Pokémon (Not-So) Griefing Thread - Scarlet and Violet Released with 10 Million Copies in First 3 Days in Buggy States

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Which places and why?
A few places, but the standout is N's room. Just look at it, and listen to its music.
By the way, the text basically says that all the objects have been played with recently.

The music also even got a creepier version in the sequel games.
 
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Almost got my 8 Johto badges, but I found this mechanic that I believe it is amazing. You can find empty CDS in porygons, but if you go to this npc, he can overwrite any TM in it, being able to choose which tm you want to "buy"

Such interesting mechanic



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Also here the evolution of that Onix.
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Also I may be a "Gen 1er" when it comes to the TCG, or at least I think the game started to get broken after Gen 3. By the Gen 4 TCG, that older consistent approach they used with card design was abandoned. Like ridiculously high HP being thrown around, and 'mons who are Poison type in the vidya became Psychic types in the TCG (instead of Grass). Also attacks started becoming cheap and overpowered.
 
The ones that always worked best on me as a kid were the places where you had an idea something wrong happened, but enough was left up to the imagination to make the worst of it (Emerald Sky Pillar is a lot more imposing than ORAS's, imo). Altering Cave is probably the most extreme example of this, but that's because GF couldn't be bothered to ever do anything with it. Speaking of, being out of the way helps with a location's mystique; you have to go through Lavender Town, but you don't have to go through the Old Chateau. Old Chateau was probably the best of them because it has the benefit of having multiple stuff happening; Rotom, the Gengar, the ghosts you can never interact with, Gardenia hyping it up, etc. Ruins of Alph also did this pretty well by playing with the ancillary mechanics at your disposal by messing with the radio and having your Pokemon start acting weird; generally the less ability someone has to resolve everything in an area with a Pokeball, the better it is. Generally I'd say there are a lot of areas in these games that are good at feeling creepy the first time you'd visit them, but the ones that can keep it up after that first or second visit are a lot more rare.
I don't think the chateau was that creepy. Turnback cave killed me, also the temple with regigigas. Gen 6 has the slenderman reference and the Ghost girl but it feels forced and i can't take the hex maniac serious thanks to lewd artists. But the forest you could get lost forever is creepy af especially with the trevenants.
The viridian forest is scary i like how it has the team rocket hideout theme in it.

Did you play the fire red rocket Hack?


S Tier game.

A few places, but the standout is N's room. Just look at it, and listen to its music.
https://youtube.com/watch?v=SLcOFCpcJ-wBy the way, the text basically says that all the objects have been played with recently.

The music also even got a creepier version in the sequel games.
Pokemon Black & White 2 OST N's Room.mp3
Ns room top tier i love how he is playing with trains like a true autistic.

but the caravan in the zoroark woods on west of the city where elesa is is even creepier. It has a woman and she doesn't talk and in bw2 there is a hiker who disguises as a zoroark.
 
Defeated the bad guys and went to elite 4... Here is the thing: I thought I was overleveled with an overall lvl 75 party and the only really strong pokémon was the Tinkaton at lvl 83. Unlike the first elite 4 who had all their trams based on colors, this E4 was the type chart.

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This fucking clown Eusine starts with a gyarados lvl 80 and my own counters are the Toxicitry with thunderbolt and my starter who is a shitter Decidueye (variant) with leaf blade.

Of course the gyarados knows earthquake and would oneshot and outspeed the Tox and slowly defeat the decidueye.

But I think I found a bug:

This game the held itens aren't easily achievable like normal games. it is rare as fuck, really fucking rare, I just got my sixth good held item.

But in slowpoke cave there was a King's Rock. And the only one who hasn't a special item was boosted attack was Tinkaton.

Here is what I believe is a bug. It causes flinches. A lot. I could kill the annoying gyarados by spamming the Gigaton Hammer, so I could chip away life and he would use the full restores. So even with a very bad team I managed to win only losing two pokemon.

Now the champion:

Screenshot_20241122-030931-471.png


Holy shit that was easier as fuck, my fairy hammer was using earthquake and the flinch would affect it until it used full restore. Also here is the mega feraligatr.
Screenshot_20241122-031005-438.png


So I left the final blow with my own starter, this shitter who has the same stats on physical and special attack and doesn't overperform on both.
Screenshot_20241122-031207-927.png


And I beat the final E4 member, I guess What is next? Flght legendaries and look out for Gold? Guess what? We get a boat ticket and gets to pick another pokemon in a tiny island, this time was fuecoco, snivy and Oshawott.

Between Tunod (first region) and Johto (Second region) there is another archipelago. They managed to do a better balanced 16 badges run + 2 elites + even more content than HGSS on a fucking Gameboy advanced romhack.

Jesus that is strong code (and I am using a modified version with later pokémon too)
 
so i've played a bit of the Pocket TCG and its so fucking aids. I knew it would be RNG but it still makes me mad. It's not even fun if you ignore pvp.
that said i'm still opening up my daily packs for that 0.01% chance of dopamine.
 
I saw this, and got reminded that they'll never adapt the best manga arc to anime...
https://youtube.com/watch?v=B_nbzPLt-wE
>No RSE
Come on. Even FRLG was more memorable than yellow.
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Also on Glazed. The story gets even cringier with the pokémon speaking fuck you to me. But got to the trainer island where you have lots of options to get BP and get trainer itens.

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You can fight and heal or fight without healing in singles or doubles and the BP increases as the fights get harder.

You can also have high level rematchs with johto gym leaders and even champions (I fought steven, lance and lost to wallace) (also grinding experience)

Screenshot_20241122-223618-161.png

Depending of the kind of the fight the levels get really high in the battle island.

Screenshot_20241122-224212-886.png


The gym leader levels were lvl 90 and the champions lvl 100
Screenshot_20241122-224229-470.png

But this feature should be in the middle game instead of so much later, the BP and held items would help so much in earlier battles.

Also this mega blastoise looks cool
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I know this version that I play is a modified version of the game, so I really wonder what is the original intent versus the updated additions to this 10 year old game.
 
If you haven't played it, there's a Japan only sequel with an English TL for GBC: Pokemon (well, Pocket Monsters) TCG 2: Here Comes Team Great Rocket!!
I did play the translation. The translation isn't as well-polished as the original, but it only served to illustrate how flawed the original is, with the same limitations (I don't know if the original bugs were fixed or not, like the Psychic Confusion bug) with some crummy pacing and clearly running out of steam by the end.

It was like an expansion pack masquerading as a full game.
 
Also I may be a "Gen 1er" when it comes to the TCG, or at least I think the game started to get broken after Gen 3. By the Gen 4 TCG, that older consistent approach they used with card design was abandoned. Like ridiculously high HP being thrown around, and 'mons who are Poison type in the vidya became Psychic types in the TCG (instead of Grass). Also attacks started becoming cheap and overpowered.
The thing about the Pokémon TCG from Gen IV (and even Gen I if we’re being pedantic enough) and beyond is that there’s always been some sort of gimmick that takes precedent over other mechanics that only change the game drastically but also serve as hooks for collectors.
Gen IV:
  • Introduces Lv. Xs (an “upgrade” of sorts to final-stage and single-stage Pokémon that doesn’t have the 2-Prize rule like Pokémon-ex do)
  • Poison-type Pokémon, previously depicted as Grass-type in the TCG, are changed to being Psychic-type.
  • Pokémon SP (a retread of sorts for Owner’s Pokémon), Pokémon Prime (no real difference between them and standard Pokémon outside of card artwork, attacks, and Poké-Bodies/Powers),
  • Introduce Pokémon LEGENDs (a special class of Legendary Pokémon that requires you to have the top-half and bottom-half of said Pokémon in your hand before putting it into play, the first two prints featuring Ho-Oh and Lugia function like regular Pokémon but the rest of the Pokémon LEGENDs would have 2 Legendaries and have a 2-Prize rule attached to it).
  • Pokémon Prime, a ”special” form of Pokémon that have no real distinction from other Pokémon other than artwork.
  • The Lost Zone, a special area separate from the discard pile that functions like a “removed from play” area.
Gen V:
  • Black & White basically “resets” the TCG just like the games did. No real gameplay gimmicks are introduced but Full-Art cards start here with Reshiram and Zekrom getting them in BlackWhite and Secret Rares in the form of Pikachu also come back after being absent since Supreme Victors (the Alph Lithograph cards introduced in HGSS don’t count). Poké-Bodies and Poké-Powers have been combined to form Abilities for simplicity’s sake.
  • The fourth Black and White set, Next Destinies, introduces Pokémon-EX to the game and remain in the game until the end of the XY-era, redesigns Full-Arts by giving them an etched texture. Secret Rares are redesigned to feature Pokémon from recent “modern” sets in their Shiny form and etched textures on the card art and Energy symbol on the middle of the card.
  • Dragons Exalted introduces Dragon-types proper to the TCG (before then they were either Colorless or a secondary type if a species is dual-typed in the video game).
  • Dragon Vault introduces the concept of subsets to areas outside of Japan.
  • Boundaries Crossed introduces ACE SPECs, powerful Trainer cards (all of which are Items) that you can only have one copy of in your deck and no other ACE SPECs. Secret rares are redesigned to feature a gold b. Plasma Storm introduces the Team Plasma subclass of cards that includes Pokémon, Trainers, and even Energy while Secret Rares can now include Item cards.
Gen VI:
  • XY Introduces Mega EXs to the game, an evolution for EXs that end your turn when you evolve them with the card art featuring the Mega Pokémon-EX’s attack name in English or Japanese (Japanese cards feature English, international cards feature Japanese). Full-Art Rares are still being printed but only for base EXs, Mega EXs get nothing. The Fairy-type is also introduced here as a new type with its own Basic Energy.
  • Flashfire brings back Secret Rares after they were absent from XY. The only difference they have from their regular prints is that the attack name featured in the card art is colored gold and is in Japanese for all regions.
  • Phantom Forces introduces Spirit Links, special Tool cards that can be attached to Mega-compatible EXs that negate the “your turn ends when Mega Evolving” rule.
  • Primal Clash introduces Primal Reversion to the TCG in the form of Primal Kyogre/Groudon-EX, outside of the name and the “M”missing from the card name they’re still classified as Mega Evolutions in the TCG. Ancient Traits are also introduced, these gimmick gives some Pokémon an additional effect (the ability to attack twice, the ability to heal twice the amount of damage, the ability to attach an additional Energy to that Pokémon, the ability to prevent a Pokémon from being affected by your opponent’s Trainer cards). Mega Evolutions also get the Full-Art treatment and Secret Rare Item cards return in this set.
  • Double Crisis reintroduces Owner’s Pokémon in the form of Team Magma and Team Aqua Pokémon. Despite being brought back in this set Team Magma’s/Team Aqua’s Pokémon are never seen outside of this set.
  • Ancient Traits are further expanded on in Roaring Skies ().
  • Ancient Origins expands on Ancient Traits again. Secret Rare EXs are also introduced here with Shiny forms of Primal Kyogre-EX, Primal Groudon-EX, and Shiny M Rayquaza-EX with new Ancient Traits.
  • BreakThrough introduces Pokémon BREAK to the game, the mechanics are similar to Lv. Xs introduced in Gen I but are played sideways on the top-half of the regular Pokémon. Special “two-way” Stadiums are also introduced where you have one effect applied to your side of the field and your opponent has another (normal Stadiums apply them to both players regardless of who played it). BreakThrough also retires Secret Rare Items but keeps Secret Rare EXs.
  • Steam Siege reintroduces dual-typed Pokémon to the game, with almost all of the dual-typed Pokémon being depicted in their Shiny forms (the only exception is Volcanion-EX).
Gen VII:
  • Sun & Moon introduces GXs to the game, these Rule Box Pokémon function like the Pokémon-ex of the RSE-era but introduce GX Attacks that can only be used once per game. Rainbow Rares are also introduced in this set as a new secret rare class for GXs. Secret Rare Item cards return in as gold Full-Art cards and now include Basic Energy cards. Alolan Pokémon are also introduced to the game as a Pokémon subclass.
  • Shining Legends reintroduces Shining Pokémon to the game. Unlike the Shining Pokémon of the GSC-era TCG the Energy costs for these Pokémon aren’t screwy and there’s no one-Pokémon limit to ‘em. Like Owner’s Pokémon in Double Crisis Shining Pokémon are only seen in this set.
  • Crimson Invasion introduces the Ultra Beast class into the TCG, the first Ultra Beast-related cards function like regular Pokémon but later cards would introduce mechanics based around how many Prize cards are left in the game. The set also adds Special Energy to the gold Full-Art Secret Rare mix.
  • Ultra Prism introduces Prism Star cards into the game. These special cards have a rule that only allow you to have one copy of a Prism Star card in your deck and after it‘s removed from play it goes to the Lost Zone instead of going to the discard pile.
  • Team Up introduces Tag Team GXs to the game, which feature two Pokémon with no change to the current 2-prize rule.
  • Unified Minds doesn’t do much mechanics-wise but does introduce the concept of gold Full-Art Secret Rare Stadium cards to the game.
Gen VIII:
  • Sword & Shield introduces Vs and VMAXes to the TCG. Vs are basically a retread on Pokémon-EX while VMAXes are a retread of Mega EXs without the turn end rule and HP reaching the 300s to match the HP increases brought to video game via Dynamax/Gigantamax. Secret Rares are altered to only include Rainbow Rare VMAXes and Supporters, gold Items, and gold Pokémon (with regular Pokêmon and Pokémon Vs receiving the treatment depending on the set). Dragon-types and Fairy-types are retired with this set (Dragons appear as their secondary type whilst Fairies are made into Psychic types) and Poison-types switch from being Psychic-type to Darkness-type. Galarian Pokémon are introduced here and function like Alolan Pokémon do, except new species that evolve from Galarian Pokémon are also listed in the Galarian subclass to prevent any sort of confusion.
  • Vivid Voltage introduces Amazing Pokémon to the TCG, a new rarity where the Pokémon featured have powerful attacks with funky Energy requirements and occasionally good Abilities.
  • Battle Styles introduces the Single Strike and Rapid Strike subclasses of cards to the mix. The set also introduces the concept of Illustrator Rares to the game as Secret Rares.
  • Evolving Skies brings back Dragon-types to the mix, exactly as they were during the BLW-SUM eras.
  • Fusion Strike introduces the Fusion Strike style to the game.
  • Brilliant Stars introduces Pokémon VSTARs to the game, Pokémon that evolve from Pokémon Vs and come with a VSTAR attack or Ability that can only be used once per game. Trainer Gallery cards also also introduced in this set.\
  • Astral Radiance introduces Hisuian Pokémon to the mix in the same way Alolan and Galarian Pokémon were.
Gen IX:
  • Scarlet & Violet introduces Pokémon ex to the game, which are similar to the older Pokémon-ex released back in the RSE-era. Rainbow Rares don’t return in this set (having been absent from Crown Zenith) with Secret Illustration Rares for both Pokémon ex and Supporters taking their place. Illustration Rares are also incorporated into the set proper rather than being a subset. the Terastal phenomena is also introduced here as Tera Pokémon ex, which have no benefits outside of being protected from damage whilst on the Bench.
  • Obsidian Flames introduces the concept of Type-shifted Tera Pokémon ex, Pokémon whose main type is different from their original type (for example, the Charizard ex in this set is Dark-type but its attacks still use Fire Energy).
  • Paradox Rift introduces Paradox Pokémon and various Items and Supporters as Past and Future card subclasses.
  • Stellar Crown introduces Stellar Tera-Type Pokémon ex to the game. These Pokémon ex retain their original types but their attacks use a mix of different Energy types.
  • While not released just yet, Owner’s Pokémon (including Team Rocket’s Pokémon) have been confirmed to be returning to the TCG proper in 2025.
And yes, I did preemptively post this by accident a short while ago.
so i've played a bit of the Pocket TCG and its so fucking aids. I knew it would be RNG but it still makes me mad. It's not even fun if you ignore pvp.
that said i'm still opening up my daily packs for that 0.01% chance of dopamine.
The thing about Pocket is that it combined all of the bullshit associated with gacha games and IRL TCGs into one neat little package.
 
So I take it the game system of Gen 1 is rather different than how the TCG works now?

(I learned to play the TCG with the Game Boy game in around 2000.)
As @anliteralidiot mentioned the game still follows the Gen 1 structure but there have been some changes:
  • When you or your opponent flip a coin before the start of the game the winner of said coin flip decides on if they want to go first or second, after that you do the usual.
  • Trainers are separated into different four categories: Items, Tools, Supporters, and Stadiums. You can play as many Items cards as you want during your turn, as many Tool cards as you want but each Pokémon is restricted to one unless they have an Ability that allows them to hold more than that, one Supporter per turn, and one Stadium per turn. Item cards include older cards like Poké Ball, Switch, and Energy Retreival and some have even been retooled (Pokémon Breeder has been repurposed into Rare Candy). Supporters mostly involve the human characters and include older cards like Professor Oak (now known as Professor’s Research) and Bill. Tool cards are basically the TCG equivalent of held items and Stadiums can be based off of various in-game locations but aren’t required to be.
  • The player going first cannot attack or play a Supporter.
If you want to see how the current TCG functions attend a prerelease if you have them in your area or, if you’re a complete masochist with no sense of human decency, give Live a try.
 
I made that tier list again, but this time I did the opposite: these are the Pokémon I like the least in each category.

There is a very clear pattern here.
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The thing about the Pokémon TCG from Gen IV (and even Gen I if we’re being pedantic enough) and beyond is that there’s always been some sort of gimmick that takes precedent over other mechanics that only change the game drastically but also serve as hooks for collectors.
Gen III had EXs, and the worst thing about EX/Lv. X/etc. was that they effectively priced most people out of the game. A Luxray GL Lv. X was something around $120, and if you didn't have one or an equally ultra-competitive deck there was slim chance of you winning even locals.
 
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