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

It's not the loss of features that made ORAS trash. It's that they dumbed down everything and made it toddler-easy.

Catching Latios/Latias as part of the story? A free shiny Rayquaza for just purchasing? Every poke that's stronger than a roll of wet paper towels gets a Mega Evolution?

What's the point? Where's the challenge? Even my 12-year-old self would be insulted by how easy it is.
I remember getting absolutely lost after the submarine theft scene. I found the submarine but I thought it was a dead end so I looked ALL across Hoenn for the next scene. At some point, I was looking at the submarine again and I was too lazy to exit the cave to go back up only to find a new area. I was like, "OH MY GOSH! I'm in a new area!"

Do kids not have that same sense of adventure anymore? Do kids just play games to press A to win?
 
It's not the loss of features that made ORAS trash. It's that they dumbed down everything and made it toddler-easy.
If you want to blame someone for that blame Game Freak, IIRC Masuda said that part of the reason for dumbing down ORAS (as well as replacing Emerald's Battle Frontier with XY's Battle Maison) was to keep kids' attention and compete with mobile games.
Catching Latios/Latias as part of the story?
This is something I can kind of understand from a design standpoint since it's meant be a quick way to give players access to soaring without frustrating the player via accidentally fainting Latios or Latias and having to reset (or undergo a scene that restarts the battle). That said, you still have access to soaring even after trading, transferring, or removing the Pokemon in question from your save file.
A free shiny Rayquaza for just purchasing?
This kind of thing (getting a special version of a highly-competitive Pokemon for free via an event) happens every now and then and I'm not too surprised by it nor am I going to complain about. It's worth noting that this specific Pokemon was given out to promote the Pokemon TCG's Ancient Origins set, where Shiny Mega Rayquaza pops up in the set as an Ultra-Rare card and as one of the Pokemon featured on the set's pack art.
MRayquazaEXAncientOrigins98.jpgXY7_Booster_Rayquaza.jpg
Every poke that's stronger than a roll of wet paper towels gets a Mega Evolution?
Mega Evolution as a mechanic was a mostly-flawed concept from the start that really should've been given several more passes and edits before being approved. I do agree that there are some Pokemon that really didn't need Megas at the time (Like Lucario, Garchomp, pre-nerf Gengar, Blaziken, Salamence, Slowbro), some Pokemon needing them but should've been given a few more revisions (Kangaskhan, Mawile, Sableye) some that actually fixed their issues (Beedrill, Lopunny, Aerodactyl), and some that just kind of seem pointless (Abomasnow, Absol, Audino).
What's the point? Where's the challenge? Even my 12-year-old self would be insulted by how easy it is.
The point is to keep a continuous stream of younger players hooked to the IP while older players either stick around for parts of the IP (VGC, the TCG in general, teaching other players the ins-and-outs of the games) or they move on and live off of nostagia. It's a sad state that I, and hopefully other age-old Pokemon fans, have made peace with.

Could the mainline games give players some sort of post-story challenge? They could, we've seen it happen with PLA's post-game Volo battle and (sadly) BDSP's Gym Leader and E4 rematches. The problem is that Game Freak and TPC need to be willing to step out of the cut-and-paste bubble and actually shake things up. And if you ask me, it's almost as if they're afraid to do so thanks to the thorough bashing Gen V got.
 
If you want to blame someone for that blame Game Freak, IIRC Masuda said that part of the reason for dumbing down ORAS (as well as replacing Emerald's Battle Frontier with XY's Battle Maison) was to keep kids' attention and compete with mobile games.
I’m honestly interested in what the next game after Scarlet and Violet does, now that Masuda isn’t directly involved with Game Freak anymore. Gen 9 will likely still have his fingerprints on it, but whatever comes after that’ll likely show if everyone at GF is just as retarded.
 
Oh Pokemon. How the mighty have turned into a poor shell it was. I got in via the 6th generation and enjoyed it heavily, but by Ultra Sun and Moon, it just stopped being interesting. I got Sword and Brilliant Diamond but the former I gave to my sister, and the other I just have under dust.
Shame, mostly I just seen what the games are now. The new titles look cool though.
 
To be fair Masuda hasn’t directed a non remake game since XY. He basically spent the past decade being the scapegoat for many of the issues other people were responsible for like Ohmori.
And there‘s the rub, he hasn’t directed a game in since then but he has shown up on the games’ staff role in some noticeable form (most often under producing role). With him leaving Game Freak and joining TPC‘s staff team as Chief Creative Fellow (whatever the hell that means) I can only hope that the mainline games get to the point where both newer and older players can find some joy in ‘em.
Oh Pokemon. How the mighty have turned into a poor shell it was. I got in via the 6th generation and enjoyed it heavily, but by Ultra Sun and Moon, it just stopped being interesting. I got Sword and Brilliant Diamond but the former I gave to my sister, and the other I just have under dust.
Shame, mostly I just seen what the games are now. The new titles look cool though.
If the explore page on Scarlet/Violet’s advertising site is any indication it appears that TPCi is hyping up how players will be able to explore the game’s world at their own pace and not be tied down by the plot. I personally don’t buy that outright, I suspect that it’ll be similar to how PLA handled its areas, you’ll be able to explore a large amount of the area normally but some areas will be “walled” off by something that you’ll get later in the game (and even then I’m sure some players will find a way to break that), the only difference is that it’ll be a proper open world rather than massive areas that you can choose to go to via a selection screen.
 
If the explore page on Scarlet/Violet’s advertising site is any indication it appears that TPCi is hyping up how players will be able to explore the game’s world at their own pace and not be tied down by the plot. I personally don’t buy that outright, I suspect that it’ll be similar to how PLA handled its areas, you’ll be able to explore a large amount of the area normally but some areas will be “walled” off by something that you’ll get later in the game (and even then I’m sure some players will find a way to break that), the only difference is that it’ll be a proper open world rather than massive areas that you can choose to go to via a selection screen.
I feel like there’s been a trend in the last handful of years and across many Switch games to move to this sort of walled garden approach to level design and this won’t be any different. The linear path, random encounters days of the franchise are done (until the gen 5 remakes)
 
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Gen 2 just had a really stupid wild pokemon encounter level table and I can pin that a lot on the shape of the region - while it's nice to be wide open, that meant they had to balance it around someone heading right from Jasmine to Pryce. So a massive middle chunk of the game had pokemon hovering around those early levels - if you didn't know real early on what you wanted then it was hell catching up.

Then you have the disaster that's the Kanto encounter table - if I recall correctly, the only areas where you had pokemon in their 40s was the Mt. Silver area. And Red's team is all in the 70's.

Gen 3 onwards is where it started to get better, but I still feel like Gen 5 had the best level balance. Audino being so prevalent in that game sure helped there, but that generation had the best ability of keeping pokemon at the right levels.
I agree completely but I personally would've preferred to have the VS Seeker back over Audino spawns.
 
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you’ll be able to explore a large amount of the area normally but some areas will be “walled” off by something that you’ll get later in the game (and even then I’m sure some players will find a way to break that),
I won't be surprised if Scarlet & Violet will place an arbitrary barrier around certain cities or just bottleneck it with an bridge or an certain boat.

If not...Well, we have been locked out of the town's gym until you see an certain an event.
 
Hot Take: The mainline Pokemon games were never challenging.

The only things that made them difficult growing up was the schizo leveling curve, not fully understanding the games' mechanics, and the fact that some of those mechanics just didn't work like the games, and anime said they were supposed to (looking at you, Gen 1 Ghost-types).
 
Hot Take: The mainline Pokemon games were never challenging.

The only things that made them difficult growing up was the schizo leveling curve, not fully understanding the games' mechanics, and the fact that some of those mechanics just didn't work like the games, and anime said they were supposed to (looking at you, Gen 1 Ghost-types).
The only one that was challenging was the Original Gen 1 - partly because it was a brand new series so no one knew the mechanics, mostly because Red and Blue were held together by copious amounts of duct tape and were glitchy messes that’d make Bethesda proud. And even then, they weren’t that challenging - see literal Twitch Chat beating Pokémon, or any of the other X plays Pokémon videos out there.

I feel that at some point, people’ve forgotten that despite what autists like us or the competitive players think, Pokémon is first and foremost a Children’s Game - hell, I jokingly refer to it as Baby’s First RPG. Sure, the series coddles the player now more than ever, but considering how people seem to be getting more and more retarded by the year, I’m ambivalent at best about it. Just let me skip the goddamn tutorial’s and make a game that I don’t fall asleep playing through, and I’ll call it even
 
Hot Take: The mainline Pokemon games were never challenging.

The only things that made them difficult growing up was the schizo leveling curve, not fully understanding the games' mechanics, and the fact that some of those mechanics just didn't work like the games, and anime said they were supposed to (looking at you, Gen 1 Ghost-types).
Here's the internet's counterpoint. (A)
 
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I feel that at some point, people’ve forgotten that despite what autists like us or the competitive players think, Pokémon is first and foremost a Children’s Game
Exactly.

Seriously, the people shitting on children nowadays for being stupid, and "not having any sense of adventure" are just being shitheads because they forget this, and what I mentioned before.

Is modern Pokemon easy? Yeah, but that's because the series has always been easy. The only difference now is that GF corrected the issues mentioned before. Have they gone overboard in some places? Yeah, having the EXP Share permanently on is fucking retarded.

But lemme ask you this: out of all the mainline games, which one contained the most trainers, Gym leaders, champions, or bosses that actually used any, or required you to use any kind of actual strategy?

Gen V.

And the rest is history.
 
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That entire list is either:
1: Super Late-game bosses that have amped up stats, perfect EVs and IVs, levels and movesets far beyond the usual, that you might still outspeed, overpower, and ohko if you've grinded enough. Multiple champions with little acknowledge of how many Champions have 5-10 levels on the first Elite 4 member. (But you'd expect champions to be hard, so this is meh)
2: Early-to-mid-game bosses with fully evolved or equivalent pokemon earlier than the player would have them. Starmie, Miltank, Gengar, Slaking.

To your average newbie, these fights in group 2 are not hard because they've got a genuinely well-built strategy. They are hard because they are cheap.
 
Hot Take: The mainline Pokemon games were never challenging.

The only things that made them difficult growing up was the schizo leveling curve, not fully understanding the games' mechanics, and the fact that some of those mechanics just didn't work like the games, and anime said they were supposed to (looking at you, Gen 1 Ghost-types).
I'd argue they got easier overtime, more so then Pokemon used to be hard and now it isn't. You just have to look at some pathetic learn sets on gym trainers and leaders past the first few gyms to see that. Even as early as the second gym leaders had full movesets, now they don't. It feels very deliberate that they want to make it easier. We're going from easy mode to very easy mode, unless you nuzlocke the game or something which isn't something most people do.

Pokemon is easy for many reasons, but their is a very real pull to make them even easier due to the changing landscape and current child demographics who seem to prefer easier Pokemon apparently.

That entire list is either:
2: Early-to-mid-game bosses with fully evolved or equivalent pokemon earlier than the player would have them. Starmie, Miltank, Gengar, Slaking.

To your average newbie, these fights in group 2 are not hard because they've got a genuinely well-built strategy. They are hard because they are cheap.
I'd argue due to how much power is given to the player if you just know how to use the item menu at all, group 2 is not that cheap really. Items are absolutely game breaking, and so is switch mode if you play on that setting like the average player does due to it being the default. Only the most autistic know what set mode even is or how useful switch mode is after they've tried set mode.

The player is stacked with so many options and advantages if you don't purposely handicap yourself that Norman's Slaking or Morty's Gengar isn't a big deal at all especially if you overlevel at all by sheer circumstance. Potion spam can win almost anything in an even fight and it is a very simple strategy to understand. Whitney's Miltank is probably the closest thing that I'd consider cheap from those four, but that's because bad Rollout/Attract rng can legitimately sweep you from nowhere. Starmie gets rolled by Ivysaur without even a fuss so sometimes Starmie doesn't even matter, and the other two starters can get by fine if you catch Oddish and Bellsprout which are easy enough to find. I'd argue Brock is more of a problem for say a Charmander run because your options suck at that point unless you stumbled into Mankey, and you have even less money to spam potions.
 
Hot Take: The mainline Pokemon games were never challenging.

The only things that made them difficult growing up was the schizo leveling curve, not fully understanding the games' mechanics, and the fact that some of those mechanics just didn't work like the games, and anime said they were supposed to (looking at you, Gen 1 Ghost-types).
Exactly.

Seriously, the people shitting on children nowadays for being stupid, and "not having any sense of adventure" are just being shitheads because they forget this, and what I mentioned before.

Is modern Pokemon easy? Yeah, but that's because the series has always been easy. The only difference now is that GF corrected the issues mentioned before. Have they gone overboard in some places? Yeah, the having the EXP Share permanently on is fucking retarded.

But lemme ask you this: out of all the mainline games, which one contained the most trainers, Gym leaders, champions, or bosses that actually used any, or required you to use any kind of actual strategy?

Gen V.

And the rest is history.
At least by kids' standards, the earlier generation required some logical reasoning. There's a difference between that and "Press A to Win".
 
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