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Post by Rob on Apr 3, 2009 9:26:57 GMT
I suppose that that was what repels were for, Rob. But I get what you're saying anyway. They did fix this to a large extent in the newer ones. There are more ways of preventing wild pokémon attacking (natures, flutes etc.), there are more reasons to actually want loads of wild pokémon attacking (increased chance of seeing a shiny/seeing a rare pokémon, of which there are much more etc.) and the whole thing is sped up just enough not to make it as tedious as the earlier ones. Plus, I've got a sneaking suspicion that the chance of running into a wild pokémon have been decreased since the earlier ones... but I could be wrong. Well that's fair enough and a very obvious thing to improve. For the record though, even Max Repel never seemed to do much of anything.
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Post by Tom on Apr 3, 2009 11:13:15 GMT
I can't speak for the older games, but I know in the newer ones the way repels work is that they repel any Pokémon below the level of the Pokémon you have first in your squad (say if you have a lvl.50 Charizard first in your squad, lvl. 46 Golbats will be repelled, but lvl. 52 Machokes wouldn't be). The only difference between Repels, Super Repels and Max Repels is the amount of steps that you take before it wears off, as opposed to the level of Pokémon it repels. Same goes for the flutes.
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