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<blockquote data-quote="StarsMmd" data-source="post: 9437003" data-attributes="member: 556775"><p>It's worth noting that NPC pokemon rarely have natures, EVs, IVs or items. Even if the levels are higher your pokemon are usually much stronger. XG also has the exp scaling from gen 5 so you get more experience if you're behind the level curve. Always expecting to be a higher level is another thing that comes from how the main series is designed. </p><p></p><p>Pokemon's battle system is really deep and it's really rewarding to take advantage of the game mechanics. But unfortunately GF has primed us to not really engage with their system unless you play competitively. In game you're only really encouraged to learn type matchups and that's it. Switch in the pokemon with a type advantage, click super effective move, rinse and repeat. I've noticed a lot of players see a level jump in XG and their response is "I have to grind" rather than "I have to play more strategically".</p><p></p><p>I'm working on ways to message these kinds of things in the game though. It's a very interested game design challenge to nudge the player towards these strategies, especially when they may not be used to strategising beyond type match ups.</p><p></p><p>And yeah as mentioned before, I'll also be planning to have more difficulty options selectable in game. Now that XD hacking is progressing and I can change more than just battles, it's no longer just a difficulty hack. There are a lot of general changes and QoL improvements now that players mean casual players are interested in the game too but aren't necessarily interested in the challenge aspect. It's been a couple of years since the last update and the game's picked up some popularity since then. I have a big updated planned for later this year and feedback like this is always helpful <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite55" alt=":D" title="big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="StarsMmd, post: 9437003, member: 556775"] It's worth noting that NPC pokemon rarely have natures, EVs, IVs or items. Even if the levels are higher your pokemon are usually much stronger. XG also has the exp scaling from gen 5 so you get more experience if you're behind the level curve. Always expecting to be a higher level is another thing that comes from how the main series is designed. Pokemon's battle system is really deep and it's really rewarding to take advantage of the game mechanics. But unfortunately GF has primed us to not really engage with their system unless you play competitively. In game you're only really encouraged to learn type matchups and that's it. Switch in the pokemon with a type advantage, click super effective move, rinse and repeat. I've noticed a lot of players see a level jump in XG and their response is "I have to grind" rather than "I have to play more strategically". I'm working on ways to message these kinds of things in the game though. It's a very interested game design challenge to nudge the player towards these strategies, especially when they may not be used to strategising beyond type match ups. And yeah as mentioned before, I'll also be planning to have more difficulty options selectable in game. Now that XD hacking is progressing and I can change more than just battles, it's no longer just a difficulty hack. There are a lot of general changes and QoL improvements now that players mean casual players are interested in the game too but aren't necessarily interested in the challenge aspect. It's been a couple of years since the last update and the game's picked up some popularity since then. I have a big updated planned for later this year and feedback like this is always helpful :D [/QUOTE]
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oshit its the real jdbye
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guys when i get back on discord i'm making my pfp the smug DK face
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this one
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@BakerMan
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I thought it was duck season, not... king kong season....
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Florida needs to just... break off and float away.
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Be the free-est you can be. XD
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Freedom*
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