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Old 10-12-2018, 03:21 PM   #176
Doppleganger
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Not really free, it runs all sorts of background analytics and probably sells your data to third parties. I consider biometrics a marketable asset, so you're forgoing an opportunity cost by allowing them to profit off of you.
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Old 10-12-2018, 04:24 PM   #177
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Yes but doppel, let's be honest here, literally every single product and company is either selling your data or buying it. If that's your standpoint I'm surprised you have access to or use the internet.
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Old 10-12-2018, 08:21 PM   #178
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I spoof my data or airgap to protect my info. At this point it's not so much about privacy as irritation at not being paid rolls of cash for information about myself.
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Old Yesterday, 04:19 AM   #179
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You get EXP for catching Pokemon. Is this a thing now? I think I may have seen it in SM, but at least you still battle the Pokemon there.

Here, throw Pokeball, receive Pokemon, receive EXP (+EXP thanks to EXP Share!).
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Old Yesterday, 04:34 AM   #180
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Exp for catching's been a thing since like, gen 6.
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Old Yesterday, 01:08 PM   #181
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I blame skipping generations for not knowing that. Still, it seems...really bizarre to watch in the extended previews - catching every Pokemon you come across in Viridian with one throw, and leveling your entire party doing it.

It's sacrilegious.
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Old Yesterday, 01:22 PM   #182
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Quote:
Originally Posted by Doppleganger View Post
I blame skipping generations for not knowing that. Still, it seems...really bizarre to watch in the extended previews - catching every Pokemon you come across in Viridian with one throw, and leveling your entire party doing it.

It's sacrilegious.
Following the progression path (from 1-4 to 5-7 to Let's Go), it doesn't feel that way. But I can see where the disconnect is -- and, surprise surprise, it's with Let's Go again.

Gens 1-4, we didn't get experience for capturing Pokémon in wild battles. Someone thought this was odd; and by the time Gen 5 was in development, had managed to persuade Masuda et al to overhaul the formula. From Gen 5 onward, you get the KO experience whether you KO or capture. This way, capturing isn't disincentivized; and what happens in the game makes more material sense with the "real" Pokémon world. Were Pokémon real, we would expect our animal buddies to get experience from the high finesse of capturing just as well as we would from the crude explosion of power in OHKO'ing everything in sight. Why should only a Squirtle who lays waste to Caterpies gain experience while a Nidoran who engages in over 100 battles, each of them ending with a capture, gain nothing at all?

What Let's Go changes in the formula now is the fact that you don't even send a Pokémon out into battle anymore. You just throw a Poké Ball and capture to your heart's content. That's where the breakdown occurs:
  • with Gens 1-4, the criticism was, "It doesn't make sense not to gain EXP. My animal buddy participated in the battle. He should get some experience."
  • with Gens 5-7, this was the fix. "Participating in successful battles -- ending in KO or capture, either/or -- will net you experience."
  • with Let's Go, it's ... "the human solos the battle, but somehow his animal friends inside his backpack get all the stronger for it."
It makes no sense. If the goal is preserving a sense of realism, then the obvious solution would have been to either a) keep wild battles as they were in Gens 5-7 or else to b) go back to the way EXP things were in Gens 1-4.

But the reason the LGPE team hasn't done that is, they've run into an even worse problem. By taking wild Pokémon battles out of the equation ... you've reduced EXP gains to only trainer battles if you return us to the Gens 1-4 system. You can't say throwing Poké Balls willy nilly doesn't net your backpack snugglers any experience. I mean, of course you can, but if you do then it means they're only ever going to level up from trainer battles. And that (post-game) the only way you can level up ever again is the ritual E4 rematch. That'd be it.

So they had to keep the 5-7 way of doing things -- captures net you EXP -- despite castrating away the justification for the change from 1-4 to 5-7 in the first place.
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Old Yesterday, 03:10 PM   #183
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Gaining EXP without a fight is the worst choice possible. Since the EXP share is given out so early here it could have been fixed by juicing the trainer battle EXP. With a mandatory EXP share, that ensures that all Pokemon in team are equally levelled so the boss battles don't devolve into a dog & pony show.

In RBY, I trained a single ace Pokemon who carried me the entire story and it was significantly overleveled compared to the rest of my team. I was able to get my Nidoking to Level 80 by Cinnabar Island sweeping every single trainer in the game and all wild Pokemon to that point. Gen I simply doesn't give enough EXP to raise 6 Pokemon to Level 60's or '70s by that point without SIGNIFICANT wild Pokemon grinding.

So the solution is simple. "team" play is already encouraged, and I don't think it's nearly as immersion breaking if a character enters Pewter with a team of Level 10-12 Pokemon, as opposed to a single Pokemon that level and the others level 5-8.

It never made sense that no EXP was given during a capture battle yes...but it also doesn't make sense that you can gain EXP and raise levels during battle, while the opponent (wild OR trained) can't. In most cases it's not an issue...but when you look at opponents like Ultra Necrozma who can roll teams, it's immersion removing to see 9 Pokemon go down (with revives) but he ends up PP stalled at Level 60.
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Old Yesterday, 03:21 PM   #184
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I agree that boosting the amount of EXP given by trainers would have worked -- for Story Mode. But what happens after that? What happens when you decide to capture new wild creatures and want to use them in battle? Your only recourse in a world where every one-time-only trainer is defeated and no wild encounters provide experience ... would be to grind against the Elite Four. Which is pretty much exactly how we used to do it back in the day, but ... yeesh. Not out of obligation! Just because it was the best available option to us.

The solution I'd offer at this juncture is one I wish we would have already seen by now. You make it so 1) the game has a post-story battle facility, e.g. the Battle Frontier. And you make it so 2) defeating NPCs at that facility provides experience. Currently it does not. It only provides BP. There are reasons for this, but I don't find them especially compelling. Grinding at the Battle Frontier, etc., takes an awful lot of time. If it ain't fun, it's a slog. One thing to make that slog a little less burdensome would be to provide experience points. It could give us a fun alternative to Blissey bases (ORAS) or Chansey SOS battles (USUM). And in the meantime, it answers your problem for LGPE -- a way to gain experience after becoming the Champion (that isn't E4 grinding).

Anyway, this is all pie in the sky. LGPE comes out next month. What's done is done. The vocal corner of the fandom seems to 4:1 ratio be against purchasing this game, but the million-dollar question is what the silent majority will be doing.
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Old Yesterday, 04:34 PM   #185
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Gen five had catch exp? I'm pretty sure that the addition was one of the hype points of X and Y's prerelease period...
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Old Yesterday, 05:40 PM   #186
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Gen five had catch exp? I'm pretty sure that the addition was one of the hype points of X and Y's prerelease period...
Good catch. I honestly didn't remember and didn't question it when he said it was 5.

... Which it now says he didn't say? Odddddddddddddddddd. Whatever. We'll just chalk this one up to me, then, even though I grabbed my number straight out of someone else's post ... *shrug*
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Old Yesterday, 06:20 PM   #187
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Pokémon on the Switch is going to PWN.
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Old Today, 04:23 AM   #188
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I always said 6, but in all fairness at a glance 5 and 6 are similar enough to be mistaken. We've all done it.
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Old Today, 08:50 AM   #189
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Fucking despise 6. Not the region, nor the mons. Musics ok.

No, the reason I loathe gen 6 is because it got rid of my fancy sprites ;_;
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