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>game is about catching pokemon >weaken pokemon, put up

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Thread replies: 31
Thread images: 4

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>game is about catching pokemon
>weaken pokemon, put up status, and throw heaps of pokeballs until caught
>7 generations later and nothing about the pokemon catching system has been refined
>but fishing has

How in the fuck does this happen?
>>
>>33428995
Because the catching system is perfect since gen 1.
>>
if it aint broken dont fix it
>>
>>33428995
To be fair.....
They did add critical captures in.... Gen5? Gen6?
>>
>>33428995
Some features from Pokémon Go should be implemented in Gen 8.
>>
>>33429167
Fuck off
>>
>>33429167
Literally what features
>>
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>>33428995
Well what could they even change about the capture mechanics?
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>>33429183
>>33429190
>>33429197
Certain berries increasing the catch rate.
>>
>fishing
>"refined"
>>
>>33428995
>7 generations later and nothing about the pokemon catching system has been refined
i am pretty sure it has changed in generation 2 and generation 3
Like, status used to be way different. It was a flat bonus instead of multiplier, meaning it worked better on hard to catch things and was useless for stuff that was easy to catch in first place
>>
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>>33429230
>Certain berries increasing the catch rate
How the fuck would that even work?
>>
>>33428995
Some kind of a diplomacy system would be wonderful. Maybe restrict to regular mons so you can't convince legendaries to surrender themselves to your balls.
>>
>>33429230
You mean the same thing lowering the health and inflicting a status condition does? How easy do you want the games to be buddy?
>>
>>33428995
>nothing about the pokemon catching system has been refined
Because there's nothing to refine, they even added critical captures, o-powers for easymode captures and overall improved the RNG.
>fishing has
fuck off, they actually downgraded it, only improvement was chain fishing in 6
>>
>>33429465
>Some kind of a diplomacy system would be wonderful
Like SMT?
>>
>>33429457
same as o-power numskull
>>
We have Poke Balls that can can improve the chances of capture, based on certain factors.
>>
>>33429197
Add another meter for wild pokemon, call it vigor; it ranges between 1% and 100%.

At 100%, uses the base chance of the pokeball used for capture. As it decreases, the chance to capture it rises linearly. If a regular pokeball has a base 10% chance to capture something, then if a wild pokemon has 10% or less vigor, the pokeball has a 100% chance to capture it. If an Ultra Ball has a 30% chance to capture a pokemon, then a wild pokemon with 30% or less vigor will be caught with a 100% chance with an Ultra Ball.

As health decreases, so does vigor. As the turn count increases, vigor decreases. When afflicted with a status, the vigor meter is reduced by 20%. When afflicted with a minor status (confusion, attraction), the vigor meter is reduced by 10%.

The lower a wild pokemon's level compared to your lead pokemon, the lower their starting vigor at a 3:1 ratio (for every 3 levels higher your lead pokemon, the wild pokemon has 1% less starting vigor).

None of the existing capture rates of the current pokeballs needs to be changed.

Catching pokemon is elevated from spamming pokeballs after 2-3 turns of setup to actually wrangling in a wild pokemon. The option to ignore all this and spam pokeballs until you catch something will still exist.

Wow, gamefreak, hire me now.
>>
>>33430186
This does nothing except make it easier
100% should have less than base chance, with 80% returning to base, and there should be a way for vigor to increase
>>
>>33430284
Vigor increases with stat ups?
>>
>>33430284
No. Turn catching pokemon into a minigame, and minigames can have guaranteed wins. There's nothing wrong with a 100% catch chance as a battle drags out.

>easier

Because "stun, whittle, whittle, whittle, spam pokeballs forever" is so fucking difficult. Pull your head out of your ass. Catching pokemon is barely engaging because the whole process is underdeveloped.
>>
>>33428995
They fixed the whole masterball having a 1/255 chance of failing and any other alterations to catching have been fixes to actual ball issues and catch rate.
>>
>>33429488
I think he meant activation wise dingus
>>
>>33430414
>how to adrenaline orb.jpeg
>>
>>33430383
>They fixed the whole masterball having a 1/255 chance of failing
That was never a thing numbnuts
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>>33429465

>surrender themselves to your balls
>>
>>33430741
t. someone who never played gen 1
>>
>>33430907
That's only for 100% accurate moves (besides swift & bide). The master ball skips all catch rate calculation in gen 1, so there's absolutely 0 chance of it failing. This was datamined at some point, I believe, but I don't have a source at the ready.
>>
>>33430907
T. Someone who hasn't seen the COUNTLESS examples of tests and datamined proof that this was never true and is a fuckin meme
>>
>>33430186
That idea sounds pretty neat but the numbers do need to be messed with. A pokeball shouldn't ever have a 100% catch rate, when there are 30 different kinds of balls. Pokemon battles don't take that long, at most it would still take 2-3 turns of set up before needing to throw the ball. Not even if you have a false swiper at level 100.
Thread posts: 31
Thread images: 4


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