The Irish memes are ace but I am partial to the just do it Sobble memes myself.
Now, on an interesting topic, I read that gamefreak said they won't do dlc, though I bet they'll still eventually release a third version of sword/shield down the line with improvements and maybe new forms and what have you. This kinda feels worse to me than dlc but somehow doesn't have the same bad rep as dlc so I figured I'd bring it up here. I have the same nostalgia as the next guy who played pokemon back when red and blue had just come out but I can't help thinking that a dlc for Lance or whatever they call the third game would be better than a whole separate new disc. That way they can also add to the story of the game and not have you replay most of it a second time to get to the new stuff.
undeadsuitor said:
CaitSeith said:
undeadsuitor said:
That's not dumbing down though. It's simply making the change visual.
Dumbing down would be getting rid of those stats
Instead of fighting to rise the stats (and taking care to not fight Pokemon that would rise a stat you don't want), you play a mini-game that raises a specific one.
Mini-games that take the same amount of time and effort as battling whatever specific pokemon you looked up from a wiki
because that's the only way you could understand IVs. you had to look them up on a wiki because the game simply didn't tell or convey them to players until the same time they introduced the mini-games.
So here we have stats. So invisible and pointless that 90% of players never bothered, or even knew they existed, that instead of getting rid of (because they have such a minor impact) they instead created a new system for players to interact with.
the opposite of dumbing down.
A single point of speed IVs can determine who goes first with their attack which can change the outcome of a battle easily. You can say one point of defense or Satt won't matter most of the time but speed's different.
Also, IVs are not raised by battling pokemon. Those are EVs (effort values). IVs (individual values) are innate to a poke and used to never change, you just kept breeding new pokes and hoped they are RNGd into existence with good IVs while doing some fiddling with parents who have high IVs in required stats which allows the egg to inherit some of those stats too. (mainly a bunch of Dittos with 31 in speed and Satt/att/hp or what have you)
Also they introduced Hyper Training in the last gen to allow players to affect those stats so they're embracing them instead of ignoring them or moving away from them.
Ultimately, the idea of the system is to make pokemon into individuals and not have every single lvl 100 mewtwo have the same exact stats, since that way they illustrate the different journeys the players took. It's fine in theory, they just could not predict how competitive battling and metagaming would evolve back in 1995 and they don't consider that facet of the audience their core playerbase so they just left the system in to do the thing it was intended to do and whether or not the competitive folks all spent 3000 hours to breed a perfect IV charmander or not was not really their concern. I was actually surprised they even did as much as acknowledge the systems existing. It'd be like incorporating the mathematical equation of pokeballs catching something into the actual game lol. (CatchValue = ((( 3 * Max HP - 2 * HP ) * (Catch Rate * Ball Modifier ) / (3 * Max HP) ) * Status Modifier)
The lets go games were just something else entirely. They were introductory games and ones aiming to capitalize at the popularity of pokemon go with normies who hadn't touched a pokemon game before go for a good decade and a half (if ever), which is why it was set in Kanto region and not in the latest region from the 3DS games that they already had 3D models for and would need to only upscale and not recreate from scratch. It didn't have abilities and items and so on cause that's not really necessary for that audience.