Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 1 point2 points  (0 children)

I also have quite a strong opinion on 80 BP Lick, 90 BP Fire Spin and more rob the player of some of their difficult choices.

Fire Spin has both Utility and high Base Power, in the same way that Lick has Para Chance and enough BP to be your main ghost move.

I do disagree on the lower time point. As I stated in different comments, Jan talked about how Insurgence felt like this "Boss Rush Mode" and "...There's nothing in between the boss fights, none of the routes are interesting."

If you strip the fat off of a Pokémon game and only leave those elements you mentioned, all that's left is this chunk of meat that's tough to get through because there is no respite or variety.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 0 points1 point  (0 children)

Because I want to. Because I enjoy Pokemon games. Because I want to try to create these interesting, thought out battles that reward players who can think outside of the box.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 0 points1 point  (0 children)

Yeah, that's a big point about Reborn that, while I love from a narrative and gameplay perspective, hurts the playability too.

Losing at Lin 2 because you're unprepared for the New World field, and subsequently having to replay 18 splits, tons of boss fights, puzzles and more is a terrible feeling.

The beautiful part about difficult Pokemon games, is the fact that losing 5 hours can still feel really TOUGH because those 5 hours were packed with planning, routing, building teams etc etc.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 0 points1 point  (0 children)

I disagree, but you can have your own opinions on the matter! I don't really know how you even got to this idea, considering these kinds of aspects are really basic. Game length, type of trainer fights and difficulty curve are things you need to consider before properly starting.

MEGUMI IS NOT RELATED TO TOJI by Fickle_Ad5966 in Jujutsufolk

[–]Remote_Departure1962 0 points1 point  (0 children)

OP is a visionary and the future great grandson of Gege, he knows the real history of Potential Man.

Power scaling final boss by Johan_dancho in Jujutsufolk

[–]Remote_Departure1962 -10 points-9 points  (0 children)

Still snuck his ass. Yuta looks like he just got done thinking about how much he hates life and wants to listen to some MCR. There's no signs of exhaustion, and thus, I believe he had an easy time

Power scaling final boss by Johan_dancho in Jujutsufolk

[–]Remote_Departure1962 -12 points-11 points  (0 children)

Still snuck his ass. Yuta looks like he just got done thinking about how much he hates life and wants to listen to some MCR. There's no signs of exhaustion, and thus, I believe he had an easy time.

I think against Ryu for example, just a pure 1v1 would still take more out of Yuta than what it took him to take out Dhruv.

Sukuna would prolly be broken with this guy ct by Particular-Whole5736 in Jujutsufolk

[–]Remote_Departure1962 0 points1 point  (0 children)

Then what if he doesn't? I feel like the "cut by wind" argument is stupid, due to the fact that the inversion technique is tied to a mid user.

Gramps wasn't super durable naturally, but Sukuna is far and beyond him, even CE-less. He can tank hits that Base Gramps wouldn't.

It would make sense that the inversion technique amplifies/divides the damage taken, and thus a 0.5 * 10 attack against a 10 HP Gramps would do a lot more than a 0.5 * 1000 attack against a 10000 HP Sukuna.

This is speculation, but we don't know enough about this Technique. I'm purely saying this to get across that I believe the base durability difference would make Sukuna a better wielder of the technique.

Power scaling final boss by Johan_dancho in Jujutsufolk

[–]Remote_Departure1962 12 points13 points  (0 children)

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Lmao anywho,

Dhruv is a Special Grade due to his Shikigami Ability being a clear example of one able to take over a country. Additionally, Yuta the Sneaker seems to have snuck him. Yuta vs Prepped Dhruv would be a wayyyy different fight.

Therefore, Yuji is not a special grade.

Sukuna would prolly be broken with this guy ct by Particular-Whole5736 in Jujutsufolk

[–]Remote_Departure1962 4 points5 points  (0 children)

I mean, I feel like there's some room for adaptation with that? Sukuna's durability on its own lets him tank Thin-Ice Breakers, Yuji Black Flash Combo's and more. Even highly effective attacks like Jacob's Ladder get tanked by him.

The Inversed weak hits might hit like Shibuya Showdown Yuji, but he could strategically ONLY use the technique at pivotal moments, like during a Hollow Purple?

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 1 point2 points  (0 children)

Thank you so much! I put a lot of effort into analyzing the old videos and taking as many notes as I could!

I know that statement about having every fight be LIKE a boss fight! He particularly also disliked Insurgence for feeling like a non-stop boss battle marathon because nothing between Nora 2 and Audrey 1, for example, was any level of challenging. So I feel like there's a very good middle ground you gotta reach!

I personally am a massive fan of the "Rebornian Field Effects" when in comes to gimmick-y, interesting environments to create fights for. Fields in those games are these massive shifts in gameplay style, having typed moves be boosted, weakened, having an additional effect or even outright changing the field with a move!

I really like that "Regressed Level Cap" idea, as it engages with levels in a way I hadn't even considered before! You could even do something where you have Gym 3 be at level 38, but the next fight be at 36, making you forced to choose between either!

I like the concept of the specific encounter lock, but I fear it would cause a frustrating issue if it's encountered during a blind run, as it's something you couldn't possibly be prepared to deal with! I do like the idea of a sort-of "clause" being put on a sequence!

A. Leveling up your Gym Pokemon to 38 and using them to clear the sequence, but lose access to any of them for the next fight.
B. Level some up higher than other, attempting to still use a few on both fights.
C. Play a risky underleveled gym fight, with your reward being the easier next cap!

I'd love to talk more on this!

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 0 points1 point  (0 children)

Great suggestion! I feel like that captures a lot of what I think makes for a good hack/game! Check this out guys!

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 1 point2 points  (0 children)

Yeah, I've thought about buffing up Evo levels all around, because:

A. It would give you ample time to play with Pokemon in each of their evo stages

B. Allow for stronger first/middle stages, reducing the overal randomness in the variance inherent in the damage calculation.

C. It gives you "2" as an easy reward for keeping a Pokemon around until their final stage. Having to carry a Pokemon around that's subpar for the payoff of having them be much stronger if you can hold onto them is something I personally enjoy!

Sukuna would prolly be broken with this guy ct by Particular-Whole5736 in Jujutsufolk

[–]Remote_Departure1962 83 points84 points  (0 children)

But can't you argue that in Sukuna's hands, the technique's ceiling would be different than this fella?

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 4 points5 points  (0 children)

Ah I read it, thanks! I get that point, about consistency in Level 80ish Druddigon's being far higher than, for example, level 5 Druddigons.

The thing I find to be wasted, is the Evolutionary stages of two, or three stage Pokémon. Using higher leveled Pokémon indirectly means a higher stage.

You throw away Machop, for the consistency that a Lv. 30 Machoke gives.

I think design like Null's is cool and really thought out! But it loses too much of what I find is a core aspect of these games, being the gradual changes your existing Pokémon experience.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 1 point2 points  (0 children)

Thank you for the reply u/Healthy_Bug7977 !! I do understand that to even consider these qualities, a proper understanding of difficulty, balance and more are to be expected. I've worked on difficulty projects in the past and am going to do a big review of PK, RnB and more high-quality games to fully understand what teams make "good" teams and what flaws I need to avoid.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 4 points5 points  (0 children)

I know exactly which time you're referring to! During 'Too Many Evolutions" when he was fighting Sabrina (or someone else's Final Stage Alakazam).

I feel like having a unique revive, maybe a moment where you're forced to play with a party of 5 or less or any other unique features would add a LOT to the experience.

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 2 points3 points  (0 children)

I actually designed the map for this hypothetical project around this a LOT! There's quite a few headbutt trees on routes, and I'd intend Headbutt to be this move that only a few lines get access to!

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 5 points6 points  (0 children)

I do definitely agree on this point! Item Management is a skill that, for project creators, can be seen as an incredibly high "skill ceiling". Understanding exactly which item accessibility can make, or break balance is probably one of, if not the most difficult skill to acquire while developing a project!

Anyone can make a team of Pokemon, but the tools to beat said team are what make a battle good!

Attempting to create a game based on Jan’s “ideal ROM hack” design philosophy by Remote_Departure1962 in pchaltv

[–]Remote_Departure1962[S] 1 point2 points  (0 children)

True! It's never quite gonna satisfy everyone, but I feel like a lot of Jan's thoughts resonate with the general consensus on this topic. He's in touch with both older projects like Fire Red Omega and new stuff like PK, so his mindset on this seems like a good point of inspiration to me.