sound of silence Posted June 28, 2015 Share Posted June 28, 2015 So I just finished fighting the PULSE tangrowth at this point of the game and I have to say I'm somewhat disappointed. I realise over-levelling was a problem and that trainers needed to be removed. That is fine. What I'm not fine about is the removal of the forest field which you used to fight it on. That made the fight so much harder, and gave a real sense of achievement in beating it. I came armed with a vanillite with mist, gulpin with encore, expecting to have to use several different methods of negating the effectiveness of the pulse. But it was a let-down to curb stomp it without losing a single pokemon. Between all the good poison types, stage 3 evolutions of bug types, the numel event, the ability to get vanillite and the crazy amount of type advantage you can get before this fight, is there any chance that the forest field can be added back into the game for this episode? I'd like to experience a challenge again if at all possible. Quote Link to comment Share on other sites More sharing options...
Lord_Ludo Posted June 28, 2015 Share Posted June 28, 2015 The reason the forest field effect was removed in the first place was because Obsidia Park is now in the same map as the entire Obsidia Ward (i believe). So, if they wanted to keep the Forest field effect for the Tangrowth battle, then the entire Obsidia Ward would also have to have the forest field effect, which doesn't make much sense Quote Link to comment Share on other sites More sharing options...
Arkhi Posted June 28, 2015 Share Posted June 28, 2015 For this episode, the Forest Field won't be added back- the full episode is already released. Maybe in 16, if there's reason to. Depending on the difficulty of the fight that others have with PULSE Tangrowth, it may be added again. Furthermore, because the battle is fought on the new overgrown Obsidia Park, it must share the field effect with the rest of the park. The only trees that exist are the artificial ones created by the Tangrowth. In comparison to other fights in natural forests in Reborn, the effects of this field wouldn't be the same. The reason for adding a field effect would be to make the fight a challenge, but it should make logical sense. Quote Link to comment Share on other sites More sharing options...
Lostelle Posted June 28, 2015 Share Posted June 28, 2015 I personally liked the old park better with the huge forest. Even though it wasn't super realistic, it really fit the theme + was a cool part of the ward. it's also super laggier for me now unlike it was in the past Quote Link to comment Share on other sites More sharing options...
sound of silence Posted June 28, 2015 Author Share Posted June 28, 2015 (edited) Hmm, then perhaps have the grassy terrain field effect in place then? It would make things harder with the PULSE getting health back and grass moves being boosted, but also strengthening fire moves and allowing the field torched. I don't think it is too much of a stretch to assume a park has grass... Edit: Oh, well if Ludo's comment is correct, I guess you can't have any field effect if it can't be applied to the rest of the ward. Edited June 28, 2015 by sound of silence Quote Link to comment Share on other sites More sharing options...
Masquerain Posted June 28, 2015 Share Posted June 28, 2015 Was also disappointed to see the park map gone. I think it was quite fitting in regards to the whole "vine outbreak" situation. My biggest disappointment though, was that the Tangrowth PULSE had no forest field anymore. Gotta admit, I never knew that the Obsidia Park has artificially created trees and no real ones, but well, even trees created by a pokemon are in the end "natural" so a forest field would still make sense to me. Was there a reason for the change, though? I mean it was proper before, it was its own map and it looked like a proper crisis-affected overgrown forest-park. I know that park-map has been juggled on and off over the episodes but I never knew the actual reason why Either way, would hope to see it return in the future Quote Link to comment Share on other sites More sharing options...
Commander Posted June 28, 2015 Share Posted June 28, 2015 I personally liked the old park better with the huge forest. Even though it wasn't super realistic, it really fit the theme + was a cool part of the ward. it's also super laggier for me now unlike it was in the past Is my game the only one that doesn't lag anywhere. But yeah, I'm kind of over the whole Forest thing at this point. The fight isn't so bad when you fight with lv 18-20, but yeah, I can understand the disappointment in decreased difficulty. The reason for its removal was to help lower the soft level cap. Quote Link to comment Share on other sites More sharing options...
Masquerain Posted June 28, 2015 Share Posted June 28, 2015 (edited) Well, that's one reason I guess. Can't deny at least in my monotype run, I was already pretty close to the cap at that point, but that might have had something to do with the fact I was training only 4 pokemon .. P.S. my game also doesn't really lag anywhere except that one passage from obsidia to opal ward Edited June 28, 2015 by Masquerain Quote Link to comment Share on other sites More sharing options...
Kithros Posted June 28, 2015 Share Posted June 28, 2015 For this episode, the Forest Field won't be added back- the full episode is already released. Maybe in 16, if there's reason to. Depending on the difficulty of the fight that others have with PULSE Tangrowth, it may be added again. Furthermore, because the battle is fought on the new overgrown Obsidia Park, it must share the field effect with the rest of the park. The only trees that exist are the artificial ones created by the Tangrowth. In comparison to other fights in natural forests in Reborn, the effects of this field wouldn't be the same. The reason for adding a field effect would be to make the fight a challenge, but it should make logical sense. I don't see why field effects would need to apply to the entire area - in fact, there are definitely areas with multiple field effects (pretty much everywbere that you can surf for instance), in the Corey gym fight there are 2 different possible fields depending on whether you did a sidequest or not too (so the field effect there can clearly be changed freely) etc.. Quote Link to comment Share on other sites More sharing options...
CainReborn Posted June 28, 2015 Share Posted June 28, 2015 I understand how people thought the old field was fitting, but I like that the new field is something that makes more sense I don't think it's terrible as it's still early in the game and shouldn't be overbearingly difficult. Some of the pulse fights down the line should be buffed a bit though, imo. Quote Link to comment Share on other sites More sharing options...
Administrators Amethyst Posted June 28, 2015 Administrators Share Posted June 28, 2015 I don't see why field effects would need to apply to the entire area - in fact, there are definitely areas with multiple field effects (pretty much everywbere that you can surf for instance), in the Corey gym fight there are 2 different possible fields depending on whether you did a sidequest or not too (so the field effect there can clearly be changed freely) etc.. Surf is an exception coded into the field system. If the player's surfing, ignore whatever field is set for the map, and make it WaterSurface. Corey's gym uses an override function similar to using Electric or Misty Terrain. You're correct that I -could- set an override for just that battle, but then it would be weird to have the battle in the park against tangrowth be on Forest and all of the other battles vs wild pokemon be on no field at all. Ideally what I would like is have it so that if you're in the little park area, it uses the proper field effect. I can do this with an override, but the problem exists with how do I set and remove it that override? Unless I overfit the scripts for that area, which is a poor practice, I have to use event tiles to set the variable whenever someone enters the park, and remove it whenever someone leaves. Now, firstly, adding that many more event tiles is going to increase lag in that ward. Secondly, there's still a problem with *sigh* Teleport. If someone steps into the park and then teleports out, they don't hit the tile event tile that turns off the override, meaning they would basically be taking a forest field with them wherever they went, forever. While I could possibly have the usage of Teleport/Fly/etc clear this variable I'd need to be careful that doing so wouldn't break anything else anywhere in the game. So for now, it is as it is. Quote Link to comment Share on other sites More sharing options...
Alaris Posted June 29, 2015 Share Posted June 29, 2015 I also liked the old obsidia park better but hey, it fou think the change's worth it... Quote Link to comment Share on other sites More sharing options...
Lostelle Posted June 29, 2015 Share Posted June 29, 2015 Is my game the only one that doesn't lag anywhere. But yeah, I'm kind of over the whole Forest thing at this point. The fight isn't so bad when you fight with lv 18-20, but yeah, I can understand the disappointment in decreased difficulty. The reason for its removal was to help lower the soft level cap. The Obsidia Ward is really the only place that lags for me; and the southern part of Route 2. Quote Link to comment Share on other sites More sharing options...
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