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- Seen Nov 9, 2023
So from browsing the forums for a while I see there's a lot of difference of opinion on how to implement challenge in a pokemon game.
I want to have a discussion on the topic to see what you all feel is best, and what methods work pros/cons, and maybe some can work together but may be completely incompatible with another.
The features I've seen talked about for increasing difficulty are:
1. raising the level for every trainer pokemon for every battle encounter.
2. boosting their evs/ivs.
3. programing different move sets.
4. adding more pokemon to each trainer.
5. changing battle type. (like more double battles or rotation battles)
6. setting level caps through exp gain adjustment.
7. or changes to the AI.
My opinion is most could probably work, but over-leveling is probably the bane of every attempt at balancing. That said I don't really want to take away player agency by not letting them do so. [maybe adjusting what level gym badges allow you to control would be better; to try and tackle it from the other side.]
But I'm not sure giving everyone 6 pokemon is the best way to make things more difficult either.
Was playing fire red earlier and entering a new area I was slightly under level for and my entire team was nearly destroyed by a trainer with 1 strong pokemon.
A clefairy about 3 levels up, with sing double-slap growl and encore. I don't know if it was just that tough, or a gen 3 thing, but it seemed like all my stat change effects on it were removed whenever it fainted my pokemon that applied it. Just like if I'd used a trap move.
I want to have a discussion on the topic to see what you all feel is best, and what methods work pros/cons, and maybe some can work together but may be completely incompatible with another.
The features I've seen talked about for increasing difficulty are:
1. raising the level for every trainer pokemon for every battle encounter.
2. boosting their evs/ivs.
3. programing different move sets.
4. adding more pokemon to each trainer.
5. changing battle type. (like more double battles or rotation battles)
6. setting level caps through exp gain adjustment.
7. or changes to the AI.
My opinion is most could probably work, but over-leveling is probably the bane of every attempt at balancing. That said I don't really want to take away player agency by not letting them do so. [maybe adjusting what level gym badges allow you to control would be better; to try and tackle it from the other side.]
But I'm not sure giving everyone 6 pokemon is the best way to make things more difficult either.
Was playing fire red earlier and entering a new area I was slightly under level for and my entire team was nearly destroyed by a trainer with 1 strong pokemon.
A clefairy about 3 levels up, with sing double-slap growl and encore. I don't know if it was just that tough, or a gen 3 thing, but it seemed like all my stat change effects on it were removed whenever it fainted my pokemon that applied it. Just like if I'd used a trap move.