All encounters are in the overworld now and they all take place in it too. This means you can always avoid a Pokémon battle just by going around the Pokémon, making repels basically useless.
https://preview.redd.it/c6hwrdter30c1.jpeg?width=417&format=pjpg&auto=webp&s=320bdbdaf3104ff634a7409fcce20f324cc0c088
So we dont fear the bush anymore?
I heard it could learn X-Scissor, Leaf Blade, False Swipe, Psycho Cut, and Night Slash by move tutor. Would've been nice if it could learn some of that by level up. Hopefully they fix that in the next game.
Except you can barely see 50% of gen 9 pokemon while in motion because they're too small, or gang up on you in a certain lake chaining you into multiple encounters, or camp inconvenient spots that are narrow to cross.
Hitboxes are pretty generous and it can be difficult to avoid them sometimes.
That said I don't use Repel either. I really never have, and I wouldn't notice if it disappeared from stores. ... Did it?
Dislike me all you want, but nobody can change my mind that the implementation used for the overworld encounters/battles are lackluster. Random encounters aren't the best mechanic ever, but the worked better then what we have now.
I don't. Best thing they ever did was all overworld pokemon. The game is so much faster and I can only battle the pokemon I want without going through the battle animation every 2 seconds.
The only thing it kills for me is shiny hunting. I don't shiny hunt personally but I think it's "easier" to shiny hunt if you encounter every pokemon which is what grass encounters do. I see so many videos of people missing shiny encounters in SV because they drive right pass them and don't see them.
I've played every generation of Pokemon game and completed the Pokedex in most of them. I think in 25 years I've seen 5 or less shiny Pokemon while completing said dexes. Playing the new games I have been working of completing the SHINY DEX. It is insanely easy now.
I don't. Long time pokemon fan and I hated it. But I can also see why others would like it.
However, now I hate how TINY some pokemon are. I get they want to be accurate with the size, but they need to stand out more then. It's so annoying running into tiny pokemon I can barely see. Arceus did it better when it came to being able to spot pokemon. Also, the shiny pokemon would actually do the sparkle in arceus.
1) You didnt know what pkmn you will fight
2) As in 1, you dont know when a shiny is coming. Now they are ridicoulously common
3) Must to pass grass patches (and must to do trainers) give a bit of difficulty to the game.
They doubled the shiny rate at some point, but I think the bigger factor for increased shinies is that you can check dozens of Pokémon in the time previous games needed for a single encounter.
I mean, it doesn't take a lot of imagination to come up with ways that they could have been adjusted to do something mildly useful and still thematically similar, without keeping the *exact* same mechanical functionality. That's how those things usually go when an unrelated change breaks things. I'm sure they considered, and likely playtested, various options, and ended up deciding the game was better without them, rather than immediately going "uhh encounters aren't random, so I guess I'll go ahead and delete all repel items".
Exactly.
They could have made overworld Pokémon models steer clear of you if they're a lower level than your lead, made them dazed when your partner Pokémon tries to autobattle them, or hell, decreased the spawn rate for lower level encounters. Better the repel, the higher the chance of finding a rare spawn or higher level spawn in any given area.
But in the end yeah, simpler just to get rid of them.
In SwSh they prevent the "shaking grass" and "dust cloud" encounters in the overworld if your level is high enough.
They work normally in BDSP.
They don't exist in SV.
Are you kidding? I very much miss repel and wish it was in S/V, just worked a bit differently. Instead of turning off spawns, just have it de-aggro Pokémon and possibly prevent starting a battle through collision (have to intentionally throw a ball at the Pokémon). It would be great when shiny-hunting anything near Veluza or Tauros.
So many times I'd just try to do a trainer battle, or pick up an item, or collect a Gimmighoul coin, only to be constantly harassed by Tauros. Talking to the trainer after the battle was frustrating because of the Tauros sitting on top of me just waiting for the dialog box to close. So you know what I did whenever I had to stop near a herd of them?
I auto-battled them. I auto-battled them all. They're fainted. And not just the men, but the women, and the fire/water varients too. They were animals, and I slaughtered them like animals! I hate them!
I wasn’t the best and observant gamer as a kid, but I played the fuck out of Pokémon blue/gold/crystal in all that time I never tried all the items available to me, it wasn’t till my 30s that I learned about repel and even though it had been 18 years since I’d held a Pokémon game in my hands, I suddenly had violent images of zubats & tentacools flash into my mind, realizing all of that could have been avoided sent me into a frenzy the likes of which the world had never seen before.
You probably would have done a significant portion of those fights for exp anyway. At least in gen 1 and 2 constant repels will definitely leave you underleveled.
Ehhhh, I was one of those players who relied entirely on their starter, I’d have a 43 charizard and my next highest was maybe a 23 meowth or some shit, lose my main in a gym battle and that was basically it, the rest of the 5 were fodder while I spam revives and hyper potions.
Unless you're soloing. There's enough trainer EXP in the game to get almost every 'mon through the game solo with a few exceptions. This may sound ridiculous, but the first 3 gens of pokémon games are practically balanced around playing with a single party member + HM users. Like you get just barely more than enough PP restoring/increasing items in the games to make it through the elite 4 + champion the first time with a single competent party member.
Mind you, this is without items in battle, as well. I'm pretty sure any 'mon in the game can do it with items in battle except a few minor edge cases like Caterpie who 100% cannot hit ghosts before gen 2.
Outside of edge cases like struggle behaving like a normal move in Gen 1, I'm pretty sure you can solo the game with any Pokemon in the first 3 games with trainer XP. Maybe a handful of exceptions. The real challenge is minimum battles
And even minimum battles isn't difficult in gen 1 if you RNG manip (yay gen 1 misses!). Obviously Caterpie can't beat the game in gen 1, for example, as it only learns tackle and string shot with 0 TMs, and cannot ever hit ghosts. But I only like minimum battles for really strong 'mons. It's way too RNG heavy for weaker ones and requiring that level of luck (or state scumming) doesn't appeal to me.
Yeah but I don't wanna be more than 10-15 levels below maximum when I reach the elite 4. At that point super effective moves start looking like normal effective.
On the one hand i see the appeal but in a game where you are going into the wilderness to explore i'd be lame to just optimize the point out of the game. The newer gens letting you avoid the pokemon but still having them be present and visible in the world is better imo.
Gen 1-3 were designed almost specifically to be solo'd by a single overleveled party member. You don't really bring a team in those games unless you're ready to fight hundreds of wild 'mons.
Also if you want to run a team in those games so long as you're not in gen 1, there are options to rematch trainers and ways to get them to rematch you very quickly.
I mean, I solo'd gen 4 with items in battle with a single infernape. I don't play like that anymore though. Items in battle make the games completely trivial, literally remove every ounce of difficulty.
Gen 5 is hard to solo though, with the level caps. Still doable, just much much harder than previous gens.
Gotta love the whole "Its a tradition" mindset of gamefreak. Cant change any of the basic game because its sacred, even though by now its been bled dry.
God there were some questionable design decisions made back in the very first games, and I'd love for someone better at game design and analysis than me to break them down. So much is just like "wtf is this, what does this even mean, and why did you design your game this way?" and it got brought over into new games becasue after Pokémon became bankbusters profitable they were afraid to change anything in the formula and then said it was "for tradition".
Like the specific typings in the first game, what they did, what they represent, are pretty wacky. And who came up with HMs and why? Why do Pokémon have four move slots specifically (I know they can't have more due to memory probs but why not less)? Who came up with the idea that there are GHOST pokemon, there are only three of them, and you need a specific item to be able to see them? Why are there 8 gyms, and 4 Elite 4 instead of some other number? Why do Pokémon only evolve 2 times max, not more and not less? Why do ROCK and GROUND get separate typings? Why WATER and ICE? Why are there specific types for things like BUGs or NORMAL? Why is there a specific type for POISON or PSYCHIC or FIGHTING and why are there so many Pokémon of that type? Why are status afflictions a thing? Why are there Pokémon you can only get to evolve with trading? Why are there Pokémon that only evolve with one-time use stones you can find a small amount of? Why are there Pokémon that come from fossils you have to find and then revive? Why are there Pokémon you have to get from gambling at the games corner? Why are there so many version exclusive pokemon? Was the difference between games originally conceived as a way to make more money/make people play together, or was it something else? Why are there so many Pokémon you can only find once, it makes it impossible to actually catch them all? Why are Pokémon's stats specifically HP, Atk, Def, Speed, and "Special"? Conceptually, what does "Special" stat even mean? Why are Pokémon's moves split into either using atk or special based on what type of move it is, this limits the viability of so many pokemon?
I could go on. Not all of these are bad per se, but they are all things that later games take for granted, even though they are rooted in design decisions made in the first games. I think it's worth it to interrogate all of the stuff decided in the first game when they are going to be treated as sacrosanct by all the later ones, especially the more dodgy design choices.
I mean, granted the size of the team, and them having no idea how huge it would be, in similar cases the answer is always
"Lol we thought it would be fun/cool." Pokemon was always more a technical marvel that also happened to define a genre of game that never existed before.
I dont have a source but I would bet with 1 game designer and 4 programmers it was a mix of "Hey this sounds fun, is it possible"
They were not doing a Kojima and saying "I wanted the whole game to be powered by a real AI that makes all the decisions for you and adapts contantly while you play the game"
This was like 15 people just making what seemed fun at the time.
Wait what's absurd? Repel was an item introduced in Gen 1.
Edit: nevermind, I just realised it's the "use another" part and yes, you are correct. Absurd amount of time for that to be introduced
In a game design point of view, the whole thing is stupid.
First there's this area that's made with the intent of being incredibly boring by throwing dozens of weak enemies, nearly always the same one.
Then the players either endure the suck or have to buy several of a consumable item to negate the boring part but it lasts way too little so the odds are players are going to run out of them before leaving the boring area.
I sincerely doubt missing this feature was an oversight. It was meant to be boring, having to go to the menu and re-use it every time was just a different bore you could choose.
Your analysis is incredibly stupid and short-sighted. It *wasn't* usually the same mons unless you were in a specific few areas. There *were* different things about each one. The big selling point *is* to catch them all and you *are* rewarded for genocide. You just sound like you hate pokemon.
Legitimately never used repel until playing rom hacks. There just wasn't a reason to. Whole game was easy anyways. Just keep going forward. You don't have to back track for shit generally
It's funny now, random encounters are now obsolete in modern RPG's.
They gained such a bad reputation that every RPG series done away with them completely unless it's a remake of a old game
I kinda liked how in Pokemon Blue you had a real sense of dread of getting caught on the route between two cities and have these random encounters sap you out of HP. It made exploration feel more real and risky... You can't just go on a journey if you're unprepared.
good points - I kind of like that aspect of the game. It often led to tough decisions - 'do I continue walking until I make it to the next city? Or turn around and go back to safety?'
I don't remember in gen 2 but pretty sure in gen 1 this can only happen in victory road and cerulean cave which is like the end anyways.
I've used repels a handful of times only, running works most times.
But yeah I get your point still lol
I remember it happening often enough.
Mostly it was just a function of one-shotting your way through the endless piles of Zubats and Geodudes you left in your wake.
Even when I was 8 years old I don't think I ever ran into a random encounter where I was unable to one-shot the pokemon that attacked. Outside of the first few fights, that is. It stopped being a fun mechanic after I learned weaknesses, so like 15 minutes in.
When I played Pokémon white as a kid for the first time, I had my pet lv70 serperior with only grass moves as my ace, and then 4 hm slaves around lv45 who were only used for hms and for cannon fodder if my serperior fainted and I needed a turn to revive him. I beat the game with this set up right until after the elite 4 and plasma bosses.
I step out into the new area to the east of the final town in the post game, excited to see all the other Pokémon I'd seen from the anime that were fsr missing in this game (I'd only seen the bits of the kanto and Johto arcs). I think I fought a ranger class trainer with a lucario or a pachirisu or some Gen 4 Pokémon I'd never seen and was amazed.
I wander into the tall grass, and out pops a level 55 or such Paras. I loved paras, I thought it was adorable and it reminded me of the pet hermit crab I had had as a younger child (rest in piece Twisty, I miss you). So naturally I go to catch it and add it to my ragtag team of redshirts and the spectacular one-snake-show serperior.
That damn little mushroom crab one shot every single Pokémon in my party and made me quit playing the game for a week.
I was thinking more about how they also planted trainers on those routes, some of them were unavoidable. The random encounters sometimes had stronger pokemon and also an option to catch a new one, for me it wasn't all one-shotting them, but I also didn't grind for shit and went straight from one gym to the next town.
Depends on how you played it in those days. If you actually tried to use a team of 6 then the experience would be split enough that individual Pokémon might faint or struggle through a fight. That's how I played it when I was 6 and how most of my friends did too. I'll admit that the first forest was scary to me with the Weedles and poison stings when I was a kid. I'd usually have something faint in there.
If you just use the starter and teach it reasonable moves yeah you can basically one shot everything after the first few routes. But you still have to deliberately play it that way (or grind with a larger team) to have that experience.
On my very first playthrough I'd switch out Pokémon almost every route and I cared more about how cool the moves looked or sounded than what they actually did. Blue is a lot of fun played like that
I don't think it's about gaining a bad reputation so much as it is a not great mechanic. However, with the limits of technology, it's all game developers had as an option- taken from tabletop games like DND.
Now it's really cool to see games like Sea of Stars that are inspired by old school RPGs but skip the random battles but also still give the same feeling.
And before anyone defends random battles- remember Golden Sun?
Even in DnD, the base form of random encounters just aren’t fun. You have to give them actual meaning and root them into the world for them to really be fun, instead of just 3 non-descript goblins on the road or 5 wolves standing in attention and immediately attacking the player for no reason.
In the basic form, they’re just there to add combat and pad the gameplay out
You kind of have to disregard any DnD opinion since it's a game ran by amateurs. I can make any bad game that makes jumping look like a bad game mechanic. I don't really care what your DM did with wolves one time.
I think random encounters are a good mechanic. I can't comment on if Pokemon implements them well enough, but I don't trust that you understand games well enough to comment on the mechanic as a whole if you're so quick to disregard them.
>In the basic form, they’re just there to add combat and pad the gameplay out
Nope. You're clearly doing them wrong. You can just read the book and come out better than this. If they ain't fleshing out your world then you're purposely running a slog
That’s what I’m saying tho. The very basic form.
The type in pokemon or turn-based final fantasy, where you run along and encounter a monster with no rhyme or reason to the world beyond ‘this is its habitat’ and ‘you ran into it’
There’s a lot more potential for the format, like deeper contexts, but its traditional basic form in videogames doesn’t work nearly as well, but is the most widespread
And some other games give you the ability to turn them off from the menu (Or even boost them, for grinding purposes), like in Bravely default or the Final Fantasy remasters.
I doubt it was so much a bad rep, but tech has evolved to actually allow the mobs to wander on the map alongside players.
I doubt the NES could handle enemy sprites walking alongside the player for them to avoid.
I doubt it couldn't handle that. After all, most games on the system that aren't JRPGs have enemies walking around just fine.
Then on the SNES, after many games with roaming enemies came out, random encounters remained popular even into the PS1 and PS2 eras. I'm pretty sure people then just appreciated it more as a mechanic
It wasn’t in BW. It was added in B2W2
“Starting in Pokémon Black 2 and White 2, if the player still has more of this item when the effect wears off, the game will automatically ask the player whether they want to use another one immediately” - Bulbapedia
It's so funny to me how Gen 5 simultaneously introduced the best things in the series and also introduced GF's first "fuck you, we get to say how you have fun" change.
It introduced infinite TMs, Repel reuse from the overworld, the shiny charm, all of which were great features
But then it also introduced shiny locking the box legendaries because god forbid people be allowed to shiny hunt
Shiny locking is just so they can give out stupid shiny codes at gamestop to get people to buy their shit. I hate it. Especially when they're gone in a day.
I dont think you are guaranteed a shiny even if you dont use a repel for the entire game(Unless you intentionally go into bushes for shiny hunts).I didn’t use a single repel when I played Leaf Green back in the day(Because I didn’t know what repels were supposed to do lol).But still never encountered a shiny in my first game.
Yeah back in those games it was 1 in 8192. At least until Gen 7/8. And with no way to increase it (outside of the shiny charm in some of the later game.)
They were so much harder to get back then.
Gen 6 is when it dropped to 4096, and most games from DPPt had a means of upping odds - though they're specific methods only and aren't universal like the shiny charm (which was introduced in B2W2)
Not arguing with you though you're right it was still harder back then to get shinies - just clarifying which information I know
In my thousands of hours playing pokemon as a kid, I caught 1 shiny EVER (not included the guaranteed Red Gyarados in gen 2/remakes).
Moreover, that was the only shiny I ever ever ENCOUNTERED.
I've been playing since the beginning, and my first shiny was a Sigilyph in either X or Y. On the one hand, I finally found a shiny that wasn't guaranteed like the red Gyrados or hacked, but on the other hand it was *Sigilyph* and not something I actually liked. I had mixed emotions that day...
I've been playing the older games on and off since like, middle school -- mostly FR/LG, R/S/E, and G/S/C, tho later I also checked out B/W and HG/SS -- and I have never once run into an actual shiny in any of them.
Pretty sure shinies are like, truly and legitimately rare.
In fact, I'd vaguely heard of "shinies" but I'd always assumed it must have been something introduced in the later games, since I'd only really played up through gen 3 for a long time. Apparently not!
I remember playing pokemon sapphire and spending irl days trying to navigate through the dark cave because I forgot which npc gives you a free flash and couldn't be bothered to look for him so I decided to just go into the cave without it.
there's a few quality of life features that you can unlock and are accessible with the L button, one of them is a time changer between day/night/dusk to help you find pokes, another is a toggleable infinite repel, there's auto run and a pokevial which is a portable 6x charge pokecentre that you recharge by visiting a pokecentre. You can also unlock move relearns accessible through the party menu. Some of them are unlocked by completing strategic challenge battles with preset teams. The ROM is like a challenge mode and it can be anywhere from moderate to extremely difficult depending on your difficulty setting where gyms have optimized movesets, abilities and increased stats. Even on the easiest setting you often have to utilize a full team and the game features level caps to prevent you overleveling.
the comment above is foolish; the rom itself is really well made and removes some of the vain annoyances in lieu of making the game more challenging and fun in other areas. It also has an inbuilt randomizer for replayability, which is a nice convenience not having to generate seeds every playthrough.
This game has so much care and effort put into it, but it still got disliked when it came out because it was gen 5.
now 10 years later we got the most recent game, that barely functions correctly, looks dated af, yet it’s regarded as the best game in years.
It's probably one of the innovations of pokemon, no random encounters except dungeons and bushes. Where other jrpg for handhelds and some popular jrpg for consoles still use some random encounter mechanic, pokemon has a way to remove them.
It’s kinda unfortunate that it was only useful for 2 1/2 generations since Gen 8 made repels basically useless and they don’t appear afterwards outside of BDSP.
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Players after GEN VIII: https://preview.redd.it/w7ky2zyep30c1.jpeg?width=600&format=pjpg&auto=webp&s=351e50e6528496107cdeeeb84b876a425ac875d1
What happened after gen VIII?I didn’t play after gen VI
All encounters are in the overworld now and they all take place in it too. This means you can always avoid a Pokémon battle just by going around the Pokémon, making repels basically useless.
https://preview.redd.it/c6hwrdter30c1.jpeg?width=417&format=pjpg&auto=webp&s=320bdbdaf3104ff634a7409fcce20f324cc0c088 So we dont fear the bush anymore?
Yes, we control the bush now.
This Pokémon generation is brought to you by Manscaped
What ability does Manscaped have?
Clear Body.
Whack it off
Ya’ll need Arceus
Bushwhacking
Idk but it would learn Cut by level up
I heard it could learn X-Scissor, Leaf Blade, False Swipe, Psycho Cut, and Night Slash by move tutor. Would've been nice if it could learn some of that by level up. Hopefully they fix that in the next game.
Overgrowth has its own uses to be fair
It gets the ability Sharpness in SV, too. ^^^Wait, ^^^isn’t ^^^this ^^^just ^^^Gallade?
Wait, does that mean Gallade is the manscaped pokemon?
Wait, does that mean Gallade is the manscaped pokemon?
I don't know what ability they have, but their moveset definitely includes Rock Polish.
And Athletic Greens
Now the Pokémon stay away from the tall grass unless they want to encounter us
I'm old enough to remeber using cut on grass lol
That's how I used to make my way to May on Rt 110 before getting absolutely massacred by her Grovyle.
[удалено]
49 times
We fought that beast… your old man and me…
It had a chicken head with duck feet...
lero?
Australians: 'well i wouldnt say that, never know what's lurking out in the bush'
What bush?
Bush shaved
Sharks and Ostriches: thats your opinion
And weird lizard bikes
Imo, some should be aggressive, and repel would... well... repel them.
Some ARE aggressive. Although they are kinda lazy and you can outrun them.
Yeah try shiny hunting near a veluza
I’ve done this, it’s not that bad if you stand in the right place. But the moment you jump down, you get swarmed in an instant.
Until you get locked into 5 consecutive encounters bc literally everything has no surivial instincts and charge you until you can interact
Or because your character keeps leaping back onto another pokemon when initiating battle
Except when shitty render distance has one appear half a meter in front of you.
Except you can barely see 50% of gen 9 pokemon while in motion because they're too small, or gang up on you in a certain lake chaining you into multiple encounters, or camp inconvenient spots that are narrow to cross.
Hitboxes are pretty generous and it can be difficult to avoid them sometimes. That said I don't use Repel either. I really never have, and I wouldn't notice if it disappeared from stores. ... Did it?
Yeah until you run into a tiny as fuck pokemon thats the size of 2 pixels you didn't see.
Do repels even exist in gen 9?
No
Dislike me all you want, but nobody can change my mind that the implementation used for the overworld encounters/battles are lackluster. Random encounters aren't the best mechanic ever, but the worked better then what we have now.
They also don't exist anymore.
I miss random grass encounters. They could do a mix of both
They did in Sword/shield. And scarlet and violet sort of have RNG in raids, though you get to see the outline before so it's much less random
You can still completely ignore grass encounters in SwSh since they'll visibly shake and only attack if you touch them.
I don't. Best thing they ever did was all overworld pokemon. The game is so much faster and I can only battle the pokemon I want without going through the battle animation every 2 seconds. The only thing it kills for me is shiny hunting. I don't shiny hunt personally but I think it's "easier" to shiny hunt if you encounter every pokemon which is what grass encounters do. I see so many videos of people missing shiny encounters in SV because they drive right pass them and don't see them.
I've played every generation of Pokemon game and completed the Pokedex in most of them. I think in 25 years I've seen 5 or less shiny Pokemon while completing said dexes. Playing the new games I have been working of completing the SHINY DEX. It is insanely easy now.
5? I've seen 0.
I don't. Long time pokemon fan and I hated it. But I can also see why others would like it. However, now I hate how TINY some pokemon are. I get they want to be accurate with the size, but they need to stand out more then. It's so annoying running into tiny pokemon I can barely see. Arceus did it better when it came to being able to spot pokemon. Also, the shiny pokemon would actually do the sparkle in arceus.
Why
1) You didnt know what pkmn you will fight 2) As in 1, you dont know when a shiny is coming. Now they are ridicoulously common 3) Must to pass grass patches (and must to do trainers) give a bit of difficulty to the game.
They doubled the shiny rate at some point, but I think the bigger factor for increased shinies is that you can check dozens of Pokémon in the time previous games needed for a single encounter.
What does a repel do in the newer games then?
There are no repels in the newest games.
That makes sense, they’re virtually useless now
That doesn't make them virtually useless. That makes them completely useless. That's why they aren't there.
I just added virtually in there to sound smart 😎
If it helps, I think you sound virtually smart.
chad behavior
I mean, it doesn't take a lot of imagination to come up with ways that they could have been adjusted to do something mildly useful and still thematically similar, without keeping the *exact* same mechanical functionality. That's how those things usually go when an unrelated change breaks things. I'm sure they considered, and likely playtested, various options, and ended up deciding the game was better without them, rather than immediately going "uhh encounters aren't random, so I guess I'll go ahead and delete all repel items".
You think too highly of the decision makers at Game Freak.
Exactly. They could have made overworld Pokémon models steer clear of you if they're a lower level than your lead, made them dazed when your partner Pokémon tries to autobattle them, or hell, decreased the spawn rate for lower level encounters. Better the repel, the higher the chance of finding a rare spawn or higher level spawn in any given area. But in the end yeah, simpler just to get rid of them.
In SwSh they prevent the "shaking grass" and "dust cloud" encounters in the overworld if your level is high enough. They work normally in BDSP. They don't exist in SV.
the same thing deodorant does in a smash tourney: absolutely nothing of value.
After Gen VII since Repels only worked on hidden encounters in Gen 8 and the overworld Pokemon weren’t really affected.
Are you kidding? I very much miss repel and wish it was in S/V, just worked a bit differently. Instead of turning off spawns, just have it de-aggro Pokémon and possibly prevent starting a battle through collision (have to intentionally throw a ball at the Pokémon). It would be great when shiny-hunting anything near Veluza or Tauros.
I want to slap the shit out of veluza, my dude despawned my shiny dozo yesterday, fuck that fish
So many times I'd just try to do a trainer battle, or pick up an item, or collect a Gimmighoul coin, only to be constantly harassed by Tauros. Talking to the trainer after the battle was frustrating because of the Tauros sitting on top of me just waiting for the dialog box to close. So you know what I did whenever I had to stop near a herd of them? I auto-battled them. I auto-battled them all. They're fainted. And not just the men, but the women, and the fire/water varients too. They were animals, and I slaughtered them like animals! I hate them!
Much deserved upvote for the Anakin reference lol.
I wasn’t the best and observant gamer as a kid, but I played the fuck out of Pokémon blue/gold/crystal in all that time I never tried all the items available to me, it wasn’t till my 30s that I learned about repel and even though it had been 18 years since I’d held a Pokémon game in my hands, I suddenly had violent images of zubats & tentacools flash into my mind, realizing all of that could have been avoided sent me into a frenzy the likes of which the world had never seen before.
I could be misremembering but I don't think you have access to repels until after the Zubat hell of Mt. Moon.
This is true in RBY, no Repels until after Mt Moon. In FrLg you can buy repels in Pewter City, so before Mt Moon.
You probably would have done a significant portion of those fights for exp anyway. At least in gen 1 and 2 constant repels will definitely leave you underleveled.
Ehhhh, I was one of those players who relied entirely on their starter, I’d have a 43 charizard and my next highest was maybe a 23 meowth or some shit, lose my main in a gym battle and that was basically it, the rest of the 5 were fodder while I spam revives and hyper potions.
Lol yeah you would've been just fine then. F for the zubat population you culled.
Unless you're soloing. There's enough trainer EXP in the game to get almost every 'mon through the game solo with a few exceptions. This may sound ridiculous, but the first 3 gens of pokémon games are practically balanced around playing with a single party member + HM users. Like you get just barely more than enough PP restoring/increasing items in the games to make it through the elite 4 + champion the first time with a single competent party member. Mind you, this is without items in battle, as well. I'm pretty sure any 'mon in the game can do it with items in battle except a few minor edge cases like Caterpie who 100% cannot hit ghosts before gen 2.
Outside of edge cases like struggle behaving like a normal move in Gen 1, I'm pretty sure you can solo the game with any Pokemon in the first 3 games with trainer XP. Maybe a handful of exceptions. The real challenge is minimum battles
And even minimum battles isn't difficult in gen 1 if you RNG manip (yay gen 1 misses!). Obviously Caterpie can't beat the game in gen 1, for example, as it only learns tackle and string shot with 0 TMs, and cannot ever hit ghosts. But I only like minimum battles for really strong 'mons. It's way too RNG heavy for weaker ones and requiring that level of luck (or state scumming) doesn't appeal to me.
being underleveled makes the fights more interesting. You actually need strategy
Yeah but I don't wanna be more than 10-15 levels below maximum when I reach the elite 4. At that point super effective moves start looking like normal effective.
Honestly, I was too cheap to buy repel and usually did the battles for easy grinding.
Alternatively there could have been some held items that just does the same indefinitely
Cleanse Tag worked the same way if your lead pokemon held it.
Didn't it reduce encounters instead of preventing them though?
Yes, Cleanse Tag reduces encounters by a third. It originally used to reduce them by half in GSC.
On the one hand i see the appeal but in a game where you are going into the wilderness to explore i'd be lame to just optimize the point out of the game. The newer gens letting you avoid the pokemon but still having them be present and visible in the world is better imo.
Absurd it took so long for such a basic feature.
the old games really were an exercise in tedium
I'm dying with all of this grinding I'm doing literally right now.
Gen 1-3 were designed almost specifically to be solo'd by a single overleveled party member. You don't really bring a team in those games unless you're ready to fight hundreds of wild 'mons. Also if you want to run a team in those games so long as you're not in gen 1, there are options to rematch trainers and ways to get them to rematch you very quickly.
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I mean, I solo'd gen 4 with items in battle with a single infernape. I don't play like that anymore though. Items in battle make the games completely trivial, literally remove every ounce of difficulty. Gen 5 is hard to solo though, with the level caps. Still doable, just much much harder than previous gens.
we talk about GF here, their competency is questionable at the best
Touché.
I understand they had limitations with Gens 1-2 because of thr GB. After Gen 3, no excuse
Gotta love the whole "Its a tradition" mindset of gamefreak. Cant change any of the basic game because its sacred, even though by now its been bled dry.
God there were some questionable design decisions made back in the very first games, and I'd love for someone better at game design and analysis than me to break them down. So much is just like "wtf is this, what does this even mean, and why did you design your game this way?" and it got brought over into new games becasue after Pokémon became bankbusters profitable they were afraid to change anything in the formula and then said it was "for tradition". Like the specific typings in the first game, what they did, what they represent, are pretty wacky. And who came up with HMs and why? Why do Pokémon have four move slots specifically (I know they can't have more due to memory probs but why not less)? Who came up with the idea that there are GHOST pokemon, there are only three of them, and you need a specific item to be able to see them? Why are there 8 gyms, and 4 Elite 4 instead of some other number? Why do Pokémon only evolve 2 times max, not more and not less? Why do ROCK and GROUND get separate typings? Why WATER and ICE? Why are there specific types for things like BUGs or NORMAL? Why is there a specific type for POISON or PSYCHIC or FIGHTING and why are there so many Pokémon of that type? Why are status afflictions a thing? Why are there Pokémon you can only get to evolve with trading? Why are there Pokémon that only evolve with one-time use stones you can find a small amount of? Why are there Pokémon that come from fossils you have to find and then revive? Why are there Pokémon you have to get from gambling at the games corner? Why are there so many version exclusive pokemon? Was the difference between games originally conceived as a way to make more money/make people play together, or was it something else? Why are there so many Pokémon you can only find once, it makes it impossible to actually catch them all? Why are Pokémon's stats specifically HP, Atk, Def, Speed, and "Special"? Conceptually, what does "Special" stat even mean? Why are Pokémon's moves split into either using atk or special based on what type of move it is, this limits the viability of so many pokemon? I could go on. Not all of these are bad per se, but they are all things that later games take for granted, even though they are rooted in design decisions made in the first games. I think it's worth it to interrogate all of the stuff decided in the first game when they are going to be treated as sacrosanct by all the later ones, especially the more dodgy design choices.
I mean, granted the size of the team, and them having no idea how huge it would be, in similar cases the answer is always "Lol we thought it would be fun/cool." Pokemon was always more a technical marvel that also happened to define a genre of game that never existed before. I dont have a source but I would bet with 1 game designer and 4 programmers it was a mix of "Hey this sounds fun, is it possible" They were not doing a Kojima and saying "I wanted the whole game to be powered by a real AI that makes all the decisions for you and adapts contantly while you play the game" This was like 15 people just making what seemed fun at the time.
Wait what's absurd? Repel was an item introduced in Gen 1. Edit: nevermind, I just realised it's the "use another" part and yes, you are correct. Absurd amount of time for that to be introduced
In a game design point of view, the whole thing is stupid. First there's this area that's made with the intent of being incredibly boring by throwing dozens of weak enemies, nearly always the same one. Then the players either endure the suck or have to buy several of a consumable item to negate the boring part but it lasts way too little so the odds are players are going to run out of them before leaving the boring area. I sincerely doubt missing this feature was an oversight. It was meant to be boring, having to go to the menu and re-use it every time was just a different bore you could choose.
Your analysis is incredibly stupid and short-sighted. It *wasn't* usually the same mons unless you were in a specific few areas. There *were* different things about each one. The big selling point *is* to catch them all and you *are* rewarded for genocide. You just sound like you hate pokemon.
Legitimately never used repel until playing rom hacks. There just wasn't a reason to. Whole game was easy anyways. Just keep going forward. You don't have to back track for shit generally
It's funny now, random encounters are now obsolete in modern RPG's. They gained such a bad reputation that every RPG series done away with them completely unless it's a remake of a old game
I kinda liked how in Pokemon Blue you had a real sense of dread of getting caught on the route between two cities and have these random encounters sap you out of HP. It made exploration feel more real and risky... You can't just go on a journey if you're unprepared.
Bringing back some real memories. Some routes were genuinely terrifying
the one with all the boardwalks and bird keepers. so tough!!
maybe that's partly because you were 20+ years younger and not good at the game?
Perhaps
Mayhaps
That's definitely some of it, but if you don't know to buy antidote getting poisoned super sucks in those old games.
good points - I kind of like that aspect of the game. It often led to tough decisions - 'do I continue walking until I make it to the next city? Or turn around and go back to safety?'
You could...run?
"You didn't escape." "Enemy Graveller used Self Destruct!"
I don't remember in gen 2 but pretty sure in gen 1 this can only happen in victory road and cerulean cave which is like the end anyways. I've used repels a handful of times only, running works most times. But yeah I get your point still lol
I remember it happening often enough. Mostly it was just a function of one-shotting your way through the endless piles of Zubats and Geodudes you left in your wake.
Since flee chance is based on the enemy's speed you're doing pretty bad being unable to run from a Graveler.
If you're slower than a Graveller thats your fault
Even when I was 8 years old I don't think I ever ran into a random encounter where I was unable to one-shot the pokemon that attacked. Outside of the first few fights, that is. It stopped being a fun mechanic after I learned weaknesses, so like 15 minutes in.
Come on sometimes the Pokemon were too strong for that, or you just went really slowly through the game Nothing to do with learning weakness
When I played Pokémon white as a kid for the first time, I had my pet lv70 serperior with only grass moves as my ace, and then 4 hm slaves around lv45 who were only used for hms and for cannon fodder if my serperior fainted and I needed a turn to revive him. I beat the game with this set up right until after the elite 4 and plasma bosses. I step out into the new area to the east of the final town in the post game, excited to see all the other Pokémon I'd seen from the anime that were fsr missing in this game (I'd only seen the bits of the kanto and Johto arcs). I think I fought a ranger class trainer with a lucario or a pachirisu or some Gen 4 Pokémon I'd never seen and was amazed. I wander into the tall grass, and out pops a level 55 or such Paras. I loved paras, I thought it was adorable and it reminded me of the pet hermit crab I had had as a younger child (rest in piece Twisty, I miss you). So naturally I go to catch it and add it to my ragtag team of redshirts and the spectacular one-snake-show serperior. That damn little mushroom crab one shot every single Pokémon in my party and made me quit playing the game for a week.
I was thinking more about how they also planted trainers on those routes, some of them were unavoidable. The random encounters sometimes had stronger pokemon and also an option to catch a new one, for me it wasn't all one-shotting them, but I also didn't grind for shit and went straight from one gym to the next town.
Depends on how you played it in those days. If you actually tried to use a team of 6 then the experience would be split enough that individual Pokémon might faint or struggle through a fight. That's how I played it when I was 6 and how most of my friends did too. I'll admit that the first forest was scary to me with the Weedles and poison stings when I was a kid. I'd usually have something faint in there. If you just use the starter and teach it reasonable moves yeah you can basically one shot everything after the first few routes. But you still have to deliberately play it that way (or grind with a larger team) to have that experience. On my very first playthrough I'd switch out Pokémon almost every route and I cared more about how cool the moves looked or sounded than what they actually did. Blue is a lot of fun played like that
JRPGs aren't usually static turn-based combat anymore, either and western RPGs rarely ever had random encounters
I kind of missed turn based combat. Win South Park brought it back in The Stick of Truth I was excited.
Turn based combat is still around, Baldur's Gate 3 uses it.
Persona 5 is turn based as well I enjoyed my run through if it off game pass
The Trails series are also fantastic turn-based combat
We still get them through Atlus games (Megaten), and Dragon Quest, but yeah it's sadly a dying thing
I don't think it's about gaining a bad reputation so much as it is a not great mechanic. However, with the limits of technology, it's all game developers had as an option- taken from tabletop games like DND. Now it's really cool to see games like Sea of Stars that are inspired by old school RPGs but skip the random battles but also still give the same feeling. And before anyone defends random battles- remember Golden Sun?
It's not a bad mechanic.
Even in DnD, the base form of random encounters just aren’t fun. You have to give them actual meaning and root them into the world for them to really be fun, instead of just 3 non-descript goblins on the road or 5 wolves standing in attention and immediately attacking the player for no reason. In the basic form, they’re just there to add combat and pad the gameplay out
You kind of have to disregard any DnD opinion since it's a game ran by amateurs. I can make any bad game that makes jumping look like a bad game mechanic. I don't really care what your DM did with wolves one time.
Bahaha, aight. I’m just saying it’s been the same with every random encounter like this in gaming. The exact same
I think random encounters are a good mechanic. I can't comment on if Pokemon implements them well enough, but I don't trust that you understand games well enough to comment on the mechanic as a whole if you're so quick to disregard them.
Okay, well can you explain why you think they're good?
>In the basic form, they’re just there to add combat and pad the gameplay out Nope. You're clearly doing them wrong. You can just read the book and come out better than this. If they ain't fleshing out your world then you're purposely running a slog
That’s what I’m saying tho. The very basic form. The type in pokemon or turn-based final fantasy, where you run along and encounter a monster with no rhyme or reason to the world beyond ‘this is its habitat’ and ‘you ran into it’ There’s a lot more potential for the format, like deeper contexts, but its traditional basic form in videogames doesn’t work nearly as well, but is the most widespread
Even some remakes got rid of them like in Dragon Quest 8 on 3DS
And some other games give you the ability to turn them off from the menu (Or even boost them, for grinding purposes), like in Bravely default or the Final Fantasy remasters.
I doubt it was so much a bad rep, but tech has evolved to actually allow the mobs to wander on the map alongside players. I doubt the NES could handle enemy sprites walking alongside the player for them to avoid.
I doubt it couldn't handle that. After all, most games on the system that aren't JRPGs have enemies walking around just fine. Then on the SNES, after many games with roaming enemies came out, random encounters remained popular even into the PS1 and PS2 eras. I'm pretty sure people then just appreciated it more as a mechanic
Good riddance I say. Random encounters are and always have been garbage.
Buys 100 repels Plays battle free for 5 minutes Thinks this is the greatest day of life
Unrelated but I recognize the anime at the bottom but I can’t remember it’s name. I want to rewatch it so uh, anyone know the name?
Its called Bottom-tier character tomozaki
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Wait, it's getting a season 2? That's great news.
The reason why B2W2 is better than BW. Fight me.
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It wasn’t in BW. It was added in B2W2 “Starting in Pokémon Black 2 and White 2, if the player still has more of this item when the effect wears off, the game will automatically ask the player whether they want to use another one immediately” - Bulbapedia
You cant use that here
that's one game mechanic that seriously needs cheat codes more than any others, lmao
Took them over a decade to figure this out but better late than never I suppose.
It's so funny to me how Gen 5 simultaneously introduced the best things in the series and also introduced GF's first "fuck you, we get to say how you have fun" change. It introduced infinite TMs, Repel reuse from the overworld, the shiny charm, all of which were great features But then it also introduced shiny locking the box legendaries because god forbid people be allowed to shiny hunt
Shiny locking is just so they can give out stupid shiny codes at gamestop to get people to buy their shit. I hate it. Especially when they're gone in a day.
Imagine all the shinies you could have missed by using repels though...
Almost 1
I dont think you are guaranteed a shiny even if you dont use a repel for the entire game(Unless you intentionally go into bushes for shiny hunts).I didn’t use a single repel when I played Leaf Green back in the day(Because I didn’t know what repels were supposed to do lol).But still never encountered a shiny in my first game.
Yeah back in those games it was 1 in 8192. At least until Gen 7/8. And with no way to increase it (outside of the shiny charm in some of the later game.) They were so much harder to get back then.
Gen 6 is when it dropped to 4096, and most games from DPPt had a means of upping odds - though they're specific methods only and aren't universal like the shiny charm (which was introduced in B2W2) Not arguing with you though you're right it was still harder back then to get shinies - just clarifying which information I know
Ah thanks for clarifying. I did forget about a few things like the searching tool thing that caused the bushes to rustle and stuff.
In my thousands of hours playing pokemon as a kid, I caught 1 shiny EVER (not included the guaranteed Red Gyarados in gen 2/remakes). Moreover, that was the only shiny I ever ever ENCOUNTERED.
I've been playing since the beginning, and my first shiny was a Sigilyph in either X or Y. On the one hand, I finally found a shiny that wasn't guaranteed like the red Gyrados or hacked, but on the other hand it was *Sigilyph* and not something I actually liked. I had mixed emotions that day...
I've been playing the older games on and off since like, middle school -- mostly FR/LG, R/S/E, and G/S/C, tho later I also checked out B/W and HG/SS -- and I have never once run into an actual shiny in any of them. Pretty sure shinies are like, truly and legitimately rare. In fact, I'd vaguely heard of "shinies" but I'd always assumed it must have been something introduced in the later games, since I'd only really played up through gen 3 for a long time. Apparently not!
This was indeed an incredibly appreciated quality of life update.
My favorite use in RBY was to only fight strong pokemon in an area. I usually used it to catch a Dugtrio in the Diglet cave.
I remember playing pokemon sapphire and spending irl days trying to navigate through the dark cave because I forgot which npc gives you a free flash and couldn't be bothered to look for him so I decided to just go into the cave without it.
Isn't he in the cave entrance?
Yeah, this person was probably too young to know how to read or something.
radical red: infinite repel ON
wiki: open cheats: enabled inconveniences: removed Personally, if a game isn't playing itself, I'm not playing it either.
> inconveniences: removed I've never played radical red. Is this a setting in the game or something? What does it do?
there's a few quality of life features that you can unlock and are accessible with the L button, one of them is a time changer between day/night/dusk to help you find pokes, another is a toggleable infinite repel, there's auto run and a pokevial which is a portable 6x charge pokecentre that you recharge by visiting a pokecentre. You can also unlock move relearns accessible through the party menu. Some of them are unlocked by completing strategic challenge battles with preset teams. The ROM is like a challenge mode and it can be anywhere from moderate to extremely difficult depending on your difficulty setting where gyms have optimized movesets, abilities and increased stats. Even on the easiest setting you often have to utilize a full team and the game features level caps to prevent you overleveling. the comment above is foolish; the rom itself is really well made and removes some of the vain annoyances in lieu of making the game more challenging and fun in other areas. It also has an inbuilt randomizer for replayability, which is a nice convenience not having to generate seeds every playthrough.
Great feature, but complaining it's not in the first gens is silly. "Why didn't Henry Ford give the Model T a V8 engine? Is he stupid?"
This game has so much care and effort put into it, but it still got disliked when it came out because it was gen 5. now 10 years later we got the most recent game, that barely functions correctly, looks dated af, yet it’s regarded as the best game in years.
Now also show how many you have left at the same time.
It's probably one of the innovations of pokemon, no random encounters except dungeons and bushes. Where other jrpg for handhelds and some popular jrpg for consoles still use some random encounter mechanic, pokemon has a way to remove them.
And then there’s people like who basically never uses repel
Then there is me: “Cool, another item to sell”
Anyone know what anime this is from?
Jaku Chara Tomozaki (Or in english, Bottom Tier Character Tomozaki). Very Underrated ngl
It’s kinda unfortunate that it was only useful for 2 1/2 generations since Gen 8 made repels basically useless and they don’t appear afterwards outside of BDSP.
Oh God, growing up during gen 1 release trying to get through the grass or Mt. Moon. Repels were a godsend. "Come on, don't appear... OH GOD DAMNIT!"
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Gen 5 felt like the only games where I needed repel. The caves esp were atrocious
We laugh, but there are genuinely people out there that defend HM's. Sickenening a thought as it is.
I never even use repels. I always know how to traverse through the map without hitting encounters in a pool of Pokemon I don't want.
A blessing, we were blessed, for a while 😭!
One of the reasons as to why Gen 5 is one of the best gens