Moony
oughhh i could rlly go for a snack rn . . . .
"IMO" means in my opinion i thinkWhat Does "IMO" Mean?
"IMO" means in my opinion i thinkWhat Does "IMO" Mean?
Anyways Add The Sonic Adventure 1/Sonic Adventure 2/Sonic Heroes Moves Like Tornado Attack, Light Speed Dash, ETC"IMO" means in my opinion i think
Then that would take away Fang's unique way of easily killing enemies. Since his pop-gun is basically a homing shot.Maybe We Can Settle It With The Homing Attack. A Stronger Version Of The Thok
if it's too fast play another char.Well ok?
Its too fast so you mostly will just fall in a pit and when you dont it just hard to control
and if there made a air dash just make a homing attack. in the end its fine but it could be better
light speed was in srb2 for a bit (iirc like final demo) in one secret stage, but that was removedAnyways Add The Sonic Adventure 1/Sonic Adventure 2/Sonic Heroes Moves Like Tornado Attack, Light Speed Dash, ETC
Except the debate was fairly settled years ago and it's something that the devs have said they want to do for years now. And plenty of us support that. Also, even under this logic, it's still entirely possible.Keeping the benefits of the thok while removing the issues isn't something that's so easily/simply done, otherwise the debate would have been settled years ago.
The devs deciding that they want to do it doesn't mean it was fairly settled. The entire reason why most of the community still thinks replacing thok is a bad idea is exactly because nobody has ever put forward an alternative that keeps everything people like about the thok while removing everything that makes it problematic.Except the debate was fairly settled years ago and it's something that the devs have said they want to do for years now. And plenty of us support that. Also, even under this logic, it's still entirely possible.
Literally there is a chance that the thok can be the most removed and talking about when it comes to v2.3, what you think it's "why most of the community still thinks replacing thok is a bad idea" it's just normal at the first moment, but worse and it could be may worse by in v2.3, a theard would pop up about it in the message board. Even right now this theard is being made and it was snick's fault for making this conversation.The entire reason why most of the community still thinks replacing thok is a bad idea.
It's not about it being normal to think, it's about people having been using it and growing their skill with it for decades. They like it because of what they are able to accomplish with it.what you think it's "why most of the community still thinks replacing thok is a bad idea" it's just normal at the first moment
Maybe...Couldn't we just give Sonic the Homing Attack and the Air Dash.
I've pointed it out before, but I see this less as a failing of the thok and more as a failing of level design. You don't, for example, have this issue in Greenflower Zone and it's not really an issue in Techno Hill either. Where does this become an issue? In stages that expect the player to slow down and do more careful platforming, such as Arid Canyon and Castle Eggman.We all know that newbies struggle to wield the thok. They throw themselves around wildly, into a pit or some other danger. There's most likely not one single cause for this, but I think the most common cause is likely the assumption that using your character's ability always either makes the situation easier or makes no substantial change. This isn't an unreasonable assumption at all; it's true for practically every other Sonic game. Having trouble hitting a badnik in Adventure? Just use your ability and home in on them! Having trouble maintaining your speed in Mania? Just use your ability and instantly get a burst of manageable speed upon touching the ground! Having trouble traversing a vertical level in Galactic? Just use that... wall spinny thing, and dash up a wall with ease!
Having trouble reaching a far away platform in SRB2? Just use your ability and... overshoot and fall into the pit surrounding it.
It's the opposite. They're not changing the level design, and that's why they're changing the physics and Sonic's ability; Because there's already a lack of harmony. I don't take issue with the new physics, but changing Sonic's ability to slow him down to play nice with level design that is built around slowing down feels backwards to me. Sonic doesn't need new tools that slow him down and/or give him stronger verticality. He needs the levels to be built more in harmony with his toolkit. Unfortunately, redesigning and balancing out the levels to fit Sonic's existing toolkit is harder than just replacing the thok, and so we're in the current predicament.At this point it would make more sense to develop Sonic Robo Blast 3. If the thok is being replaced, you need to make level design work around the replacement. If the momentum is being overhauled, you need to make level design work for that too.
I totally see your point. I've always felt that SRB2's level design could do with (another) revamp. The level design philosophy shares a lot with the design philosophy that gives the thok its issues, and level layouts and abilities are very intertwined. Alternate character paths would be beneficial, but the issue is that other characters like Tails and Metal Sonic can easily take paths meant for Sonic. The Megadrive titles didn't really have alternate paths for Tails so we don't have a point of reference to work with in that regard.The problem with the thok isn't that it's dangerous, it's that the player is being thrusted into situations by the level design that make it dangerous. If you were to take Mania's Drop Dash and try to use it in Sonic Advance 3's Chaos Angel, you'd find yourself falling into bottomless pits with it left and right, and it would be especially dangerous in Act 3. The level design lacks harmony with that moveset.
I don't see this as an issue. Sonic's path would be the main path. The advantage to playing Sonic on this path would be that you can do so faster. Alternative pathways meant for other characters would serve these functions:level layouts and abilities are very intertwined. Alternate character paths would be beneficial, but the issue is that other characters like Tails and Metal Sonic can easily take paths meant for Sonic.
These paths could even be more reminiscent of the levels we already have in the game, occasionally punishing the player for using the thok. The difference would be that this would be constrained to optional pathways that are more clearly defined as being risk vs reward. Take the risk of taking the ominous looking shortcut and you might be rewarded with a faster clear time. Players dealing with the consequences of thokking too much in these places would only have themselves to blame for taking that route when they could have taken the safer, slower route to the goal.Splits in the pathway could give a visual cue as to which is easier by having the easier pathway look "intended", and the harder pathway look dangerous, perhaps even more ominous like something you should avoid. Taking this path would be a faster way to the goal, but also more difficult.
I'd say that these would function like this:The Megadrive titles didn't really have alternate paths for Tails so we don't have a point of reference to work with in that regard.
Agreed, I'd rather have new level design to work with the thok better than replace the thok outright.I totally see your point. I've always felt that SRB2's level design could do with (another) revamp. The level design philosophy shares a lot with the design philosophy that gives the thok its issues, and level layouts and abilities are very intertwined. Alternate character paths would be beneficial, but the issue is that other characters like Tails and Metal Sonic can easily take paths meant for Sonic. The Megadrive titles didn't really have alternate paths for Tails so we don't have a point of reference to work with in that regard.