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Hard mode

Apostrophe

Everybody do the search dance!
  • 256
    Posts
    15
    Years
    • Seen Nov 10, 2010
    Alright, there was a discussion going on between two people about the ungodly amount of tutorials and such in Pokemon games. One side argued that each game was nearly the same thing and therefore tutorials would not be needed. The other side pointed out that not all Pokemon players are veterans, and that tutorials are necessary for newer players who want to play the game.

    So that got me to thinking about a compromise between the two that I really wouldn't mind people like the GF developers coming up with on their own. Different skill levels.


    Easy Mode: Plays exactly the same as all other games, including tutorials, trainers that are too weak for how long you have been playing (OHKO fest), and trainer AI completely throwing the match.


    Hard Mode: The game assumes you know basic things such as marts, Pokemon Centers, type advantages, etc. In addition, trainer's Pokemon are higher leveled/evolved. The trainer AI is that of the Champion's, knowing type advantages, and not using moves like TAIL WHIP when the opponent has 1 HP remaining.


    Would you mind seeing a feature like this in future games? If so, what would you add/take from it?
     
    I would LOVE to see a hard mode, and I think that additional changes could be made as well. For example I've always thought that G/S/C should have had a hard mode in which you had to get 16 badges before taking on the Elite Four. Also, I've always though of Yellow and Emerald as the 'hard mode' for their respective generations, since the Gym Leaders received such a massive power up.
     
    In hard mode gym leaders and the Elite Four would all need six Pokemon each. No free switches after a Pokemon is defeated should be granted (I know it can be turned off in options, which btw I do have it off :P) and all non-wild Pokemon should be 1 level higher (maybe a little more even).
     
    It ought to be simple enough to implement...make all trainers 1-2 levels higher, with Gym Leader-level AI, make all the gym leaders' pokemon 3-5 levels higher with E4/Champion-level AI, and make the E4 and champions' pokemon 6-9 levels higher with maybe frontier brain-level AI.

    This, I would like to see. XD
     
    I wish they had that for HGSS. I'm mad that the levels are still low. If it had a difficult mode, maybe they would have been bumped up. And who really wants to fight a trainer with a level 29 Mareep? It should be a Flaaffy. Come to think of it, at that point in the game, it should be an Ampharos. :|
     
    +35

    Seriously, it is one thing the Nintendo games lack. Once you get enough (usually in advance) knowledge of the game, it is far easy to beat. Mostly because of opponent AI.

    I think some interesting improvement proposals were posted above, such as upgrading Trainer AI to Champion level. The 16 badges before E4 idea is more practicable. As for the full parties, I don't think it is exactly needed (and in some ways it fully ruins some teams).

    Other thing that I thing would be fairly needed would be a better stash for Gym Leader AI or above. I mean, most of the time all they have is a Full Restore, which is technically useless because if they got their Pokémon down to the point of using it, it means that Pokémon is already slow and weak enough that one repeat of the previous attack will bring it fown to the same HP amount, and then the next (arguably preplanned) attack will forcefully faint it. I mean, if I was an E4 of a game where the kid with a hat and a Typhlosion following him came to my chamber and he was known to have defeated Evil Team, captured Game Mascot / Roaming Gerbil and tweaked Event Monstrosity / Eldritch Abomination for his team, the absolute minimum Id have in my item stash would be not limited to two or three Full Restore,s but a couple Guard Specs and Max Revives, and maybe an X-Speed or X-(SP)Defense as well. And if I was the Champion of such a game and that kind of hero walked to challenge me, I'd use something like the Sacred Ash, which if I remember correctly from GSC restores all fainted members in your team, and, if I detected any "you shouldn't have got this yet" / Event Pokémon, outright tweak all my party to 252 EVs in all statuses and Priority 4 for all attacks.

    So yeah. A "Hard Mode" setting would be welcome. TWhat features I would like to see, in decreasing order of priority (and the bolded ones are absolute minimums for a Hard Mode):

    • (suggested above) level-up for non-Wild Pokémon
    • (suggested above) no free switching when defeating opponent's Pokémon (mainly because you are frigging' announced what the opposing Trainer has next). Alternatively, Trainers could just lie. :cheeky:
    • Limited Item Bag for Arceus' Sake!
    • Opposing AI for Trainers should be raised at least one "importance" level: from Trainer to Gym Leader, and maybe from Gym Leader to E4, or Champion to Frontier Brain.
    • Near end-game Trainers (such as Elite 4) should have extra tweaks in their AI to adapt modified (yet ideally still legal) movelists according to what the Trainer's Pokémon have.
    • Special trainers (evil bosses, rivals, champions, maybe) should be given a more adequate stash, with at least the ability to use Revive / Max Revive and a Guard Spec or X-Item according to the part of the game.
    • Ability to increase your attacks' PP should be removed. Some of them get too much advantage from that.
    • More realistic economy: basic and good things, like the more items you buy, the costlier they become; or the more items you get, the more bandits will try and attack you.
    • Just for once, you could be actually penalized for busting into people's houses. Ideally with an item fee.
    • Opposing Pokémon should gain EXP and maybe level up and learn attacks when they defeat yours, and these changed should be propagated between rematches or when they outright defeat you.
    • Equivalent matches, at least for Gyms. If the Gym Leader has only three Pokémon, you must fight him with three Pokémon.
    • I'd argue about making status effects more difficult to wear off and more damaging to the player than to NPC, but the game already takes care of that... :D
    • Access to drinks (Soda Pop etc) should be even more limited, since at least in FR/LG and in G/S/C/HG/SS they were absolute gamebreaker at the point in the game they appeared.
    • Inability to save in some places, so you have to complete "missions" in one go.
    • Gym puzzles, if any, should be more difficult. AND require more application of real-life knowledge (hey, this is Hard Mode, it is arguably for those of us who are fed up with the "for children" classification![/i]).
    • Some battles could be time-critical (like the Pt one where you must defeat opponent in a specified number of turns).
    • More areas should require use of all / almost all HMs.
    • Hazardous areas could be larger in general. For all the scare they're supposed to do, Viridian Forest and the Whirl Islands are too easily navigable.
    • All Trainers could level up concurrently with your party, like what FF8 does. I'm not sure if this would be useful for Wild Pokémon, although in the harder dungeons it would make the overall game harder.
    • Trainers could register a specific Pokémon or move as a "signature Pokémon/move" and this would granted extra accuracy, one-time first attack or something.
    • More powerful moves could have a "learning curve" so you can't just teach a Slowbro Hydro Cannon and spam it right away at the E4, it would miss most of the time due to "lack of experience", you would have to go train the move for some time before actually reaching the normal PP/power/accuracy for the move.
     
    yeah now that sounds like a good idea right there!1
    although there should be a difficulty modifier like in TWENWY.
    cause if you get stuck because a leader or e4 person is too hard then just slide it back down to easy. also with hard mode there should be more rewards and different endings and all that stuff.
     
    You know, back in the RBY days, the leaders did used to X-stat and Guard Spec. things. Just wanted to say that.

    Inability to save in some places, so you have to complete "missions" in one go.

    Well, that's not good for us people that play before going to school and have to save really quick.

    I don't want to go over everything you said, but most of it seems good. Some of it would just be inconvenient. Personally, I think the HM usability is fine where it is. There's enough HMs to worry about nowadays.
     
    I would make Easy Mode for those to learn...Normal Mode for those that learned but arent pros that IV/EV everything....Normal Mode+ for those that learned and arent pros that IV/EV but are better than average...Hard Mode for those that IV/EV everything...and Hard Mode+ for those that IV/EV everything and are better than average pros.

    -TheZeide
     
    You know, back in the RBY days, the leaders did used to X-stat and Guard Spec. things. Just wanted to say that.

    Really? Never had the chance, despite quite some time playing Blue and Yellow...



    Well, that's not good for us people that play before going to school and have to save really quick.
    Well, it's Hard Mode for something. Saving right before any Boss Battle does the game incredibly easy considering that for the most difficult battles we are overstocked anyways. The only exception is when we are actually underleveled enough that we won't have turns left to cause damage when we are brought to the red zone and have to use an item again, which is the same "Full Restore" case I exposed above.

    I don't want to go over everything you said, but most of it seems good. Some of it would just be inconvenient. Personally, I think the HM usability is fine where it is. There's enough HMs to worry about nowadays.
    I know we have enough HM's, and I would never propose to have more (having an HM08 is already sick) -- what I'm saying is that they are way too underused except for Surf. Flash and Fly are absolutely unnecessary. I don't want to talk about Defog.
    A Hard Mode would emphasize that we have to turn some of our mons into HM slaves, what with the outright uselessness of some of the HMs (Defog...), whereas currently in normal gameplay the only reason we have to bring more than two HMs into one area are the eventual caves where we have to use both Strength and Rock Smash (which is where Flash would kick in as well just to upset us), which, again, is a situation we usually come well prepared: overleveled and overstocked.

    Although I'll take notice after reading Zeide's post that maybe some of the suggestions I made are better left for an "Xtra Hard" or "Insane" level, such as the equivalent matches and the E4-level movelist tweak. But we're reaching a level of dumbing down the games where for them to retain a practical sense of challenge a Hard Mode, or at least a partial adoption of better AI strategies, is needed.
     
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