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Post by afloattrain6268 on Mar 26, 2024 9:59:43 GMT -8
I love seeing that both of you have big pans even after all the big events which makes all this waiting even more worth it! To this day, I continue to be upset at how underrated all of you projects are and I love to see all the effort you provide to make us great games on this platform. We can't thank you enough! Keep working hard, and we are there every step of the way! I'm proud to be a member of this community and can't wait for the future. Vuga for life!
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Post by draco on Mar 30, 2024 0:20:33 GMT -8
Yeah I figured, PA3 has been taking a long time to come out, even now with all its current development I assume. If we're gonna add any mechanics from Sonic Riders though, it would be cool to see if they were called their own unique thing (Aside Gear Change I will never change my mind on that). I'm a bit iffy on customizing my avatar, like as long as I can customize my own normal, default Roblox avatar that's cool, rarely see that in any games nowadays on Roblox, but other than that I would love to see more customization. Personally, it would be cool to see a tricks selection menu, maybe it can be based around movement types? Could just be cosmetic, too, that would make the most sense but it'd be neat to see tricks that actually fit one's playstyle, like a trick that gives more hopping power or more energy, but that would be too complex.
Speaking of the mechanics, I should probably refer back to the second sentence, it would be pretty neat to see titles for the movement types. It would feel a bit generic to just call them Power, Flight, and Speed, maybe something like: Terra-Terrors, Wind-Weavers, Sea-Striders, something of that sort
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Post by draco on Mar 30, 2024 0:30:37 GMT -8
Other than that, I guess as one of the semi-active players on Gear Riders, I should describe what its like to play the game now. Speed running, lots, and lots of speed running. For me that is, I might be the "best" active player currently but I'm petty in the sense that there are two others that can beat me, especially in Splash Canyon. So it's a bit hard to find challenging opponents, though I am surprised by the number of players produced in GR. Maybe it got recommended to a good handful of people, maybe me, as well as 4 new players hopping onto the game sparked something. Not sure, but its pretty neat to see some populace in it. Not to mention how much the speed running standards have been raised, holy. Its interesting, to say the least, while I do hope the bugs are nearly vaporized from the potential idea of GR2 (or whatever sequel name it'll have), I used my experience as a tester to figure out actual tech. Maybe I should teach new players that tech too, in the mean time, gets bored in-game going too fast, even if I wait the full race start while the others dash past the now-broken starting line
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Post by draco on Mar 30, 2024 0:41:57 GMT -8
Speaking of.. I'll post the current WR STAGE SPEEDRUNS HERE!
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Post by draco on Apr 1, 2024 14:40:02 GMT -8
Happy Late Easter and April Fools! Since I've rarely noticed any other active Gear Rider enthusiasts (Other than the Vuga Developers), I decided to take the time and think about the potential balancing of the maybe upcoming sequel for GR. So, lets start this first post by looking at three major things based on both the OG Sonic Riders and its modded variant (Sonic Riders DX): Extreme Gears, Types, and Stats player wise
Extreme Gears.. this one is a bit of a toughie, in the base Sonic Rider Series, extreme gears were a heavy factor in one's natural playstyle of a match. I know you did confirm that you wish board customization should be available, but this is really tackling the thought of "Do we want a stat/attribute based gear system, or customization based". I do not have an issue with customization, as a matter of fact I actively lean for it, however the main issue is the fact that hardcore Sonic Rider fans might want a bit more stat allocation in their gear. If we were to go with both I'd understand, but would that mean gears like Omnitempus (A gear that gave all type attributes in exchange for worse air usage and below average stats) could exist, or not? I guess I'll have to see the potential customization system myself if it were to ever appear, but I'm just a bit concerned about that aspect
This is by far, the most important segment out of the other three: How will we balance the unique racer types as a whole? In the original games, the FLIGHT type was the most superior due to the amount of skips (Ones where they could finish a lap in under 6 seconds) and lack of cons (7 less top speed, but made up for by the insane flight gimmick and additional acceleration they have), while the POWER type was objectively the worst (They had 4 less top speed, an ok object bruting mechanic that gave them air, and off-road "resistance" that didn't actually work), not to mention if other POWER types were ahead of the field and taking all the obstacles, ruining chances for POWER type players to actually catch up. The SPEED type doesn't have as many issues aside from rail grinding (That could be fixed with tweaks, like how Sonic Riders DX did), since they are the baseplate for the rest of the type cast, but how should we balance all of these types in a fairly managed manner? Well, we should balance all the maps to actually benefit all three types without any biases, mainly for the POWER type since SPEED types are fairly well-managed in any maps, while FLIGHT types can either have the greatest advantage or a semi-disadvantageous race. Next, POWER types definitely deserve a buff from their previous examples, so we should likely raise the obstacle respawn rate (Such like SONIC RIDERS DX did), make their Offroad Resistance have an actual impact in doing legit skips (None to groundbreaking, but an option for said player to use in a logical manner), maybe a few, smaller things such as less knockback/stun taken from attacks and can inflict more stun/knockback with their attacks as a pro, their trick time however would likely be slowed and have less air gain as a way to balance the pro I mentioned, and either keep the top speed con the same or lower their top speed a little more. Then there's FLIGHT types, to be honest I think a way to balance those would be to prevent large distance skips by perhaps taking away more air but that's a bit awkward, so we could likely instead either lower acceleration or speed, put up more invisible walls in places player shouldn't be at, increase knockback or stun given to them from attacks and having the least lasting stun/shortest knockback, and now have a pro of getting the most air gain as well as potentially having the fastest trick time. Again, like I said before for the SPEED types, they are ordinary, they are average, and perfectly balanced as is, being the perfect baseplate for the other two types! So with that info, it should be likely balanced into being like that, while also maintaining their speedy aspects
This segment is a little more of a question rather than an answer or solution: Will there ever be stats for players much like the stats given to the roster characters in the original riders series? This is probably unlikely if boards aren't gonna have stats either, but it would be neat if the players could have access to specific "Realms" to customize their stats. Like say, a SPEED type player could go for the same realm Apollo came from for aspects such as Jet's Boost animation (The one where he holds feather fans behind him), or a FLIGHT character from the Underworld realm could have a more otherworldly, transparent appearance when traveling in the air. Who knows, maybe someone could allocate stat points depending on their type and realm, like say, a custom race/realm idea I had being individuals that hold the powers of the original Roblox coils in their limbs (Gomu-Gomu moment) could perhaps have a better time with the Dash (Acceleration) and Limit (Top-Speed) stats, but have much lower stats in the Power (Off-road) and Cornering (Handling) stats if they were a SPEED TYPE, but the Cornering and Limit Stat swap if they were a FLIGHT type instead. Who knows, its fun to think about
I really wanna see how y'all will handle any balances, but in the meantime, I'm likely going to make more similar posts like this, expressing ideas for this potential sequel as I try to get a solo wr time on SPLASH CANYON GOD-
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Post by marbleycake on Apr 1, 2024 15:27:39 GMT -8
Will there ever be stats for players much like the stats given to the roster characters in the original riders series? [...] Who knows, maybe someone could allocate stat points depending on their type and realm this is not out of the question.
in fact this is a system I'm employing for my hockey game right now; customizable cosmetics don't have stat points or anything, instead you have player stats that you can allocate into different types of categories.
Riders equivalents of those categories would be Speed, Top Speed, Handling, Boost, Toughness, Agility, Flight, etc.
it could go either way (allowing players to customize their stats, almost JRPG style or everyone just having the same base stats), it's just a matter of what direction SJ12 and i will wanna take a potential GR2.
part of me likes the aspect of earning your stat points and building yourself exactly how you want, but the other part of me likes the level-playing field of the same base stats, or the same base stats for all players of a certain ex gear type.
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Post by draco on Apr 1, 2024 17:42:25 GMT -8
That is completely fair (ty for the gear rider role btw), however I was thinking that the stat allocation were more on the lines of what you could and couldn't do with the points, its already there but theres a lot of customization. I guess a good comparison would be Knuckles and Storm
Knuckles has: 3 Dash, 4 Limit, 5 Power, and 3 Control Storm has: 2 Dash, 5 Limit, 5 Power, 3 Control
So we can assume there is, at most, 15 points between these stats, with these two POWER types always having max power. So I could see the types having max in the thing they have the most proficiency in (SPEED: LIMIT, POWER: POWER, FLIGHT: CURVE) and have flexibility in other stats, thats just my word though
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Post by draco on Apr 1, 2024 17:47:55 GMT -8
Though, I would prefer a base stat total for everyone to keep things fair. JRPGs are fun on their own but its system doesn't work too well in games like these. Though I do wonder, what do each of the stats you mentioned do, and what would likely be the most ideal stat point allocation a player could use?
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Post by marbleycake on Apr 1, 2024 19:02:01 GMT -8
Though I do wonder, what do each of the stats you mentioned do, and what would likely be the most ideal stat point allocation a player could use? first off thanks for spitballing ideas! especially when it comes to stats and customizing stuff (i LOVE customization), having a flow of ideas is really important IMO
so to be fair i was just throwing out names for random stats you could level up (from 0 to 99 or whatever scale would actually be used), but here's what i was thinking for each:
Speed: How fast you normally are Top Speed: Really, i'd like to rename this to better reflect the concept of how quick it takes you to get to your top speed Handling: How slippery (0) or stiff (99) you control when drifting and/or just normally
Boost: How long your boost from tricks lasts, or maybe how fast it is Toughness: Whether you get severely knocked down (0) or plow right through (99) Power obstacles Agility: How long it takes you to recover from damage/attacks Flight: How fast your flying speed is
there's some key stats missing there though. for example, there could also be a stat category for how much slowdown you get offroading, either a whole bunch of slowdown (0) or none at all (99)
there could also be a stat for attack strength and a stat for how much air you earn from tricks.
i think with enough categories and a cap on stat points to allocate, there might end up being a couple different premium/meta builds and likely three, one for each of Speed, Power, and Flight. Flight probably gets nerfed the most in the hypothetical though, looking at all the stats.
alternatively, with no stat point cap, people could just grind the game and get enough stat points to max out their stats all at 99 overall. from there, (thinking out loud again), Handling would probably only be leveled up to the point the player is comfortable with it, and that point probably doesn't have to be at Handling 99. it'll probably be anywhere between Handling 40-60 when you think about it
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Post by draco on Apr 1, 2024 21:05:25 GMT -8
Hmmm, you could remove [FLIGHT SPEED] and make it so speed takes over as the general speed measurement, it would be pointless for the [SPEED] and [POWER] types to pick it up, and the [FLIGHT] types would be forced into wasting points into something they should, at default, be good at. [TOP SPEED] should be [ACCELERATION], you mentioned you wanted a better word and [ACCELERATION] is exactly that. [HANDLING] is quite fine honestly, and [BOOST] is actually a very neat stat pool I could see myself pouring stuff into. [TOUGHNESS] and [AGILITY] are a bit more odd to think about, personally I'd rather have it to where the types have a spectrum of these two passive specs, especially [TOUGHNESS] as it presents the issue I had with the [FLIGHT SPEED] stat. [AGILITY] however, could be its own thing separate from [TOUGHNESS] if used right, I suppose, it doesn't tie any of the types down to their own trait and it could be useful for any potential team game modes like how it was presented in the Sonic Riders intro, it'd be cool to help speed by an ally and {AGILITY] helps assist them up, similar to how Sonic helped Tails back onto the track. With this in mind, we cut this all down to [SPEED] [ACCELERATION] [HANDLING] [BOOST] and potentially [AGILITY]. You could also adjust the stat point number from 0-99 to a much easier, and smaller stat scale from 0-20, and this info could also be aesthetically displayed through a star (or a customizable insignia of a Gear Rider's), going from 1 to 5 stars! The stat indicators would start off at 1 Star, and putting 5 points into a stat pool would add an additional star. So, going off of this and the original series' main stat point allocation, a player could have 50 stats to choose from! Though, we could also make it so each type had an advantageous stat (EX: [SPEED] type would have 10 points/2 additional stars in speed) and let the players have less points, but more decision to pick their stat build. There are a lot of things to go with this stat pool system!
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Post by draco on Apr 1, 2024 21:09:54 GMT -8
Personally, I'd just make it so the main four stats from the ones you named: [SPEED] [ACCELERATION] [HANDLING] [BOOST], make certain types have passives that help balance their abilities ([POWER] with more off-road resistance, [FLIGHT] with faster recovery time or additional acceleration), you get the gist. Don't overwhelm the players with too many stat pools, pick the most general pools, put any passive abilities in the [MOVEMENT TYPE] info boxes, so on so forth
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Post by draco on Apr 8, 2024 17:48:46 GMT -8
"RIDE THE WAVES" (Honestly might make poses for Gear Riders 2 until it comes out, who knows)
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Post by marbleycake on Apr 9, 2024 14:14:35 GMT -8
Love it, that pic's sick
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Post by draco on Apr 9, 2024 18:33:45 GMT -8
Finished Super, now onto JONE! "Jumpalicious!"
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Post by draco on Apr 9, 2024 20:55:35 GMT -8
"YOU'RE NO MATCH FOR ME" -Eggman voice pack
JONE, #1 Gear Rider Speedrunner
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