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The LiquidLegends Lounge - Page 1549

Forum Index > The Shopkeeper′s Inn
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phyvo
Profile Blog Joined April 2009
United States5635 Posts
December 13 2016 02:39 GMT
#30961
This mix is pretty chill:

"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
TheYango
Profile Joined September 2008
United States47024 Posts
December 13 2016 02:45 GMT
#30962
On December 13 2016 10:59 AsmodeusXI wrote:
I'm still absolutely flabbergasted that HMs couldn't be overwritten for quite a while there. I mean, I like the Sun/Moon method of dealing with them (i.e. removing them) but how in the hell could they have thought that was a good idea even as far out as X/Y?

Ah well, all's well that ends well.

Presumably it was supposed to be a tradeoff for the fact that they were unlimited (while TMs were one-use--a questionable choice in its own right) that became obsolete when TMs became unlimited in Gen 5.
Moderator
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
December 13 2016 03:04 GMT
#30963
On December 13 2016 11:01 Seuss wrote:
Needing specific moves in order to traverse the world is dumb and should have been left behind when Pokemon was still on the original Gameboy.


I think it has novelty value, differentiating pokemon from other jrpgs where you just get an item allowing you to pass various overworld obstacles. The pokeflute, spray bottle, etc. meant that they still used the latter, though. I do really like ride pokemon, even if I have a rideable pokemon in my box way before I gain the ability to ride it on the overworld.

I think the inability to overwrite HM moves helps to avoid kids from overwriting them for a cool move, and then having to lose that move 5 seconds later to keep progressing on the overworld. It's a bit silly and specific, but the games have a lot of similar things in them to prevent kids from making terrible accidents.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
December 13 2016 04:24 GMT
#30964
Music Monday not over!
In continuing with spanning various genres each week, I give you:




+ Show Spoiler +

Bonus:
The history behind this meme is actually really uplifting. Thank you 6ah for introducing me. (I also remember playing You Are a Pirate for my raids back in the day.)
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Karis Vas Ryaar
Profile Blog Joined July 2011
United States4396 Posts
Last Edited: 2016-12-13 04:26:50
December 13 2016 04:26 GMT
#30965
the thing I don't get about pokemon was why Sabrina the gym leader looked so different in the remade versions of red and blue compared to the originals
"I'm not agreeing with a lot of Virus's decisions but they are working" Tasteless. Ipl4 Losers Bracket Virus 2-1 Maru
Gahlo
Profile Joined February 2010
United States35174 Posts
December 13 2016 06:56 GMT
#30966
Late MM:
TheYango
Profile Joined September 2008
United States47024 Posts
December 13 2016 07:54 GMT
#30967
On December 13 2016 12:04 TheHumanSensation wrote:
I think the inability to overwrite HM moves helps to avoid kids from overwriting them for a cool move, and then having to lose that move 5 seconds later to keep progressing on the overworld. It's a bit silly and specific, but the games have a lot of similar things in them to prevent kids from making terrible accidents.

Now that I think about it, the more relevant concern is that since Gen 1 had limited inventory and you actually stashed stuff in your PC, overwrite-able HMs would mean that it's possible to get permanently stuck by overwriting an HM in a segment where you needed the HM to leave, and not having it in your inventory to re-learn.

Once we got a sectioned inventory where TMs/HMs were in their own inventory tab that could store all of them and you never stashed items, that concern became obsolete because you have all HMs with you at all times.
Moderator
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
December 13 2016 10:07 GMT
#30968
I don't really understand how the new talents make support CK any more of a thing than anything else. Unless experience is changed in a drastic way and supports not level like beasts.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-12-13 10:19:13
December 13 2016 10:13 GMT
#30969
Support CK was actually played in TI2 era DotA (both support and carry CK saw professional play, though carry was vastly more common). It doesn't take such a massive overhaul like talents to make it viable again. Cixah's claim that support CK is somehow fundamentally incompatible with talent-less DotA 2 is bogus to begin with because it already existed.
Moderator
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
December 13 2016 10:58 GMT
#30970
On December 13 2016 16:54 TheYango wrote:
Show nested quote +
On December 13 2016 12:04 TheHumanSensation wrote:
I think the inability to overwrite HM moves helps to avoid kids from overwriting them for a cool move, and then having to lose that move 5 seconds later to keep progressing on the overworld. It's a bit silly and specific, but the games have a lot of similar things in them to prevent kids from making terrible accidents.

Now that I think about it, the more relevant concern is that since Gen 1 had limited inventory and you actually stashed stuff in your PC, overwrite-able HMs would mean that it's possible to get permanently stuck by overwriting an HM in a segment where you needed the HM to leave, and not having it in your inventory to re-learn.

Once we got a sectioned inventory where TMs/HMs were in their own inventory tab that could store all of them and you never stashed items, that concern became obsolete because you have all HMs with you at all times.


Ah, that makes sense. I was struggling to come up with actual game-ending scenarios, since there's apparently also HM restrictions on releasing pokemon.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2016-12-13 12:25:45
December 13 2016 12:25 GMT
#30971
Local cinema got an IMAX screen, and they just finished building it in time for rogue 1


HYPE
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2016-12-13 15:27:00
December 13 2016 14:10 GMT
#30972
I blame y'all for posting your music monday submissions while it's tuesday for me.

Edit: actually that one's prob better when you can't get the lyrics.
Cant take LMS hipsters serious.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 13 2016 14:50 GMT
#30973
On December 13 2016 12:04 TheHumanSensation wrote:
Show nested quote +
On December 13 2016 11:01 Seuss wrote:
Needing specific moves in order to traverse the world is dumb and should have been left behind when Pokemon was still on the original Gameboy.


I think it has novelty value, differentiating pokemon from other jrpgs where you just get an item allowing you to pass various overworld obstacles. The pokeflute, spray bottle, etc. meant that they still used the latter, though. I do really like ride pokemon, even if I have a rideable pokemon in my box way before I gain the ability to ride it on the overworld.

I think the inability to overwrite HM moves helps to avoid kids from overwriting them for a cool move, and then having to lose that move 5 seconds later to keep progressing on the overworld. It's a bit silly and specific, but the games have a lot of similar things in them to prevent kids from making terrible accidents.


But you can have that novelty value without having it collide headfirst with the combat system. There are simple solutions like:
  • Give all pokemon an HM-specific ability slot.
  • Make HMs imbue thematically appropriate abilities with the property that allows them to perform the appropriate action (e.g. Gust lets you fly, Water Gun lets you Surf).
  • Give Pokemon a "flex" slot. Think Darkest Dungeon, you can know more than four moves but you can only use four at a time. HM moves would be usable whether or not they were active.


I could go on pretty much forever. It's an archaic system that was cute at first but once half your pokemon have subpar moves just so you can travel about it feels awful and should therefore be given the boot.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
TheYango
Profile Joined September 2008
United States47024 Posts
December 13 2016 16:47 GMT
#30974
They could also just make an effort to make the moves less awful. Surf/Waterfall have actually been good forever, so it's usually not particularly difficult to have a Pokemon using them anyway. Cut can get a free pass since it's early enough in the game that making it too powerful could warp progression around it. If Strength were a Fighting move and Fly were a 60 power non-delayed move (i.e. make them functionally similar to Brick Break and Wing Attack/Aerial Ace) I don't even think I'd need HM slaves for them either.

Honestly the biggest thing that necessitates HM slaves is that ouside of the water HMs, the rest are usually just total garbage.
Moderator
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 13 2016 17:07 GMT
#30975
I like moves best when they're optional. Things like Sweet Scent, Teleport, or Rock Smash where my ability to travel or access areas isn't affected, but I get a benefit or neat interaction regardless. Cut is a travesty because I'm minding my own business when OH LOOK A TREE and now I have to backtrack because I didn't bring a pokemon that knew or could learn Cut. Nevermind that I have a pokemon that's literally a sword, can't cut down this tiny sapling.

HM moves are artificial limitations on what pokemon I can use and what move setups I can run. Making the moves better doesn't change that, it just makes it more mandatory.

"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
phyvo
Profile Blog Joined April 2009
United States5635 Posts
December 13 2016 18:29 GMT
#30976
I don't think making HM moves "good" is a solution, I don't want stuff that affects the world map restricting the combat moves I put on my pokemon in any way, shape, or form. Good or OP HM moves would be a clunky way of dealing with it and still doesn't address the undue restrictions it puts on your team in a casual playthrough.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-12-13 18:36:36
December 13 2016 18:35 GMT
#30977
Concealing forced decisions by putting them behind obvious optimal ones is pretty common practice in modern game design anyway. You trick the player into forgetting that their decision is forced and give them a false sense of agency by making the deal look good enough that they wouldn't not take it anyway. This is no different from what other games do, it just looks bad because we have a birds-eye view of all the preceding problems with HM moves.
Moderator
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
December 13 2016 19:06 GMT
#30978
I mean you don't need to make them good. just acceptable enough for the 4th move on a pokemon right? unless they changed that limit too. i dunno havent played pokemon in a long long time
Requizen
Profile Blog Joined March 2011
United States33802 Posts
December 13 2016 19:35 GMT
#30979
Overwatch Christmas skins, nice nice nice
It's your boy Guzma!
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 13 2016 19:37 GMT
#30980
On December 14 2016 03:35 TheYango wrote:
Concealing forced decisions by putting them behind obvious optimal ones is pretty common practice in modern game design anyway. You trick the player into forgetting that their decision is forced and give them a false sense of agency by making the deal look good enough that they wouldn't not take it anyway. This is no different from what other games do, it just looks bad because we have a birds-eye view of all the preceding problems with HM moves.


Sure, but common practice or no you need to stop and ask, "What are we accomplishing by doing this?"

The obvious original intent behind HM moves was to connect your Pokemon to the game beyond the battles. It's certainly more in the theme of the game to have your Pokemon cutting down bushes and flying you around than having you pick up a pair of limbcutters from the Cerulean City Hardware Store or charter a flight somewhere.

That's all well and good, but as it stands Pokemon is a game about customization. You pick the 6 pokemon for your team, you name them, you choose their moves, and you sometimes go nuts trying to breed them. HMs are an artificial and unnecessary restriction on this aspect of the game. Which Pokemon and moves I can pick are warped by HMs in a way that goes against the spirit of the game.

It doesn't have to be that way. We can still accomplish the goal of HMs without needing to impinge upon a player's ability to customize their team. There's no good reason to force decisions in this case.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
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