It was inevitable. Also those new pokemon designs are fucking garbage
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If by that you mean what I think you mean (which I believe is that in the new games an area that spawns lvl 50+ pokemon will do so whether you just started the game or you have a full team of lvl 100s) then this is a good thing to me. The idea that reality warps around the pc to ensure things are neither too easy nor too difficult is terrible open world design to me. Give me a Dark Souls-esque pokemon world where going to the wrong area can see your level 5 squirtle facing down a lvl 40 gyarados. Makes the world feel more real if it's not warping around you for no good reason.
Yes I believe it is exactly how you described it. The problem many had with it is that this was marketed as an open world experience. The way they did it thus heavily encourages you to play the linear path which ruins the open world experience if you can't play the order you want without breaking the game.
It could work as a more Dark Souls experience if gyms and the like were scaled to your level (canonically gym leaders are supposed to pick a team that gives a challenger a tough but fair battle, no wild overlevelling or experience gap between the leader and challenger's teams) but the environment wasn't scaled, meaning to find more rare and powerful Pokémon, you'd have to risk going to the more difficult areas filled with things that can take you out easily (I like that idea of yours a lot). The more that I think, the more it seems to be that it was not the open world that was the problem, more so the story being unable to be flexible with your current situation.
I do like your proposed modification a lot. Making the gyms scale to you would be appropriate, and I'm pretty sure I remember that even being referenced in the anime at one point. A world where the areas closest to each town are generally pretty easy (because it would make sense that people would work to drive away more dangerous pokemon from their homes) while more remote areas have rare and powerful pokemon that don't appreciate intruders.
Let the gyms scale based off how many badges you have and you could absolutely make a believable and enjoyable open world pokemon game. You could even let players pick their starting town in such a scenario, and perhaps that would change what starters are available or give other starting perks/bonuses.
Yep. Instead we got this weird mix of open world and a very linear story. Guess the world's most valuable IP can't do simple programming solutions.
I find it difficult to believe you're this retarded
Its really only a problem like you say in the very beginning where you will overlevel the first 1-2 fights of each quest, brought on by the first Titan being East but the first Gym/Star being West and all of them being so low level you will outlevel any of them just by exploring slightly.
Level scaling never really works out to something anyone likes in practice. You always just end up feeling weaker than you should and getting punished for experimenting by changing out of your specific team.
Its exactly as he says. Every zone has a specific level range attached and that never changes. The only exceptions are special static spawn Pokemon that can be dozens of levels higher than anything around it, but they are incredibly obvious when you spot them so you don't accidentally kill yourself.
In fact, most advice people give going in is to rush one of your 3 main quests, because its the one that locks your movement ability behind it. So once you know that you are much more incentivized to bumrush bosses 10+ levels above you so that you can unlock swimming, sprinting, and gliding. I think I did the level 57~ one at like 45 just to unlock my last one.
Its helped by that being the quest with the most emotional resonance and writing to it, where you are far more likely to be invested than the more generic "gym challenge" and the more comedic "evil team" quest.