Monochrome_Complex Posted July 21, 2015 Share Posted July 21, 2015 Is the removal of the map before the first pulse Machine? Why was this decision made exactly? I really liked the atmosphere, build up and especially music of this part, which I feel is now kind of ruined by just making the pulse machine a tree's cut away from the street. I'm guessing it's due to the exp curve and how you'd end up overlevelled by the time you get to Flobot? Idk I kind of hope that part comes back in later episodes. I felt this change was kind of a step back. I mean plant Obsidia is still kind of laggy so if that was the reason it didn't really help much. Quote Link to comment Share on other sites More sharing options...
Support Squad Felicity Posted July 21, 2015 Support Squad Share Posted July 21, 2015 The place had a fuckton of events that supposedly caused massive butthurt for systems everywhere trying to run the game. Unfortunately things are still laggy but that's kinda the price to pay for such a huge ongoing map. Quote Link to comment Share on other sites More sharing options...
Administrators Amethyst Posted July 21, 2015 Administrators Share Posted July 21, 2015 It's not because of lag at all. The EXP cap you mentioned is one reason. It was pretty tight pre-Florinia so this gives players more breathing room. Moreover, that was a pretty uninspired area: It's just a flat, linear walk-through with a ton of encounters. That's pretty tedious and boring. Finally, the main reason is the whole "bigger on the inside" thing. Having the park distort and create a separate dungeon completely breaks the narrative frame of the world that's maintained absolutely everywhere else. It's out of nowhere, makes no sense, and looks bad. So poof. The only thing of value in there was getting to be creeped out by seeing Rini and Amy tied up, and while that has lost a bit of emphasis, it's still there. Quote Link to comment Share on other sites More sharing options...
Gaunt Posted July 21, 2015 Share Posted July 21, 2015 Having the park distort and create a separate dungeon completely breaks the narrative frame of the world that's maintained absolutely everywhere else. It's out of nowhere, makes no sense, and looks bad. So poof. The only thing of value in there was getting to be creeped out by seeing Rini and Amy tied up, and while that has lost a bit of emphasis, it's still there. Still it seems that many people liked that area soooo why not make a poll to see if people want it back or not? The last one (for the Pokemon levels) had a "surpise" result so maybe this one will too. Quote Link to comment Share on other sites More sharing options...
Monochrome_Complex Posted July 21, 2015 Author Share Posted July 21, 2015 Yeah maybe a poll could be used to see if it warrants inclusion or not, although the point about the level curve is a good one. As for the bigger on the inside thing, I just assumed that was due to Pulse Tangrowth making it's own forest and you partially being deeper in the ground. I do miss seeing Flo and Ama getting caught and really the music which was very forebading and cool sounding. Since it's not its own track it's not played anywhere else in the game either :[ Quote Link to comment Share on other sites More sharing options...
sound of silence Posted July 22, 2015 Share Posted July 22, 2015 It's not because of lag at all. The EXP cap you mentioned is one reason. It was pretty tight pre-Florinia so this gives players more breathing room. Moreover, that was a pretty uninspired area: It's just a flat, linear walk-through with a ton of encounters. That's pretty tedious and boring. Finally, the main reason is the whole "bigger on the inside" thing. Having the park distort and create a separate dungeon completely breaks the narrative frame of the world that's maintained absolutely everywhere else. It's out of nowhere, makes no sense, and looks bad. So poof. The only thing of value in there was getting to be creeped out by seeing Rini and Amy tied up, and while that has lost a bit of emphasis, it's still there. Just saying, but in regards to the leveling before florina, that's still really easy due to the daycare. At that stage of the game, it's pretty easy to walk around for a short time to get the levels required. Quote Link to comment Share on other sites More sharing options...
Masquerain Posted July 22, 2015 Share Posted July 22, 2015 Never had cap issues for Florinia and I really liked the park too. Especially for the emphasis of discovering what happened to both Florinia and Amaria. Now it's just even more out of the blue to walk in on them being strangled.. but wellp. Quote Link to comment Share on other sites More sharing options...
Monochrome_Complex Posted July 22, 2015 Author Share Posted July 22, 2015 If Team Reborn doesn't mind the extra work(lol), they could always redesign the pre-tangrowth map to where it's a bit more intricate(maybe a puzzle of some sort?) since the old layout apparently wasn't up to Ame's standards. Quote Link to comment Share on other sites More sharing options...
Nails Posted July 22, 2015 Share Posted July 22, 2015 It's not because of lag at all. The EXP cap you mentioned is one reason. It was pretty tight pre-Florinia so this gives players more breathing room. Moreover, that was a pretty uninspired area: It's just a flat, linear walk-through with a ton of encounters. That's pretty tedious and boring. Finally, the main reason is the whole "bigger on the inside" thing. Having the park distort and create a separate dungeon completely breaks the narrative frame of the world that's maintained absolutely everywhere else. It's out of nowhere, makes no sense, and looks bad. So poof. The only thing of value in there was getting to be creeped out by seeing Rini and Amy tied up, and while that has lost a bit of emphasis, it's still there. Just played through this and it felt kind of weird not having it there, having played through it before. I liked the buildup and knowing meteor created this giant maze in a park with a turbo charged tangrowth. It definitely felt weird that passersby could just see the pulse machine from the street. I can sympathize with those reasons for sure. But a 2 minute event felt out of place considering every other pulse is the capper to a dungeon crawl and bashing on some meteors. Also, literally every building in the game is bigger on the inside, so idk distorting space just comes with the territory of making a pokemon game imo. The old event wasn't amazing, but this new one felt super lacking. It made team meteor look unorganized and lazy if all that it took to defeat them was cutting down a tree and koing the tangrowth. Quote Link to comment Share on other sites More sharing options...
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