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General Suggested Additions/Tweaks


Forged

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After just about 120 hours, which I realize is not much in comparison to some people, I have a few suggestions/tweaks.

 

Firstly and the most uncontroversial of them all: A "cash shop" option to replace the need of the HM Flash. Flash is, by far, the least useful, most annoying HM to put on a Pokemon. Surf is one of the best water based moves and there is a cash shop replacement for it, albeit that it comes with a speed boost. Flash is hardly used as much as surf, cut, or Rock Smash, therefor the cost should be less to reflect that. I believe that what I have listed below is proper.

 

The Suggestion:

 

Name: Lantern

Cost: 25 Coins

Effect: Allows the use of HM Flash as long as HM Flash is within your inventory and you are in possession of the required badge(s).

 

 

Repels can add up in cost overtime and it is, for most things, just a burden to buy. From Hoenn Routes 124-134 you encounter a pokemon at least once every second. It is a mind numbling tedious, unfun task. Everything is so high action and high suspense in the story and then suddenly it comes to a grinding halt when you're getting ganked by a magicarp and his buddy Tentacool because you dared jetski on their turf. I get that the ocean needs encounters, but the amount that you get between 124-134 demands a lead pokemon with Intimidate/Keen Eye or a mass stock of Repels. It's just not fun and causes more issue than it's worth.

 

The Suggestion:

 

Reduce the encounter rate on routes 124-134 by 10-20% for tier 1-2 pokemon spawns. That way higher rarity tier isn't affected, but the chance for encounter is lessened. Unless the encounter generator runs on probability of an encounter and then calculates what pokemon spawns based on rarity tier. Then I just suggest reducing the overall ecounter rate by 10%. I realize that this may be unwanted, but the direct transition from fun story plot to frustratingly high encounter rate is demoralizing.

 

 

Seeing an Eevee that has evolved into the "wrong" form is frustrating. There is also things like a Gallade that'd be better off as a Gardevoir. These things you can't change and it's a shame. However, it doesn't need to be that way. With a simple addition of an item this case can be solved.

 

The Suggestion:

 

Name: De-evolution Stone

Cost: 100 Coins

Effect: The consumption of this item allows the the de-evolution of a single pokemon to one stage backwards, the level remains the same, and so do the IV's & EV's, however Exp. towards the next level is reset to 0.

 

 

 

Other Suggestions:

 

- Sort by Region within the Pokemon Center PC's

- Items can be traded to others without the use of Pokemon

- Partial name search capability within Pokemon Center PC's search field

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The problem with your De-evolution stone is that, if you use it on a pokemon that evolves by level up and that is already level 100, it won't be able to evolve anymore, meaning you've permanently screwed this pokemon. While we could prevent that stone from de-evolving pokemons that only evolve by level up, it would still cause problems for your very example: you won't be able to change your Gallade into a Gardevoir. I see two possible solutions for this:

-The De-Evolution stone reduces the level by 1. This means it would technically require an extra rare candy.

-An evolution stone is also created, which triggers a pokemon's level up evolution.

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Lowering the level by one may solve that issue, you're right. However, gaining an extra evolution stone item could be problematic. The fewer things that happen based on an event, the better. Not only from the coding perspective, but also for the consequences of adding this item. In the case of an Eevee you would then be given an item that would have to deal with the night/day requirements of Umbreon & Sylveon. So perhaps:

 

Name: De-evolution Stone

Cost: 100 Coins

Effect: The consumption of this item allows the the de-evolution of a single Pokemon one evolution stage backwards. The IV's & EV's stay the same, however Exp. towards the next level is reset to 0, and the effected Pokemon's level is reduced by 1.

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