How would you fix water routes? The topic's been a bit notorious since the classic 7.8 TOO MUCH WATER review, but while land routes can be incredibly diverse with a wide variety of themes, visual design, and elevation, water routes just always seem to boil down to nothing more but water with the occasional island or inlet. Combine that with non-stop random encounters and it's not hard to see why they're so disliked.
Also just a general route / map / world design thread. Post any routes you like or dislike and talk about em
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since you travel faster on water than on land it's not as bad as people make it out to be. As you traverse faster over a larger space, finding stuff like a remote island or a hidden cave is more special. It goes hand in hand so "fixing" water routes would likely destroy this.
However, if you would want to change it, you could make the water more clear in some areas, allowing for items to be spotted without immediately going underwater, or the pokemon to change depending on whats underground.
The transition from overwater to underwater could also be faster.
Mangrove Forest route
Bazaar town when?
tis mario kart?!
Increase encounters. No, I don't mean stop me every step, I mean give me a random sea pokemon than just Tentacool or Wingull.
As for dive routes, maybe add Kabuto and Omastar. Maybe a new deep sea pokemon.
first thing is seamless transition between landing and surfing. in a water based region like hoenn you shouldnt have to mash A and watch an animation every 30 seconds in order to pick up one item or fight a trainer just to get back out on the water again
The way I'd fix water routes (keep in mind this is for routes that are ~90%+ water) is to half the encounter rate, mix in some of the pokemon from the fishing encounter table, and keep the levels consistent instead of weird 15-20 level ranges.
make them function like normal routes in that there are "grass" tiles which you can get encounters in and normal tiles where you don't. honestly do the same for caves as well.
in 3d games? no clue lmao
It's honestly pretty easy.
>Shallow water = no encounters (Unless something like Sweet Scent or Fishing)
>Deep water = Encounters
What people ACTUALLY hate when they hate on Water routes is that they are usually long stretches of unavoidable Random Encounters, and in partiuclarly large ones may make them lose their bearings due a lack of landmark, the moment you start using Repels water routes suddenly become much less of a issue.
Similar deal with caves really, but caves tend to be smaller due being corridors and shit and people automatically get confirmation bias that they are supposed to be that way because they are "dungeons" while Water Routes are "the Overworld" if that makes sense.
Just put something on the map that attracts curiosity and encourages exploration such as a small island with a single mysterious house, a pink coral reef or a ship to explore
Honestly, just adding more water types fixes the issue.
>How would you fix water routes?
With even more water. Turn Hoenn into Atlantica.
Nonstop encounters aren't the problem. It's no different from being in a cave or indoor dungeon. The problem was always pic related. Imagine if the only things you could find in Mt Coronet were Zubats and Geodudes.
>Imagine if the only things you could find in Mt Coronet were Zubats and Geodudes.
Ha
HA
HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
you can't fix what isn't broken
Yes you can; it's called innovation and improvement.
Zoom out camera
Increase speed
Make encounters only running into bubbling water / a shark fin / flying birds
Imagine cruising along a route then you see a huge fricking shadow under the water following you, and it turns out you pissed off a wailord
Kino
More smaller islands to break it up
Rework encounters to happen when you touch a shadow or bubbles or something instead of the entire route being "tall grass"
Remove surf prompts and automatically get on your surf mon when you try to step into deep water