>>41622967>FRLG was my first pokemon game>Brainlet me finally figuring out the correct path to get surf here without wasting too many steps (i was a seriously dumb kid)>Finally beat Koga after shit tons of frustration because of his bullshit minimize and my god awful luck. My whole 'strategy' was unga-bunga-ing everything with Charizard like most kids did and my 'zard wasn't strong enough to KO his Muk before minimize bullshit started>Going back to the Silph Tower and kicking Blue's ass>All that kinoGOD do I miss FRLG. The only problem with it now-a-days is the lack of the Phys/Special split, and a lot of mons still have a fucking garbage level up movepool that need to be patched up with (one time use, often once per file) TMs.
On topic, though, I think I'd like an in-between. Larger than your typical Safari Zone, but not as big as the Wild Area so it isn't all just a boring empty mess and can still have some sense of a coherent design to it. I'm fine with the Safari Zone catching mechanics, though I understand that some people think that it's bullshit so maybe something to lessen that would be nice. Maybe an in-between of the current system and safari zone mechanics of yore? Send out your pokemon first, whittle it down, and then when you decide to catch it you go through the typical Safari-zone mechanic. If you're worried about something fleeing, just have whatever you're using use a move that prevents that like Mean Look. Or just straight up have catching work like it normally does and no 'rng' bs. Whatever works.