Pokemon Sugimori Hints Gen. VII Will Be Much More Simple

RE: Sugimori hints Gen 7 will be much more simple

Sorry ahead of time for not reading all of all four pages and if I happen to repeat a few points others have said because of it. Getting over a cold so it's harder for me to focus.

What I think it could mean is that he's thinking about eliminating things that are not used as much and are not necessary.

Things I personally think that would fall under that are:
  • The status cure items like Antidote and Paralyze Heal. I never use them unless I absolutely have to because of the existence of Full Heal.
  • The berries that have no effect at all other than being ingredients for something.
  • Various held items that are not really used, Eject button is one I can think of.
  • Personally I don't mind the number of kinds of pokeballs that exists, but other than Premier, Friend, Safari, and Luxury balls, there are only a few outside of the main kinds (Poke, Great, Ultra, Master) that I actually use.
  • Probably something about making it faster to hatch eggs. If it's faster to hatch them, in return it's simpler, easier, and faster to get the moves/stats/nature one wants.
  • Simpler Pokemon design. First thing that popped in my head.
  • Simpler character design i guess could be one of them too.
  • Clearing out moves that are the same type, do the same thing, similar/same damage, and are the same type. Like Pound and Tackle are nearly identical. Keeping Tackle and trashing Pound won't have anyone crying. Baby-Doll Eyes and Growl are essentially the same move too, but Baby-Doll Eyes is the higher priority Growl.
  • I say make it so you have one choice of transportation other than walking/running but you can switch it. Like with the bike shop in Gen 3. Don't ask me how, but it seems like it'd make it simpler...or I just want to use a skateboard in the games that much.
  • I like how most the mini games are in one place in Gen 6, on your bottom screen. This i hope they keep, as in keeping the mini games for the most part in one spot.
  • Simpler bad guy team appearance.
  • Simpler Map, or one that you don't have to go looping around to the same places multiple times during the story. *Lumoise*Cough*Lumoise*
  • Might be going back to a simpler story.
  • I read someone somewhere mentioned the possibility of eliminating the need of HM's during the story. I wouldn't mind that.

That's all the things I can think up that could make things simpler. =x
 
RE: Sugimori hints Gen 7 will be much more simple

No, I'm the only one stupid enough to try to convince you that you don't need to declare jihad against megaevolutions. You claimed that since the fans were divided in their opinions, megaevolutions should go, (and that if the fairy typed did it too, then it should also go, to boot). And when I bring a (rather unprofessional, I admit) observational analysis to show you that very little people hate megas, and the rest are, in the worst case, indifferent, you attack the entire field of statistics. If a dog bites you, do you sue the vet?

Quoting myself:
"So, we can't judge a mechanic by it's supporters, we'll have to weight the positive aspects and the negatives and, answering your next comment, Mega-evolution took some time to come up with in regards of the concept per se, Pokémon affected and design-wise (I wasn't talking of coding but, now that you've mentioned it, add that to those other things and you'll come up with something that took time and, worst of all, was badly implemented, unlike the Fairy type, which is why I'm up for completetly abolishing Mega-evolution.
This explains why I said that if Fairy types also divided the fans then it may as well be abolished. I was trying to make you see that you can't be against or in favor or something just based on the number of people in favor or not of it. Both mega-evolution and the Fairy type took time but in the end, what makes me not wanting to again see Mega-evolution but not minding about Fairy- type is that the former was bad implemented.



No, I don't expect you to read the book.
Lumiose was built around a landmark, yes, because it was builf from scratch by GF, but it also wasn't. Do you know which city wasn't built around a landmark? paris. The eiffel tower dates back to the industrial revolution, it was scheduled to be demolished after the world fair, and yet, there it is, and now the city and its culture revolves around it. do you know how far away from the tower do you have to go in paris to stop seeing it?
The company having impact on peoples lives is irrelevant. I'm talking about the city here. Show, don't tell.

And now we're talking about Paris? :rolleyes: You gave Lumiose as an example for what Rustboro, in your opinion, didn't had, which was a city whose people's lifes were all about one landmark or something similar and that could be shown without people saying it or signs; I continued the comparison bewteen Rustboro and Lumiose, and now you're talking about Paris? This city may have been the inspiration but they aren't the same.
That said, Paris isn't just the Eiffel tower, my dear, there's something called Louvre and there's Versailles, which I find far more insteresting than the Eiffel Tower. Just walking the streets should be better than looking at a tower whose main atraction is the view, since liking it is up to each one.

"Show, don't tell"? There's a whole building just for employees and unfortunately there was no other way to tell it without a sign (I don't recall if there's one saying this) or people telling you that the building serves that purpose. What do you want, a billboard that said "DEVON EMPLOYEES BUILDING" just right above the building's door? It was Gen. III, so why spending time coming up with that when they could just put it into words, not to say that a billboard would be ridiculous.



Where did I supported that idea? I said that the entre kanto pokedex should stay in kanto, and so on, and that a fraction of each pokedex being in other regions is fine, therefore, if kanto must have all the kanto pokemon + the kanto pokemon steal the spotlight from a new generation = the new generation should have it's own region, not share one with kanto.

Sorry, my mistake. You said that "Putting them together with old and already loved pokemon from a previous generation is akin to showing up to your niece's ballet recital with a dog that can play the trombone; no one will pay attention to the "underdog" dancing girls (because trombonist dogs rule and everyone loves them)" so, while agreeing I concluded that it would mean that an older region not having older Pokémon, if explained, could be done while you concluded that it means an entire new region.


I never said that with fewer new pokemon they must hold their own, I meant that all pokemon, both old and new, should be reworked to make them more capable and lose the tiers and shit.

I understood that, unfortunately, when agreeing with you about Pokémon holding their own, I forgot to say that, in my opinion, that didn't included older Pokémon. My bad again.

Let's end this futile discussion, I think the only reason the mods are letting this pass is because seeing us butting heads amuses them. And we long ago stopped talking about sugimori or generation VII.

I agree, but I must say that our discussion was useful to the thread's objective because we can conclude that trying to figure out how future games can be made more simple is a hard task and one that can start a long discussion. ;)
 
RE: Sugimori hints Gen 7 will be much more simple

Axell Starr said:
Simpler Map, or one that you don't have to go looping around to the same places multiple times during the story. *Lumoise*Cough*Lumoise*

I'm not really familiar with Kalos' design having not played it, but if you're suggesting something equal to or simpler than Unova, I have to put my foot down here. Linear region designs are terrible, it's really boring and makes exploring the region feel like a chore. I think they should go back to Hoenn or Sinnoh style regional design, with plenty of backtracking and multiple paths and places to explore, it really captured the adventure feeling and the region felt much more alive. If they're worried about people getting lost, just design the areas better so the next destination is clear.

Axell Starr said:
Might be going back to a simpler story.

Most of the earlier storylines were really boring and stupid, I'd rather they not go back to that.
 
RE: Sugimori hints Gen 7 will be much more simple

Bolt the Cat said:
You completely missed the point of what I was saying, many of these problems are inherent to the two region system. Regional design will always be terrible because you're taking a full game's worth of content and splitting it into two regions. As for the pacing, it only really works well with one region, with two you either have weaker bosses in the first half of the game, or overleveled bosses in the second half, and neither scenario is particularly favorable.

I think you can't simply accept two regions in one. Did you had such a bad experience with G/S/HG/SS or the Sevii Islands?
"Regional design will always be terrible(...)", " As for the pacing, it only really works well with one region, with two you either have weaker bosses in the first half of the game(...)" Did we had too many games where two regions are featured to say that it will always be terrible? You're just taking things for granted and in a negative way when I'm talking about possibilities. No wonder I'm missing you're point.
The bosses' difficulty and challenge can increase as the player goes along and be just a (little) above the players' expected level in order to pose a challenge. The distribution of Pokémon has to be well thought, that's for certain.
 
RE: Sugimori hints Gen 7 will be much more simple

Axell Starr said:
Sorry ahead of time for not reading all of all four pages and if I happen to repeat a few points others have said because of it. Getting over a cold so it's harder for me to focus.

What I think it could mean is that he's thinking about eliminating things that are not used as much and are not necessary.

Things I personally think that would fall under that are:
  • The status cure items like Antidote and Paralyze Heal. I never use them unless I absolutely have to because of the existence of Full Heal.
  • The berries that have no effect at all other than being ingredients for something.
  • Various held items that are not really used, Eject button is one I can think of.
  • Personally I don't mind the number of kinds of pokeballs that exists, but other than Premier, Friend, Safari, and Luxury balls, there are only a few outside of the main kinds (Poke, Great, Ultra, Master) that I actually use.
  • Probably something about making it faster to hatch eggs. If it's faster to hatch them, in return it's simpler, easier, and faster to get the moves/stats/nature one wants.
  • Simpler Pokemon design. First thing that popped in my head.
  • Simpler character design i guess could be one of them too.
  • Clearing out moves that are the same type, do the same thing, similar/same damage, and are the same type. Like Pound and Tackle are nearly identical. Keeping Tackle and trashing Pound won't have anyone crying. Baby-Doll Eyes and Growl are essentially the same move too, but Baby-Doll Eyes is the higher priority Growl.
  • I say make it so you have one choice of transportation other than walking/running but you can switch it. Like with the bike shop in Gen 3. Don't ask me how, but it seems like it'd make it simpler...or I just want to use a skateboard in the games that much.
  • I like how most the mini games are in one place in Gen 6, on your bottom screen. This i hope they keep, as in keeping the mini games for the most part in one spot.
  • Simpler bad guy team appearance.
  • Simpler Map, or one that you don't have to go looping around to the same places multiple times during the story. *Lumoise*Cough*Lumoise*
  • Might be going back to a simpler story.
  • I read someone somewhere mentioned the possibility of eliminating the need of HM's during the story. I wouldn't mind that.

That's all the things I can think up that could make things simpler. =x

You said you didn't read the previous posts, but please, If you read even one of them, read my first post on the thread, where I explain why the games being "simple" does not mean watering them down. And I think that from sugimori's statement, we can assume they will, in fact, make simpler pokemon designs.

Oh, and, I'm sorry, but I just can't let it pass: Lumiose is perfect as a city, and every city and town in the games should be that way. That looping around you refer to, we call "drift", and it's considered to be one of the best ways to know an urban environment. The only reason you realize you are looping around lumiose is because you don't know it fully yet; when you know your way around, you'll just pay attention to the city, and not loop.
Think about it as moving into a new town; you'll loop around days, or months, before you can move freely.
 
RE: Sugimori hints Gen 7 will be much more simple

The only thing I dont like about the perfection of Lumiose city, is that when you walk into an area that loads, like from south to north blvd, it looks different from before you step in compared to after. That might be confusing...
 
RE: Sugimori hints Gen 7 will be much more simple

professorlight said:
You said you didn't read the previous posts, but please, If you read even one of them, read my first post on the thread, where I explain why the games being "simple" does not mean watering them down. And I think that from sugimori's statement, we can assume they will, in fact, make simpler pokemon designs.

I went back and read the page I skipped after I felt a little better. It's just a list on things that might be on the list of things they might to work on. Not saying anything for certain. By the way, if anyone is having confusion if it is or not, it's not a list of things that I personally would want.

I disagree with you on the Lumoise being a perfect city. I kinda suck at navigating with complex areas and Lumoise is basically impossible for me to get around. Even with looking at a few maps of it. I wouldn't mind 2 or 3 big cities in the games, but keeping most places simple - somewhat simple. It's just an opinion though.
 
RE: Sugimori hints Gen 7 will be much more simple

I am kind of sad at the idea of more "simple" Pokemon. I loved how simply X/Y was compared to the other gens, but at the same time I can honestly say I'm not as fond of so many of these new Pokemon. there are only a handful I truly like. Unlike B/W where I absolutely adored almost every single one of the new Pokemon.

B/W felt more progressive I guess I should say. I rather like the idea of non-simplistic Pokemon because simplifying them in my honest opinion - hinders creativity.
 
RE: Sugimori hints Gen 7 will be much more simple

TokenDuelist said:
I am kind of sad at the idea of more "simple" Pokemon. I loved how simply X/Y was compared to the other gens, but at the same time I can honestly say I'm not as fond of so many of these new Pokemon. there are only a handful I truly like. Unlike B/W where I absolutely adored almost every single one of the new Pokemon.

B/W felt more progressive I guess I should say. I rather like the idea of non-simplistic Pokemon because simplifying them in my honest opinion - hinders creativity.


Back when generation V was introduced, Gamefreak decided to make something new, and genuine. The fact that the first generation V games Pokémon Black & Pokémon White, utilised only Pokémons of that generation. Pokémon fans started to question themselves? Why has the developers made this generation only utilise Unova Pokémons only? The answer is Gamefreak's impression was that they wanted to reboot the franchise somehow. That's why the developers created a counterpart Pokémon species like Roggenrola acted like the Geodude, of generation V, and likewise, the Pokémon Timburr acted like the Machop of that generation. Alot of Pokémon fans weren't impressed, with this idea of introducing a Pokémon generation with a knock off Pokémon species.


Therefore Gamefreak decided to introduce less species, I guess that also focuses on the term of "simplicity", for a new generation with adequate amount of new Pokémon species introduced. I think it took Gamefreak a while to work on the new fairy typing, and the Mega evolutions. Despite the fact this generation of Pokémon X & Y, showcased less amount of new Pokémon species. I still believe it makes Pokémon much more productive, no matter how much less species Gamefreak creates. There's something missing out, for the Pokémon fans who aren't impressed with the fact of generation VI introducing less Pokémon species. Doesn't the Mega evolutions count as a new Pokémons along the species that generation VI has debuted?
 
RE: Sugimori hints Gen 7 will be much more simple

Chespin777 said:
Back when generation V was introduced, Gamefreak decided to make something new, and genuine. The fact that the first generation V games Pokémon Black & Pokémon White, utilised only Pokémons of that generation. Pokémon fans started to question themselves? Why has the developers made this generation only utilise Unova Pokémons only? The answer is Gamefreak's impression was that they wanted to reboot the franchise somehow.

Pokemon didn't need a reboot at all, and nearly everything 5th gen did was for the worse IMO. It needed some changes, sure, but it didn't and will pretty much never need a reboot (or at least not anymore, 3rd gen is pretty close to what I'd consider to be a legitimate reboot for the series).

Chespin777 said:
That's why the developers created a counterpart Pokémon species like Roggenrola acted like the Geodude, of generation V, and likewise, the Pokémon Timburr acted like the Machop of that generation. Alot of Pokémon fans weren't impressed, with this idea of introducing a Pokémon generation with a knock off Pokémon species.

Knock offs completely defeat the purpose of a reboot. If you want to reboot the franchise with new Pokemon, they have to feel new. Introducing a new Pokemon that just feels like an old one doesn't really do that.
 
RE: Sugimori hints Gen 7 will be much more simple

Even though Roggenrola and Timburr were, to my knowledge, the only Pokemon directly analogous to older counterparts? (Actually, wait, Pidove and Klink are as well, but the majority of them were not knock-offs.)

People may say what they will, but I think BW1 was great; the intent was to do a reboot with nothing old in it at all (in the main game), and I believe they did a fantastic job of it. BW2 completely scrapped that and ruined a lot of what made Gen 5 stand out.
 
RE: Sugimori hints Gen 7 will be much more simple

DNA said:
People may say what they will, but I think BW1 was great; the intent was to do a reboot with nothing old in it at all (in the main game), and I believe they did a fantastic job of it. BW2 completely scrapped that and ruined a lot of what made Gen 5 stand out.


I loved both B and W. I personally thought they were done fantastically, can't really point out why. Sadly, I've only played B2 on a rom, so I never got the full experience from it since I couldn't afford a hard copy of it.
 
RE: Sugimori hints Gen 7 will be much more simple

HMs are going out. At least I hope so. Its a waste of moveslot and gamefreak experimented with alternatives ala Rhyhorn/Mamoswine riding already. Not to mention some have already turned into optional regular TMs over the generations like RockSmash and Flash.. make surf an optional TM, and have ridable water pokemon in areas that will require crossing waters when offering no alternative (bridges, ledge-ways back, sliding downhill...). Cause really, Surf is the only issue keeping HMs from dying off.

I think something about move relearning and egg-moves has the most potential for "simplification", whatever thats supposed to mean.
Like, one pokemon being able to teach moves to another one that can learn it, in some direct manner, rather than the whole "how do i chain-breed all those moves onto skarmory" and "move tutor for ??? isn't available this gen yet" etc.
While relearn moves (lv.1 moves, like random claw moves on charizards learnset etc) might get some extra triggers next. Now that pokemon started to have their "signature moves" twice in their learnset (Chesnaught trying to learn Spiky Shield a second time at like 80ish levels), I can easily see PokeAmie or anything similar triggering "Charizard likes you so much its trying to learn this move only available through move relearner till now, awwww" etc.

Maybe more dynamic pokemon data. Like perhaps natures and abilities being able to change under certain circumstances instead of being fixed from start.

Other than that... there is A LOT of stuff that could use streamlining and balancing. And plenty of useless or "unexplored" but existing stuff to work on.

As for the playthrough, less linear might actually be more simple.
Going trough the region ON YOUR OWN path, while the game itself is adjusting in difficulty accordingly.
For example, gyms simply would have 8 different difficulty levels, and the one you face depends on your current amount of badges, rather than random NPCs and blocked areas pushing you on the correct path.


And "generation sizes" just depends on what they're planning each gen to drag it out, but they'll probably keep alternating between "simple/fresh gen" and "nostalgia/over the top gen".
Although it would be interesting to see the latter turn into 2-part short gens with the first part including a new set of starters, barely any legends, plenty of mega evos, but the second part using old starters, bigger focus on legendaries, and more proper evos.
fanservice first, balance next. Mega charizards, then qwilfish evo.
Or who knows. Gamefreak can go really anywhere at this point.
And actually, gen 6 isn't even that much smaller than gen 2 and 4. They all barely added completely fresh and casual pokemon-lines (mostly hidden in special encounter methods or as the rare guy on the route) relying on old pokemon for common roles, while focusing on the past heavily. So as far as I'm concerned, gen 6 is just another "even" generation, so we might be up for some sequel/remake/third version material and then a fresh gen with 130-150 new unrelated pokemon again.

But from a broader perspective, the "pace" gamefreak is adding new pokemon at, has been pretty steady, and I don't think it's gonna decline anytime soon.
I mean the trendline so far is just getting close to the 1000 mark somewhere after 2020.. and that's not a big number for a franchise that started with 150 right at the beginning.


Tons of people want "IVs gone", even though they are there just to add minor variation in stats and which perfectionist breeders make a bigger deal than they actually are... apart from speed ties, having 5 more defense at lv50 isn't a huge impact on the outcome of a battle.

But if I wanted to balance IVs in some way...Id add a min. limit to the IV sum. For example, all 6 IVs together cannot be below 93. (old pokemon would simply gain random IVs till this was met, upon entering new gen environment the first time).

DNA said:
Even though Roggenrola and Timburr were, to my knowledge, the only Pokemon directly analogous to older counterparts? (Actually, wait, Pidove and Klink are as well, but the majority of them were not knock-offs.)

Patrat-Rattata
Liepard-Persian
Musharna-Drowzee
Pidove-Pidgey
Blitzle-Ponyta
Roggenrola-Geodude
Woobat-Zubat
Drilbur-Sandshrew
Audino-Chansey
Timburr-Machop
Tympole-Poliwag
Throh/Sawk-Hitmonchan/Hitmonlee
Petilil-Oddish
Cottonee-Hoppip
Trubbish-Grimer
Zoroark-Lucario
Gothita/Solosis-Ralts/Abra
Litwick-Gastly
Emolga-Pachirisu
Jellicent-Tentacruel
Ferrothorn-Forretress
Klink-Magnemite
Accelgor-Ninjask
Bouffalant-Tauros

and depending on how you define "counterparts" the list usually gets even longer (with stuff like Voltorb->Foongus, or mere shared basis like Ariados->Galvantula, or similar execution like Croagunk->Scraggy...also all this not including the obligatory counterparts: starters, fossils, pseudo-legendary, legendary trio, mascots, event legends)

and then there isn't much left xD
 
RE: Sugimori hints Gen 7 will be much more simple

...clearly it's been a long time since I've played.
 
RE: Sugimori hints Gen 7 will be much more simple

Chespin777 said:
TokenDuelist said:
I am kind of sad at the idea of more "simple" Pokemon. I loved how simply X/Y was compared to the other gens, but at the same time I can honestly say I'm not as fond of so many of these new Pokemon. there are only a handful I truly like. Unlike B/W where I absolutely adored almost every single one of the new Pokemon.

B/W felt more progressive I guess I should say. I rather like the idea of non-simplistic Pokemon because simplifying them in my honest opinion - hinders creativity.


Back when generation V was introduced, Gamefreak decided to make something new, and genuine. The fact that the first generation V games Pokémon Black & Pokémon White, utilised only Pokémons of that generation. Pokémon fans started to question themselves? Why has the developers made this generation only utilise Unova Pokémons only? The answer is Gamefreak's impression was that they wanted to reboot the franchise somehow. That's why the developers created a counterpart Pokémon species like Roggenrola acted like the Geodude, of generation V, and likewise, the Pokémon Timburr acted like the Machop of that generation. Alot of Pokémon fans weren't impressed, with this idea of introducing a Pokémon generation with a knock off Pokémon species.


Therefore Gamefreak decided to introduce less species, I guess that also focuses on the term of "simplicity", for a new generation with adequate amount of new Pokémon species introduced. I think it took Gamefreak a while to work on the new fairy typing, and the Mega evolutions. Despite the fact this generation of Pokémon X & Y, showcased less amount of new Pokémon species. I still believe it makes Pokémon much more productive, no matter how much less species Gamefreak creates. There's something missing out, for the Pokémon fans who aren't impressed with the fact of generation VI introducing less Pokémon species. Doesn't the Mega evolutions count as a new Pokémons along the species that generation VI has debuted?

I really don't see how this relates to my post????
Design-wise I think Gen 5 was great compared to gen 6 is all I'm saying. I like how they made Gen 5's Pokemon really clever/well designed.
 
RE: Sugimori hints Gen 7 will be much more simple

Mitja said:
HMs are going out. At least I hope so. Its a waste of moveslot and gamefreak experimented with alternatives ala Rhyhorn/Mamoswine riding already. Not to mention some have already turned into optional regular TMs over the generations like RockSmash and Flash.. make surf an optional TM, and have ridable water pokemon in areas that will require crossing waters when offering no alternative (bridges, ledge-ways back, sliding downhill...). Cause really, Surf is the only issue keeping HMs from dying off.

I think something about move relearning and egg-moves has the most potential for "simplification", whatever thats supposed to mean.
Like, one pokemon being able to teach moves to another one that can learn it, in some direct manner, rather than the whole "how do i chain-breed all those moves onto skarmory" and "move tutor for ??? isn't available this gen yet" etc.
While relearn moves (lv.1 moves, like random claw moves on charizards learnset etc) might get some extra triggers next. Now that pokemon started to have their "signature moves" twice in their learnset (Chesnaught trying to learn Spiky Shield a second time at like 80ish levels), I can easily see PokeAmie or anything similar triggering "Charizard likes you so much its trying to learn this move only available through move relearner till now, awwww" etc.

Maybe more dynamic pokemon data. Like perhaps natures and abilities being able to change under certain circumstances instead of being fixed from start.

Other than that... there is A LOT of stuff that could use streamlining and balancing. And plenty of useless or "unexplored" but existing stuff to work on.

As for the playthrough, less linear might actually be more simple.
Going trough the region ON YOUR OWN path, while the game itself is adjusting in difficulty accordingly.
For example, gyms simply would have 8 different difficulty levels, and the one you face depends on your current amount of badges, rather than random NPCs and blocked areas pushing you on the correct path.


And "generation sizes" just depends on what they're planning each gen to drag it out, but they'll probably keep alternating between "simple/fresh gen" and "nostalgia/over the top gen".
Although it would be interesting to see the latter turn into 2-part short gens with the first part including a new set of starters, barely any legends, plenty of mega evos, but the second part using old starters, bigger focus on legendaries, and more proper evos.
fanservice first, balance next. Mega charizards, then qwilfish evo.
Or who knows. Gamefreak can go really anywhere at this point.
And actually, gen 6 isn't even that much smaller than gen 2 and 4. They all barely added completely fresh and casual pokemon-lines (mostly hidden in special encounter methods or as the rare guy on the route) relying on old pokemon for common roles, while focusing on the past heavily. So as far as I'm concerned, gen 6 is just another "even" generation, so we might be up for some sequel/remake/third version material and then a fresh gen with 130-150 new unrelated pokemon again.

But from a broader perspective, the "pace" gamefreak is adding new pokemon at, has been pretty steady, and I don't think it's gonna decline anytime soon.
I mean the trendline so far is just getting close to the 1000 mark somewhere after 2020.. and that's not a big number for a franchise that started with 150 right at the beginning.


Tons of people want "IVs gone", even though they are there just to add minor variation in stats and which perfectionist breeders make a bigger deal than they actually are... apart from speed ties, having 5 more defense at lv50 isn't a huge impact on the outcome of a battle.

But if I wanted to balance IVs in some way...Id add a min. limit to the IV sum. For example, all 6 IVs together cannot be below 93. (old pokemon would simply gain random IVs till this was met, upon entering new gen environment the first time).

DNA said:
Even though Roggenrola and Timburr were, to my knowledge, the only Pokemon directly analogous to older counterparts? (Actually, wait, Pidove and Klink are as well, but the majority of them were not knock-offs.)

Patrat-Rattata
Liepard-Persian
Musharna-Drowzee
Pidove-Pidgey
Blitzle-Ponyta
Roggenrola-Geodude
Woobat-Zubat
Drilbur-Sandshrew
Audino-Chansey
Timburr-Machop
Tympole-Poliwag
Throh/Sawk-Hitmonchan/Hitmonlee
Petilil-Oddish
Cottonee-Hoppip
Trubbish-Grimer
Zoroark-Lucario
Gothita/Solosis-Ralts/Abra
Litwick-Gastly
Emolga-Pachirisu
Jellicent-Tentacruel
Ferrothorn-Forretress
Klink-Magnemite
Accelgor-Ninjask
Bouffalant-Tauros

and depending on how you define "counterparts" the list usually gets even longer (with stuff like Voltorb->Foongus, or mere shared basis like Ariados->Galvantula, or similar execution like Croagunk->Scraggy...also all this not including the obligatory counterparts: starters, fossils, pseudo-legendary, legendary trio, mascots, event legends)

and then there isn't much left xD

I had that pokemon tutoring idea in the new features thread, I'm glad to see someone thought of it too, I imagined combined with super training and amie, where you can raise EVs, teach moves and play playing minigames with all the other pokemon in your party. It made more sense than TMs, HMs, tutor and egg moves, honestly, and it could even make egg moves available to pokemon already developed.

I don't know about dynamic natures or abilities, but the open world and dynamic difficulty are perfect, there's only one game GF has to look up to: skyrim, nothing more, also, trainers using items,switching out, a better AI in general, that alone could ramp up the difficulty a lot.

I'm with those that want IVs gone, yes, they make pokemon slightly more unique, but if people already know how to cheat the system, why keep them for such a small result? I think the best way is to double the EVs possible points, allowing stronger pokemon and more variety in the EV spreads, now you can get two stats up and 4 points left, what if you could choose to give your pokemon all the EVs in one stat and deal with the resulting relative loss in all the others? want uniqueness? randomize the maximum possible EVs in each stat individually for all pokemon (in a certain threshold, of course) so one nidoqueen can get 256 EVs in attack, but another can get up to 400 EVs in attack, and so on. Simple, clever, elegant, and impossible to cheat around.
 
RE: Sugimori hints Gen 7 will be much more simple

professorlight said:
I think the best way is to double the EVs possible points, allowing stronger pokemon and more variety in the EV spreads, now you can get two stats up and 4 points left, what if you could choose to give your pokemon all the EVs in one stat and deal with the resulting relative loss in all the others? want uniqueness? randomize the maximum possible EVs in each stat individually for all pokemon (in a certain threshold, of course) so one nidoqueen can get 256 EVs in attack, but another can get up to 400 EVs in attack, and so on. Simple, clever, elegant, and impossible to cheat around.
This seems like it'd be a fantastic work around, an idea I'd be for 100%. It would allow each Pokémon to better fit team roles you might need...

professorlight said:
want uniqueness? randomize the maximum possible EVs in each stat individually for all pokemon (in a certain threshold, of course) so one nidoqueen can get 256 EVs in attack, but another can get up to 400 EVs in attack, and so on. Simple, clever, elegant, and impossible to cheat around.
...but this, however, I don't like. Unless raising the maximum possible EVs through breeding was possible, of course, but then it'd end up too similar to (and with larger values, perhaps more complicated than) IVs. If you couldn't breed your way to higher maximums, though, then I don't see the point. IVs are somewhat of a pain, yes, but they're easy enough (now more than ever) to eventually maximize with time, effort, and determination (even if it takes a couple boxes of eggs to do so). Seems like we'd be going backwards into both more complicated and luck-based values.
 
RE: Sugimori hints Gen 7 will be much more simple

CMP said:
professorlight said:
want uniqueness? randomize the maximum possible EVs in each stat individually for all pokemon (in a certain threshold, of course) so one nidoqueen can get 256 EVs in attack, but another can get up to 400 EVs in attack, and so on. Simple, clever, elegant, and impossible to cheat around.
...but this, however, I don't like. Unless raising the maximum possible EVs through breeding was possible, of course, but then it'd end up too similar to (and with larger values, perhaps more complicated than) IVs. If you couldn't breed your way to higher maximums, though, then I don't see the point. IVs are somewhat of a pain, yes, but they're easy enough (now more than ever) to eventually maximize with time, effort, and determination (even if it takes a couple boxes of eggs to do so). Seems like we'd be going backwards into both more complicated and luck-based values.

Okay, scratch that.
 
RE: Sugimori hints Gen 7 will be much more simple

It would've been cool if we could've changed our pokemon's natures through Pokemon-Amie. I'm really fed up with natures and IVs (I get horrible luck with them). If they're really aiming to go simpler, I'd appreciate if they could get rid of IVs and allow us to change the natures or something.
 
RE: Sugimori hints Gen 7 will be much more simple

I was just fishing for some Pokemon to fill up my Kalosdex, when something occurred to me.

Earlier I said in a post how the games should stop being linear in terms of gym order, giving you free choice how to travel through the region. A problem with this is that wild pokemon have quite fixed levels (low levels in early area, very high in victory road..).

But while fishing, I realized that its one of the parts of each route that has the pokemon levels set regardless of what the norm is for wild grass pokemon in the area, but dependant on what rod you use
old rod - weak pokemon
good rod - regular pokemon
super rod - strong pokemon
and most of the times, its even the same family lines you find, but different stages if available.

I thought ALL wild pokemon could use a similar system.

Remember how Route 1 in BW has lv3 Patrat, but then in BW2 (because you visit it after the credits) it has lv 59 Watchog?
This inconsistency is what I'm trying to address here.

And as for the gyms, the best way to implement this is via badge count.

So taking Unovas route 1 as an example:
--0-badges
lv2-4 Patrat
lv2-4 Lillipup
--2-badges
lv14-16 Patrat
lv14-16 Lillipup/Herdier
--4-badges
lv26-28 Patrat/Watchog
lv26-28 Lillipup/Herdier
lv26-28 Jigglypuff
--6-badges
lv38-40 Watchog
lv38-40 Herdier
lv38-40 Jigglypuff
lv38-40 Scraggy
--8-badges
lv56-59 Watchog
lv56-59 Herdier/Stoutland
lv56-59 Jigglypuff
lv56-59 Scrafty
(as you can see evolutions and extra pokemon show up)

They could then have NPCs explain the concept of wild pokemon feeling how strong a trainer is or something along the lines.

Some areas like Victory Road would be either
-exceptions: having powerful pokemon no matter what (or simply because you have 8 badges by then anyway)
-or be affected by some other Key item to get stronger later in the postgame (like a champion badge or other stuff obtainable by post-game quests)

The whole system could also be dependant on some key items that can be turned off instead of the bagdes....or have the badges be key items like the Oval/Shiny Charm, but with the option to make them inactive at any time.

But basically by such a mechanic, you could start your adventure, and go right towards say a snow-covered mountain, catch low level Ice-Pokemon that you'd normally see after walkign across 70% of the region, etc.
 
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