From the man himself:
2 flow levels with cooldown at this point, this may change.
So why are you still confused about this? :S
It simply means you can't immeadiatly flow again if you let go of the button. That's all there is to it and solves the problem nicely, since a player unfamiliar with flow tapping wouldn't even notice a difference.
Pardon me being a little picky, but technically sepaking, we already have two stages of the flow bar. It's just that the first "flow stage" happens to be the first 25% of the bar where you can't flow at all.
So does this mean, there'll be a third section of the bar that grants different bonuses (like say even more speed), or that it'll stay the same as before? I'm not entirely sure, but I'd guess John means another level of flow :S
I gotta say, this whole 2-stage flow thing... it's a bit scary. I'm concerned it may ruin the simplicity of the game. Is there any indication as to WHY the current flow system is being changed? I mean, at the moment, we need to be very very careful with flow... Acquire as much as you can, conserve it the best you can, and blow it when necessary (wall doubles, large gaps, etc.). However, the new system seems really complex... Why the hell are we talking about two-stage flow bars, cooldowns, tapping limits, etc., when really, there already are limits in the standard system. You can't flow infinitely atm, unless you play the hacked version (hella fun, imo). Conservation of flow and proper use of flow are some of the most important skills in the game... Just hope it ain't gonna be too complex such that it ruins the simplicity of the game.
-Est
If a new flow stage is introduced, all those elements would stay as important. In fact, this would just add another small risk/reward system to it all. Do you use stage 1 flow to get through a difficult section or do you save the flow to get the more powerful version for later? Seems like some interesting concepts to add.
Well, the double jump glitches make the game more difficult, complex and challenging.
No,Yes,Sort of
Without them the game will be more flat in my opinion, so I thought that making the flow system more difficult to use could make the game more interesting.
First of, making something more difficult to use is never a good design idea. Ever. Besides, the way John has been devoloping the game so far, it seems there is more focus on making the game more accesible, yet with more depth to keep the more advanced players interested.
Also, everyone of you that thinks the game will be "flat" just because the double jump timing is removed are looking at it from the wrong angle.
All it did, was alienate the otherwise good players that didn't want to memorise a complex timing for each stage.
What none of you realise, is that being able to double jump whenever you want changes the way you should look at "skill" in the game. From how it seems right now, the one that wins isn't the one with the better timing, but the one that is most creative in finding shortcuts, emphasizing problem solving instead of bland memorization.
Think about it for a second: Now, you don't have to rely on walls to make your double and triple jumps. The game becomes more about, WHEN to use your double instead of being about HOW to use a stages double jump.
TL;DR If you rely on the timing difficulty, instead of having good routes, you'll suck.
Two more things, the first being another suggestion for the game:
Is it possible to add a penalty for leaving mid-race? Right now, lots of people just disconnect when they are about to lose a race (especially those folks going for a "
erfect record"
, and since there is no penalty, they're encouraged to keep doing it.
Just awarding a loss when someone leaves Mid-race could go a long way in reducing the disconnectors.
And now to add another piece of discussion: We already know old stages from the first game will return, the question is WHICH ONES?
Speculation gogogogogogogo.