It was inevitable. Also those new pokemon designs are fucking garbage
(media.communities.win)
You're viewing a single comment thread. View all comments, or full comment thread.
Comments (78)
sorted by:
Explains why despite Scarlet/Violet being what Pokemon should have been a decade ago, its still a barely functional poorly coded mess bogged down by sheer incompetence.
Also, its sad that when I see the only one that should be a net good (the Parenting one) all I can think is that that is absolutely a brainwashing center that will get those kids transitioned and molested. Almost certainly by the Rainbow Gym.
Apparently the new open world games don't have a level scaling system so while you can do things in the order you want, none of the levels scale, you can literally fight endgame bosses right from the start and the levels will be the same as if you were to play through with the correct path of doing everything. Basic systems we've had for decades and this billion dollar IP can't put it into a simple game.
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.
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.