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Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:16 am
by Ikarrus
We have a new game mode on the servers called Ragin Mages.
In this game mode, a new wizard spawns every 5 or so minutes. That's basically it.
Now that some of you had the chance to try it out, what are your guys opinion on it?
It's a relatively new game mode, so we can disable it if you guys do not think it is polished enough to play regularly on secret yet.
It's been removed from the secret rotation for the moment.
I guess someone re-added it.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:29 am
by Jeb
It sucks, needs reworked and in general isn't fun.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:30 am
by Tsaricide
I would suggest to not have it as a round type but a special event that only has a chance to happen 1 hour into the round at minimum.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:32 am
by Steelpoint
Or a admin only event. Its a great event to spice up a round, its somewhat of a poor game mode.
The crew already have enough trouble dealing with one Wizard, let alone a dozen.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:33 am
by Yiu113
It can vary massively on whether or not it's fun. It shouldn't be a roundtype though, but an announced event. That way more fun can happen where changelings and such are trying to survive wizard hell.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:33 am
by Falamazeer
I liked it, Pure chaos, but fun.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:36 am
by mikecari
Ikarrus wrote:We have a new game mode on the servers called Ragin Mages.
In this game mode, a new wizard spawns every 5 or so minutes. That's basically it.
What are your guys opinion on this? It's a relatively new game mode, so we can disable it if you guys do not think it is polished enough to play regularly on secret yet.
I like it sort of but it's very unbalanced and all the wizards can fuck over a station unless they're REALLY prepared for it. I mean one wizard is usually bad enough, but....
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:38 am
by Burer
It's fun but incredibly imbalanced. Wizards are the most robust antags for a reason with sleep syringes being the only way to actually kill one. Anyone use of a staff of change pretty much turns the entire station flipside. If you're going to add in such imbalanced mode with a frequent chance of happening why don't you increase the other imbalanced but fun modes like rev and syndie squad chances of happening thumbs up if you agree ==b.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 4:59 am
by qwert33
Having "the floor is lava" in makes it not as fun.
wands of polymorph and wands of healing make it more fun.
mindswap is neat too.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 6:00 am
by cedarbridge
qwert33 wrote:Having "the floor is lava" in makes it not as fun.
wands of polymorph and wands of healing make it more fun.
mindswap is neat too.
Lava floors etc are a byproduct of the mode not properly excluding summon X wizard spells. Not really a product of the mode.
What would really improve the mode as a whole is to make it function a bit more like DA. Wizards are spawned enmasse but are tasked with dunking the other wizards while dodging the crew.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 9:17 am
by DemonFiren
So long as every newly-spawned wiz is told to kill his predecessor things should be interesting.
Re: Ragin Mages Feedback
Posted: Mon Jan 12, 2015 9:52 am
by Stickymayhem
Every time I've seen this the wizards automatically all want to work together and will wait for a few others to spawn before attacking the station as one bloc.
The gamemode is a clusterfuck, which can be fun but the chaos is unlike anything else.
Re: Ragin Mages Feedback
Posted: Tue Jan 13, 2015 2:19 am
by oranges
Jeb wrote:It sucks, needs reworked and in general isn't fun.
Great feedback, really helpful. I give you a 10/10 for your feedback skills
Re: Ragin Mages Feedback
Posted: Tue Jan 13, 2015 2:38 am
by paprika
oranges wrote:Jeb wrote:It sucks, needs reworked and in general isn't fun.
Great feedback, really helpful. I give you a 10/10 for your feedback skills
This post sucks, needs reworked and in general isn't fun.
Re: Ragin Mages Feedback
Posted: Tue Jan 13, 2015 8:54 pm
by Reimoo
I like the DA wizard idea. At least the station has a chance to survive then. For fluff reasons simply hand wave it as the wizards using the station as a dueling arena.
Re: Ragin Mages Feedback
Posted: Tue Jan 13, 2015 8:57 pm
by oranges
paprika wrote:oranges wrote:Jeb wrote:It sucks, needs reworked and in general isn't fun.
Great feedback, really helpful. I give you a 10/10 for your feedback skills
This post sucks, needs reworked and in general isn't fun.
Rest assured that we have taken your feedback under advisement and will work swiftly to identify the areas in which we can improve to meet your requirements in a way that satisifies you.
Re: Ragin Mages Feedback
Posted: Tue Jan 13, 2015 10:34 pm
by Stickymayhem
Just force the wizards into conflict, remove summons and then remove the entire gamemode because it's a bit shit.
Maybe if it was a bunch of apprentices fighting to the death on station, and the last survivor gets promoted to wizard.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 5:54 am
by Ikarrus
Bump as it's been re-added to secret.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 6:04 am
by Timbrewolf
It doesn't fit with the rest of the game or the environment it takes place in.
Everyone else on the server becomes a bystander for this:
...when people should just go get that and play that if they want to do that. (EDIT: Nox is actually really fucking good and I would love to play that multiplayer with people again but I digress...)
As a function that gets the shuttle called and gets the round to end really fast it works but as a game mode in and of itself it's completely worthless. I would jokingly say we should put Highlander in the regular rotation but Highlander at least lets everyone participate and would be a better suggestion than having Raging Mages appear as a regular round type.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 6:25 am
by Bombadil
Raging mages is more fun than Highlander. Highlander is a shitfest.
Ragin mages has the benefit of letting tons of people play wizard which is a somewhat rare opportunity. Remove summons only let them choose artifact items and put them to war on the station.
Wizards with belts of wands with blink and some crazy artifact to see allout hellish war happen.
Also allow them to spam wizard event spell
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 6:40 am
by Steelpoint
Ragin Mages lets one player and around three ghosts play as a Wizard. Its as enjoyable to play as a Wizard as it is to play as one during a normal round, but for the crew I can imagine its a case of "I have to hide in this locker and wait it out".
I did have fun playing as one of the Wizards though, but I don't know about everyone else on the server.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 6:45 am
by Timbrewolf
Bombadil wrote:Raging mages is more fun than Highlander. Highlander is a shitfest.
That's your opinion. That's a matter of preference.
Ragin mages has the benefit of letting tons of people play wizard which is a somewhat rare opportunity. Remove summons only let them choose artifact items and put them to war on the station.
If by "tons" you mean one person every five minutes, while the rest of the crew doesn't do shit (aside from call the shuttle ASAP). You're right at least that it gives more people a chance to try their hand at being a wizard. There's a lot of other things we could do to accomplish that as well, though. Like having shorter rounds and a population that's better balanced between the two servers.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 8:01 am
by Stickymayhem
I personally adore wizard on wizard combat but that's about the only good thing about this mode
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 10:21 am
by CocaneStyle
Reimoo wrote:I like the DA wizard idea. At least the station has a chance to survive then. For fluff reasons simply hand wave it as the wizards using the station as a dueling arena.
I like that Idea a lot, but what would the gamemodes name be? Also are wizards able to counter wizards or is it just whoever manages to land an EI NATH first wins?
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 1:40 pm
by Bombadil
An0n3 wrote:Bombadil wrote:Raging mages is more fun than Highlander. Highlander is a shitfest.
That's your opinion. That's a matter of preference.
Ragin mages has the benefit of letting tons of people play wizard which is a somewhat rare opportunity. Remove summons only let them choose artifact items and put them to war on the station.
If by "tons" you mean one person every five minutes, while the rest of the crew doesn't do shit (aside from call the shuttle ASAP). You're right at least that it gives more people a chance to try their hand at being a wizard. There's a lot of other things we could do to accomplish that as well, though. Like having shorter rounds and a population that's better balanced between the two servers.
Im a kindly wizard and give all the people syndieborg bodies to spread mayhem and chaos. Also i make some xenos and others mice.
Oh god no population caps are a bad idea
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 1:45 pm
by AnonymousNow
If wizards had more incentives to get the crew involved one way or another, the roundtype would probably be better received. For example, inherent mistrust in an otherwise loyal crew means that summon guns/magic is actually fun, because there's always going to be SOMEBODY using their griff power and that escalates naturally without even skirting the rules. I love slow rounds full of mystery and intrigue, but I also love fast rounds full of chaos.
Personally, I think we need more summon magic.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 1:53 pm
by Zellion
Add a new staff: staff of control. Any crewmember hit by it joins that wizard's team like a rev and must assist the wizard. Add in new graphics like a big W above controlled crewmembers that teammates can see. Yes/no?
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 2:35 pm
by AnonymousNow
Zellion wrote:Add a new staff: staff of control. Any crewmember hit by it joins that wizard's team like a rev and must assist the wizard. Add in new graphics like a big W above controlled crewmembers that teammates can see. Yes/no?
I'd say that would be overpowered, but fun - and considering the fact that a space wizard is supposed to be a ridiculous bastion of thaumatic overpoweredness, perhaps appropriate.
How do you make this viable in Ragin' Mages, though? Wizards would directly compete.
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 2:54 pm
by Bombadil
AnonymousNow wrote:Zellion wrote:Add a new staff: staff of control. Any crewmember hit by it joins that wizard's team like a rev and must assist the wizard. Add in new graphics like a big W above controlled crewmembers that teammates can see. Yes/no?
I'd say that would be overpowered, but fun - and considering the fact that a space wizard is supposed to be a ridiculous bastion of thaumatic overpoweredness, perhaps appropriate.
How do you make this viable in Ragin' Mages, though? Wizards would directly compete.
SHooting the staff at someone changes them to your team even if they are on another wizards team? Better hope you dont lose your staff
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 3:04 pm
by AnonymousNow
Bombadil wrote:AnonymousNow wrote:Zellion wrote:Add a new staff: staff of control. Any crewmember hit by it joins that wizard's team like a rev and must assist the wizard. Add in new graphics like a big W above controlled crewmembers that teammates can see. Yes/no?
I'd say that would be overpowered, but fun - and considering the fact that a space wizard is supposed to be a ridiculous bastion of thaumatic overpoweredness, perhaps appropriate.
How do you make this viable in Ragin' Mages, though? Wizards would directly compete.
SHooting the staff at someone changes them to your team even if they are on another wizards team? Better hope you dont lose your staff
How do you keep track of different wizard teams? How many teams can there be?
Actually, this could be an opportunity to come up with the basis for visible team-based modes. Perhaps small HUD-like indicators near the bottom corners of a mob's tile, rather than the top corners (which are occupied by a whole mess of other things)? It could allow for antagonist type layering, team-based gamemodes, and if there was a button to toggle visibility of enemy factions...
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 5:39 pm
by Timbrewolf
But now you're just making rev with spells.
Are we Bethesda now?
Re: Ragin Mages Feedback
Posted: Wed Jan 21, 2015 5:43 pm
by AnonymousNow
An0n3 wrote:But now you're just making rev with spells.
Are we Bethesda now?
Yeah, revs with spells is... no, wait. Revs with spells would be awesome!
But the real potential there is the framework for admins assigning people to easy-to-distinguish teams. If there was a tool to do that en-masse, then you could literally divide the station down into a left and right half, working together against the others.
But I think I'm getting distracted away from the point of the thread. Ragin' Mages seems pretty cool, it just needs to be a bit more inclusive.