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- Seen Jun 15, 2023
As with many who've grown up with the series, starting all the way back in Pokemon Yellow, I stomped my way through every game up to Emerald by virtue of simply throwing my starter out in every battle and being horrifically overleveled. After delving into communities here and there and seeing that this wasn't the only way to play, I used (slightly) fuller teams from then on out, but not much changed, although I did still enjoy the games.
It wasn't until I heard about the concept of the Nuzlocke that the idea of a difficult pokemon game came into my head and appealed to me wonderfully. Then I tried it, and discovered that I still run into the issues of level; to reliably keep my team alive (and usable), I had to spend quite literally hours grinding fresh catches in wild grass. It was not long before I just got bored. Interest in pokemon dipped a bit until I found Showdown and began to enjoy actually using these mechanics properly for the first time. I've since found romhacks, kept up with the series, and dabbled here and there in competitive, in gen3 hacking, in all sorts of stuff.
Then I had an idea, after looking at all these different takes on a difficult pokemon game, which brings me to my point: I think the idea of pokemon having levels could just as well go out the window.
At least, that's what first popped into my head. There's a simpler implementation though. My reasoning, as concise as I can make it.
My solution to this problem is honestly very simple: treat every pokemon as if it were level 100 in regards to stats at all times. Level-up moves and evolutions would remain unchanged. Differences in stats would be dictated entirely by IVs and EVs.
I'm going to make a list of pros and cons off the top of my head, what I've come up with so far. And to clarify, this is from the viewpoint of being applied to a 3rd gen ROM in the interest of increasing difficulty and enjoyment.
PROS
CONS
But to finish this post, let me discuss implementation. I think I've summed up the major changes that would need to be made in just a few points.
With the importance of EVs, some tools for players to manage them more easily wouldn't go amiss; EV checker, access and/or alternative to the EV-dropping Berries, cheaper vitamins, Power Items and Macho Brace, possible training areas, etc.
I've likely forgotten and overlooked a great many pros and cons due to a combination of excitement, and idealism, so don't hesitate to offer any. Tried to be concise, so if something's not clear don't hesitate to ask, either. Hope you guys like the idea.
It wasn't until I heard about the concept of the Nuzlocke that the idea of a difficult pokemon game came into my head and appealed to me wonderfully. Then I tried it, and discovered that I still run into the issues of level; to reliably keep my team alive (and usable), I had to spend quite literally hours grinding fresh catches in wild grass. It was not long before I just got bored. Interest in pokemon dipped a bit until I found Showdown and began to enjoy actually using these mechanics properly for the first time. I've since found romhacks, kept up with the series, and dabbled here and there in competitive, in gen3 hacking, in all sorts of stuff.
Then I had an idea, after looking at all these different takes on a difficult pokemon game, which brings me to my point: I think the idea of pokemon having levels could just as well go out the window.
At least, that's what first popped into my head. There's a simpler implementation though. My reasoning, as concise as I can make it.
- Your choice of pokemon is irrelevant so long as levels can completely dictate a battle.
- Grinding freshly caught pokemon takes incentive out of expanding your team, which can be enjoyable.
- The nuances of the combat system are often washed away when brute force solves everything.
- Removing levels takes the focus of the game off of how much experience your pokemon have, placing it instead on your choices and your playstyle.
My solution to this problem is honestly very simple: treat every pokemon as if it were level 100 in regards to stats at all times. Level-up moves and evolutions would remain unchanged. Differences in stats would be dictated entirely by IVs and EVs.
I'm going to make a list of pros and cons off the top of my head, what I've come up with so far. And to clarify, this is from the viewpoint of being applied to a 3rd gen ROM in the interest of increasing difficulty and enjoyment.
PROS
Spoiler:
- A wild pokemon caught at any level would be usable instantly.
- Gym Leaders would not have to be restricted to level-appropriate pokemon, for the most-part.
- Every trainer could pose a potential threat.
- Even extended trips encountering wild pokemon can be dangerous, hopefully instilling a sense of adventure on long routes.
- A strict, leveled path would not be necessary, allowing for a much more open world.
- Rewards solid team structure and strategies.
CONS
Spoiler:
- Experience rewards and growth rates would need to be completely revamped.
- AI flaws may become more prominent.
- Margin of error for balance may become narrower (can simply grind levels in normal hacks if too difficult).
- Potentially controversial, as it's changing a fundamental aspect of the game. Many players may not like the experience changing so drastically.
- Nuzlockes would be terrifyingly difficult. (possible PRO?)
But to finish this post, let me discuss implementation. I think I've summed up the major changes that would need to be made in just a few points.
- Revise the way stats are calculated to treat every pokemon as if it were level 100.
Spoiler:Hopefully, this would be as simple as changing a coefficient in one or a handful of places. - Rebalance experience growth rates and battle rewards.
Spoiler:The way I came up with to handle this is to simply tie it to EVs; gain experience points equal to the number of EVs you get (maybe x10 or x100 for appearances) regardless of level. To follow that up, rather than using the traditional growth curve, with a little research I found that the graph of 3ln(x) (throw it into WolframAlpha for visual) can be rounded out to a total of about 1090 experience points. A pokemon starting from level 1 would then be level 55 once fully EV-trained without any items, and could have them completely reset and be re-trained before reaching level 100. It seems to me a simple and solid basis from which to approximate the various growth rates. - Overcome issue of EV training once Lv. 100 is reached.
Spoiler:This could be handled one of two ways: either run the stat recalculation normally done upon level up at the end of every battle instead (as in the later generations) or just put in an item that reduces level by 1. - Balance to satisfaction.
Spoiler:Points of interest include:
- Improving access to Move Tutors, relearners, to help facilitate quick and effective team synergy.
- Giving trainers' pokemon EVs to increase difficulty. Most could be randomly assigned, with Gym Leaders' and such optimized.
- Refining pokemon selection of all trainers and gym leaders.
- Revising levels, availability of any/all wild pokemon. Making an area difficult could be as simple as flooding it with strong pokemon.
- Considering rates of encountering wild pokemon to keep from overwhelming trainers with, for example, souped-up Zubats and Golbats.
- Moving and rearranging scripted, mapped, and HM-implemented area blocks.
With the importance of EVs, some tools for players to manage them more easily wouldn't go amiss; EV checker, access and/or alternative to the EV-dropping Berries, cheaper vitamins, Power Items and Macho Brace, possible training areas, etc.
I've likely forgotten and overlooked a great many pros and cons due to a combination of excitement, and idealism, so don't hesitate to offer any. Tried to be concise, so if something's not clear don't hesitate to ask, either. Hope you guys like the idea.
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