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Up Topic General / Feedback and Ideas / individual clonkskills
- - By Shadow [de] Date 2010-09-17 19:47
I would like to see more individuality of a player's clonk. I imagine sth like this: while creating a new player profile you get around 10 clonks. For each clonk you can get around x "Skillpoints" and you can put them on the clonks physicals. Maybe when getting a new rank you are able to change some points(but never get new points)
At the start of a round you can decide which clonk you would like to play.the same happens if you get(buy?) a new clonk.
Parent - By MimmoO Date 2010-09-17 21:28
sounds interesting, but bears the danger of people creating different players, one for melees, one for parcours etc. and why let the player only change the distribution of the points when a clonk levels up? i think, IF it will be implementd, points should be change able anytime outside of a game.

also, some values should not be changeable, e.g. walking speed.
Parent - - By B_E [de] Date 2010-09-18 11:31
Yes, like Mimmo said - it sounds interesting but definitively does tempt players to make special clonks, specially for one type of gameplay.
Parent - - By Anonymous [de] Date 2010-09-19 03:02
if you would have enough clonks for each gametype "specialized"playerfiles would not be necessery.

I Like the idea and guess it wound't be to hard to implement
Reply
Parent - - By pluto [de] Date 2010-09-19 03:03
that was me. I only forgot the login
Parent - By Shadow [de] Date 2010-09-19 12:23
But a thief you are! Because it's stolen from ala and me ;).
Parent - - By Zapper [de] Date 2010-09-19 10:34
I don't like the idea to go into a melee knowing my enemy could have an advantage/disadvantage from the start. I would like that the winner is determined by the player's skill. Not on what he unlocked or configured in the settings.
Different story for settlement scenarios of course. But I think improving physicals by using them (like in CR) is more interesting for the player there (or improving physicals when your Clonk gets a higher rank - if you want even with skillpoints)
Parent - - By ala [de] Date 2010-09-21 23:24

>I don't like the idea to go into a melee knowing my enemy could have an advantage/disadvantage from the start


The clonk should remain flexible - and the advantage which one clonk has in attack power is his lack in energy. Balancing will be a key issue of the concept.
Parent - - By pluto [de] Date 2010-09-22 14:21
but each player/team has a different starting stituation. Thats not fair at all. An absolutly fair game is if both teams starting with the same situations

The question which is not discussed yet, is why do you think clonk is better playable with such a skillsystem?
Parent - By Zapper [de] Date 2010-09-22 18:45
I really have nothing against such a system in campaigns. Settlement scenarios and such. A player has a completely different relationship to his Clonks if everyone is in some way special. (In CP it was "NOOOOOOOOOOO, why did Joki die, he was the only one who could scale :((((((((((")
But not for melees imo, no thanks :)
Parent - By ala [de] Date 2010-09-21 23:21 Edited 2010-09-23 11:49
That's a small amount of text, after we spend so much time talking.

I will post a big post in the next days which will hopefully sound more enthusiastic (My windows is broken, and I use the "Safe Mode" currently). There were several basic ideas involved in this concept:
-Since Open Clonk currently has no clonk classes we came up with the idea that players could distribute (a static amount of) points for each of his clonks. If a clonk has many swim points it automatically has fewer skills in all of the other talents, and therefore becomes some sort of "Aquaclonk".
-In The Base and after relaunching the Player can swap his Clonk against another one which may be more suited.
-In addition a Player could hire mercenaries which fit to the scenarios, however they won't belong to the players crew and the clonks won't get experience points. A player which trains his crew can specialize all of his clonks (with each level up he should be able to swap one skill point for another). He will have only one advantage compared to a new player (which playes with merchants(=fair crew revived)): That's the knowledge of his clonks and their abilities, which the new player has to look at first before he hires a merchant (-half a second of speed ingame). With this system we aimed for the first sentence "more individuality of a player's clonk" and of course for more individuality for the player files.

The further discussions weren't finished:
There were a few points which we started quarreling about:
1. I wanted to link items and vehicles to the basic skills of a Clonk, example given: Spear throwing needs a minimum of strength 4 and 5 in throw. A lorry should be pushed by strong clonks, and not by weak ones (although each clonk should be able to do the basic skills a clonk usually does, like digging, building etc.).
2. The graphical appearance is another thing: It should be obvious if the approaching enemy is knight or mage, or mix of both of them.
3. Balancing of the whole thing will become difficult, especially with additional object packs.
4. The whole concept is a step which emphasizes the RPG- and the strategy elements in Clonk. The third mayor one (Jump and Run) could become weaker if the balancing goes wrong.

Pluto can explain the concept further to the CM participants. I'll do a longer explanation soon.
Parent - - By ala [de] Date 2010-09-23 11:38 Edited 2010-09-23 11:52
Aim:
The aim is to improve strategy, to improve the players crew and clonk individuality and to redesign the "clonk classes".

Basic Idea:
The Basic Idea is this: Clonk clans fight against each other with individuals - the players are not the clonks they solely command them.

Basic Properties:
Every Clonk gets a set ob Basic Properties depending on which his basic and his special abilities will be determined.

Note: Just examples. I'm working on the maths (relations between values) but I'm not finished.

Let's look on the Profile of a normal clonk:

(Minimum is 3, Maximum is 10 - Each Clonk has a Total of 25 Points)
Strength (Fight, Push, Climb, Hangle, Dig):  IIIII I
Energy (Life Energy):        IIIII I
Endurance (Breath, Climb, Hangle, Swim):  IIIII I
Dexterity (Climb, Swim, Hangle, Objects):  IIIII I

If he saves Points here (example clonk saves 1 Point) he can us them in the special section. Each point saved here will give 2 Points in the Special Section (just an example).

Basic Skills (everyone can do it):
(automatically calculated)

(Minimum is 1, Maximum is 3)
Walk            II
Jump            II
Dig            II
Build            II
Climb            II

Special Skills:
(Minimum is 0, Maximum is 10)
The example clonk spent 2 additional Points on Run.

Calculated automatically but can be boosted:
Swim (Minimum is here 3 - Basic Value could be
(Endurance+Dexterity)/2)       IIIII I
Run (Example, Autocalc could be Walk*2)  IIIII I
Hangle  (Value 0-3, autocalc: Dig/2)    I

Magic (Sorcerer)        -

The Profile of an Aquaclonk could look like this:
Strength (Fight, Push, Climb, Hangle, Dig):  IIII
Energy (Life Energy):        IIIII
Endurance (Breath, Climb, Hangle, Swim):  IIIII III
Dexterity (Climb, Swim, Hangle, Objects):  IIIII II

used 24/25 Points

Basic Skills (everyone can do it):
Walk            II
Jump            II
Dig            I
Build            I
Climb            I

Special Skills:
The Aquaclonk spent 2 additional Points on Swim.

Swim             IIIII IIII
Run             IIII
Hangle            -

Magic            -

The Profile of a Hydroclonk would be further special:
(Minimum is 3, Maximum is 10 - Each Clonk has a Total of 25 Points)
Strength (Fight, Push, Climb, Hangle, Dig):  III
Energy (Life Energy):        III
Endurance (Breath, Climb, Hangle, Swim):  IIIII IIIII
Dexterity (Climb, Swim, Hangle, Objects):  IIIII III

used 24/25 Points

Basic Skills (everyone can do it):
(automatically calculated)

(Minimum is 1, Maximum is 3)
Walk            I
Jump            I
Dig            I
Build            I
Climb            I

Special Skills:
The Hydroclonk spent 1 additional Point on Swim and 1 on Hangle.

Swim              IIIII IIIII
Run             II
Hangle            I

Magic             -

Further Example: The Profile of a Knight:
Strength (Fight, Push, Climb, Hangle, Dig):  IIIII IIII
Energy (Life Energy):        IIIII III
Endurance (Breath, Climb, Hangle, Swim):  III
Dexterity (Climb, Swim, Hangle, Objects):  IIIII

25/25

Basic Skills (everyone can do it):
Walk            II
Jump            II
Dig            II
Build            I
Climb            I

Special Skills:
Swim              IIII
Run             IIII
Hangle            -

Magic             -

Example: Mage
Strength (Fight, Push, Climb, Hangle, Dig):  IIII
Energy (Life Energy):        IIIII III
Endurance (Breath, Climb, Hangle, Swim):  III
Dexterity (Climb, Swim, Hangle, Objects):  IIIII

20/25

Basic Skills (everyone can do it):
Walk            II
Jump            II
Dig            I
Build            I
Climb            I

Special Skills:
10 Points used on Magic
Swim              IIII
Run             IIII
Hangle            -

Magic            IIIII IIIII

Example: Assasin (new class)
Strength (Fight, Push, Climb, Hangle, Dig):  IIIII II
Energy (Life Energy):        III
Endurance (Breath, Climb, Hangle, Swim):  III
Dexterity (Climb, Swim, Hangle, Objects):  IIIII II

20/25

Basic Skills (everyone can do it):
Walk            III
Jump            III
Dig            II
Build            I
Climb            I

Special Skills:
10 Points used on Stealth
Swim              IIIII
Run             IIIII I
Hangle            -

Magic             -
Stealth            IIIII IIIII

Example: Paladin
Strength (Fight, Push, Climb, Hangle, Dig):  IIIII II
Energy (Life Energy):        IIIII II
Endurance (Breath, Climb, Hangle, Swim):  III
Dexterity (Climb, Swim, Hangle, Objects):  IIIII

22/25

Basic Skills (everyone can do it):
Walk            II
Jump            II
Dig            II
Build            I
Climb            I

Special Skills:
Swim              IIII
Run             IIII
Hangle            -

Magic             IIIII I

Example: Settler
Strength (Fight, Push, Climb, Hangle, Dig):  IIIII I
Energy (Life Energy):        IIII
Endurance (Breath, Climb, Hangle, Swim):  IIIII II
Dexterity (Climb, Swim, Hangle, Objects):  IIIII III

25/25

Basic Skills (everyone can do it):
Walk            III
Jump            III
Dig            II
Build            II
Climb            III

Special Skills:
Swim              IIIII II
Run             IIII II
Hangle            I

Magic             -

----------------------------------------------------------------------------------------

How does this system influence the players?

1. Developement:
The player will develop a crew. It should never be more worth starting a new playerfile (like some people do in rpgs, because they skilled their heros wrong).

Each 10000Exp a clonk get's the power to exchange 1 point for another. Developing your own crew therefor becomes slow and challenging, if a player doesn't use his point and gains 10000Exp again simply nothing happens with the clonk (you can't store change-points up). He can develop him further the next time he gains 10000Exp. Using this system a newbie will notice "ah Tsular is good with swimming" and over time he can develop this clonk towards an hydroclonk if he wants to.

2. Optical Appearance:
To some extent the developement of a clonk should be displayed. A clonk which is good with swimming won't wear shoes and a clonk which can perform a few bits of magic carries a staff or a hood.

3. Mercenary:
In each scenario where special clonks are of use, a player can choose to hire mercenary (correct plural?) instead of playing with clonks from his crew. He will not gain Experience points for playing mercenary but their skill can be of use, for example if your own mages all are dead you've to use a mercenary. Mercenary could be global, the first to hire "Zwirbel" will get him. This system will replace the Fair-Crew system.

4. Choose your Clonks:
After buying a Clonk or after relaunching a menu opens in which the players Clonks are listed and from which he can choose. With the help of the Clonk-title pictures he can get a fast impression on the skills a clonk could have, by holding the mouse buttton on this clonk his skill table will show. Below the list of the Clonks from the players crew a seperated line will show the alternative mercenary (with pictures and skilltable again). You won't be able to choose a clonk which is currently in use of course, same for dead ones. Third option: A normal clonk should be recruitable as well (which will join the crew).

5. Swap:
The Base is a point where you can swap clonks between the game and your player file. This will add strategy to the game.

6. Kill The Captain Revived:
One Clonk could be captain, enriched with additional skill points. The captain should be choosen in the lobby or ingame in a similar menu like the choose-clonks one.
In the new version of the Physical.Txt the additional entry for a captain candidate could be:

[If-Captain]
Strength: +1
Energy: +2
Endurance: -1
Dexterity: +1
Special:
Run: +2

Preferable Captain-candidates should be in the front of the clonklist in the captain menu. If a mercenary should be captain remains undiscussed. The captain should be choosable in the lobby as well to save ingame time. Activating and deactivating clonks in the lobby would taste yummy as well.

7. Extension Packs:
An extention pack would have to declare a new ability like stealth in the example of the assasin and use points for this skill instead for others. If the extention pack uses super hero abilities more than 25 ability points can easily be granted with a similar entry as the "If-Captain entry":

[If-HeroPack]
Fight+5
Swim+5
Magic+10
etc.

With this approach you can use your mage in normal magic melees and in super-hero magic melees, without the need of two different Clonks. This will keep the player file clean further (the mercenary will as well).

8. Building Scenarios:
Like Zapper pointed out - in our everyday online melee we won't want different clonks because they would be unfair and if they would not be, balancing would become too difficult. A scenario needs two new powers.
First: Exclude Clonks which won't fit into the scenario. Example Map Stylands: Exclude: Aquaclonks, Magic, Special-abilities. Favour: Knight-types.
Second power will be to preset mercenary types for certain scenarios which fit the style which the author intended.

9. Items Vehicle and other Stuff:
The use of Items and vehicles would not be scripted like in CR with: CanUse() { return(FLNT); } or some similar approach. Now this is possible:
Musket: Minimum dexterity: 6; Bow: Minimum dexterity: 5; A strong but rude knight can't handle fine mechanics, but he can use the big axe which needs strength: 8. If the Clonk using the items doesn't fit, he can still use them with a bit of penalty (like slower hitting with the axe or less damage and range with the spear or less accuracy with the bow etc.). Nearly anything is possible: Crystals could be absorbed with Magic: 6 for example. The speed with which a lorry is pushed should obviously depend on strength like the breath of a Clonk depends on Endurance.

------------------------------------------

Benefits:
1. The player is able to train his clonks without making them more powerful.
2. Crews get individuality and will be less crowded.
3. Classes in Clonk are modernized and mixtures are easily possible.
4. Swapping Clonks will add strategy to base and relaunch scenarios.
5. Mercenary are cooler as fair crew.
6. The whole system is a nice base for rpg projects as well.

Unfinished discussions between Shadow, pluto and me: Point Nr2 and Point Nr9.

Edit:
As I correct thousands of mistakes I've noticed that my English skills have rotten.. if you see more mistakes please point them out - I need a bit of coaching.
Attachment: Menu.JPG (25k)
Parent - - By Zapper [de] Date 2010-09-23 16:35
While I would not say that it had any priority, I am not completely against it. I have a few points, though.
You should be able to select your crew in the lobby (noone would want to do that after the game started).

>(you can't store change-points up)


Why? You want to punish players for forgetting stuff like that? We are probably talking about a dozen hours of playing time there

That much for now. The most important thing about the idea is probably the interface to select a crew member and swap Clonks with the player file.
Parent - By ala [de] Date 2010-10-10 11:19

>Why? You want to punish players for forgetting stuff like that? We are probably talking about a dozen hours of playing time there


Don't know why I overread this sentence, well: I think my aim was to to avoid a situation in which one clonk for example Peter the stettler is turned into Peter the dark killing assasin within one period of change (no developing, just playing god with skillpoints). But yeah, punishing looks foolish now. I'll think about another approach.
Parent - - By B_E [de] Date 2010-09-23 16:44
As with almost everything in Clonk: As soon as you bring modification in, you can absolutely forget it. Faircrew ist absolutely beeing used in every single game nowadays, since there are always some kiddies playing around with the game files.

Don't missunderstand me - the concept sounds definitively worth a try. But better forget about some non-centrally modified skill advantages. (Of course, if we used an online plattform to track player progress, this would be different, but that seems quite far fetched then.)
Parent - By Luchs [de] Date 2010-09-23 17:21

>since there are always some kiddies playing around with the game files.


The only real solution for this is having the server manage the crew data. But this is probably no problem with a league server?
Parent - By AlteredARMOR [ua] Date 2010-09-23 20:01
We can store local players' data locally and network players' data on the server. Thus you won't be able to cheat anything
Reply
Parent - By Zapper [de] Date 2010-09-23 21:04
As I understood it the players would not get new skill points to put into their skills but only get the ability to take a skillpoint from the standard skills and put it into another skill.
That means that the most you could achieve with cheating is being able to do what a player could do who unlocked it by playing. Doesn't sound too bad to me?
Parent - By Ringwaul [ca] Date 2010-09-23 18:59
I like the idea of not 'gaining skillpoints', instead you are rearranging them. However, I don't like the concept of not being able to use a certain item because a skill is too low.

(also, the plural of 'mercenary' should be 'mercenaries'. Almost every word ending in a 'y' pluralizes to 'ies' on the end [ie: fly/flies lorry/lorries]).
Reply
Parent - - By Clonkonaut [de] Date 2010-09-23 23:10
Well. The basic idea of the openclonk Clonk was to have an allrounder. Every clonk is able to use every object, every clonk can perform one task as good as any other one. Like CR proved, having special clonks doesn't work out. The Aquaclonk - never used, Magiclonk - never used. The highly specialised clonks like the Magus or the Paladin were designed to compensate any handicaps. The Magus is the best magician and got spells for better swimming, fighting or changing into any clonk needed, the Paladin is a better knight. Whatever these are just two examples.
We don't want the player to buy a lot of clonks for every task needed. What your clonk is able to do and what not depends on what items you carry.
Reply
Parent - By Matthias [de] Date 2010-09-24 00:31

> The Aquaclonk - never used


Which is actually weird, because he is a better clonk (except for clonk-to-clonk-fight, which is rare anyways - besides, this is one of the trainable physicals). For my part, I found him to be quite cool and made a few scenarios where he would be used. :P

> What your clonk is able to do and what not depends on what items you carry.


I agree. This has the advantage that we may introduce new abilities in later versions simply by providing a tool for it, without having to create yet another clonk - also the player won't have to recruit yet another clonk ;)
Reply
Parent - By Zapper [de] Date 2010-09-24 05:25
Without completely disabling items the concept still works: You would just be more efficient with a specific item if you have the specific skill
Parent - - By ala [de] Date 2010-09-24 06:36 Edited 2010-09-24 06:41
Well, with this approach the crew becomes useless, doesn't it?

>Like CR proved, having special clonks doesn't work out. The Aquaclonk - never used, Magiclonk - never used. The highly specialised clonks like the Magus or the Paladin were designed to compensate any handicaps. The Magus is the best magician and got spells for better swimming, fighting or changing into any clonk needed, the Paladin is a better knight. Whatever these are just two examples.


CR never tried to do it: A knight with a sword can kill any other class. A mage can set a clonk on fire and he's finished. Fightning inside of water never worked in CR, the aquaclonk is a bad example. I see your point, but I don't agree  with the word "proved".
Parent - - By Clonkonaut [de] Date 2010-09-24 10:56

> Well, with this approach the crew becomes useless, doesn't it?


Yeah, that's kind of a side effect.
But you still should be able to rename your clonk, give him a death message you want or whatever. We also may stick to the ranking system but it should be - from the gaming perspective - pointless so far. Trained physicals should be abandoned as well. Especially differences of the amount of energy (but also scale/hangle/breath/...). The old system  is to be considered unfair, judging from the success of the 'fair crew' option.
Worms is a good example of customisable but still equal crew members.

We still could have a 'Kill the captain' goal, even with strong captains experiencing physical boosts via scripts. To intregate some of the strategic elements of having a higher physicals, there could be like magic potions giving temporary boosts.

> CR never tried to do it:


Okay, yeah. Still we don't want the player to have to buy as much as mercenaries as possible to wipe out any disadvantages.
Reply
Parent - By Zapper [de] Date 2010-09-24 15:56

>Still we don't want the player to have to buy as much as mercenaries as possible to wipe out any disadvantages.


He would not have to buy them. He could just exchange his crew with mercenaries as he could with his own Clonks (at least that would make most sense)
Parent - - By PeterW [gb] Date 2010-09-24 11:35
*blink* Uhm, why? I can understand when people want to identify themselves with the Clonks - see the customization thread - but I would strongly recommend keeping it out of gameplay. Give your special Clonk a cool hat or something, that should be enough to get the kind of attachment you want.

Well, but maybe that's just me. When I had a crew all my Clonks were named "Peter I" to "Peter XIV" - and these days I mostly create a new player each time I play. I just don't get it :)
Parent - - By ala [de] Date 2010-09-24 12:42
The idea started to take shape after someone (maybe even me) mocked OCs "boring all clonks can do all things approach" and Shadow answered "Remember the time when your crew was special" "Yeah I trained 20 Clonks to Feldmarschal, and 12 knights to canhangle, my swim-clonk was cool too, he was nearly as fast as an aquaclonk (which was slower back than)..."

That's a different perspective we got here ;).
But don't get me wrong, the current system promises to be much better than the CR one (Less crewded crew, hopefully no weird Faircrew Strenght but a constant fair crew: Experience, names and Pictures and that's it. Simple and clean, like it).

>but I would strongly recommend keeping it out of gameplay


If the strategy factor is major, yes. Clonk nowadays depend on jump and run mainly - OC focuses on that aspect, too. But I still think a bit of strategy improvement will add to the game (I even believe that the jump and run focus took something from it in the last years), as well as the little Rpg approaches - although they are not my aim.

On the strategy side OCs still blank after all.
Parent - - By PeterW [gb] Date 2010-09-24 18:57
Well, as I said, I'd go with graphical customizations. If you want to milk it for motivation, you could do something a few games do: Provide in-game customizations that have to be "unlocked" using in-game feats. Like when you have done a mission you get some customization option that you can add to a Clonk. So you can see that e.g. somebody has proudly won Deep Down three times. We could even secure that properly using the league server and certificates.

But I don't want to get into the numbers game where we have to decide whether 5% faster swimming is balanced against 2% higher jumping. Fiddling with these kinds of modifiers sounds like a lot of trouble to me.
Parent - - By ala [de] Date 2010-09-26 12:30

>But I don't want to get into the numbers game where we have to decide whether 5% faster swimming is balanced against 2% higher jumping. Fiddling with these kinds of modifiers sounds like a lot of trouble to me.


I thought about this now for some time and I'm still not sure about this sentecne - could be a strong contra, or could be overreacted.

If you like the system otherwise you can make your own thoughts about this: Jump and all of the Basic skills for example only have 3 "levels" - the system could be changed to only support two levels eliminating a bit more of the problem. Faster swimming is a special ability like magic or like stealth from the assasin. All the clonks with special abilities would be a bit weaker as the normal clonk - that's the current Idea made.

If the base relations are though out well balancing will probably  brought to a minimum.
Parent - - By PeterW [us] Date 2010-09-28 01:19 Edited 2010-09-28 01:21
Another related problem is that it complicates planning, both for scenario designers and players. Are you sure this wall will hold off every type of Clonk? That this acid lake is long enough to kill even the fastest swimmer with most energy? In both cases, I now can't just test it with a Clonk - I have to test it with a whole set of Clonks. Just so a few people feel more attached to their crew.

As I said, sorry, no. This feels totally out of place for me.

> 4. Swapping Clonks will add strategy to base and relaunch scenarios.


The only point where I partially agree. Yet I would argue that swapping equipment is more flexible and natural.
Parent - By ala [de] Date 2010-09-29 00:29
Ah, thanks this is a very convincing argument. Certainly you remember the first Clonkcenter contest with the riddles and Svens really hard temple scenario. The intresting thing about this scenario was the possibility to turn your knight into a mage (and the possibility to do it at different moments). It opend up so much possible ways for riddling, it took a few days to find the right solution. And the first people which managed to complete the level didn't use the destined way at all.

I'll think about it some more time..
Parent - - By ala [de] Date 2010-10-10 11:30

>Another related problem is that it complicates planning, both for scenario designers and players. Are you sure this wall will hold off every type of Clonk? That this acid lake is long enough to kill even the fastest swimmer with most energy? In both cases, I now can't just test it with a Clonk - I have to test it with a whole set of Clonks. Just so a few people feel more attached to their crew.


Thought about this some time now:
This has always been the case in Clonk, hasn't it?
..Killing the NPC with flints, building stairways out of earth to cross a valley or terajump?, loam? Dig? Swim? Buy a balloon?... Clonk has such a vast amount of possibilities which all are a nightmare for scenario planing and all developed automatically with experience. The skill system is not more complicated than the rest of the game, it just feels that way because it is new, of course we should try to keep it simple, too.
Parent - - By Randrian [de] Date 2010-10-10 14:32
Well, and what does the normal developer, if he doesn't want to have such "lame" solutions for his scenario? He disables digging out of earth, makes granite indestructible, cares that there is just a small amount of loam and so on...
And adding more things the developer has to care about doesn't seem a good idea.
Especially the regions a clonk can reach with just being himself (with skills) and not with tools the developer can control in putting them in or leaving them out. And restricting in scenarios the specialised clonks seems strange. That's like a scenario where you play a knight and can't use bow and sword. Or playing a mage and never getting spells.
Reply
Parent - - By ala [de] Date 2010-10-10 16:10

>And restricting in scenarios the specialised clonks seems strange


It somehow does to me as well, but I really can't see why. There is absolute no difference to the current system. Today you enable an Aquaclonk or a knight to be your adventure guy, in the future you would disable the types you don't want to design the scenario for. That's all the difference. It feels more natural to enable something yes, but image some guy building a "Lost Viking" like adventure because he get's inspired by the classes? Legendary.

There is no force that is telling someone: "You have to do it this way" This was never intended. The descriptions I made above are just cheesy examples of how it could be, if there's panic that the Clonk turns too versatile, well let's just change the system to be more common (without higher jumps and less developing steps between the classes for example). It's just an idea, don't just say "eh that will be work, ah that won't be fun", of course it's not perfect. Spice it up, change it, cook it, taste it, change it again - and here we go with something that is different but tastes well for you... I mean:

>And adding more things the developer has to care about doesn't seem a good idea.


Let's discuss it.. Which things are so different, that it ruins the whole idea? Flying or what?
Parent - - By PeterW [gb] Date 2010-10-11 00:23 Edited 2010-10-11 00:32

> Spice it up, change it, cook it, taste it, change it again - and here we go with something that is different but tastes well for you...


Which essentially means that we change it until the differences are so small they could just as well not be there. If there's no wall the Clonk can jump over with increased skills, the feature makes no sense. If there is, we create corner cases for developers and opponent players.

I don't understand. Everything we have discussed so far can be solved using equipment: It's the natural "what's available?" question that the scenario designer / opponent has to think about anyway. As such, it's never implicitly available. On top of that, it saves the player the frustration of walking back to the base to change the Clonk type.

Why do we have to bind customization to a worse implementation of a game mechanic we already have? To cite matthes' GC interview: You give a Clonk a tera-flint, and he's the attacker. That's how it should work imo.
Parent - - By ala [de] Date 2010-10-11 16:23

>Which essentially means that we change it until the differences are so small they could just as well not be there.


Everything is black and white, right? No we are not.
We have a lot of game experience, we can just modify it the way it will suit.

>On top of that, it saves the player the frustration of walking back to the base to change the Clonk type.


Currently it's like that: I'm not carrying the item, I won't be able to do it. I've no sorcerer? I can't cast magic. I've no Aquaclonk? I can't walk in the water.
Now it's like that: I can always swim and cast magic, without the fear of losing the item (aquaclonks shoes, sorcerers wand). I want to increase the versatility, I do not want to replace the items in any means.

>You give a Clonk a tera-flint, and he's the attacker. That's how it should work imo.


Yes that's the way, rethink it. You're right here, let's think more about it - I've to do a phonecall now, I'll continue writing soon.
Parent - - By ala [de] Date 2010-10-11 16:49
Ok, How about this:

There are abilities which cause problems, either because they make the clonk more powerful than an item or because they just add additional skills to it (like magic).

Let's do it like this: A clonk is a clonk, which can do all things. He's an allrounder who knows how to fight quite well and is able to kill all the specialists in a normal situation.
A specialist is a clonk which get's a clear disadvantage in one way, and a clear advantage at another point. Specialists are the type of clonks that work only with a static set of scenarios (The nowadays popular mage melees for example) and are disabled in all the others - they are a new form a the old clonk classes.
The third type - the mixed types - are those which get us in real trouble because they can have a great amount of for us unknown abilities. We have to garantee that their disadvantages will come out in the gameplay as well. Clonk Mars does something like this: There is a Upgrade for the Clonk which provides more protection against the forces of nature(cold, heat, oxygen), the heavy suit. Wearing it will terminate one terrific ability of the Marsclonk: The Jet pack., which is essentiell to avoid collapses.
Like that it should be, disadvantages will kill the advantage of a mixed clonk. Of course a clonk can screw a barrier by jumping or smashing or whatever, but he shouldn't be able to handle the next barrier as well. Because this is something a normal clonk can do, he can't.
Parent - - By Anonymous [gb] Date 2010-10-11 17:17
[PeterW] I'm not sure I get your point. A specialist is a Clonk with special equipment. Only special scenarios start you with certain equipment: Mage scenarios might elect to start you with a magic wand, for example. We restrict the Clonk to one equipment slot, which kills "mixed" Clonks. All perfectly natural yet flexible. We should not change it unless we have a good reason to.
Reply
Parent - - By ala [de] Date 2010-10-12 23:16
That works for digging and building and for the mage as well, but it does not for values like: Energy, breath, swim, magic energy, discussable other things. These are strategy values, not some tools in value form.
I'll roll up the example with the assasin once more. In the itemsystem the clonk would take on a cloak of invisibility and vanish. This makes this item very very powerful, because it provides no disadvantages - even if it would take two slots or make the clonk slow or something that would have to be reasonable, to make it short: Additional trouble. In the ability system the clonk would have to train stealth, an ability to be unseen (how transparent the clonk is or that the enemy will see him 100pixels later or whatever), which sure could be as strong as the cloak, but this time the assasin would have to trade as much life energy points to this ability as it will increase his powers. This adds more deep to the game (steps between), and has a selfregulating balancing value. Great, isn't it? How would you balance the tools against each other? That's at least as much trouble as balancing some values against each other.

But I agree, it should not be like that: "I'm no digger / no attacker / no builder, I go back to base because I'm worthless" (the toolsystem is stiff as well, no shovel to dig through here? Poor boy, go back to mama and buy one).

Another thing: Tools for everything take away character from the game and everyone likes characters. Modern games are like: I'm hero xy, with a platin armour, the dragonslayer sword and the ring which provides the ability to cast fire magic,... oh yeah my name is ala. Characteristic games are like: I'm ala with this abilities which developed like that, and this past. I'm good at beeing stealthy and I can cast magic - without a ring. That is a strong reason why I like this idea a lot, it has character - a thing I like about clonk.
Parent - By PeterW [gb] Date 2010-10-14 12:42 Edited 2010-10-14 12:45

> Great, isn't it?


Well, no. Now we have to balance all the intermediate steps. That's just bad design because:
* If they're worse, we force people to go through an inferior game experience to get somewhere better.
* If they're better, then everybody will stay half-way at some optimum value. Players who do anything else are worse off.

Plus see above: we must live with the fact that this whole distribution changes around in non-trivial ways for every scenario and gameplay situation. It is easier to balance a handful of different equipment (combinations?) compared to thousands of attribute combinations.

> the toolsystem is stiff as well, no shovel to dig through here? Poor boy, go back to mama and buy one


But at least there's a solution for that: Bring one in the backpack. Encourages long-term thinking. I like it.

> Another thing: Tools for everything take away character from the game and everyone likes characters.


Full-circle, that's the argument we started with. I still think that the best way to make your avatars characteristic is to give them graphical extras or trophies. Do *you* really want to be defined by how much you can lift or how fast you can run? I don't feel this concept is really as good as the wide adoption in RPGs might make it seem.

To wrap up: I still neither buy the motivation behind the whole thing, nor do I like the consequences for gameplay. Sorry :(
Parent - - By Clonkonaut [de] Date 2010-10-11 16:56

> aquaclonks shoes


Aquaclonks don't wear shoes ;)
Reply
Parent - - By Randrian [de] Date 2010-10-11 19:02
They just carry anti-shoes above their normal shoes!
Reply
Parent - By Newton [de] Date 2010-10-11 20:54
Hehe
Parent - By ala [de] Date 2010-10-10 11:08
Additional thoughts:

Chocobo messaged me and gave me another point to consider.
Playing a mage scenario (example) with a new player file will produce the following problem: Because you'll have no trained mage. You will only have beginner sorcerers which are developing - you'll have to rely on mercenaries which however won't train your crew, next time you'll have to use mercenaries again because of that. If you wish to play with your individual specialist you should get the opportunity to get one from start. So far so good.

A small discussion produced the following thoughts:
Hower just getting high specialized Clonks would kill the training effect. Because of this the best solution would maybe be the possibility to get a limited amount of specialists without training. Each playerfile would get money (experience points with more flair) for hiring mercenaries permanently (with all the developing and the individual possibilites a normal clonk has as well), however the costs for each additional one will rise exponential to limit the amount of them inside the crewfiles. The players should be able to dismiss them again to change their permanent mercenaries if they wish to (money will be transferred back). The mercenaries rank should be different, maybe in appearance and name but for sure in colour to enable an easy overview.
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