Remove Cult Recall

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.

Moderators: MisterPerson, Code Maintainers

User avatar
Ayy Lemoh
 
Joined: Mon Jun 05, 2017 5:58 pm
Byond Username: Jerry Derpington

Remove Cult Recall

Postby Ayy Lemoh » Mon Feb 11, 2019 2:30 am #475748

Anyone who actually plays a blood cult round knows that they can easily win already especially since they can already teleport around. Even a single cultist, who isn't completely new, can win a game by just using a rune to summon a ghost.

They clearly don't need the ability to summon all cultists at once since it's really only used for the summoning rune and nothing else. Maybe if a cult leader wants to fuck over his team then he'll do it at a different situation however those are usually new players or people who really hate dying.



User avatar
wesoda25
In-Game Admin
 
Joined: Thu Aug 10, 2017 9:32 pm
Byond Username: Wesoda25

Re: Remove Cult Recall

Postby wesoda25 » Mon Feb 11, 2019 2:40 am #475750

I think a PR is underway to make it so that you can’t instant summon in a summon area.
Wesoda25two/(Lalla Hayhurst) "WESODA DIDNT MAKE IT VERY LONG IN THIS ECONOMY"

somerandomguy
 
Joined: Sun Nov 05, 2017 7:41 pm
Byond Username: Astatineguy12

Re: Remove Cult Recall

Postby somerandomguy » Mon Feb 11, 2019 12:55 pm #475826

You're supposed to use it if everyone gets captured at once

Dr_bee
 
Joined: Fri Dec 23, 2016 6:31 pm
Byond Username: DrBee

Re: Remove Cult Recall

Postby Dr_bee » Mon Feb 11, 2019 3:36 pm #475835

somerandomguy wrote:You're supposed to use it if everyone gets captured at once


No, it was specifically added to solve the problem of disorganized cults not being able to get 9 people to stand on a rune.

Which honestly if they cant do they dont deserve to win. It is a lazy spell, added by Robustin to solve a problem that didnt need to be solved.

User avatar
MisterPerson
Board Moderator
 
Joined: Tue Apr 15, 2014 4:26 pm
Byond Username: MisterPerson

Re: Remove Cult Recall

Postby MisterPerson » Mon Feb 11, 2019 4:46 pm #475844

Maybe the real question is, why force 9 people to be together if you have to force them to do it? It's not interesting to stand around a circle and it's even less interesting to be forced to do so. IOW, if you remove recall, remove the 9-needed requirement for summoning Nar-Nar.
I code for the code project and moderate the code sections of the forums.

Feedback is dumb and it doesn't matter

User avatar
Mickyan
Github User
 
Joined: Tue Oct 14, 2014 11:59 pm
Byond Username: Mickyan
Github Username: Mickyan

Re: Remove Cult Recall

Postby Mickyan » Mon Feb 11, 2019 5:08 pm #475845

MisterPerson wrote:Maybe the real question is, why force 9 people to be together if you have to force them to do it? It's not interesting to stand around a circle and it's even less interesting to be forced to do so. IOW, if you remove recall, remove the 9-needed requirement for summoning Nar-Nar.

It's important because it requires cultists to defend the rune as a group instead of having one person wall themselves in with a rcd

If standing on a rune sounds like it's just tedious, doing so while being actively under attack is nearly impossible and cult rounds have been won and lost depending on how prepared the cult was to defend the summoning site

You can't just delay the attackers, you have to REPEL them and it's a great climactic ending to the mode especially if the two teams are somewhat evenly matched
ImageI play on Manuel as Swanni, the brain-damaged moth.
Be nice to each other.

User avatar
MisterPerson
Board Moderator
 
Joined: Tue Apr 15, 2014 4:26 pm
Byond Username: MisterPerson

Re: Remove Cult Recall

Postby MisterPerson » Mon Feb 11, 2019 11:12 pm #475895

It can still be like 4 or 5, that's usually not too hard to accomplish assuming the cultists are reasonable. Alternatively introduce a price to teleporting, such as serious damage, long stun times, or what have you. It really depends on what the actual problem is.
I code for the code project and moderate the code sections of the forums.

Feedback is dumb and it doesn't matter

User avatar
subject217
Github User
 
Joined: Tue Jan 23, 2018 11:27 pm
Byond Username: Subject217
Github Username: subject217

Re: Remove Cult Recall

Postby subject217 » Tue Feb 12, 2019 2:26 am #475938

wesoda25 wrote:I think a PR is underway to make it so that you can’t instant summon in a summon area.

Robustin made it a while ago and it staled. I meant to steal it. Looking at the merge conflicts with it right now, but it's a bit of a pain in the butt.

Oh, Pickles gave it a shot recently but he gave up. I'm gonna get it working now and PR it, standby.
thankfully former admin
viewtopic.php?f=27&t=20553


Return to Coding Feedback

Who is online

Users browsing this forum: Jaredfogle