[3 / 1 / ?]
Quoted By: >>48563757 >>48564190
Hardmode: No bring over X old feature or previous standards
>Windwaker progression (surfing only has chasing overworld encounters)
>Turn every DPPT HM into a pokeride and turn every pokeride into an optional gameplay section
>Pokeride are no longer taxi services but optional summonable spiritmons to traverse the world
>Each pokeride (besides rock smash) requires completing a puzzle dungeon dedicated to that HM
>Give pokeride more functions (machamp can chuck boulders, tauros can headbutt trees, lapras can spout water or freeze stuff) for better puzzle design
>Turn trials into actual trials (fire trial has a torch relay up volcano with wind/flying pokemon obstacles)
>Route design needs more open areas, pokeride exploration/level design and give route master z-moves and varied teambuilding/strategies/battle modes/requirements
>Give Totems z-moves without a stone, more strategic SOS allies and give them Raid Boss autism to counter cheese.
>Auto-skip option for dialogue section, tutorial areas and cutscenes
>Story needs more interesting setpieces instead of battling grunts in succesion like having to save/free all of the Aether Foundation mons once youre there
>Ultra hallway turns into a big explorable hub with one research settlement town (filled with reseach/expedition quests) and fucky physics (Distortion World but with actual good map/puzzle design). Maybe add some big ultra nests to explore.
Postgame
>Battle tower needs maison modes
>Ultra beasts are all totem battles and delete the looker quests
>Windwaker progression (surfing only has chasing overworld encounters)
>Turn every DPPT HM into a pokeride and turn every pokeride into an optional gameplay section
>Pokeride are no longer taxi services but optional summonable spiritmons to traverse the world
>Each pokeride (besides rock smash) requires completing a puzzle dungeon dedicated to that HM
>Give pokeride more functions (machamp can chuck boulders, tauros can headbutt trees, lapras can spout water or freeze stuff) for better puzzle design
>Turn trials into actual trials (fire trial has a torch relay up volcano with wind/flying pokemon obstacles)
>Route design needs more open areas, pokeride exploration/level design and give route master z-moves and varied teambuilding/strategies/battle modes/requirements
>Give Totems z-moves without a stone, more strategic SOS allies and give them Raid Boss autism to counter cheese.
>Auto-skip option for dialogue section, tutorial areas and cutscenes
>Story needs more interesting setpieces instead of battling grunts in succesion like having to save/free all of the Aether Foundation mons once youre there
>Ultra hallway turns into a big explorable hub with one research settlement town (filled with reseach/expedition quests) and fucky physics (Distortion World but with actual good map/puzzle design). Maybe add some big ultra nests to explore.
Postgame
>Battle tower needs maison modes
>Ultra beasts are all totem battles and delete the looker quests