Answers to some Clok revival FAQs

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Zeldryn
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Answers to some Clok revival FAQs

Post by Zeldryn »

Hi all!

We had a brief voice chat today talking about some of the frequently asked questions and concerns regarding the clok revival project. I've done my best to summarize the points discussed below in no particular order. If I missed anything, feel free to contribute or yell at me for forgetting. Also be mean to me for spelling badly.

Q: Regarding events-- what has changed, and what is different? Did everything in clok still happen?

A: Everything that happened happened to some degree. The blood cult shenanigans with keth, the harbinger attacks on Shadgard, the incidents with infested and the Concord, the burning of Spinner's creek, Caldwell's Reemergence, all of it. No major NPCs died, however. There were casualties-- lots of casualties, to be sure-- but everyone crucial to the machine kept it moving. None of the areas which were previously destroyed outright will be destroyed outright-- they will continue to exist in some form, either as ruins or something else. (But they won't be towns that are functioning, that's for sure!)

Q: What about events in Cogg? Do they apply to Clok now that it's back?

A: Little bit more of a gray area, here. Cogg and Clok are different beasts, despite their similarities. So-- though some similar version of events occurred, the big difference that's worth noting is the differences between the Dominion in Clok and the Dominion and Cogg. They became kind of different entities with their own identities. The Republic of Exiles still exists in some form, but now, the two entities never fought a big gigantic full on war against each other. The Dominion is much more like it's Clok counterpart-- they're small, but they're trying to expand their influence to some degree, they're spooky, they're mysterious, and for now, they've closed the curtains on their little slice of the lost lands and faded back into the background. We might hear from them again sometime in the future, we might not. We'll see.

The Republic-- at least, certain entities within it-- have likely done their own things and planned their own efforts to keep the Dominion off of their land and whatnot, but for all intents and purposes, there was no big ol' war that led to the fall of the Dominion.

The easiest way to explain this in short is to say clok is clok, cogg is cogg. We're doing our best to keep it that way, because people still play Cogg and want to keep playing Cogg.

Q: What about Haiban?

A: Haiban was destroyed by the Dunwyr as a result of miscellanious things that went on in character. Ask around about it, there are people who know some stuff. It's gone-- sorry. That said, any items that were in the vault there or homes there aren't gone indefinitely. Items are a work in process.

Q: Speaking of items, what about items in vaults and houses?

A: Work in process, do not fear! But if your house was in a destroyed hamlet, it's still going to be destroyed. Sorry. You can likely get some stuff out of it, though.

Q: Mounts?

A: Same for mounts. Work in process. Do not fear! This is the case for most things in this regard.

Q: What about Valeria? That was different in Cogg.

A: Valeria will be different in Clok, too. It'll be in the same general place, but the Cogg version of it is really fun, so Rias wants to get it, and it's new inhabitants, in there too. Everybody loves the liberi.

Q: What about places like Icewind?

A: Icewind is a go for sure.

Q: New Emberlight?

A: New Emberlight is more questionable because everyone's trying their best to keep everyone contained in one town. We don't want people living out there, or staying out there, or that kind of thing. It's meant to be a visitable location for short term stuff and so there's a port to explain some imports and other IC things. So there's a desire for it to be there, but there's some variables to consider.

Q: What about druidry?

A: So, there's a desire to hybridize. Rias doesn't want to get rid of Clok druidry, because he wants people to feel like their efforts and characters are still valid. He expressed this regard specifically in mention to the Udemi. Their druidry was always kind of specific to their own purposes, which is partially the reason why it's the way it is for them. But he also really likes the new druidry stuff. So, he expressed a desire to create a new druid-centric society that includes the more primal, dangerous, misunderstood aspects of druidry from Cogg for folks who want to druid for the sake of druiding. It's a work in process. But-- simply put, more druidry, not less.

Q: What about the library from Cogg?

A: That won't be returning, sorry. It's a Cogg specific thing that stands in for the elemancers. Elemancy is here, and they have the university.

Q: What about the lorekeepers?

A: This is a bit of a gray area because the organization was so small and focused. Rias wants folks who were a part of it to reach out and discuss more about it so he can form more of an opinion and get a better grasp on the sorts of things they did, what they were all about, what the players in it were like, etc. But based off what he knows and has heard so far he is on the fence about it because he feels as though it might conflict with the tone of the other druid focused stuff going on alongside it. But he also doesn't want to exclude anyone or minimize anyone's concepts or experiences. That's why he wants to talk. The general conclusion reached was that it will likely continue to exist, but no longer be joinable. In this way, people who are a part of it can keep being a part and doing their thing if they want, but if they want to shift somewhere else instead and leave it behind as a result of it's limited scope, that's fine, too.

Q: Harbingers? What're they going to look like? What about the guilds in general?

A: Again-- bit of a gray area here. But they're not going to be precisely the same as they were before. Really, this goes for all of the guilds. The guild initiation system will be more open and welcoming to everybody, and the societies themselves will be reworked to a certain extent to give them more purpose and identity. Short answer? Most of the guilds/societies will be very similar to what they were before, but different in specific ways.

Q: What about abilities, skills, levels, and the like?

A: No more skillpoint spending, no more bucket holding you back. Level might still be a thing to kind of gauge people's accumulation of skill, just as a sort of measuring tool. As for abilities, they're a work in process. A lot will be accessible on a general level, but divided into specific trees that are gated behind prereq abilities to make you pick and choose whether to specialize or be more general in utility. In essence, it's similar to the idea of the ability trees planned previously for Cogg, but based in the skill system of Clok without skill points and the like. Ability points will still be a thing though, and the total of those points will likely remain similar pending the finished result of the process.

Q: What's the status on farming?

A: Rias really likes the system he built for farming for Cogg, despite the frustrations he has with it at times. He's trying to figure out the best way to implement it in Clok. Fear not, farmers-- you will be farming. Not in as private of a space, not with as much hfreedom of storage, but your concerns are being heard, considered carefully, and he really wants to make it work and make everyone happy.

Q: Will the name and disguise systems return?

A: Maybe. There are things he likes and dislikes about it. For now, it's going to remain as it is-- we'll see about the future.

Q: Will the note system return?

A: Yes, probably with some common sense limitations, but yes.

Q: What about the friends system?

A: The data is still there for it, so probably yes, to a certain extent, eventually.

Q: Will cogg characters be transferred to clok?

A: No. They're seperate beasts, still. This wasn't done for clok players going into Cogg for the first time, it won't be done for Cogg players going into clok for the first time. It just wouldn't be fair. If you want to play your cogg character-- just play Cogg. Otherwise, you're free to create a similar concept like folks did moving from clok to cogg and play that character to your heart's content. Just know that they won't be getting items transferred or anything like that.

Q: When will new character creation be opening up?

A: In a few days, likely. Just gotta make sure there aren't any last hidden oddities in the system before it's fully opened.

Q: Who's the best character on Clok?

A: It's obviously Zeldryn. He's great. Trust me. I'm a locksmith. (Translation: It's probably Alila)

Q: Did you forget any questions and or answers?

A: Yeah, probably. This is your reminder to correct me if you remembered anything I forgot.

Thanks again for the time taken, and hope this helps put some thoughts to rest. Happy clokking!
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Re: Answers to some Clok revival FAQs

Post by Frisbee »

Thank you very, very much! It takes a lot of effort, doing this, and it's appreciated.

Also, you forgot about "Kalimba Club." :P
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Re: Answers to some Clok revival FAQs

Post by Zeldryn »

Frisbee wrote: Fri May 17, 2024 4:43 pm Thank you very, very much! It takes a lot of effort, doing this, and it's appreciated.

Also, you forgot about "Kalimba Club." :P
That lore is forbidden also thank you
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Re: Answers to some Clok revival FAQs

Post by artus »

Thank you for the sumary! It's also refreshing to hear from everyone today, old faces and new faces alike.:)
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Re: Answers to some Clok revival FAQs

Post by Rias »

Thanks, Zeldryn! The chat was a lot of fun. Sorry for getting a little sassy at times. I like to tease people I'm comfortable with, and in group settings like this sometimes I can end up teasing someone I'm not as familiar with and then I worry I've just made them uncomfortable.

One thing I intended to mention about guilds but the conversation got away from me and then I forgot: Monks and Templar will continue to be picky like they have been in the past, so interested parties and current members alike should be prepared to walk the walk and talk the talk!

Regarding Haiban, I haven't decided how exactly it was brought down yet, though it's highly likely the Dunwyr were at least involved if not completely responsible.

Yes, we need the Liberi in Valeria because we need Tiodor's Bar!

Regarding libraries, we'll probably end up with some in-town ones where people can study lore items and get extra info. (Corvus already has an impressive library, as a matter of fact!)

Yeah, we might have some form of levels, perhaps simply based on total amount of that character's skill points, solely for the purpose of determining the rate at which ability points are accrued. I never liked the side effect of generalized abilities making it so people could just choose a bunch of abilities right out of the gate. Doesn't give you the feeling of progression and earning them like the original guild ranks system did.

You put the wrong answer for the "Who's the best character in CLOK?" question. The real answer is Kent. (I'd better see you in-game at some point, Kent!)

Last but not least; I found my kalimba, so I can practice up in preparation to keep Kalimba Club alive! (Why isn't it "Kalimba Klub" instead, for an alliteration bonus?)
The lore compels me!
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Re: Answers to some Clok revival FAQs

Post by Deborah »

Heya folks,
first, it has been a very nice voice chat, first time I manage to hold all that time due to my time zone issues!

Second thing, I'd like to say thanks for all the FAQ that have been posted. This helps a lot!


Another question, that yesterday didn't come to my mind, and came right now when I was reading about library. What about physickers? Do we have to go to the NPC who stitches you up / treats you? Or there will be sort of a guild that allows you to treat faster, suture, splint, and so on?

Thank you, again!
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Re: Answers to some Clok revival FAQs

Post by Rias »

Answers to some more questions I'm seeing!

Q: Will chat always be available in-game while logged into a character?
A: It's on while we get things set up, but once everything's a bit more settled chat will only be available when logged out or on third-party bridged platforms like Discord. You can have a second connection to the game that you use for chatting if you want to chat through the game itself but in a separate window. We don't need the stream of consciousness chatter constantly distracting from the game and making it a struggle to stay on-topic and in-character.

Q: What's the game's roleplay standard? RPE, RPI, something else?
A: CLOK is RPE (Roleplay-Enforced), meaning you can't break character in in-character environments (essentially 99% of the game). It is not RPI (Roleplay Intensive, I think that's supposed to mean?). I prefer to keep a more relaxed atmosphere when it comes to the RP scene, so we don't have anyone feeling uncomfortable or somehow "not good enough." This doesn't mean anyone who wants to go all in on the serious RP and flowery emotes can't do so, I just don't want there to be a feeling of exclusivity or elitism or that someone is somehow "lesser" because they "only use says and socials" or anything like that. We're here to have fun! On the flip side: please do try to take the setting seriously and keep deliberately-ironic/goofy concepts and RP to a minimum. This isn't a self-aware satire setting and if a character acts silly or like they're not taking a situation seriously, the world and its NPCs will as a result treat them as silly people who are not to be taken seriously.

Q: My legacy CLOK account password isn't working! Can you help?
A: Try the RECOVER command. It'll send a one-time-use recovery password to your email. Don't forget to use the PASSWORD command once you log in to set a new password that you'll remember!

Q: I can't remember my BBS password! Can you help?
A: Use the Forgot Password link on the page that you land at when your password doesn't work. It'll send you an email with instructions on how to take care of it. (This wasn't working at one point, but it is now!)

Q: How do I see the list of characters that are on my account?
A: In addition to it showing the list when you first log in, you can also use the ACCOUNT command at any time to see your account details and character list.

Q: Will you reconsider the shelving/alt-limit system?
A: No, but during this early stage it is possible for people to log in with shelved characters. Get reacquainted with that character roster you haven't seen in a few years!

Q: My stuff was in a town that isn't accessible anymore! Is my stuff gone?
A: No, possessions and bank account balances will be transferred to a bank account that your character has access to. Similarly, horses will go to a stables that your character has access to. This is a work in progress and there will be an announcement when people have access to all their imported stuff.

Q: I heard that storage options are going to be quite limited. What do I do with all my old stuff if it won't all fit?
A: Choose what to keep and what to sell or give away or toss. The initial import will be able to over-stuff storage containers, but you won't be able to put anything else into overstuffed storage containers, of course. To discourage simply leaving them overstuffed forever, we'll probably have something like a recurring fine for overstuffed containers.

Q: Are the hamlets of Keth, Emleth, and/or Westbrook coming back?
A: As ruins!

Q: Will New Emberlight be available here in CLOK?
A: Maybe. It would serve as a decent neutral ground point that isn't overly developed or politically active in the greater area, and provide a sea port so we can occasionally have ships arrive with merchants/visitors/etc. or even ferry players to special event areas on occasion. New Emberlight also has lore reasons to deliberately remain partially-ruined and undeveloped, which is to say: No, you cannot help them rebuild or spruce the town up. They have reasons to want it exactly the way it is, and no better!

Q: Is the COGG-style introduction/naming system going to be implemented in CLOK?
A: Probably not. There were things I liked about it and things I didn't. I like the simplicity of just seeing character names up front better overall, despite the shortcomings that way has. The disguise system actually masking names is still up in the air. It seemed to frequently encourage a feeling of entitlement to act with immunity to responsibility and consequence.

Q: Will private mines/farms/workshops/etc. be a thing?
A: Nope. I feel that these all discourage player interaction by reducing chances for people to chance across each other in public facilities that provide the same functionality, and that in turn damages the multiplayer and social aspect of the game. At worst, they encourage cliquey or exclusive behavior. On this subject: Old player mine entrances have been removed, save for a few that had some historical significance (these remaining mine entrances do not function as actual mines anymore however).

Q: What about player housing?
A: It'll be available in a limited capacity, and storage space within homes will also be limited. There will be a limit of one home per account (not per character).

Q: Are we getting physickers (specialists in conventional non-magical healing, buffs, etc.) or something like them?
A: Yep, eventually!

Q: Is Brotherhood of the Fist still going to be a thing?
A: Yep! If the rumors I've heard about 12-strike attacks in the past are true though, I'd expect that to be toned down. I believe it was already emphasized when the guild originally was implemented back in the day, but just to re-emphasize for new folks interested in this guild: Don't expect to be going unarmed toe-to-toe with exceptional beasts or foes in significant armor and wielding dedicated combat weapons. Per the official description of the guild since its inception: "The Brotherhood of the Fist is an elite group of brawlers, street fighters, and ruffians." These are not ascendant martial artists harnessing mystical powers to give them superhuman strength and reflexes or mountain-shattering mega-ton punches or ki blasts. Trying to punch a person in decent armor, or a powerful beast, is probably not going to go ideally. There's a reason tools such as weapons and armor were invented!

Q: Are the Church of Light guilds (Monks and Templar) going to ease up on the general behavioral standards and Edict of St.Vito and all that?
A: Nope!

Q: How can I comfortably play a Monk or Templar if I don't want to feel like I'm being constantly judged and constrained to a narrow lifestyle path?
A: It sounds like the Monk and Templar guilds aren't for you. Don't worry, there are plenty of other things to try!

Q: Will we be getting an increased ability point cap?
A: Unlikely, at least at this time. Maybe if the overall number of abilities is significantly increased. In any case, the whole point of the cap is to make people choose carefully how to spend their points and, ideally, result in a greater variety of characters and their capabilities instead of everyone just taking the same set of abilities and being more or less the same.

Q: Will access to the various crafting professions be re-evaluated to feel less "gated" and limited by ability points or other factors?
A: Sorry, no. How gated they are, and in what way, might be adjusted in some cases. In general though, I'm firmly in the camp of limiting any one character's overall variety of capability. I've never been fond of allowing a single character to be master of virtually every craft. Pick what you want to be good at, and let other characters have a chance to be good at the other stuff!

Q: Can I say my CLOK character is now the version I made of them in COGG instead of what they have been in CLOK?
A: No, CLOK history (including that of its player characters) is remaining generally unaltered. COGG is a separate game/timeline.

Q: Can I make changes to my character's guild/race/appearance/skills/history/etc. now that CLOK is back?
A: No, CLOK history (including that of its player characters) is remaining generally unaltered.

Q: Is COGG being shut down?
A: Not as long as there are a significant number of people playing and enjoying it.

Q: Can I transfser my COGG character to CLOK?
A: You can make a CLOK character based on your COGG character's concept, but it will essentially be restarting that character from scratch, same as what we said about people making COGG characters based on their CLOK ones.

Q: Will we be seeing some of the abilities from COGG in CLOK?
A: Yep!
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Re: Answers to some Clok revival FAQs

Post by Squeak »

Rias wrote: Sun May 19, 2024 12:33 pm Q: My legacy CLOK account password isn't working! Can you help?
A: Try the RECOVER command. It'll send a one-time-use recovery password to your email. Don't forget to use the PASSWORD command once you log in to set a new password that you'll remember!
I do have a character from before the account system was in place in Clok (apparently). Is there a way to recover that character's password? If not, no worries, I can wait until open chargen.
Rias wrote: Sun May 19, 2024 12:33 pm Q: Is the COGG-style introduction/naming system going to be implemented in CLOK?
A: Probably not. There were things I liked about it and things I didn't. I like the simplicity of just seeing character names up front better overall, despite the shortcomings that way has. The disguise system actually masking names is still up in the air. It seemed to frequently encourage a feeling of entitlement to act with immunity to responsibility and consequence.
If not doing the disguised/naming thing, could there at least be a little blurb stating someone is disguised with a face covering, cowl, or something similar? I.e. Also here is Rocket_Propelled_Gnome (disguised, sitting, chin resting across folded arms on a tabletop) While I do my damndest in an RP setting to look at people's attires and act accordingly (especially in regards to wounds or similar), a little flag like that would make it easier to tell if they wanted to stay incognito.
Rias wrote: Sun May 19, 2024 12:33 pm Q: Is Brotherhood of the Fist still going to be a thing?
A: Yep! If the rumors I've heard about 12-strike attacks in the past are true though, I'd expect that to be toned down. I believe it was already emphasized when the guild originally was implemented back in the day, but just to re-emphasize for new folks interested in this guild: Don't expect to be going unarmed toe-to-toe with exceptional beasts or foes in significant armor and wielding dedicated combat weapons. Per the official description of the guild since its inception: "The Brotherhood of the Fist is an elite group of brawlers, street fighters, and ruffians." These are not ascendant martial artists harnessing mystical powers to give them superhuman strength and reflexes or mountain-shattering mega-ton punches or ki blasts. Trying to punch a person in decent armor, or a powerful beast, is probably not going to go ideally. There's a reason tools such as weapons and armor were invented!
I know next to nothing of this system in Clok, BUT will the inclusion of brawling weapons (the one's listed on the website - Brawling:
Caestus, Claw, Fist, Gauntlet, Katar, knuckledusters, and spike-knuckles) help with tackling more dangerous or armored foes, even if it's not as effective as a typical <insert death-dealing weapon here>? It's one of the things I'm looking forward to (and enjoyed in COGG), even if it's not particularly efficient.
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Re: Answers to some Clok revival FAQs

Post by Zeldryn »

Thanks for the updates Rias.

Also: we do have a disguised tag, too. It works exactly as described above. Just so it’s known!
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Re: Answers to some Clok revival FAQs

Post by Lysse »

I love the combat readout from Cogg, and I see that we still have that command on CLOK - any plans to use or expand that readout to be more in line with how CLOK calculates things? It'd be pretty neat to see a readout of all of my combat skill accuracies, honestly.
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Re: Answers to some Clok revival FAQs

Post by Rias »

Squeak wrote: Sun May 19, 2024 1:35 pm I know next to nothing of this system in Clok, BUT will the inclusion of brawling weapons (Caestus, Claw, Fist, Gauntlet, Katar, knuckledusters, and spike-knuckles) help with tackling more dangerous or armored foes, even if it's not as effective as a typical <insert death-dealing weapon here>?
Yep! There are some brawling weapon types that are supposed to be more exclusive to particular guilds (like the Dwaedn animal claws), but there should be plenty of common types available in the end to help brawling combat be a bit more effective in situations where relying on bare knuckle punches is going to be a particularly bad choice.
Lysse wrote: Wed Jun 05, 2024 6:49 am I love the combat readout from Cogg, and I see that we still have that command on CLOK - any plans to use or expand that readout to be more in line with how CLOK calculates things? It'd be pretty neat to see a readout of all of my combat skill accuracies, honestly.
Per today's changelogs:
- The COMBAT command will now display rolls based on the items held in the character's hands. The output will no longer include rolls not applicable to currently-held items (block roll without a shield, ranged roll without ranged weapon, parry roll with a weapon that cannot parry, etc). It will also attempt to report potential problems with the character's current situation, such as holding a weapon that requires two hands to use but not having a free off-hand to properly wield it with.
- To only see potential rolls info from the COMBAT command, one can now type: COMBAT ROLLS

Another thing that has come up is whether it's okay for newly-created characters to be assumed to already know other player characters in the game. The answer is yes, that should be fine, as long as the players behind the characters specifically agree to go with that situation. Don't just decide your character knows another character without OOCly discussing with and getting the approval of the other character's player first! Generally speaking, this means you should only do this with people you already know from past actual experiences, whether that be past MUD gaming here or elsewhere, or other IRL interactions not even related. Also please don't imply the new character's involvement with past in-game events that the new characters didn't actually take part in. Use common sense and keep it within reason is all! Don't go to the point where you have to start retconning or inventing major situations and interactions to make it work. And again, most importantly: Get the other player's OOC approval first! I get it. Sometimes I want to make a new character but want to hang out with the character of an IRL buddy, and I want to jump-start a bit and skip the whole "oh hello new person I just happened to stop and talk to, who are you, do you mind hanging out so we can establish the building blocks of a budding potential friendship" phase. Just don't overdo it!
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