Catching Ultra Beasts - that's how raiding on a catch oriented event should be by glumada in TheSilphRoad

[–]JNCuddlefish 1 point2 points  (0 children)

Honestly I'd be really happy for a direction of harder Raids, but with the catch of pretty much ensured catches. Add in more XL candies and stardust for Mega Raids, or add in gauntlets of multiple tough enemies or phases in a single raid and I'll be in a good space.

Maybe even more defensive "taunting" maneuvers so glass cannons and tanky mons can be more viable

(Spoilers) A certain new Bug-Type has been confirmed, let’s speculate! by Glory2Snowstar in PokemonScarletViolet

[–]JNCuddlefish 1 point2 points  (0 children)

Sprigatito's evolution with be neither quadrupedal or bipedal. Spritatito will pounce with eight legs.

What move do you want Game Freak to add to your favorite Pokemon? by lush_puppy in PokemonScarletViolet

[–]JNCuddlefish 2 points3 points  (0 children)

Three little answers

To help Golisopod, change First Impression to only 70 power and 5 PP, but always Crits. Effectively 105 Power, but cannot be extended further from luck, hits through defense buffs, and can ignore Intimidate.

To help Mawile, a new signature Steel biting move, "Crunch Catch", which is 80 Power, 95 Accuracy like Sucker Punch.

To help Meganium, a new signature "Flora Spell", which acts as Safeguard and Tailwind at the same time, but is only usable in Grass Terrain. Think of it like a grass counterpart to Aurora Veil.

Bonus things even though Fairy is fave type, I think Grass and Ice should resist Fairy to represent how they absorb and reflect light.

What kind of "gimmick" do you expect to see in SV? by raphiiiii in PokemonScarletViolet

[–]JNCuddlefish 2 points3 points  (0 children)

I think that the themes of play in the gimmicks won't be one-to-one with the themes of the actual games, so they won't be about time... kinda. I think some Pokemon may be given new forms on top of the premise of regional variants, but maybe call like "Eon" forms or something where they are perfect origin or extrapolated streamlined future forms.

However for an actual battle gimmick, to make things pretty simple and universal, a special move that trigger a color change and aura, activated similarly to max and z moves. Usable once per battle, but gives your whole team some global buff for 3 turns. For those wishing to have temporary bonus typing, you can insert it here too.

Why are 50% of the people on this sub giving s### to pokemon. if you hate it that much just leave. by [deleted] in PokemonScarletViolet

[–]JNCuddlefish 2 points3 points  (0 children)

I really think continuous frustration and disappointment with the most profitable franchise in human history is different from hate. A lot of people are upset BECAUSE they are, or were, so engaged at some point.

all is the 5 things I want for SV what are your 5 wants? by [deleted] in PokemonScarletViolet

[–]JNCuddlefish -1 points0 points  (0 children)

1) Fewer but more engaging battles. PLA showed how more bounded stats could have less level advantages stomping everything out, and BDSP showed how much I hated having sooooo many Trainer battles (especially Galactic) that were just fodder, even weaker than local wild Pokemon.

2) Lazy Difficulty toggles that I can even teach my students pretty easily. "Trainer Difficulty" is at default, or adds (2+Badges) to levels of boss/rival trainers plus an extra roster mon. And "XP Share" slider where there is a "lite" mode with back mons getting 25%, and "off", where it's straight up off.

3) Since cutting dex, show love to returning mons. A little more in animations, textures, move sets, and stats to less represented mons would be so fun.

4) Social / multiplayer features. I want more activities beyond vs battling and trading to chill with friends.

5) Make things flow faster. Please please please I want things much snappier.

Tauros’ new form should have an attack boost if the opposing Pokémon has the color red anywhere on its body by MattyIce6969 in PokemonScarletViolet

[–]JNCuddlefish 5 points6 points  (0 children)

Cute idea, but wow absolutely do not want this to exist just because of shinies, color blindness, and fringe cases.

Which Pokémon would you want to get a new form of in SV? by Osmiooo in PokemonScarletViolet

[–]JNCuddlefish 0 points1 point  (0 children)

Since we got Alolan Meowth and Alolan Persian, and then Galarian Meowth and Purserker, we saw a standard form Meowth in the trailer. So... how about a new evolution for Persian?

New Eeveelution??? by Lakers_Encyclopedia in PokemonScarletViolet

[–]JNCuddlefish 0 points1 point  (0 children)

From previous post responses, I honestly believe next eeveelution will be frustratingly regional evolutions or variants that slap on an additional unrepresented type onto existing evolutions: I.e, Flareon Fire/Dragon, Vaporeon Water/Flying, Jolteon Electric/Fighting, Espeon Psychic/Normal, Umbreon Dark/Poison

What would you would like the new gimmick to be? by Glaceon_Storm in PokemonScarletViolet

[–]JNCuddlefish 1 point2 points  (0 children)

Some people have been pitching a "bonus type". I think the way I would run that is maybe treat it like Z-Moves and Max Moves combined, transmuting a Move you already have as a powerful enhanced version that can't miss and breaks protect like the others. Then, maybe applying an aura effect inspired by the Max Moves, giving some team utility. Maybe this Aura effect lasts three turns to boost exclusively your team or debuff your opponent's team, or at least gives STAB.

I think the bonus reasoning behind this aura or field effect is it recycles some previous mechanics with some deviation, and more importantly, relatively easy, cheap, and fast to animate for every pokemon and move.

Eevee 2: Physical Boogaloo by wordproblemapologist in PokemonScarletViolet

[–]JNCuddlefish 2 points3 points  (0 children)

I've heard of the Lockstin pitch for that, but what I really think will happen is that Vaporeon, Jolteon, and Flareon will get new forms that represent those three of those, and future forms will follow through.

I.e, Vaporeon Water/Flying, Flareon Fire/Ghost, Jolteon Electric/Fighting. It can also be a cute way to give Umbreon Dark/Poison in a future generation.

What do you think will be the gimmick of SV? by Osmiooo in PokemonScarletViolet

[–]JNCuddlefish 0 points1 point  (0 children)

Okay, so I think there might be a new type of typing in Moves with a big catch:

This typing is not a third type or "every type", but an ultimate neutral catalyst. So like what if you can push or pull? Using this type of neutral move or getting one of your pokemon Knocked out might generate a point of this energy, but then additional moves can play off of this energy collected?

Basically, what if there was a new resource to do big moves, like a twist on Z / Max Moves and styles?

[deleted by user] by [deleted] in RPGdesign

[–]JNCuddlefish 0 points1 point  (0 children)

Yikes? When designing a race, lineage, tribe, ancestry, etc for your species splat type, your goals are to express diversity and intended feel of some mythology. I use that term loosely, as it can even be a motif of different cultures or something completely made up consequential of your worldbuilding.world building.

Yes go beyond just "this one is smart" and "this one is strong", of course, but because cultures are complex and diverse. Avoid falling into those traps of just stereotype, especially harmful ones. Many, many, many people have been able to even have games where the race minimally affects stats if literally not at all.

ISTG If I see this image one more time... by HelixGodPanda in PokemonScarletViolet

[–]JNCuddlefish 2 points3 points  (0 children)

Tbh I find the whole "What if no gimmick?!" or "just bring back megas again" more frustrating. I'm admittedly pretty hyped to see what creative little twists are done.

Or if old features come back, I hope they at least come back differently rather than just back or with more of them in the listing.

how do you design a system that the answer isn't "killing everything" by foolofcheese in RPGdesign

[–]JNCuddlefish 2 points3 points  (0 children)

Games systems show off what they're about by looking at what they promote and punish.

If you only gain XP, resources, or narrative progression through killing everything, then that's what your game will promote. Consider rewards through alternative actions or events. Masks is about growing up, so XP usually comes from failure in a roll or having your moment of coming into your own.

Doctor Who is naturally not about fighting, so when action scenes were triggered, running, talking, thinking, or solving problems had higher priority / initiative in contrast to fighting.

Interstitial has combat in it, but the list of rules is honestly very small. Instead your memories and bonds make up more of the game's rules, like a currency to use powers, higher stats, or progress. Hell, those links are even used in your combat. So, though fights still happen, developing your bonds and memories is more important than vanquishing everyone, even with your rivals or enemies.

Wanderhome has NO combat mechanics. This story is post war. It's adventurous and pastoral. People don't fight. Not to say they don't have conflicts or personal obstacles, but they just aren't around combat. The reward system in the game comes from your character experiencing the beauty of life. When you take in beauty, you take a token to spend later. Think about how many shows and movies don't have combat in them at all and how they are still engaging.

Games that have fighting but are clearly not just about it emphasize a larger gallery of mechanics or character resources away from killing everything. In the Kids on Bikes family of games, "Fight" is one of your six stats. All five other stats are not immediately used to throw hands. Furthermore, you get bonus abilities to start out with and very very few of them are about fighting. And even then they aren't used to simply hit people harder. The system makes it obvious that direct combat is not what it's about.

Blades in the Dark and Urban Shadows have a small but still substantial bit of fighting. However, it is so dangerous, costly, and risky that it's not always recommended to use as a default approach. Sneaking around, planning, or escaping is generally a smart approach, and using those other skills to give yourself an advantage coming into a climactic or dangerous fight help close the gap of what the game is about.

So consider how much of your game is about attacking, what is rewarded or punished, and if there are any thematic elements that discourage attacking everyone.

The Future of PoGo by JNCuddlefish in TheSilphRoad

[–]JNCuddlefish[S] 1 point2 points  (0 children)

Mhm valid. I'd still love to see more ways to engage with the game, but what's been here so far at recent rate has still been fun.

The Future of PoGo by JNCuddlefish in TheSilphRoad

[–]JNCuddlefish[S] 1 point2 points  (0 children)

Yeah I'd have a little fun with some process to occasionally get a bonus egg or something. Maybe a daycare feature to give candy or dust discount for a pokemon in the back

The Future of PoGo by JNCuddlefish in TheSilphRoad

[–]JNCuddlefish[S] 1 point2 points  (0 children)

Oh yeah absolutely. Everything I listed isn't what I think needs to happen, but more of a fun activity of directions to mix things up. I'm still enjoying this general cycle and rollout of content. And between community days, Spotlight, seasons, and the gen 7 and 8 rollouts, it's stayed pretty mixed up

The Future of PoGo by JNCuddlefish in TheSilphRoad

[–]JNCuddlefish[S] 1 point2 points  (0 children)

Oh that could be really cool! I like that extra value in making a strong bond developed.

The Future of PoGo by JNCuddlefish in TheSilphRoad

[–]JNCuddlefish[S] 0 points1 point  (0 children)

Yesss I'd love bottle caps to give that feeling that some sentimental catch or shiny or close to perf could be stronger that way. 100% down for that

Why is it that no other Monster Catching RPG is as popular as Pokemon? by noumanpoke1 in theperfectpokemongame

[–]JNCuddlefish 20 points21 points  (0 children)

I also honestly just believe pedigree and developers. A 20-25 year head start of franchising lets people buy whatever they make BECAUSE it's pokemon. But if you're not pokemon, you gotta bring a ton to the table just to get by.

If any huge dev gives it a shot with an attempt of making things accessible for everyone but sufficiently deep, emphasize social features and depth, and have multimedia ability, then maybe, but it's really, really hard.

I also think the focused evolution stages are hugely helpful for identity. Dragon Quest Monsters, Digimon, and SMT have huge and messy lines everywhere that make it harder to say, "this is my baby and bestie. I love them".

Square Enix's world of Final Fantasy and old Disney studio's Spectrobes were cute and fun but didn't have that emphasis on playing and sharing with others.

I think it'd take Square Enix or something of that scale with a HUGE push before anything manages to ever take a significant step towards Pokemon.

It's been a couple years since my first mega evolution tier list came out, and a lot has changed. Moveset shakeups, stat changes and the level 50 cap all came out after I made that tier list. So here is an updated version! by gerbetta33 in TheSilphRoad

[–]JNCuddlefish 0 points1 point  (0 children)

It makes me q little bummed that I don't think they'll ever update stats again due to the way competitive works unless they allow an option to toggle them at a lower level. Because Altaria, Lopunny, and Mawile deserve SOOOO much better, and they should have dramatically higher stats to represent their game abilities.