lined up very well,
so maybe the best option would be to separate ev gain from battling/exp-gain all together?
That way players interested in the system don't have to worry about a pokemon being essentially unusable in the regular gameplay
until its been fully trained.
Also that's a bit more in line with the show as well, as paul's pokemon in the series were seen to do some form of weight training/conditioning to make them stronger,
rather than just battling, same with ash's pikachu actually before the rematch at brock's gym.
hm it makes sense to do it that way, but I'm a bit hesitant because that's a huge change for those used to doing it the current way.
any thoughts on that?
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