How do you feel about the thok being replaced?

1. there is, in fact a tutorial in srb2 that tells you that about the thok, and that should be enough.
A few minutes of basic introduction doesn't give new players the years of nuance we experienced players have gotten good with. The very fact that most new players don't like the thok because it punishes them too much is proof that it's not enough.
2. like I said before, 2.1 SAYS that he isn't a good choice for beginners and it should have been stated here, also telling people to use a different character because they don't want to learn how to use the title character isn't gatekeeping, its simple common sense. just because he's the title character doesn't mean he should be for beginners, and using another character because you don't like his move set isn't punishing at all.
People choose Sonic because they want to play Sonic. Telling those people "Use another character because Sonic isn't for beginners" is gatekeeping. There's ways of designing the game in such a way as to let people choose whichever starter character they want as their first character and not have them get punished in game for it. Ideally, in this case that would involve not taking away the thok.

Additionally, telling people "Just use another character" is entirely counter to the entire point of them growing in skill with the thok so that they can use it effectively. All that does is further convince people that the thok is bad. After all, if the thok was good, why shouldn't they be able to use it without getting punished? Why should they have to switch to another character? That's the logic that's going to be flowing through their heads.

Thok isn't bad. You know it, I know it. If you want to keep thok, the argument you are using isn't the one to use. It's only going to convince more people that it needs to go.
3. the constant "just change the level design so that you can learn how to thok" is... already in the game? that's what GFZ, THZ and DSZ are for, getting you used to the thok. So once you get to the rest of the zones, you can hopefully use it well enough with the things taught to you.
If this were true to a significant enough degree as to be sufficient, we wouldn't be in the current predicament. Thok is on the chopping block specifically because new players aren't learning it through level design fast enough to be able to use it efficiently later in the game. To change nothing is to keep it on the chopping block.
4. the game doesn't need to give you a cookie every time you decide to experiment with something in the game, and even then, if you experiment with the thok enough, you can beat levels faster anyways. just like if you experiment with the insta shield enough, you can beat boss quicker and even go right through projectiles.
Nobody is saying it does. My point is that there needs to be harmony between the main path and Sonic's moveset. The game in its current state doesn't have this harmony to a necessary enough degree for new players to be satisfied.
5. when i was a kid, i played 2.1 and let me tell you. those were NOT playgrounds. i never got pasted CEZ due to how brutally unfair the level design was and i was uninterested in playing. 2.2 is more of a playground then we ever got. also, every single death that you thok into is 100% YOUR fault anyways, and I don't see how you can blame the thok for you double jumping when you knew it was a risky thing to do. If you get frustrated at THAT then that's just you issue and you shouldn't blame it on the game yourself
2.1 is after the point I'm referring to. By the time 2.1 came around, we had Arid Canyon and a new version of Castle Eggman. No, the playgrounds era was around the time of the Final Demo, the 1.09.x series.

Also, no. When the game doesn't teach you about the thok enough, not every single death that happens with it is the players fault. Players aren't taught about recoiling off enemies into bottomless pits by the time the mechanic shows up for example, there's no safer version of this earlier in the game that would prompt new players that they should be careful. You're also assuming a LOT about what's going on in new players heads. They aren't pressing double jump while knowing it's a risky thing to do. They're pressing it expecting their double jump ability to act as a combat/platforming aid, and getting punished by the level design not supporting that preconceived notion the way they were expecting. They don't have the same amount of skill you do, so they're not using it the same way you would. They're still getting used to it. How powerful it is, how to aim it, etc.

What even is the point of the argument you're trying to make, anyway? The game isn't going to stay exactly the same as it is right now. The levels are going to continue to get tweaked, whether to a small degree or a large one. The physics are changing, and the entire reason we are here in this thread is because thok is on the chopping block. If your argument is that the levels should stay exactly the same as they are now for... Some reason, I'm sorry to say this but it's not happening. Whether they get overhauled entirely or just get subtle tweaks here and there, they're going to continue changing. If that change means the level design plays better with the thok, why do you seem to have a problem with that?
 
Bouncing off an enemy and into a pit is an air control problem, not a thok problem. I could do the same thing just short-hopping into them while going fast. Oh wait 2.2 doesn't let Sonic go fast without using the thok. What obvious bigger problem could possibly be motivating new players to abuse it?! Good thing they're fixing that for 2.3 and I can now bounce off an enemy and into a pit without thokking! Or roll off an enemy and into a pit after drop dashing at them!

I think we should accept that this Sonic game is indeed a Sonic game and new players are just gonna fall off a cliff sometimes. And y'know actually address the elephant in the room that is 2.2's jank half of a physics system. Of course the thok isn't going to be ideal with what it has to work with.
 
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A few minutes of basic introduction doesn't give new players the years of nuance we experienced players have gotten good with. The very fact that most new players don't like the thok because it punishes them too much is proof that it's not enough.

People choose Sonic because they want to play Sonic. Telling those people "Use another character because Sonic isn't for beginners" is gatekeeping. There's ways of designing the game in such a way as to let people choose whichever starter character they want as their first character and not have them get punished in game for it. Ideally, in this case that would involve not taking away the thok.

Additionally, telling people "Just use another character" is entirely counter to the entire point of them growing in skill with the thok so that they can use it effectively. All that does is further convince people that the thok is bad. After all, if the thok was good, why shouldn't they be able to use it without getting punished? Why should they have to switch to another character? That's the logic that's going to be flowing through their heads.

Thok isn't bad. You know it, I know it. If you want to keep thok, the argument you are using isn't the one to use. It's only going to convince more people that it needs to go.

If this were true to a significant enough degree as to be sufficient, we wouldn't be in the current predicament. Thok is on the chopping block specifically because new players aren't learning it through level design fast enough to be able to use it efficiently later in the game. To change nothing is to keep it on the chopping block.

Nobody is saying it does. My point is that there needs to be harmony between the main path and Sonic's moveset. The game in its current state doesn't have this harmony to a necessary enough degree for new players to be satisfied.

2.1 is after the point I'm referring to. By the time 2.1 came around, we had Arid Canyon and a new version of Castle Eggman. No, the playgrounds era was around the time of the Final Demo, the 1.09.x series.

Also, no. When the game doesn't teach you about the thok enough, not every single death that happens with it is the players fault. Players aren't taught about recoiling off enemies into bottomless pits by the time the mechanic shows up for example, there's no safer version of this earlier in the game that would prompt new players that they should be careful. You're also assuming a LOT about what's going on in new players heads. They aren't pressing double jump while knowing it's a risky thing to do. They're pressing it expecting their double jump ability to act as a combat/platforming aid, and getting punished by the level design not supporting that preconceived notion the way they were expecting. They don't have the same amount of skill you do, so they're not using it the same way you would. They're still getting used to it. How powerful it is, how to aim it, etc.

What even is the point of the argument you're trying to make, anyway? The game isn't going to stay exactly the same as it is right now. The levels are going to continue to get tweaked, whether to a small degree or a large one. The physics are changing, and the entire reason we are here in this thread is because thok is on the chopping block. If your argument is that the levels should stay exactly the same as they are now for... Some reason, I'm sorry to say this but it's not happening. Whether they get overhauled entirely or just get subtle tweaks here and there, they're going to continue changing. If that change means the level design plays better with the thok, why do you seem to have a problem with that?
I don't have a problem with the levels changing, I have a problem with the thok being removed because people can't get good and have to be handheld for some reason. If you can't learn how to use the thok and you don't want to learn how to use the thok on your own, then use a different character. Its not gatekeeping its just simple logic.
 
I don't have a problem with the levels changing, I have a problem with the thok being removed because people can't get good and have to be handheld for some reason. If you can't learn how to use the thok and you don't want to learn how to use the thok on your own, then use a different character. Its not gatekeeping its just simple logic.
The thing you're still not getting is that thok isn't the problem, and I'm starting to wonder if you even actually know what gatekeeping is. That aside, the level design for the main path changing to be more in harmony with the thok would mean that new players would be able to use and learn the thok naturally by being able to use and experiment with it at their own pace without getting slapped in the face for trying more often than not. Instead of gatekeeping the title character that most people are going to want play, they wouldn't have any reason to shy away from using him.

The fact that the current level design isn't enough in harmony with the thok isn't even debatable. The very fact that most new players regardless of whether they're young or old, have played Sonic games or not, etc. don't like the thok because of it being too punishing and would prefer to see it removed is hard proof of it. The level design needs to be designed in such as way as to be a pleasant experience for first time players. When most people aren't having fun their first time through, you have a problem. "Use a different character" is not a valid argument when you're making the option to use a character an option from the start to begin with. Sonic is not an unlockable character, therefore he should be approachable as a first choice. The unlockable characters are the ones meant to challenge new players.

Because of the fact that he's not approachable as a first choice, the only valid options on the table are to change the level design or change the character, and changing the character means removing thok. Otherwise, he'd need to be moved to being an unlockable character, and I shouldn't need to tell you why gatekeeping the title character behind an unlock requirement would be a bad idea.
 
The thing you're still not getting is that thok isn't the problem, and I'm starting to wonder if you even actually know what gatekeeping is. That aside, the level design for the main path changing to be more in harmony with the thok would mean that new players would be able to use and learn the thok naturally by being able to use and experiment with it at their own pace without getting slapped in the face for trying more often than not. Instead of gatekeeping the title character that most people are going to want play, they wouldn't have any reason to shy away from using him.

The fact that the current level design isn't enough in harmony with the thok isn't even debatable. The very fact that most new players regardless of whether they're young or old, have played Sonic games or not, etc. don't like the thok because of it being too punishing and would prefer to see it removed is hard proof of it. The level design needs to be designed in such as way as to be a pleasant experience for first time players. When most people aren't having fun their first time through, you have a problem. "Use a different character" is not a valid argument when you're making the option to use a character an option from the start to begin with. Sonic is not an unlockable character, therefore he should be approachable as a first choice. The unlockable characters are the ones meant to challenge new players.

Because of the fact that he's not approachable as a first choice, the only valid options on the table are to change the level design or change the character, and changing the character means removing thok. Otherwise, he'd need to be moved to being an unlockable character, and I shouldn't need to tell you why gatekeeping the title character behind an unlock requirement would be a bad idea.
you yourself are at fault when you use a "huge burst of speed" directly into a danger, its not like you couldn't SEE the danger, you knew it was their and you thokked anyways, who's fault is that? surely isn't the levels. If new players can't and won't use a different character to improve their first playthrough to the game, they shouldn't go crying to other people saying that the thok is bad when its really just yourself. Just because you CAN play as sonic first doesn't automatically mean he isn't going to be easy to use and he shouldn't be just because you decided to play as him first. Just take a look at Super Mario Bros JPN, Luigi isn't a unlockable character and he's easily much harder to play as then Mario. Then we have SRB2 Metal Sonic, a character you get for beating the game, according to your logic he's suppose to be hard to use but he's quite literally the opposite, easily being the best character in srb2 for his insane speed and movement options. So this way of thinking is flawed.
 
this argument is going to go on forever i swear
folks, just set your differences aside, unless you wanna be here clacking your keyboard like a sterotypical discord moderator
 
I don't know how this is become an argument; I'm very confused here. I agree with both time gear and SP Moves Enjoyer, yet they somehow still have a slight difference in opinion so they're still arguing about this.
 
I don't know how this is become an argument; I'm very confused here. I agree with both time gear and SP Moves Enjoyer, yet they somehow still have a slight difference in opinion so they're still arguing about this.
a normal day on the internet unfortunately :dramahog:
 
I'm going to have to agree that this is going nowhere fast. We're going to be here with this back and forth for ages at this rate, so lets just agree to disagree.
 
It's crazy how something as simple as changing the main character's abilities can start debates.
 
I don't want to get into any debates, but personally I think it's too advanced for a vanilla game feature especially for a character that newcomers will likely choose first.
While yes, Sonic needs a more vertical ability, this ability tries to do a lot at once and fits moreso as a separate mod.
I don't know how it controls but i would suspect it uses spin which seems to just be grasping at straws to make it more speed based.
I'd just make it a drop-dash which also gives Sonic a decent vertical boost when used on a wall.
 
It's crazy how something as simple as changing the main character's abilities can start debates.
yeah honestly, you could do something as simple as say nerf or buff an ability a character has and it'll spark an argument because the people who main them are mad because it was nerfed
 
The thok has been around for quite a while, so many people would be pretty pissed if it were to get changed
I understand that, but as someone who's been playing this game for over 13 years, I can safely say that I'm not against swapping it out with something new or even a rework if it's as problematic as I've heard some people say
 
For many people the issue is not that the thok is being replaced but that they feel they can't trust STJr to replace it with something as good or better. Over the years the thok has evolved to produce an interesting and unique meta, which many players value.
 
Personally, I REALLY don't like the thok being replaced because with the new ability, it's genuinely going make all exploration pointless or undeserved and for Sonic (literally the MAIN character) and remove mastering the ability to a simple button press, this small change literally go against what's the design principles for the Classic Sonic games are and that is mastering the level design so, next time when you play it, you easily breeze through the level because you know the level design in-n-out AKA what's the fast and slow routes are and with this new ability just shits all over the level designer work by just skipping over it like it's nothing like this is a Classic Sonic-like game not a Press button to win game like with like with most Modern Sonic games nowadays AND one more thing, this new ability literally makes him play mostly like faster Knuckles. I can literally go on and on how this decision is just bad but overall, I just hope there's a option where you can switch to the thok, so I don't have to play with this ability or I'm not playing this game again (as Sonic is my main way to play this game).
 
For many people the issue is not that the thok is being replaced but that they feel they can't trust STJr to replace it with something as good or better. Over the years the thok has evolved to produce an interesting and unique meta, which many players value.
I've brought up the comparison several times before in this thread, but it's like the Melee community and how they treat wave dashing. Wave dashing and thok are very similar in a number of key regards, such as:
-The huge extent to their utility was entirely unintentional by the developers. In the case of melee's wave dash, it arises from a bug and wasn't an intentional part of the game at all. In the case of thok, it was rather simply implemented without deliberate plans for the nuance players would develop with it over time.
-They both have high skill ceilings that define the meta. Playing the game at a high level is based largely on how well you can perform the technique in question.
-They have both become rather sacred within their respective communities, as while they're not the most beginner friendly techniques to perform they are highly rewarding and engaging for those who take the time to master them.

I wouldn't entirely say it's out of mistrust to STJr that many people prostest the removal, but rather it's more a sense of betrayal for some, and for others just a disbelief in general that there could possibly be a technique that allows highly skilled thok players to continue playing the way they have been while also lowering down the skill floor for new players to enjoy. I've given my take on the matter in excruciating detail already so I won't go too into it in this post, but I feel like the best possible direction to go in is to take more inspiration from the classic 2D games when designing the main path, as though innovating that same design mentality into a more 3D space. The emphasis on using spin to build and maintain speed while using thok as a way to change the direction of your momentum in 3D space, with plenty of room for advanced techniques such as bounces that aren't outright required to progress on the main path but that reward the player if they can pull them off by placing goodies and shortcuts around for skilled players to reach with them. Something like a hybrid between the SRB2 we have now, the generally downhill level design of the 2D classics, and the design structure that went into the race tracks in Crash Team Racing on PS1 and the PS4 remake.
 
I'll just post this here.
bandicam 2023-06-01 21-20-22-506.jpg
 

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