Worldslayer608
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- 894
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- Age 35
- San Diego
- Seen Nov 10, 2020
"ruthlessly"
Is your word, nobody else's. Recent games are designed with player to player interactivity in mind, they were not always like that and yet all still share a core element for game play and difficulty progression.
You say that we are suggesting throwing out core elements because grinding is a suggested alternative to increasing difficulty in a game where encounters are level based interactions... are you aware how absurd that actually is? Combine that with the fact that Pokemon is also an RPG... if freedom is what you want, you can add an incredible amount of freedom without removing the fact that you have to grind (because combat is level based).
You are trying to be a purist, for reasons beyond me, and it is making your post quite pointless and not even remotely constructive.
I also fail to see how replay value could be favored over endgame continuity... just because you are unable to actually have a fully functional multi-player system, does not mean you have to get rid of endgame continuity. Let's look at the potentials of tournament scripts that we are starting to see... those are great examples of a solid direction to take to allow competitive players an actual end game that they can continue playing without having to restart the game because let us be honest, restarting the game (especially a fan game) is really not the most exciting thing you could actually be doing. Nintendo is aware of this, and that is why the games have become more multi-player oriented.
You might not feel like it, but even in the original games, trying to take down the E4 with a team of Raticates or Watchog, is going to require you to grind. Maybe not remotely as much as in World of Warcraft, but you still have to grind if you expect to actually be able to get there. Increasing that, even by just a couple levels, makes the game inherently more difficult without being annoying. So once again, "ruthlessly" is your word not mine.
Giving players access to counter types early on is destructive and simply makes the game easier for players unless you are increasing something like the opponent encounter levels... I am not sure if that is what you are getting at, but it does not sound like it going from your statements above.
As for point 2, you would destroy content flavor for the sake of fixing something that is not actually broken or something that can be adjusted without killing content flavor? That is nonsense... people like their games to have content flavor and you want to kill it rather than make necessary adjustments elsewhere.
I think the main issue here, is that people are thinking that increasing game difficulty is just a matter of 1 or two alterations, when really it is one that requires subtle formula changes on multiple levels.
Instead of considering something like increasing opponent encounter levels, base stats, and broadening the types available in conjunction, they simply assume that people are just advocating level increases alone. Instead, more seemingly single point hotfixes are just being suggested, which don't actually fix problems, they merely produce other ones in their place.
Is your word, nobody else's. Recent games are designed with player to player interactivity in mind, they were not always like that and yet all still share a core element for game play and difficulty progression.
You say that we are suggesting throwing out core elements because grinding is a suggested alternative to increasing difficulty in a game where encounters are level based interactions... are you aware how absurd that actually is? Combine that with the fact that Pokemon is also an RPG... if freedom is what you want, you can add an incredible amount of freedom without removing the fact that you have to grind (because combat is level based).
You are trying to be a purist, for reasons beyond me, and it is making your post quite pointless and not even remotely constructive.
I also fail to see how replay value could be favored over endgame continuity... just because you are unable to actually have a fully functional multi-player system, does not mean you have to get rid of endgame continuity. Let's look at the potentials of tournament scripts that we are starting to see... those are great examples of a solid direction to take to allow competitive players an actual end game that they can continue playing without having to restart the game because let us be honest, restarting the game (especially a fan game) is really not the most exciting thing you could actually be doing. Nintendo is aware of this, and that is why the games have become more multi-player oriented.
You might not feel like it, but even in the original games, trying to take down the E4 with a team of Raticates or Watchog, is going to require you to grind. Maybe not remotely as much as in World of Warcraft, but you still have to grind if you expect to actually be able to get there. Increasing that, even by just a couple levels, makes the game inherently more difficult without being annoying. So once again, "ruthlessly" is your word not mine.
Giving players access to counter types early on is destructive and simply makes the game easier for players unless you are increasing something like the opponent encounter levels... I am not sure if that is what you are getting at, but it does not sound like it going from your statements above.
As for point 2, you would destroy content flavor for the sake of fixing something that is not actually broken or something that can be adjusted without killing content flavor? That is nonsense... people like their games to have content flavor and you want to kill it rather than make necessary adjustments elsewhere.
I think the main issue here, is that people are thinking that increasing game difficulty is just a matter of 1 or two alterations, when really it is one that requires subtle formula changes on multiple levels.
Instead of considering something like increasing opponent encounter levels, base stats, and broadening the types available in conjunction, they simply assume that people are just advocating level increases alone. Instead, more seemingly single point hotfixes are just being suggested, which don't actually fix problems, they merely produce other ones in their place.