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2018-01-16 08:40 CET

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IDProjectCategoryView StatusLast Update
0001625OpenClonkScenariospublic2018-01-07 19:01
Reporterala 
Assigned ToClonkonaut 
PrioritylowSeveritytweakReproducibilityalways
StatusclosedResolutionno change required 
Product Version7.0 
Target Version8.0Fixed in Version 
Summary0001625: Guardian of the windmill Feedback
DescriptionSmall collection of feedback we gathered in TS and IRC:

-the top platform should be accessable from the left side as well
-Musket is far too weak
-Javelin frequency far too high spams the whole map
-It was mentioned that you can throw away your inventory with right click (although you get it back) which is unwanted.
-The players playing the level for the first time were confused by the small inventory and that you can later after buying switch to the other items that were not visible. When I played first I also didn't get this and had to ask the other players. So I think we should change the visibility to something more clearer. Example proposal: Make the buttons you currently can't use grey.
Additional InformationPlayed with 7.0 Release
TagsNo tags attached.
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-Notes

~0004797

Clonkonaut (developer)

Last edited: 2016-01-17 12:48

View 4 revisions

> the top platform should be accessable from the left side as well
That's an intentional choice. The left part of the top island is destructable (must be properly defended) and positioning is a tactical choice. You can buy a windbag (very expensive) and use it to get up on the right side.

> Musket is far too weak
What do you mean by what? It is not intended that all weapons are equally effective in every situation (it would be useless to have different weapon choices then). The musket fires straight lines and has best reach but weakest damage. The bow is a compromise and the javelin has lowest reach but highest damage. You should always pick the appriopriate weapon in any situation and not just pick up and stick to it (that's just bad tactics). The musket can e.g. reach rockets when no other weapon can.
The descriptions in the buy menu tell you these balancing things.

> Javelin frequency far too high spams the whole map
With how many players did you play? It is impossible to balance this scenario for 1 and say 8 players. In single player, the javalin is a strong weapon to quickly finish off foes on the island. It's also impossible to spam the whole landscape with it. With 8 players, this might be possible. I cannot decrease the effectiveness of the speed upgrades without severly hampering single player. Also, I don't think making the upgrades gradually less effective with more players is the key. At point, buying upgrades would be useless.
I can of course limit the maximum player count (4 is around best). That would take away the possibility to have a spammy fun game with lots of players. If you think that's better, I can do that.

> It was mentioned that you can throw away your inventory with right click (although you get it back) which is unwanted.
Okay. I'll aknowledge this.

> The players playing the level for the first time were confused by the small inventory and that you can later after buying switch to the other items that were not visible.
It's possible to add some kind of HUD to show you the available hotkeys and which you've already bought. This would apply to Gidl as well. I'll aknowledge this but doing it might take some time.

~0004798

ala (developer)

Last edited: 2016-01-17 13:33

View 2 revisions

Ok let me put it this way: The musket is never used, at best you can snipe down one far away attacker, and it's hard to hit. The time you need to reload is too high and in this time the enemies are likely in bows reach. (another idea would be double shots, that might even be a good candidate for the main game - as the musket is rarely used at all currently)

There might be another bug, that enhances this: How far can you zoom out? I play in window-automated mode, and on 2 different laptops I always had the feeling that other players can see more on the map than me. Maybe zoom is restricted in automated windowed-mode. If it is so I'll make a new entry for it.

The javelin was not used excusively but it sure was main weapon. Maybe something like this is true in mp: Javelin 66%, Bow 33,9% and Musket like 0,1%.

>I can of course limit the maximum player count (4 is around best). That would take away the possibility to have a spammy fun game with lots of players. If you think that's better, I can do that.

No, I don't think that is a good idea :)

~0004799

ala (developer)

Ok quickly tested concerns regarding the zoom range. No difference in full screen mode on my machine. But I screened the bow-range (attached) zooming out as far possible as I could. You can see that with an exception of both top corners the bow can reach the whole screen and the musket therefore has no real range advantage.

~0006015

Clonkonaut (developer)

This is very old by now and very confusing as to what is the exact problem and if there still is one. New bugs can be opened but should be centered on single topics.
+Notes

-Issue History
Date Modified Username Field Change
2016-01-17 01:04 ala New Issue
2016-01-17 12:46 Clonkonaut Note Added: 0004797
2016-01-17 12:46 Clonkonaut Assigned To => Clonkonaut
2016-01-17 12:46 Clonkonaut Status new => acknowledged
2016-01-17 12:46 Clonkonaut Note Edited: 0004797 View Revisions
2016-01-17 12:47 Clonkonaut Note Edited: 0004797 View Revisions
2016-01-17 12:48 Clonkonaut Note Edited: 0004797 View Revisions
2016-01-17 13:33 ala Note Added: 0004798
2016-01-17 13:33 ala Note Edited: 0004798 View Revisions
2016-01-17 13:40 ala File Added: Bow_Reach.png
2016-01-17 13:43 ala Note Added: 0004799
2017-08-05 11:06 Maikel Target Version 7.1 (Bugfix update) => 8.0
2018-01-07 19:01 Clonkonaut Status acknowledged => closed
2018-01-07 19:01 Clonkonaut Resolution open => no change required
2018-01-07 19:01 Clonkonaut Note Added: 0006015
+Issue History