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Pokémon Diamond/Pearl/etc. Discussion Thread

author=suzuricho link=topic=1247.msg48762#msg48762 date=1228296698
No, I can't go on Smogon. Those guys are a complete bunch of asshats dedicated to Pokemon elitism. Not everyone on there, but the vast majority. I stay clear of those guys simply because they do not follow my ethical code about the series. Yes, I'm so into it that I happen to have an ethical code. You could call that elitism to an extent if you wanted, I'm sure.

Yeah, that definitely sounds WAY more elitist than you make Smogon sound like. And at least they don't force their beliefs onto other communities (it's the players that idolize tiers who do that, as usual, and not Smogon).

author=suzuricho link=topic=1247.msg48762#msg48762 date=1228296698
I do not raise god/legendary Pokemon. I raise WHAT I LIKE, regardless. And I encourage others to do the exact same. If you absolutely love that Darkrai, then please train it. But don't expect anyone to really appriciate you for it. There's nearly 500 Pokemon, and legendaries consist of about I dunno, 30 some odd? Why have such variety if you are only going to look through the top ranked 30-40 critters?

When you play competitively, winning is the most important thing. Originality is superficial and does not lead to long-term success. And please, do not confuse originality with "surprise factor," which can legitimately improve your game when done right. But you're free to play the game the way you want. Just don't go messing around in competitive affairs if you're not going to take it seriously.

author=suzuricho link=topic=1247.msg48762#msg48762 date=1228296698
I'm more into the game for contests, myself. You know how many Smogon people like to make fun of that? "Oh, you're just a girl, you hate battling..." I've been faced with that whole pre-judgement because I'm a girl thing forever. No, it's not because I'm a girl that I like contests! They are just as strategic as battling, I don't give a flying flop what anyone says about it. The planning is even harder, really, to get the biggest ratings with linking moves and such.

Smogon and competitively players have their own agenda, and you have yours. Let it go.

Which of the 7 deadly sins do you most relate with?

@Gemini, Euphorian, Asalieri: You guys all took the same quiz as me! COPYCATS! xP

Character Class Archetypes

I'm leaning more towards Tri-Stat DX than d20, sorry. =P

I think all the major archetypes have been covered. I've rarely found a use for white mages that exclusively heal. I can get by just fine with a stable stock of curative items and just pouring out more damage output than my opponent most of the time. The healers that can also fight decently are most welcome. The ones that can fight and heal equally well, though, present a conflict of interest, such as in Dragon Quest. "So I got this hero character who deals the most damage, but he also heals the best, and I can't do both at the same time... errr...."

Challenging the Standards

author=Clest link=topic=2605.msg48935#msg48935 date=1228355747
Aero: I would be one hating your separate cutscene idea. I don´t like to sit and watch several cutscenes for long, I like to have interaction and story intertwining so I don´t get tired of either. There is also linearity and story flow, if the story and events won´t run in a timeline nicely, then I´d better not have story at all (which would mean the system should be action packed as hell like a platformers or something, if I need to plan and think, I need story).

All this does is give you the option; it's the player's choice to exercise that option. If you want your story and your combat intertwined, you view the skits the moment you get them, and if you don't, you don't. And I've thought about the linearity issue, too. Any cutscenes for which, chronologically, the timeframe to act on them has passed, would be viewed like a "flashback" as if it had happened anyways (but you won't get the benefits of having seen them around the time you got them). Completely ignoring a cutscene until the game's end would be the equivalent of not having that conversation or event happen at all. Since you can go and do things without having to be told about them, it's fairly easy to organize the storyline this way, as well as convenient for players who've gone through the game once already.

author=Clest link=topic=2605.msg48935#msg48935 date=1228355747
As to level grind, I think the only fair way to make a game where grinding is possible, but it is good for nom grinders is to show the appropriate level for each area/boss before battle, but I still find grinding pointless altogether. I prefer to award bonuses to stats or extra skills through certain challenges so unless the player is out for challenges they can just fulfill missions/battles without much trouble, but not much on extra stuff since they won´t need it anyway. If players really want their characters to become Gods, then they should play another game.

I honestly don't understand where you're coming from. Players should be free to roleplay the way they want. The more flexibility you give them without spiraling into an endless pool of confusion, the better. If they want to play God, let them play God.

author=Clest link=topic=2605.msg48935#msg48935 date=1228355747
I love the R&D part, reminds me of Cyber Knight for Snes :)

Never heard of it, but thank you for the compliment.

How clean are you?

I'm the same as Arcan, I clean when I feel like it. I've been raised to at least make up my bed every day, though sometimes I even forget to do that. The only spot in my room that is consistently dirty is the corner where we keep all our games, utensils, batteries, etc. It's just extremely cramped, and we never feel like organizing it because it leads to putting things out on our back porch, and that eventually leads to 5-6 hours of getting rid of stuff to make room for the new stuff.

Which of the 7 deadly sins do you most relate with?

Took a quiz after reading that Harmonic took one. It was pretty obvious I'd be most tied to Sloth. Pride and Gluttony are also up, while the others are low. None of them reach past "medium".

Challenging the Standards

I've been tossing around a lot of concepts in my head lately that challenge the way older RPGs have run.

One of them is the distinct separation of storyline and combat. Have you played games like Tekken where cutscenes are "unlocked" and saved to be viewed again later? A system similar to this in an RPG, I think, would be an excelent way to attract the type of action-driven players who aren't particularly interested in storyline. During the usual "order of operations" during gameplay, a specific moment is allocated to view cutscenes "unlocked" relating to recent events. The player can choose to view them then, or ignore them and look at them another time via a menu option. For story-driven players, this would feel somewhat awkward, but for other players it would be like watching a series of entertaining short films.

Furthermore, some of the cutscenes - marked with an indicator signifying importance - can have plot-changing dialogue branches that, if the player chooses to act on his/her intentions before stating them in the cutscene, are defaulted to the player's choice (the dialogue branch would pick an answer that suits whatever the player decided to do). Participating in the dialogue grants benefits only a story-driven player would appreciate, thus granting it merit, but not removing its value in the overall scope of the game. The player could even go against the intent specified, and that would have an effect on gameplay.

These things run on the same principle as whether or not to allow the player to "level-grind," thus making the rest of the game's static challenges easier and more boring. If the player wants to do that, let them. You are obligated to adapt to their playstyle, and not the other way around. The consequences of not doing so are simple: the audience for you game will just be smaller.

As for looting, I'm leaning towards item dropping because it fits into the "business-style" concept my idea is realizing. The items you get can either be sold like equipment, or you can hand it over to your Research & Development (R&D) team and, in a day's time, they'll hand back new equipment. Doing so gives your R&D more "experience," which in turn helps them develop better equipment later. Party strength is mostly influenced by equipment, so there's incentive to participate.

Piracy, Why?

I pirate Sonic the Hedgehog games post-Sonic Adventure so I can rip materials from them, but other than that, anything I pirate is for my own entertainment, and I do it because the option exists.

It's not always completely beneficial. The things I've pirated take up the most space on my computer, so now I'm stuck lingering at around 3 GBs left, and that's after removing all the non-essential, non-pirated stuff.

Pokémon Diamond/Pearl/etc. Discussion Thread

@JayAMurphy, Suzuricho: I'm going to give you two the best thing you could ever hope for:

http://www.sirlin.net/ptw/
http://www.smogon.com


Anyways, I didn't think much of Shaymin originally, until I got to experience the power of Seed Flare firsthand. It's amazing. And Natural Cure - Rest does well enough to make up for the lack of instant recovery if you use him well. Specs Shaymin with Earth Power for coverage is made of win during the late game.

Simple, Good or Bad

author=GreatRedSpirit link=topic=2547.msg46901#msg46901 date=1227586413
Simple to the point that the game can be played by mashing a button? Pass.

I don't want some crazy complex game that I need a spreadsheet to figure out what I'm trying to do, but I'd rather have more options and complexity than something mind numbingly simple. Being able to come up with different strategies that take advantage of parts of the battle system or building characters in different ways is what I like to see; Especially to the point of where you could beat half the game without a single experience point.

Depth is what you're looking for. Depth =/= Complexity, though.