15 Haziran 2015 Pazartesi

Missing Mega Evolutions in Shuffle

Released thus far:
  1. Mega Charizard Y
  2. Mega Heracross
  3. Mega Sharpedo
  4. Mega Blaziken
  5. Mega Absol
  6. Mega Manectric
  7. Mega Garchomp
  8. Mega Latias
  9. Mega Latios
  10. Mega Gardevoir
  11. Mega Steelix
  12. Mega Medicham
  13. Mega Swampert
  14. Mega Charizard X
  15. Mega Mewtwo X
  16. Mega Abomasnow
  17. Mega Metagross
Mega Evolutions of known Pokémon:
  1. Mega Charizard X
  2. Mega Pidgeot
  3. Mega Scizor
  4. Mega Mewtwo X
  5. Mega Pinsir
  6. Primal Groudon
  7. Primal Kyogre
  8. Mega Rayquaza
  9. Mega Tyranitar
  10. Mega Sceptile
  11. Mega Swampert
  12. Mega Camerupt
  13. Mega Salamence
  14. Mega Gyarados
  15. Mega Diancie
  16. Mega Gallade
  17. Mega Beedrill
  18. Mega Alakazam
  19. Mega Aggron
  20. Mega Houndoom
  21. Mega Abomasnow
  22. Mega Steelix
  23. Mega Medicham
Unknown Pokémon with Mega Evolutions:
  1. Mega Houndoom
  2. Mega Gardevoir
  3. Mega Latios
Edit(07.09.2015): Current pre-paid cards showcase Mega Sceptile and Mega Swampert, but they have not been released.
Edit(28.09.2015): Removed Mega Latias and Mega Charizard Y. Updated the Unknown Pokémon with newly released stuff.
Edit(05.10.2015): Removed Mega Absol.
Edit(02.11.2015): Removed Mega Gardevoir.
Edit(01.12.2015): Removed Mega Steelix, Mega Medicham and Mega Latios. Moved Gallade to known Pokémon.
Edit(28.12.2015): Moved Camerupt to known Pokémon.
Edit(05.12.2015): Removed Mega Swampert.
Edit(20.01.2015): Moved Aggron and Abomasnow to known Pokémon.
Edit(09.02.2016): Removed Mega Abomasnow.
Edit(16.02.2016): Removed Mega Mewtwo X. Added Beedrill and Alakazam to known Pokémon.
Edit(23.02.2016): Removed Mega Charizard X. Added Gyarados to known Pokémon.
Edit(15.03.2016): Added Houndoom to known Pokémon.
Edit(05.04.2016): Removed Mega Sceptile.
Edit(26.04.2016): Removed Mega Scizor, Mega Diancie and Mega Rayquaza.
Edit(28.06.2016): Removed Mega Gyarados.
Edit(02.08.2016): Removed Mega Steelix.
Edit(13.09.2016): Removed Mega Alakazam.
Edit (28.09.2016): Removed Mega Beedrill.
Edit (11.10.2016): Removed Mega Pidgeot.
Edit (01.11.2016): Removed Mega Metagross.
Edit(22.11.2016): Removed Mega Camerupt and Tyranitar.
Edit (21.12.2016): Removed Mega Salamence.
Edit(17.01.2016): Removed Mega Houndoom.
Edit(14.02.2016): Removed Mega Aggron.
Edit(13.06.2016): Removed Mega Gallade.
Edit(13.02.2018): Removed Primals. And condensed the list.
Edit(08.05.2018): Removed Mega Pinsir. All Megas are now available.

8 Haziran 2015 Pazartesi

Challanges facing the next generations

I had already made a few discrete posts about these topics, but it might be the best to put them on one post.

1. Base EXP debacle:

Not only the current Base EXP list is based on the stats of Gen V, which have been recently changed, it also contain a few major errors, for Clawitzer, Aurorus, Cascoon and Dustox. The next generation should update the Base EXPs to fix these errors, and presumably to fix other EXP distributions.


2.Contest debacle:

Even ignoring the fact that contest stats remain part of the Pokemon file system, we have the issue of the contest-only berries, which are still relevant for Natural Gift. As the next generation will likely have Contests as part of D/P remakes, we need to watch out how contest berries and contest stats will be handled.

3.Hidden Power debacle:

Currently, Hidden Power Fairy, nor Hidden Power Normal exists. As Fairy-type is a new type, this is kind of an issue.

4. Moveset errors:

As OR/AS had a pretty rushed release, several movesets were basically defaced. These movesets must be brought back in to shape, as their current situation is too chaotic.


25 Mayıs 2015 Pazartesi

Complete Idiot's Guide to Moveset Changes.

We have previously discussed how and why moveset changes happen, but we haven't discussed the full extent of how things work. So, let's get on with it!

There are three major change movements. These are:

a. Cross-generational changes,

b. Remake learnset updates,

c. Third Game Egg Move updates.

We will discuss how these major trends occur.

a.Cross-generational changes:

Cross-generational are the most obvious changes that occur in Pokémon franchise. The reason for this similarly obvious, as each generation updates existing moves and creates new moves(and in rarer cases, types), they create a wider reach of opportunity for new Pokémon. However, these are not the end. The cross-generational changes can be defined as four major routes:

i. Introduction of new moves,

ii. Introduction of old Tutors/TMs,

iii. Introduction of updated moves,

iv. Other.

i.Introduction of new moves:

This is the most common variant. Newly introduced moves are given primarily to new Pokémon, but certain older Pokémon can get some moves.

Examples include:

Gen II: Ancient Power, given to Corsola, but also the older Fossil Pokémon.

Gen III: Cosmic Power, given to Solrock/Lunatone/Baltoy, but also to Staryu and Clefairy.

Gen IV: Discharge, given to Shinx-line/Pachirisu, but also to Pikachu and Magneton-line.

Gen V: Flame Burst, given to Pansear-line/Heatmor, but also to Charmender-line.

Gen VI: Grassy Terrain, given to Flabébé-line, but also Bulbasaur/Exeggcute etc.

As a general rule, these additions are not fully comprehensive. These additions generally randomly pick specific Pokémon to buff, even if similar Pokémon might also benefit from the same move. As time goes, these moves are added to more varied Pokémon.

i.Introduction of old Tutors/TMs:

This is the most cynical variant of move additions. In each generational shift, Pokémon gain or regain their Tutor moves, generally as Egg Moves. Some Pokémon that didn't originally gain the moves might gain them through the generational shift, for example Lillipup-line didn't have access to After You in Gen V, and only gained access this generation as an Egg Move, but generally the Pokémon that were capable of learning the Tutor in the previous generation inherits it in the next generation;

Gen II: Razor Wind, originally available as a TM in Gen I, but made available to Totodile as an Egg Move(removed post-Gen II).

Gen III: Dragon Breath, originally available as TM in Gen II, but made available to Feebas as an Egg Move.

Gen IV: Fury Cutter, originally available as TM in Gen II and Move Tutor in Gen IV, but made available to Buizel as an Egg Move.

Gen V: Earth Power, originally available as Move Tutor in Gen IV, but made available to Drilbur etc. as an Egg Move.

Gen VI: After You, originally available as Move Tutor in Gen V, but made available to Swirlix as an Egg Move.

This is sometimes an effective means of keeping lost moves within the movepools(such as Ally Switch and Natural Gift) but it is far from perfect.

iii.Introduction of updated Moves:

This is far rare than the previous methods, as moveset updates are given to benefit existing Pokémon that can learn the said moves, rather than to upgrade the moves to fit various different Pokémon. If the latter occurs, or if the former is drastic enough, this might occur. For example;

Gen II: Fairly limited to specific cases, such as Fury Attack, which was given to Rapidash, Lick, which was given to Lickitung, Bite which is given to Omanyte/Omastar etc.

Gen III: Also fairly limited to specific cases, such as Spikes, which was updated to stack up. Spikes was given to Skarmory and Omanyte.

Gen IV: Due to Physical/Special revolution, there has been a few changes, but these have not occured cross-generationally. Flame Wheel for Ponyta-line in Platinum is a notable example. Other updated attacks such as Beat Up and Heat Wave were already available to their respective Pokémon.

Gen V: Also fairly limited, most notable one is Rock Blast for Shuckle.

Gen VI: Also fairly limited, most notable one is Aura Sphere for Squirtle.

These updated attacks don't have immediate effect on the generation, but they become more important for intergenerational changes. We'll discuss these later.

iv.Other:

Of course, the bulk of the cross-generational changes simply don't have any set behavior. Many, if not the majority of changes occur for sake of having a change. However, there are some trends within these changes as well. These are;

a.Bias towards STABs.
b.Bias towards orientation(physical, special, mixed)
c.Bias towards diversity

These three principles are the guiding force of all movesets, except maybe joke ones like Unown.

However, "others" can also be affected by general trends within the generation, such as a move being made widely available to a specific group. Some major examples include;

Guard moves; which are made available to most Fighting-types.
U-turn: which is made available to most Flying-types.
Electric moves: which are made available to most Psychic-types.

However, there is also a nastier principle that rules Egg Moves. This nasty principle is known as;

Special. Chain Breeding Principle:
Since I can't  detail the rich and "proud" history of Egg Moves, I can only explain the primary reason why chain breeding exists.

Guides, and frustration.

Chain breeding, like many other iterative mechanics in most Nintendo games, is a nasty, labyrinth-like structure that is designed specifically to be as hidden and obscure as possible. As such, most members of breeding chains are not given chain moves because they make sense, but rather because they have dual Egg Groups. Some dedicated breeders like Spinda are only glorified because of this, but others are not that dependent on chain breeding for their success.

Chain breeding chains often occur thanks to cross-generational changes, as they are Egg Move focused, but they can occur regardless of the nature of the Egg Move change.

b.Remake learnset updates:

One of the inter-generational change methods, remake learnset updates are updates in three dimensions;

a.Level-Up moves(which are the primary changes)
b.Egg Move changes(which are rare)
c.TM changes(which are fairly recent)

These changes generally occur for Pokémon that are;

a.Either part of the Regional Dex
b.Part of the post-game.

For example;

HG/SS provided changes for Johto Pokémon, legendaries and Hippowdon, which were available in HG/SS.

We will now discuss how these changes occur:

a.Level-Up moves:

This is the most common variant of inter-generational change. This occurs primarily because the level-up moveset of the Pokémon was originally created for the previous game, and is now unfit for the current generation/game.

These changes generally prefer either newly introduced moves in the generation, for example;

Gen IV: Weedle, who gained Bug Bite in Platinum.

Gen V: Pinsir, who gained Storm Throw in B2/W2.

Gen VI: Volbeat, who gained Play Rough in OR/AS.

Other times it can be a move that is related to the Pokémon's design, such as;

Gen V: Beartic, who gained Aqua Jet in B2/W2.

Gen VI: Girafarig, who gained Nasty Plot in OR/AS.

Other times it can be tutor move in that game, such as;

Gen IV: Squirtle, who gained Iron Defense in Platinum.

Gen V: Eevee, who gained Covet in B2/W2.

Gen VI: Lileep, who gained Giga Drain in OR/AS.

b. Egg Move changes:

So far, remakes only provided Egg Move changes if they were the last game of the generation. Much like the previous change, these often  focus on the regional dex and available Pokémon, but this will be discussed in detail in the next section.

Another variant of this has happened fairly recently with OR/AS, though, with Plusle & Minun gaining new Egg Moves to balance their movesets.

c. TM changes:

As for Platinum, TM changes generally occur if a TM move is added to level-up scheme, for example;

Gen IV: Kricketune, who gained Taunt in Platinum

Gen VI: Sableye, who gained Quash in OR/AS.

However, other kinds of independent TM changes have occured in B2/W2 and OR/AS;

Gen V: Klink, who gained Wild Charge in B2/W2.

Gen VI: Delphox, who gained Dazzling Gleam in OR/AS.

These occur very rarely, so they are not a central point in moveset changes.

c. Third Game Egg Move updates:

The last big update in any generation, "Third Games" often focus on Egg Moves above other moveset changes. This is because last games of the generation often bring a breeding change, whatever that might be. Examples for this include:

Gen II: Crystal, which provided a large amount of Egg Move changes, such as Crunch on Ekans(not retained).

Gen III: Volt Tackle, which is given in Emerald to Pichu.

Gen IV: HG/SS Egg Move changes, such as Power Whip and Sludge for Bulbasaur.

Gen V: N/A.

Since these changes are rather obscure and not well established, we can't say anything about them, outside of the fact that they follow the rules of other Egg Move changes, and as said above, primarily focus on the domestic stock of the Pokémon of the game, whatever they may be.

27 Şubat 2015 Cuma

Pokédex Entry/Moveset Contradictions

In Serebiiforums people opened up the discussion of moves Pokémon should have but don't. Since I'm an moveset expansion supporter, I decided to compile a list. I will not be including moves Pokémon shouldn't be able to learn, because if I did, people would actually wake up and remove those moves, and I don't want that.

Moves that simply don't exist, like Charizard melting rocks with fire, are also not listed.


11 Ocak 2015 Pazar

Let's discuss the increasing Pokémon count and the nature of Pokémon introduction list.

Because we really, really need to.

First and foremost, we should collect the common complaints for every generation ever;

Common Complaint Collection:

Generation I:
  1. Simplistic, repetitive designs.

Generation II:
  1. Small amount of Pokémon, most of which are mediocre or worthless gimmicks.

Generation III:
  1. Many Pokémon who are counterparts to each other, most of which are mediocre.

Generation IV:
  1. Too many evolutions for past Pokémon.

Generation V:
  1. Too many repeats from previous generations.

Generation VI:
  1. Too few new Pokémon.

While there are also aesthetic complaints, such as anthropomorphic designs of Gen VI Pokémon, inorganic designs of Gen V Pokémon and juvenile designs and simplistic color schemes of Gen II Pokémon, we should remember that those complaints are not relevant to the discussion at hand.

These complaints, I have discussed elsewhere, are completely cyclical, but also completely valid. However, these complaints are also incredibly myopic, and fail to see big the picture.

As I discussed before, in each generation we see multiple repetitions of the same archetype. Regional bugs, regional rodents, regional electric starters, etc. etc. These multiple repetitions would have been fine if they played differently, but for the most of time they don't. Generally, the latest one is either the best or the worst, not just competitively but also in-game.

In fact, if one eliminates the common repeats from most odd generations, the amount of actually new Pokémon would be extremely limited.

This is ignoring other groups of counterpart Pokémon, such as the elemental Monkeys of Gen V;


 
 
Or the version exclusive counterparts, most notably the likes in Gen III such as Zangoose and Seviper;
 

Which mostly play differently, but not too drastically differently.

And thus, we have the issue of redundancy. While this is mostly avoided by different stats, types, movesets and abilities, these elements are neither too distinct enough, nor are of high quality. For the most part, anyways.

And of course, there are other habits. Each generation introduces a new Pokémon to fit with the new mechanics. For example, you have Gogoat for riding mechanic, or Sawsbuck for season mechanic etc.
Outside of these, there are other Pokémon with other unique traits, such as signature moves and abilities.

Within an individual generation, these are expected, and part of the natural design of a JRPG.

Here's the problem. We are in the sixth generation. We have 700+ different species, and about 500 fully evolved Pokémon. We can't have more individuality or counterparts. We need find a better balance.

Previously, I discussed why the current ideas don't work well. Now, I will be posting my personal ideal proposal for dex distribution.

I will be dividing the proposal to two sections, one focusing on odd generations and other focusing on even generations. As it is well known within the fandom, odd generations focus on introducing new Pokémon and new moves with new and varied regions, whereas even generations introduce new evolutions and improvements on existing Pokémon and moves.

So...

Even Generations:

Amount of Pokémon introduced in each generation: 100-110

Reasoning: While it is true that most even generations only introduce about 100 Pokémon, with most of them being related to existing Pokémon, most even generations also have a high focus on the lore of Pokémon and the location the game is set in. As such, they introduce a fair amount of legendaries, which take up much of the already not-so-new introduction list.

So having a bit more than the conventional number helps for either more with the distribution.

Distribution formula:

About 10-12 Legendary Pokémon, 7-8 for normal gameplay and 3-4 for events.

About 10 cross-generational evolution, about 3 side evolutions, and about 5 pre-evolutions.

Instead of creating new Pokémon to fill in archetypes, use existing Pokémon and renew them to fit archetypes. This was done in DP and GS, where in DP Roselia was rechristened as a powerful early game Grass/Poison-type with an evolution and pre-evolution and in GS where Tyrogue become available fairly early on the game.

Several single stage Pokémon can be expanded into such early game families, such as Druddigon, Heatmor, Durant etc.

The focus of entirely new Pokémon should be on filling underused types and archetypes, and create new archetypes whenever possible, such as creating a new early game weak Psychic-type similar to Abra and Ralts or an early game Ice-type. Over-used archetypes must be avoided, or given new types and playstyles to differentiate from the flock. Several of XY Pokémon would be good examples of this.

Initial amount of Mega Evolutions should be decently large, around 10 Pokémon. The bulk of these Pokémon should be within the regional dex.

The amount of Mega Evolutions introduced in a remake should vary;

--If it is an even generation's remake, the amount of Mega Evolutions should vary between 10-15.
--If it is an odd generation's remake, the amount of Mega Evolutions should vary between 15-20.

The amount of Mega Evolutions introduced in the third version should vary between 10-15.

All games except the initial game should focus on their home region's Pokémon for Megas. Megas for other regions should be limited.

Pokémon and Metagame Management:

The amount of signature moves introduced should be limited, and the amount of previous signature moves distributed should be high. Legendaries don't count to this, and can be given signatures regardless of their significance.

As much as previous Pokémon as possible should be buffed statistically to match the shifted baselines. Same goes for former moves.

The new moves should focus on creating variations for existing moves in different types, rather than trying to create new archetypes. If new archetypes are created, then they should contain a variety of different types. Rototiller variants and Mirror Shot variants are good examples of these.

New abilities should be given to existing Pokémon that don't have secondary or Hidden Abilities. Signature abilities should be avoided, however.

Odd Generations:

Amount of Pokémon introduced in each generation: 120-130

Reasoning: Unlike even generations, odd generations introduce almost completely independent Pokémon, many of which are created to replicate existing archetypes, and have a focus on creating new Pokémon, as well as completely new experiences. However, too much new stuff eventually leads to repetition. So to avoid that, the amount should be fairly limited, while being larger than an even generation.

Distribution formula:

About 8-12 Legendary Pokémon, about for 5-8 normal gameplay and 3-4 for events.

IF there are cross-generational families, the focus should be on side evolutions and pre-evolutions, rather than evolutions. In that case, about 5 side evolutions and 3 pre-evolutions should be sufficient.

If new Pokémon are created to fill in archetypes, rarer archetypes should still be the focus. Whenever possible, the archetypes should have more than one member for themselves, for example in Gen III both Zigzagoon and Poochyena filled in the role of the regional rodent in different games(R/S and Emerald respectively).

Early game archetypes should try to distinguish themselves with different focus areas, even if they don't have radically different types or gameplay styles(compare and contrast Fearow and Swellow, they achieve similar results with significantly different focus areas and capabilities).

Existing Pokémon should not overshadow new Pokémon in-game, but they might overshadow them in competitive metagame somehow. If an archetype repeat exists, a former member of that same archetype shouldn't be present in the initial games, even if they might appear post-game. So the cases of Abra and Ralts being in the same region should be avoided.

The counterpart Pokémon should be as minimal as possible. Any counterpart group that doesn't provide a new mechanic should be avoided. So no cases of Throh/Sawk, Lunatone/Solrock and Grimer/Koffing. However, version exclusive counterparts should be plentiful.

The initial game should avoid any new Mega evolution as much as possible.

The remake should follow the same formula as before.

The third version should introduce a large variety of new Mega Evolutions, about 15-25

All games except the initial game should focus on their home region's Pokémon for Megas. Megas for other regions should be limited.

Pokémon and Metagame Management:

New signature moves and abilities should be brought to new Pokémon, however some of them can be distributed for existing Pokémon in the next generation.

New moves should be created, variations to existing moves should be limited.

If there are any new cross-generational stat buffs, the newly introduced Pokémon should be altered to reflect these changes.

If a new battling style is introduced, new moves and abilities that fit that style should be introduced en masse. Doubles is not the only metagame in existence.

For Both:

Common tips:

Any new gimmick Pokémon should be able to fight competitively, even if their fighting style is odd.

No joke Pokémon that is useless should be introduced.

Pre-evolutions that don't serve an in-game distribution purpose should be avoided.

The level-up movesets, TM movesets and Move Tutor movesets of no Pokémon should be limited, and any Pokémon that should be able to learn a move from a design standpoint or due to previous moves should learn it, even if it doesn't make sense competitively. Egg Moves can be initially limited.

Counterpart Pokémon should have distinct battling styles, and these battling styles should be further distinguished for later generations.

Any Pokémon that is created for early game should have some sort of power boost for late game, either through a Hidden Ability, Mega Evolution, item or something else.

ALL trade evolving Pokémon should be useful in-game and competitively without an evolution, even if they aren't necessarily good.

New types and new Egg Group combinations should be introduced regardless of the generation, though odd generations can keep these as part of their focus.