ShadowDimentio wrote:Got to play clockcult for the first time today.
The entire mode suffers from the most godawful feature bloat I've ever seen.
I literally used a stunbaton I got more than anything my ANTAG STATUS got me because it's just point and click, not spending ten seconds holding your slab aloft and declaring the glory of clocks and hoping that the target didn't run away or something. I just stunned and cablecuffed and somehow managed to stumble backwards into the clockcult becoming a majority force on the station and eating a ERT in the process.
Look at cult, it's a lean mean machine (ha) with 12 very clearly defined runes that do what you need them to unambiguously. Also, they have a quick, easy, subtle way of stunning/muting people.
ALSO FOR THE FUCKING LOVE OF GOD GIVE DIMINISHING RETURNS ON THE MIND CONTROL THING BECAUSE IT CUCKED ME SOMETHING FIERCE AND THERE WASN'T A THING I COULD DO AND I'M VERY MAD
I can understand your concerns, but it seems like you're in the Nar-SIan cult playstyle mindset rather than the Ratvarian cult mindset. All the scripture serves a purpose, and I see most of it used at least once every time the gamemode is run. If the first thing you did is try to stunprod -> convert someone, that's a common mistake; to begin with you should be hiding out and coordinating with your fellow servants to set up a base of operations along with stockpiling all of your components in a tinkerer's cache to allow everyone to use them.
Steelpoint wrote:Just looking through the (nicely done) wiki page on Ratvar cult slowly starts to rattle my mind as I grasp how many spells and powers and sigils and things the Cultists have to do or use.
I prefer the ideology of Kiss. Keep It Simple Stupid. There's so much going on that it starts to confuse people, I think condensing the spells and whatnot down to the essentials is paramount. Bloat is a bad thing.
There was actually a PR that recently got merged that makes scripture names more descriptive. I'll admit that I had this problem when I tried my hand at reworking the original Nar-Sian cult and when I changed it players were much happier with it. Now scriptures have their current names with their functionalities in parentheses (see
here for examples). I'm a sucker for story and I'll admit that I let that get in the way of gameplay, and for that I apologize.
Wyzack wrote:My biggest problem with this mode is that admins keep thinking it is awesome cool to spawn ratvar stuff and force ratvar rounds. This will die down as it becomes less shiny and new
I do like the idea of us having more supernatural stuff, but i do wish it was on the whole rarer to make it more special
There's nothing I can do about that. It's natural tendency for people to be curious, and admins want to show off /tg/'s new feature gamemode to everyone. I'm hoping that it'll eventually stopped being forced so much, but I'm afraid I can't guarantee anything. As for supernatural stuff, our design lead would disagree with you there! I'm lucky I got this gamdmode merged at all.
InsaneHyena wrote:You know, after playing quite a few more rounds, I start to think that maybe crag was partially right. When battle of gods happens, Ratvar seems to win WAY more often, even in the Nar'Sie rounds where Ratvar's cult wasn't even on the station. Why?
Coincidence. God success chances are calculated with the same formula, and success it calculated with each hit, with the chance increasing by 1% for each successful hit. Each servant or cultist increases the god's win chance by 2% for each hit. For instance, if neither god had any worshippers, the win chances would go in this order:
Ratvar: 1% base, Nar-Sie: 1% base
Ratvar hits once, 2%
Nar-Sie hits once, 2%
Ratvar hits again, 3%
Nar-Sie hits again: 3%
Ratvar hits again, 4%
And so on until one of them wins. It's true that Ratvar is calculated before Nar-Sie, although the win chances seemed fairly balanced to me in testing.
Kor wrote:Ratvar rolls for victory before Nar-sie does.
Also clockwork reclaimers count as clock cultists, but harvesters don't count as cultists.
If harvesters don't count as cultists, then that's a problem. I specifically balanced god fights around that being a thing.
I'm an ex-coder for /tg/. I made the original versions of clockcult, shadowlings, revenants, His Grace, and other stuff.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
Kraso wrote:hi gay
wubli wrote:xhuis you said you were feeling better but every thread you make makes me worry more about your sanity
ExcessiveUseOfCobblestone wrote:Sorry I was making fun of xhuis' """""compromise""""" who insisted that was the correct term to use.
CitrusGender wrote:We've ended up disabling clockcult on sybil and bagil now (terry is having some problems.) We will give Xhuis some time until he wishes to work upon it again. As of now, please use this thread for ideas and not for bickering.
wubli wrote:you are a cultist of the gay
IkeTG wrote:It's a reflection of humanity, like all of man's creation. You cannot divorce this act from yourself, in a way there's a big titty moth inside all of us.
wesoda25 wrote:yeah no one was curious what it was from. Imagine choosing being a degenerate as your forum gimmick, LOL