Pokémon (Not-So) Griefing Thread - Scarlet and Violet Released with 10 Million Copies in First 3 Days in Buggy States

Hey quick question, was it ever stated that Pokemon Home was a monthly service?

I believe all they said was that it was going to be the new solution for Bank, and that it would allow transfer from 7th Gen Games, Go, and LGP&E.

I think the majority of everyone were under the assumption it was going to be just like Bank and yearly.
 
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The more I think about the expansions, the more I like the idea. I didn’t really have the heart to slog through Shield again for a bit of extra content and some QoL improvements, so the prospect of a third version wasn’t going to excite me. I am looking forward to these though. I’m not the biggest fan of the Galar region, but the new areas they’re introducing look nice, and I love bears, so the fact there’s a bear legendary has me pumped.

Call me a fool, but I was hoping for a Sinnoh remake announcement. Yes, it would probably be rushed and unpolished as hell, but I just want to run through the Sinnoh region in glorious 3D with the QoL improvements I’ve become accustomed to dammit. I’d say there’s always next year, but I have a feeling the next remake will be Let’s Go Johto (which I wouldn’t be totally opposed to - I quite liked Let’s Go Eevee).
 
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I believe all they said was that it was going to be the new solution for Bank, and that it would allow transfer from 7th Gen Games, Go, and LGP&E.

I think the majority of everyone were under the assumption it was going to be just like Bank and yearly.

Yeah, but I recall that they didn't say it was monthly. That was the question here.
 
I'm gonna play Temtem because several of my friends are. Mostly because they couldn't be asked to buy a Switch just to play Pokemon. I personally have my expectations set to low.
 
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Are you maxed on boxes? Your starting amount(8?) expands out once you've got a mon in every box, and continues this way up until 32, which should give you 960 bank spaces(30x32), way more than the Pokedex even counts up to currently. I ran into this issue easing back into X/Y from years off of playing Pokemon and took me awhile to discover/figure out.
Yeah, I didn't know that. I'm only on box 6 or 7 right now.
 
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Yeah, I didn't know that. I'm only on box 6 or 7 right now.
yeah, it's a self-correcting problem as you spread them out. You can name the boxes also, after types/elements or dedicate one to starters or your competitive favorites, that's how I usually end up sorting them.
 
I'm gonna play Temtem because several of my friends are. Mostly because they couldn't be asked to buy a Switch just to play Pokemon. I personally have my expectations set to low.

I'll probably play it too, but mostly to see what it's like.

I'm not sure if it'll be good or not, but one thing that kinda rubs me the wrong way is the art design for the human characters - To me, they're kinda in that valley of almost human almost anime sort of thing
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Like, that's your rival. There's just something really unsettling about it.

I'm also not a fan of how you're forced to lose your first battle in the game against this freak, like... What?

That's grade A BS.

I also hear that they took out any sort of luck based elements in the combat, any truth on that? Like, no crits or anything like that.
 
Ah, yeah, I've played Nexomon. Found it pretty grindy tbh, but I respect an iphone game that can take itself seriously.

As for TemTems, I do believe there's no luck involved. I don't know if that's a good thing. Luck and PP are substituted by two mechanics - Stamina and Hold. Hold is an effect that basically means certain moves can't be played until the TemTem has been out for a certain number of turns. Stamina is a seventh stat that works exactly how you'd expect - use it when using moves, if you run out you have to rest, etc.

I'm also not a fan of how you're forced to lose your first battle in the game against this freak, like... What?

That's grade A BS.

I also hear that they took out any sort of luck based elements in the combat, any truth on that? Like, no crits or anything like that.
Check out the customization options. It's like each one has a 'weeb' and 'cringe' stat, particularly the hairdos.

Losing in the first battle is probably to try and make you hate your rival. Remember, this is a game meant to be 'the pokemon that fans want' - aka, the Pokemon game fans have been asking for. Which means it's geared towards all the squeaky wheels complaints. Don't like friendly rivals? Here's one that artificially beats you in the first battle! Don't like critical hits? Bam, all luck removed from battle.

A key example is Starter Temtems. People have been clamoring for a starter trio that's not Water/Fire/Grass, with most leaning towards Psychic/Dark/Fighting as alternate typings. TemTems has Fire, Water, and Grass 'Nature' as types, but its starter trio is Melee (Fighting), Mental (Psychic) and Crystal (a semi-original thought).

But they forget the reasons why they use the starting types they do. They're associated very strongly with very distinct colours, and it's a circle of matchups kids can easily understand - fire burns grass, water puts out fire, and grass drinks water. Now, Mind over Matter is a common phrase, and the idea of a strong person being able to smash crystals also makes sense. But don't a lot of mental types use crystals, like fortune tellers and stuff? What kind of crystals hurt mental types? Meth?
 
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There's something I've been wondering. How is the expansion pass going to work from a challenge standpoint? Since you aren't starting the journey over again, there's nothing stopping you from bringing your level 100 perfectly trained/bred competitive mons to the new area(s) and just obliterating everything in one shot unless the mons (both wild and trainer's) there are also higher leveled, let's say level 80+.

Unless they do (temporarily) strip you of your team when you travel over there so you have to start fresh, similar to Eventide Island in BotW where all of your equipment is taken away. But I can't see this expansion being big enough for such a design choice.
 
There's something I've been wondering. How is the expansion pass going to work from a challenge standpoint? Since you aren't starting the journey over again, there's nothing stopping you from bringing your level 100 perfectly trained/bred competitive mons to the new area(s) and just obliterating everything in one shot unless the mons (both wild and trainer's) there are also higher leveled, let's say level 80+.

Unless they do (temporarily) strip you of your team when you travel over there so you have to start fresh, similar to Eventide Island in BotW where all of your equipment is taken away. But I can't see this expansion being big enough for such a design choice.
How do you propose they fix this? Having a level cap on the mons you can bring to the DLC will cause people to complain that they can't bring the team they started with. Having the levels be too much higher than where the post-game would leave a casual player will cause people who dont care to grind to complain. Damned if you do damned if you don't

Frankly I think the best thing they can do is find ways to encourage players to modify their teams with the new mons/forms to freshen things up a little
 
How do you propose they fix this? Having a level cap on the mons you can bring to the DLC will cause people to complain that they can't bring the team they started with. Having the levels be too much higher than where the post-game would leave a casual player will cause people who dont care to grind to complain. Damned if you do damned if you don't

Frankly I think the best thing they can do is find ways to encourage players to modify their teams with the new mons/forms to freshen things up a little
Given the trajectory of the franchise of who they pander to these days, it'll be the former option. I guess it doesn't matter regardless, all the wild mons will probably still be lv. 60-65, plus Chansey/Blissey will be there for easy conventional grinding, so even if by some chance the NPCs are higher leveled it'd take a minimum amount of effort to get one's story team up to speed.
 
Losing in the first battle is probably to try and make you hate your rival. Remember, this is a game meant to be 'the pokemon that fans want' - aka, the Pokemon game fans have been asking for. Which means it's geared towards all the squeaky wheels complaints. Don't like friendly rivals? Here's one that artificially beats you in the first battle! Don't like critical hits? Bam, all luck removed from battle.

I mean, I've seen the first seventeen minutes of gameplay, and they make the guy insufferable.

Locking you into a loss wouldn't make you hate the character, rather, it runs the risk of hating the game itself. Take Blue/Gary for example, he was still hated because of his attitude, his egotism, telling you to smell him later... The fact that he was always a step ahead of you. Then there's the yellow version, where he outright kicks you out of the way and takes the pokemon you were to get.

And you could still beat him in your first battle, and it wasn't as luck based as people make it out to be. Your starter either had Growl or Tail Whip, something that could objectively give you an edge in the battle by lowering your opponent's stats.

As for the luck thing, I think that could be an issue down the line - yes, luck can be bullshit at times, but by removing any and all chance in the game, it can streamline the game to an Absurd degree. It's happened in games like Yugioh and Overwatch, where they made the games extremely cookie cutter that it only came down to you having certain teams that resulted in a rock paper scissors match up (Yugioh especially). I'm not saying that it's going to be that way, but that it has the chance of extremely streamlined to the point where there are just an objective small amount of Temtem to actually use.

Also, for everyone complaining about the lack of player choice in pokemon games and such, I find it to be really dumb to be locked into an automatic loss. At the very least, they should give you SOMETHING that could give you an edge.

Given the trajectory of the franchise of who they pander to these days, it'll be the former option. I guess it doesn't matter regardless, all the wild mons will probably still be lv. 60-65, plus Chansey/Blissey will be there for easy conventional grinding, so even if by some chance the NPCs are higher leveled it'd take a minimum amount of effort to get one's story team up to speed.

I think it all depends on WHEN you can access the areas. If you can access it early game, then yeah, that'll be an issue in that regard. If it's when you at least are the champion, then I don't see much of an issue. Then again, this is under the assumption of when you can access this content, which a lot of people are considering post game content.
 
My assumption is that Isle of Armour is meant to be played with the game, and Crown Tundra is post game. Kubfu is the 'fresh starter' pokemon - it's a pokemon of the appropriate level to start the Isle, no matter what your team's at. The Isle doesn't seem to have any old legendary or even Pseudo-legendary Pokemon in it, which would otherwise be an obvious choice.

Locking you into a loss wouldn't make you hate the character, rather, it runs the risk of hating the game itself. Take Blue/Gary for example, he was still hated because of his attitude, his egotism, telling you to smell him later... The fact that he was always a step ahead of you. Then there's the yellow version, where he outright kicks you out of the way and takes the pokemon you were to get.

And you could still beat him in your first battle, and it wasn't as luck based as people make it out to be. Your starter either had Growl or Tail Whip, something that could objectively give you an edge in the battle by lowering your opponent's stats.

As for the luck thing, I think that could be an issue down the line - yes, luck can be bullshit at times, but by removing any and all chance in the game, it can streamline the game to an Absurd degree. It's happened in games like Yugioh and Overwatch, where they made the games extremely cookie cutter that it only came down to you having certain teams that resulted in a rock paper scissors match up (Yugioh especially). I'm not saying that it's going to be that way, but that it has the chance of extremely streamlined to the point where there are just an objective small amount of Temtem to actually use.

Also, for everyone complaining about the lack of player choice in pokemon games and such, I find it to be really dumb to be locked into an automatic loss. At the very least, they should give you SOMETHING that could give you an edge.

Something to praise sword and shield with: they handle that first battle extremely well. You fight Hop's Wooloo first, which teaches you the basics of attacking. Once you beat it, you gain a level up, teaching your Pokemon a new move - that you then use to good effect against the starter Pokemon Hop took. It teaches a lot of the basics and makes you feel like a badass, for beating two pokemon with one.

Honestly, the fact that they can, 100%, lock you into a loss is... ominous. It basically says that there is a way to make this a 'solved' game. In Pokemon, there's always a chance that critical hits, misses, or even just slight variations in damage could change the final outcome. Some guy managed to lock himself with a Magikarp in Red and Blue's Indigo plateau, and he used the 1/256 chance that selfdesctruct could miss to train and evolve it into a gyarados that he could beat the champion with. Nothing like that could happen in TemTems.

And while I'm at it, can we talk about the holo-card things? Like, in Pokeballs, there's room for imagination - like if the Pokeballs have little virtual environments, or if the pokemon is just miniaturized to fit - but it's implied Pokemon can still move around and all that. TemTem cards seem like they have them frozen, which is... weird as hell.
 
My assumption is that Isle of Armour is meant to be played with the game, and Crown Tundra is post game. Kubfu is the 'fresh starter' pokemon - it's a pokemon of the appropriate level to start the Isle, no matter what your team's at. The Isle doesn't seem to have any old legendary or even Pseudo-legendary Pokemon in it, which would otherwise be an obvious choice.



Something to praise sword and shield with: they handle that first battle extremely well. You fight Hop's Wooloo first, which teaches you the basics of attacking. Once you beat it, you gain a level up, teaching your Pokemon a new move - that you then use to good effect against the starter Pokemon Hop took. It teaches a lot of the basics and makes you feel like a badass, for beating two pokemon with one.

Honestly, the fact that they can, 100%, lock you into a loss is... ominous. It basically says that there is a way to make this a 'solved' game. In Pokemon, there's always a chance that critical hits, misses, or even just slight variations in damage could change the final outcome. Some guy managed to lock himself with a Magikarp in Red and Blue's Indigo plateau, and he used the 1/256 chance that selfdesctruct could miss to train and evolve it into a gyarados that he could beat the champion with. Nothing like that could happen in TemTems.

And while I'm at it, can we talk about the holo-card things? Like, in Pokeballs, there's room for imagination - like if the Pokeballs have little virtual environments, or if the pokemon is just miniaturized to fit - but it's implied Pokemon can still move around and all that. TemTem cards seem like they have them frozen, which is... weird as hell.

Before I continue this discussion, there's something you should see:


















I will give GF some real credit here, they did have some decent foresight in some areas - Hop's reaction there is AWESOME. lol

I will also give credit that you skip the catching tutorial when you show that you have already caught a pokemon - I just wish they would've told you that you got some balls and you could still refuse - Heck, maybe have Hop step in and tell Leon that you were there when he caught Wooloo, give a bit more backstory to the characters and have a bit more in depth with them.

For the criticals and misses... I wonder, are there any accuracy affecting moves in Temtem? Don't get me wrong, there are times when I have cursed at people spamming minimize or smokescreen, but it's not like those are definite and there are hard counters to those things like Stomp or Roar, or even switching out. Going back to Overwatch, I'm sure any players will known that they like to take away anything that could possibly take any form of Tec (take a moment to pray for mercy), and I'm getting the same vibe from Temtem in that regard.

As for the Holo-cards - There's actually a simple solution to that... And that's to not display the critters. That's it.

Also, I really don't like the designs of some of the Temtem:

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This one right here is the one I hate the most:
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For some reason, it reminds me of a demented, shell-less Teenage Mutant Ninja Turtle.
 
Temtem looks identical to pokemon game play wise, so much so I might as well just play pokemon again. Maybe it's just the hole in my heart that only Viva Pinata 3 could fill talking, but I'm really getting sick of this type of genre pulling this same boring shit. Nothing from Temtem looks cohesive, that one platypus was a fakemon for fucks sake, just pick a gimmick and stick with it. Sentient pinata animals with pun names? Great. Slime (rancher)? good, simple round slimes.
View attachment 1097543 View attachment 1097544View attachment 1097546
This one right here is the one I hate the most:
View attachment 1097547

For some reason, it reminds me of a demented, shell-less Teenage Mutant Ninja Turtle.
All of these look vastly different. They look like they're trying to make up for their lack of creativity game play wise with creatures that all demographics would like, but forgot to make them look like they were from the same games.
 
Temtem looks identical to pokemon game play wise, so much so I might as well just play pokemon again. Maybe it's just the hole in my heart that only Viva Pinata 3 could fill talking, but I'm really getting sick of this type of genre pulling this same boring shit. Nothing from Temtem looks cohesive, that one platypus was a fakemon for fucks sake, just pick a gimmick and stick with it. Sentient pinata animals with pun names? Great. Slime (rancher)? good, simple round slimes.

All of these look vastly different. They look like they're trying to make up for their lack of creativity game play wise with creatures that all demographics would like, but forgot to make them look like they were from the same games.

Yeah, that's the issue I have - It's like there were several artists, but they didn't have a single artist come up with the design work. Like you brought up the Platypus fakemon, and it's not even attempted to make it fit the world. These creatures don't really have a similar vibe to them, and they don't look like they're from the same world or even the same artist.

Literally the only thing that Temtem has over PKM atm, is it's MMO feature.
 
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