Even with soaring available, I still carried a flyer. It's just faster.
I agree. I dislike the Soaring cut-scene, and the feature lost its appeal for me ages ago. I simply Fly to all of Hoenn's towns and cities these days.
Even with soaring available, I still carried a flyer. It's just faster.
I agree. I dislike the Soaring cut-scene, and the feature lost its appeal for me ages ago. I simply Fly to all of Hoenn's towns and cities these days.
Surf and Waterfall(and even Dive)aren't even remotely close to useless.
I think that Soaring, and the riding Pokemon idea in general, is a nice addition for this kind of game. It felt like a natural progression to have field interactions with Pokemon, in such a way that they actually help you go from place to place. Its something that we've see in mediums like the Anime or Manga since forever (Ash's Lapras, any of the Flier Pokemon in Adventures, etc.), so its nice to have it as an in-game thing now that we have the technology to render it. Much like interactions via Walking and Amie. It just helps to make the adventure feel a bit more alive.
I have a few ideas that could make it so there's not so many (or none at all) HMs that we need to teach our Pokemon in these games.
1.) I've thought for a while now that if there's something about any given Pokemon that makes it look like it's able to pull off an HM move, it should be able to use these field moves naturally without wasting a move slot.
For example:
- If a water Pokemon looks physically capable of swimming, diving underwater, climbing a waterfall and crossing a whirpool(*)then there's four water HMs done away with.
- If a flying Pokemon, or any Pokemon, is physically capable of flight or getting rid of dense fog(*) there's two flying HMs done away with
- If a Pokemon looks physically strong enough to push heavy boulders around, has sharp enough claws to cut trees down or climb mountains(*) there's three normal HMs gone.
This way, the games are keeping the whole 'trainer and Pokemon working together to overcome these obstacles' thing in the games that was mentioned a few posts back .
(* - in these instances, I'm talking about Whirpool, Defog and Rock Climb. Granted, they haven't been seen as in-game HMs since gen 4, just thought I'd include them here since they are still technically active HMs in some games (at least, I think they still are? it's been a while since I last played a gen 4 game))
2.) Or if the mechanic of HMs had to stay in the games in some capacity, somehow combine the HMs that are the same type into one 'master HM/power' for that type.
Surf/Dive/Waterfall/Whirpool(* - see above) are one Water power.
Cut/Strength/Rock Climb(* - see above) are one Normal power
Fly/Defog(* - see above) are one Flying power
Six (or nine, if you include those three older HMs) reduced to just three 'powers'
This is an interesting model actually that I could really see working in future Pokemon games. It reminds me a lot of the mechanics in the Pokemon Ranger series actually since they pretty use the same thing with getting through obstacles in the game. It's got potential for main series games as well, but I think we will always see HM's in come capacity in the games. It seems like one of those "traditional mechanics" that have been around since the beginning and don't seem to be going anywhere soon. But hey, you never really know and, like I said, we can all dream.
Huh, I never knew this kind of thing was already used in a similar way.
Then again, I only play the main series games, so there was no way I could have known, anyway.
I guess what we can hope for, at the very least, is having the more weaker HMs get turned in to TMs at some point in the future (my wild guess is Cut being the next one to have this happen).
I definitely agree though, that the HMs have been in these games for long enough that their not all going to be done away with at once any time soon
Fly and Surf will forever remain as HMs because these moves are vital in preventing us from getting stuck at places. This is one method of error-handling in the game.
Cut and Strength will not be a problem and may be turned into TMs if they will not include a single Cut shrub and Strength boulder in the game. Or they could put those as long as they designed the map in a way that will not trap us.
Fly and Surf will forever remain as HMs because these moves are vital in preventing us from getting stuck at places. This is one method of error-handling in the game.
I was so disappointed with Lillycove. I was really excited about getting to revisit the city in ORAS, but it failed to live up to my expectations.
Honestly, most of Hoenn has failed to live to what I remember it as. I guess I just was blinded by nostalgia.
I was so disappointed with Lillycove. I was really excited about getting to revisit the city in ORAS, but it failed to live up to my expectations.
Honestly, most of Hoenn has failed to live to what I remember it as. I guess I just was blinded by nostalgia.
I wish that the department store in Lilycove City had gotten a redesign or an enhancement, at least.
Maybe it could have had a better variety of items (better than it has now, I mean) or something akin to sales like in Emerald.
At least the sale on the rooftop market is on a consistent timeframe now (every Saturday I believe). I would consider that a big upgrade from RSE's "whenever the TV says so." Knowing that the sale does happen every week made it SO much easier to get those decorations.
This is true, although it is a bit disappointing that the only things on sale on Saturdays are those SSB decorations. If the stock rotated through tons and tons of options every Saturday it might make it more worth it, but once you buy one of each decoration on one Saturday, the sale becomes redundant.
That's true, you do have a good point. I mean, I like the idea of making it like an exclusive Secret Base store, but rotating the stock so that each week is a little bit different, or at least it would take multiple trips to get everything, would be pretty cool.