Page 2 of 2

Re: The new clockwork - "revamp"

PostPosted: Thu Aug 17, 2017 10:51 pm
by Armhulen
Kor wrote:
Armhulen wrote:
Remie Richards wrote:sling isn't happening tho.

I know! if i post in every reply mentioning shadowlings that it won't go through in the most vague terms possible, that'll show him!

sorry mam but the code's written and the pr's ready after either the spacepods or the changeling rework.


"It isn't happening" is not vague lmao

like a reason would be nice though

Re: The new clockwork - "revamp"

PostPosted: Thu Aug 17, 2017 10:56 pm
by onleavedontatme
Because it is a conversion mode and several novels worth has been written about why we're not getting another conversion mode.

Re: The new clockwork - "revamp"

PostPosted: Thu Aug 17, 2017 10:58 pm
by Armhulen
Clockwork cult's probably going to drop conversion, that opens up a spot

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 3:02 am
by D&B
It's not gonna open any spots until that probably becomes a definitely

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 5:42 am
by Screemonster
Why are "spots" needed though

Like if I have a genital wart I don't go thinking "boy oh boy I can't wait for this to clear up so I can go fuck some more dirty hookers, I don't want any more STDs until I've got rid of one of the ones I've got"

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 5:55 am
by Armhulen
Kor's the design lead, too many conversion gamemodes are bad anyways

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 7:58 am
by Incomptinence
I see it more a problem of too many complex conversion modes. It's not a problem having them individually have less round chance to deliver roughly the same experience. However something complicated like blood and clock cult though need some experience at the helm maintained through decent round probability and at lower chances will collapse into pointless landslides in favour of the crew until an old hand gets into the starting cult then swing the other way due to crew complacency. Basically wizard whiner syndrome you get lots of SUMMON DA MAGICK wizards then a soft weakling gets terminal whiplash when a wizard knows how to spell properly then you get like three ei nath nerfs in a row.

Rev is dead simple and just uses regular game knowledge for the most part. You could have more convert modes running simultaneously if they were simple like rev.

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 8:05 am
by Armhulen
That's why shadowling is good, it's extremely easy for the thralls to know what they're doing (glare is easy to use, simple instructions and a hivemind. That's IT) and we're replacing a complicated conversion mode (clockcult) with a SIMPLE conversion mode, sling

Remie Richards wrote:sling isn't happening tho.

ha HA

Re: The new clockwork - "revamp"

PostPosted: Fri Aug 18, 2017 8:06 am
by Armhulen
I WILL FIX SHADOWLING AND I WILL MAKE IT THE DREAM MODE WITH THE HELP OF MY MAIN MAN MOREROBUSTTHANYOU