Yeah, I believe that's the most important and easiest part - the min max thing. The only worry I have is many of the current WR's and scores for levels that were set probably all had average + above average spawns with few bad ones, since this might make them unbeatable. I think spawning
points, while maybe not the way to think about it or implement it in code, is definitely the way to think about it in design. Count and distance just account for Spread and Distance, two other metrics, though of course the code might think about this in a different order.
Cluster timer
Start of the spawn: I was thinking this at first, but the first pickup is I think a better idea.
First pickup: hPerks went with this, and now so do I. It also works well in SP. The only annoying part I can think of is if someone so radically overshoots a cluster but hits a gem in SP, the cluster might overpunish the penalty. I'm not sure if I care to encourage that gameplay, though - for SP, that kills a perfect run anyway regardless.
I think the real question of the timer is how long it should last. Obviously it'll be arbitrary (like base systems and that MBG/MBU time travels were 5 seconds), but how much? For First Pickup, I think
ten seconds is good.
Evoker: I disagree that the gems currently can all be found without great difficulty. No cluster has stretched the definition of cluster TOO far, but there are definitely good examples where high spread clusters are visible. The 38 gem cluster is an example, but also many platinum and blue gem spawns in Maximo Center, as well as the bluified spawns that sometimes appear in Gravity Tower. (Of course I might be misinterpreting your statement.) Please note that your example does not apply in the vast majority of Singleplayer cases. If a platinum is far away from a couple of reds, it will have no difference from one red being far away from a couple of reds with a platinum.
Multiple clusters
The way I envision it is just that a cluster is created when a previous cluster runs out of time or is all taken. I feel like there'll also be maybe an issue if there are so many clusters people can't tell what gem belongs to each cluster because they have to be too close. But for most maps, that's not an issue. It
should scale on players, though, and I have come to a mathematically simple-feeling solution, based on my own experience.
I've found MP to only be playable with 1v1 or 1v2 (2 or 3 players). I think that not only will adding more people after 3 give a lesser % of people who each get gems, but they also increase the penalty for being even just
slightly slower. If you're the 2nd player to some gems and the 1st player got 25% of the gems early, you compete for the remaining 75%. If the same happens but you're the 4th player in a 1v3 FFA, let's just say you will probably only see 10% of that.
So: For each 3 players after the first,
1-3: One cluster. 4-6: Two clusters. 7-9: Three clusters. And so on.
While I'm confident this would work well for 1 through 5 players, and pretty confident about 6 and 7, I'm less certain about just adding more and more players. This is because competing for clusters is just a scaled-up version of competing for gems. And unlike with gems, I did not suggest anything about adjusting the clusters themselves so they aren't biased to spawn towards one player or the other, since I think there is value sometimes having unbalanced distances between players. But with more players, the chance at least one player will just get the short end of the RNG stick gets higher and higher.
Short, but important tangent: I didn't discuss too much MP gem hunt, I mean look at the title. But where a cluster's distance
should definitely be adjusted is in the start of round cluster for MP. If there are two equally skilled players, the luck of whoever spawned closer is going to win. Of course this advantage applies for all players.
Evoker: I think I agree with you for this one. In particular it'd be good as a measure against camping and red running, so it benefits equal skilled matches. But I don't think this is bad for SP, either. Maybe not for all maps, but in particular it's great as an RNG migitator or even a current-situation helper. You can skip bad spawns until you're close enough to them. Again, not for all maps.
Powerups that affect gems - Powerups aren't usually global (in fact right now they're NEVER global) so most of them I suggested are singular. But I do see the value in global powerups, and so I did intend some, like Bluifier, to be global. Highball, Size Up, and Bluicide are designed singular. But they can really apply anywhere, like pressing a button to give everyone Highball. Usually though, MB global effects would I imagine be activated through a physical world action.
Bluifier / Highball - I assume you put this in the same category because you're suggesting a change that would make the two powerups very similar, but I intend Bluifier to take up different design space than Highball. Don't get me wrong, I do like Whirligig's idea to change them to yellow as well, but I think it would make the two powerups seem too similar. Let me explain what my intentions were with them, and also why I disagree with Bluifier.
Highball - It's a simple timed powerup that gives your gems +1 point for a while, the same time as the Super Bounce and Shock Absorber. Unlike those two, though, it doesn't have the side effect of sometimes being detrimental, so that was the design space I was going to use. It's great as an additional "pathfinder/optional" powerup and should be placed near, but not in the middle of, cluster spawns. You can also use it as a powerup swap tool while traveling to a cluster and hoping to get a bonus for preperation.
Bluifier - It's a one-time use powerup that changes all gems to the 5 point blue gem globally, and it won't run out. The gameplay instances I imagine this having would be big - no map in MP spawns anything full of blues. Unlike Highball, there's a big risk/reward for using this when you're not next to the gems. Therefore, this powerup should NOT spawn anywhere near any clusters, as it can be extremely detrimental. I'd place it as a reward for certain areas that don't have clusters spawning and are tricky to reach - think top of Promonotory. (Evoker: The purpose of Bluifier was indeed to make a big effect powerup.)
Now, your issue with this was balance, but this is a powerup! It's equal opportunity for any player - they can gain just as much as the other! But I do think I know what you meant saying that - it drastically increases the visible point gap between a worse player and a better player, even just slightly different skill levels, or unfortunately, lucky spawns where the distance is short.
I think the biggest case against Bluifier is actually something I came up with on my own - the luck based spawns. So though I like this powerup's design, it would only be used in cases where you could make sure no player had gems spawn on themselves.
But I don't think you have to worry about the skill gap problem. I notice newbie players don't tend to touch the Advanced category, and that's perfect for a powerup that's meant to make games more interesting in equal skill leveled matches. I'd recommend placing it there.
Make Next Cluster Spawn - I like that idea, but I do agree with Evoker here. This might also be an issue with powerups that just spawn too frequently to comply with powerup respawning consistency. The "Yellowifier" powerup suggested earlier would also fall to this problem of powerup spam even if there was only one in the game, especially with multiple players. I would prefer this as a global effect designed in levels - you can track players who are going there and it wouldn't feel as random when a cluster just moves elsewhere.
I think I would also prefer that this isn't a true cluster spawn - instead, it would spawn a temporary cluster (again, not sure how to mark temporary gems vs. ones not in a cluster, maybe slight transparency?) - effectively not a cluster at all - that doesn't spawn another when it's fully picked up.
Handicap Modifier - I... sorry, I don't like this very much at all. I feel like this is like having heavy aim assist for weaker players in FPS games. I think this would help the morale of weaker players, but it wouldn't encourage the mentality of wanting to improve and it would actually hurt it.
Let me take my example. Frostfire tends to win with an extra third of the points I do. (The 1v1's I do with him tend to have him winning, say 100-66.) In other words, for every 5 gems, he gets an average of 3 of them while I get 2. That doesn't seem big to a newbie, but of course this naturally "snowballs". The winner
seems like they're getting more and more, but they aren't really. And if we were to play a match where I got 30 free points at the start, I would still lose. Of course, your example is multiplicative, so let's address that.
- Yeaah, not a fan of partial gems. In particular, gem math becomes pretty much impossible. Like if I was at 72.8 points with a multiplier of 1.4. How many points did I actually get? (The answer is 52.) And that's not even considering comparing that quickly, or irrational amounts. Nor because it's dynamic I'd have to constantly rethink the multiplier as I level.
- It won't actually prevent the reality of the better player getting a majority of the gems.
- The extreme for extremely weak players, out of a cluster of 9 gems, they will get... 0. The multiplier will not help here.
- The mentality for trying to improve has a weaker resolve. What's the point of trying to do better if I'm already "equal" to other players? How do I even check if my gameplay gets better? I can't compare scores and will have to look over footage for stuff like that.
- Almost nobody will get +1 for red, +2 for yellow, +5 for blue, and +10 for platinum in MP anymore. Good luck with the newbie questions about why nothing about the points system is consistent.
Here's my suggestion for handicaps. Let your opponent decide. I have seen gameplay of various handicap footage - don't jump, don't blast, don't use powerups. This idea I stole from... myself, who had this idea for another multiplayer game. At the end, the handicapped player will get an experience boost. But really, this acknowledges a lot:
- The weaker player is absolutely
acknowledged in their role.
- Really weak players get the opportunity to get gems.
- Weaker players actually do get an equal amount of gems.
- Point-gap increasing stuff like Bluifier can be fairly used even in matches where the players have different skill levels.
- Gives even the stronger player a goal because they could start losing with the handicap.
- Gem points are actually consistent.
Evoker: I think that's the only aspect I like about it. However I don't think it's worth that much. If I wanted to do something like that, I would have a match rating system that would only be used for this and then tie it into the predictions, or add a rating based prediction system.
Pink Gems - Not globally applied to all the gems and it's only a 0.5. Time modifiers also show decimal point values. I'm not a fan of decimals either but I think this is the only time I will find it necessary. Plus, you already have a . available from the timers.
Checkpoint claiming - I disagree, you can put the name on the checkpoint. I think that's about as readable as a marble username (which I already find easy to distinguish). I think if I saw a name on a checkpoint (it'd have to look different from the username colors though) this system. Anyway, this was just an extension of the thought of implementing more singleplayer oriented things into MP. Actually, I think I stick with my original thought - I can't just go looking into the code to see where triggers lead me to. I actually was able to reproduce my Triple Trail issue - there
aren't triggers corresponding to the floating floors. But I wouldn't know that without really deeply exploring that. You say it'd be confusing, but how much more than the current spawns?
Showing next cluster - Same consensus now that I know what camping is. I think it's worth noting camping isn't an issue in SP and it could actually have potential there.
TT's in MP - Argh, guys! I was never suggesting this as a good idea. I only brought this up because it had interesting properties that I was tapping into with other ideas!
Cluster effects - We might never see eye to eye on this part, but I think a lot of PQ already has this issue where things aren't explained as an attempt to make things look simpler. Fundamentals of Physics is a great example. While if a map had a global Bluifier in the middle I could mention that in the level's description.
Size Up - If it's that big of an issue I don't think this will be added. The design space is incredibly close to Mega Marble's already, but it does have some cool side effects that I think are somewhat worth it.
Bluicide - But would they get blues as easily without a Gyrocopter or Super Speed, or some other powerup? This takes up that slot. Unlike other point powerups I don't think this has that problem.
Permanent clusters - Note that for the suggestions labeled into Mad Hunt, this isn't primarily a multiplayer suggestion. That being said, I do think this is much worse as an idea in MP than SP, whereas you can implement permanent gems in SP with great effect I think. MP on the other hand, you'd have to make ugly solutions: like let's say you put 40 reds that line the side of Bowl. (obviously I know you're not going to change MBO maps, but for example) The best solution for me, which is still ugly, is to disable that line (locally/for the player only) when 3 are collected, making it small but still relevant.
OOB effects - Mainly, this is because Gem Hunt's design is very anti-MB if you think about it. No other mode punishes OOB this lightly, and kamikaze blues are rarely punished - sometimes, OOB isn't even a punishment! Like, in Horizon if I kamikaze'd for a blue I would rather go OOB than stay on the level, since it resets my speed and potential unnecessary Gyrocopters.
I again want to say that I would change some things to make a MB level OOB punishing, but I know not only does it go against the community ("who is this guy suggesting to change all WRs" | "we practiced avoiding going OOB") but some of my own sentiments about this very topic. In a way, I find it strange a game originally designed where OOB means restarting a level all over again, and thus has players who all practice not going OOB, the multiplayer mode allows and encourages it so much.
"True" platinums - Yeah, in that way Gyro is just that good. It's worth noting though that it's its own kind of punishment to keep a Gyrocopter as a spare powerup, as other powerups don't have the problem of not being able to control how long it lasts + no boost to get to spawns quickly. The Gyrocopter+Super Jump requirement that I've suggested for some also means two powerups are required, which is significant as a time penalty too. The risk/reward is also very real, since if more than one person goes for it the ones that went for it and failed really lose out vs. people who still go for the clusters. I don't think sniping is as easy as you describe it.
I highly encourage you check out the handicap mechanic. I notice you care a lot for 50/50 games, which I think is a great ideal, but not so much that I agree when you say some mechanics too strongly favor the winning player, as the gap in points would still increase naturally over time, and sometimes I think that bias too strongly directs cutting ideas that could increase interesting gameplay with equal-skilled players. The average performance of both players across the match is the same, with a slight edge to the winning player (from camping and red running). If a skill-based game doesn't make a distinction between worse and better players, why even make it a skill-based game, in my opinion?
Evoker: I really appreciate the feedback and I'm glad so many people showed an interest in discussing this. Especially the very skilled players who play this game - I know for many other communities, doing a post like this could result in skilled players disagreeing because the newbie doesn't have enough experience and does miss depth-based things. So thanks, everyone!