Hand of God

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Oldman Robustin
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Hand of God

Post by Oldman Robustin » #132547

I'll skip past the obvious and easily remedied stuff like "You literally dont know when your god is dead".

1) Communication is turrible. The more pressure you place on a single player for a game mode, the more likely you are to have completely shit round. The "god" is already one chokepoint for shittiness to clog up the round, but if anything happens to the prophet, or the prophets just clueless, then everyone is basically serving a silent god and nobody can coordinate at all.

Just bite the bullet that Gangs/Cult/Shadowlings did and give them a universal hivemind, make the prophet something interesting besides a loudspeaker for the god.

2) Power is lacking. Followers are like revs, no items or abilities to help them out, yet their conversion is among the most difficult in the game. Not only do you have to stun people without any special items, you have to find a way to drag them back to your altar without them screaming your name and location the whole way there. So your left with a handful of unrobust doofuses with no weapons or defensive items and who are helpless on the offense and completely reliant on their silent god who can't hear them on defense. Like every other antag, you have to bite the bullet and give them some kind of stun or else make their conversion not require dragging an unwilling victim to some corner of maint., give the god a little more self defense too in the early game. Borgs are also very hard to deal with. Perhaps it should be a modest one-use stun (enough time to cablecuff, but nothing more) that requires meditation at some altar to recharge. Or perhaps the altar itself just produces a one-use stun item every couple minutes.

3) Make the resource system more dynamic. Plenty of people hoard metal+glass for stupid reasons and the rival cult is going to be rushing sources too... that least Supply department as your only fresh source of metal and glass. What's the first thing Sec/Command is going to start doing when people start requesting 10 glass/metal crates? That's right they secure cargo, set all the metal requesters to arrest, and order implants instead. Plus its kind of lame when your god's ability to grow stronger is determined by which department your followers spawn in.

4) Another gametype where I have to murder everyone with an implant? I dunno. The anti-sec bloodlust here is on-par with a revolution, seems unecessary.

5) Cults usually get shut down by sec, but they feel snowbally right now. The cult and its god get exponentially more powerful with every recruit who can bring in metal/glass/more recruits... it's a perfect recipe for steamrolling and I don't see how the other cult can manage a comeback once its outnumbered without resorting to bombs or something. We had an identical problem with gangs that was resolved by tying the conversion tool to the number of current members, there should be a similar mechanic for when one cult is rapidly recruiting compared to the other.

6) Can we come up with a new name for the god's followers? The Cabal? The Clan? Heretics? It's unnecessarily confusing to have both referred to as cults.
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Re: Hand of God

Post by lumipharon » #132571

I haven't played since the full merge, and there was no changelog as far as I could see from what is was when I last played so bear with me...

Engie borgs are super robust servants (makes sci cult more powerful...) since they have functionally limitless metal and glass, as long as they can recharge.

The culty robes are fucking terrible. They have slowdown for goodness sake, and you arm them with melee weapons?

As per above: Communications is so fucking terrible, I had no clue what was going on the entire time I played.
I didn't know the enemy god was dead most of the round, I had no antag notes so I didn't even know what goal I was trying to achieve for my god, and the god needing to go through the prophet most of the time to communicate is neat in theory, but in practice it's super clunky and frustrating.

Also if your core gets discovered early, you're basically just fucked, as all of sec/borgs/valid hunters just swarm you and rape your face.
You should be able to manifest your core later into the round (10minutes etc etc), before which your powers are more limited, to give you a little bit of a chance to get a few worshippers, and maybe time for them to build you a safe little nest.

Also we should just call them fanatics - it still suggests some religious craziness, without overlapping into cult.

Edit: Sacrificing a guy to manifest your god's core (and by doing so unlocking their full POWAH) would be pretty neat. It would also let you conrol where and when it happens.
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Re: Hand of God

Post by confused rock » #132576

The Nexus thing is too hard to hide
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Re: Hand of God

Post by Remie Richards » #132636

Oldman Robustin wrote:1) Communication is turrible.
If I added a team hivemind chat, it'd be Follower2Follower (Including Prophet), not Follower2God, the Prophet would remain as the main link back and forth between the God and the Followers.
Oldman Robustin wrote:2) Power is lacking. Followers are like revs, no items or abilities to help them out
Crusader armour is among some of the strongest non-specialised armour, it has 50s in almost all categories, with the pope hat having 60 in there.
They have Claymores, which are 40 damage swords.
You're not lacking in power, your god just doesn't know how to play, which should be remedied by more verbs --> Action buttons. And when somebody writes a guide/people settle into the mode and find the meta/learn the basics.

As for early game power, there's going to be a few "one-use" charges, such as maybe a free supply drop/free convert altar or free turret (might just make it "pick a structure you want", so idiots can keep being stupid)
Oldman Robustin wrote:3) Make the resource system more dynamic.
We have the gem system, which is largely unused (There's code and plans to use it, Such as greater gems letting you revive the dead and a structure to move your Nexus to) but Lesser gems are a bit underused, this would shift *some* but not all of the focus away from metal, and towards sacrificing animals/people, which I guess is a bit more like a cult, sacrificing things to your god.
Oldman Robustin wrote:4) Another gametype where I have to murder everyone with an implant?
What would you suggest? Having the conversion break the implant? that would make things horrific for Sec, which is why we don't have antag-sec.
Oldman Robustin wrote:5) Cults usually get shut down by sec, but they feel snowbally right now. The cult and its god get exponentially more powerful with every recruit who can bring in metal/glass/more recruits...
I feel this would be mostly sorted with a refocus on sacrifices+gems, since that would require more sacrifices which means not everyone is a new recruit.
Oldman Robustin wrote:6) Can we come up with a new name for the god's followers? The Cabal? The Clan? Heretics? It's unnecessarily confusing to have both referred to as cults.
This would probably be for the best, It's why I (largely) referred to them as Followers, like in Neerti's original design doc, but so many people have just defaulted to "Cultists", which isn't helped by many people feeling this should REPLACE cult.
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Re: Hand of God

Post by CPTANT » #132637

ohw yeah, apparently loyalty implants deconvert followers, but yesterday we had a round in which a loyalty implanted officer was a follower.
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Re: Hand of God

Post by Remie Richards » #132638

CPTANT wrote:ohw yeah, apparently loyalty implants deconvert followers, but yesterday we had a round in which a loyalty implanted officer was a follower.
that's a bug.
For some reason the gamemode code is ignoring the fact sec and other roles are blocked.
~gamemode code~
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Re: Hand of God

Post by Not-Dorsidarf » #132649

People call the followers cults because the game calls them cults
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Re: Hand of God

Post by Oldman Robustin » #132665

I'm not encouraged that most of the changes coming will place even more focus on the god.

Here's the breakdown that nobody dealing with balance seems to grasp:

1) THE AVERAGE PLAYER IS NOT ROBUST, THEY DO NOT READ THE WIKI, AND WHEN PLAYING ANTAGS THEY WILL LACK ONE OR MORE CRITICAL PIECES OF KNOWLEDGE ABOUT HOW TO PLAY THEIR ROLE EFFECTIVELY. They also probably aren't reading this thread.

2) ANTAG SELECTION PLACES AN "AVERAGE PLAYER" INTO ANTAG ROLES

3) ERGO, YOUR AVERAGE ANTAG IS GOING TO BE A LARGELY CLUELESS IDIOT.

That's fine when your "average antag" is Revolutionary #90382, but when the entire round is riding on their ability to be an effective source of antagonism - they metaphorically shit the bed. It's even worse when you've got a robust person with great access as Follower #3 but they are still completely at the mercy of the god AND the prophet in order to play their role effectively.

Gangs/Shadowlings/Rev/Cult took the correct approach. A completely garbage round requires that ALL of the original antags be completely terrible in these modes. With HoG, the approach is reversed, you have MULTIPLE solo roles and if EITHER of these roles is filled by an idiot, then your round experience is going to be utter shit. When the prophets dead/captured, the cult dies with him unless they are already snowballing. Nothing was more frustrating than being a prophet sitting in a perma cell with no radio as my god was screaming "OH GOD TELL THEM TO COME HELP ME IN MORGUE IM UNDER ATTACK" "HURRY YELL ON RADIO FOR THEM TO HELP ME IM GOING TO DIE" and the god proceeded to die even as we had 6+ followers sitting in maint about 20 feet away completely stocked with guns/batons/etc.

You've got to design this mode to DIFFUSE power and responsibility among a group so that a single crappy prophet/god is not going to ruin your chance of having a decent round. I would even go as far as allowing a god to switch consciousness with a follower so that "Mr. OH SHIT WHAT AM I DOING" can swap out with a follower who knows what they're doing and the clueless god can learn about the mode from that perspective first.
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Re: Hand of God

Post by ChangelingRain » #132668

It would be a very good idea to give the prophet the ability to send messages to all followers so the communication barrier is less absurd.
As already said it's really shit that you can't tell where your god is and if it's still alive as a normal follower.
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Re: Hand of God

Post by Zilenan91 » #133183

WHY DO CULTISTS HAVE CLAYMORES JESUS CHRIST.

Claymores do 40 brute and can block, why the hell are they in HoG??
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Re: Hand of God

Post by Amelius » #133184

Turrets have a tendency of killing allies. If you're bringing people in to be converted, cuffed, they'll shoot at them, typically hitting the cultist. Needs to check for cuffed status before firing.

It really needs a wiki page.

Claymores are too powerful as a cult weapon.

Reliance on metal/glass makes the game very onesided in that ''whoever gets the lion's share of the starting metal/glass wins'

Escalation period is too short I feel. Nexus needs to be in a central, defensible location so it's not viable to hide it, even in maint. Bodycount rises too high too quickly.

Not sure if gods can pick their acolyte, but they really should be able to. Otherwise chances are you wind up with someone who will ruin the entire round, given it's red v.s. blue, it's basically reliant on having marginally robust leaders. Contrast to gang, which solved this problem to a reasonable extent my introducing a third or fourth element, and having selectable LTs to offload responsibilities onto.
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Re: Hand of God

Post by MMMiracles » #133185

The snowball effect is unreal in most situations. I literally watched people line up to get willingly converted, and was given armor and a claymore.

Is the chaplain suppose to have any potential significance in this gamemode? For being one the few people on-station who actually follow a deity, their presence seems all but null, which is kinda weird in a gamemode revolving around the belief of multiple gods.
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Re: Hand of God

Post by lumipharon » #133187

Oldman hits the nail n the head regarding communication - it's an issue that effects the whole game, not something specific to this round type.

The difference in other round types is that people get around it by playing in a specific manner (revs being a fucking mindless rabble, cult have books, sec arrest first, talk later etc).

With HoG, you're forced into this communication chokepoint that relies on 4 individuals being robust/not retard/not dead/not in perma for it to function well.
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Re: Hand of God

Post by Zilenan91 » #133190

One of my main problems with the mode is that the cultists murder way too much. If gods put their conversion altars in a public space, which they usually do, people will line up to be converted. That's not really a problem, but the problem lies in that once they become an antag via said conversion, they immediately beg for claymores, and once they have them, start murdering the entire fucking station and it's ridiculous.

The way to solve this would be a god power that prevents their cultists from harming innocent non-enemy-cult crewmembers outside of their territory. This makes it so peaceful-ish cults can actually have validity without shitters getting converted and immediately killing everything that's not cultists directly opposing them, with their god being able to lift this block if sec or validhunters in general become a problem.

Adding onto this, a way to fix the communication problem is this. We already have a prophet who can hear the god, and if he goes out of commission nobody can hear said god. So if the prophet could "empower" certain cultists to hear his gods words, that would help communication. The downside? Overwhelmed by the power, they constantly scream out their gods words in fits of insanity instead of being able to tell them normally. Whenever their god speaks, they scream over a cult "hivemind" of sorts that all cultists can hear, but they are stunned for 1 or 2 seconds on every message, overwhelmed by their gods presence manifesting itself through their words.
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Re: Hand of God

Post by Steelpoint » #133201

First solution would be to NOT give Cultists Claymore's, a admin spawn only weapon.
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Re: Hand of God

Post by Zilenan91 » #133202

I think Remie gave them claymores in the first place because they fit with the aesthetic. If she really wants the look, she can just make a resprited HoG claymore that's weaker.
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Re: Hand of God

Post by Remie Richards » #133218

I gave them claymores as they have strong armour and no real weapon.
ranged didn't feel appropriate, so they got a melee weapon.
They're the centre of attention for the entire station of validhunting assistants AND an entire enemy faction with similar/equivalent gear.
Felt like they needed that 40 brute.
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Re: Hand of God

Post by Remie Richards » #133219

Amelius wrote: Not sure if gods can pick their acolyte, but they really should be able to. Otherwise chances are you wind up with someone who will ruin the entire round, given it's red v.s. blue, it's basically reliant on having marginally robust leaders. Contrast to gang, which solved this problem to a reasonable extent my introducing a third or fourth element, and having selectable LTs to offload responsibilities onto.
yes you do pick your Prophet.
and if they die you pick the next one, and so on.
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Re: Hand of God

Post by Steelpoint » #133220

So why do these antags need a 40 brute damaging weapon above Traitors, Changelings or Nuclear Operatives? That can also apparently block attacks as well.

I suggest you make them a subtype of the Claymore that only deals 25 to 30 brute damage.

That or buff station armour to be actually good for defence.
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Re: Hand of God

Post by imblyings » #133222

Teams need to know when their god has died otherwise people wander around wondering what they're supposed to do.

A lot more communication both ways.
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Re: Hand of God

Post by onleavedontatme » #133223

Speaking of god death, having a dozen guys standing around with claymores and suddenly realizing they can no longer win really can only end in them going nuts and hacking up as many crew members as possible.

Maybe mass deconversion or a new set of objectives would be nice.
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Re: Hand of God

Post by Steelpoint » #133224

If the God dies then destroying all of that God's physical items (sword, armour, structures) as well as deconverting all its followers would be good in my opinion.
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Re: Hand of God

Post by Oldman Robustin » #133256

I missed this salt-e round where people got rekt by claymores but IMO they are probably reasonable given the current status of the narsie cult's "eswords".

In the narsie cult they are a joke and never used outside of idiots/meme'sters.

If a dude is running at you with a claymore either you engage him in ranged combat (aka you should win with almost any gun), you use a stunprod/baton (you still have an advantage), you use spears (not ideal but if you toss two spears you've still got an advantage and can outrun him), or you use lesser non-stun melee weapons (ok this is where you deserve to get rekt).

The claymores are big and obvious, I don't see the problem. If cult numbers start to get too big, bust out the flashmemes and tear gas.

I also don't think anyone here should be saying its "OK" to join an antag team. It can be justifiable in limited circumstances but this whole "LOL WERE CONVERTING PUBLICLY COME JOIN THE GANG/CULT/REV" shit has got to die. It has me setting security to "never" more than ever when sec is just a punching bag for team antags that can publicly recruit without being named/reported until they control enough crew to steamroll you.
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Re: Hand of God

Post by Steelpoint » #133258

Ehh I guess Oldman makes a good point, if your sending a cultist out with a pure melee weapon versus a team of people who predominantly use ranged weapons then it seems fair to make those melee weapons deadly.
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Re: Hand of God

Post by MMMiracles » #133262

Claymore wouldn't of been that bad if it wasn't for the fact it can block projectiles fairly reliability.

Chaplain should probably have a larger presence in a gamemode about God vs God, considering he's one of the only crewmembers that are suppose to praise a deity by default.

Chaplain in full holy crusader gear striking out against false gods for tainting the True One's name, maybe even more resistant against smites and traps?
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Re: Hand of God

Post by Remie Richards » #133263

MMMiracles wrote: Chaplain should probably have a larger presence in a gamemode about God vs God, considering he's one of the only crewmembers that are suppose to praise a deity by default.
Chaplain can deconvert, because holywater.
but I largely left the Chaplain out of the mode because I like to think he's just an idiot, praying to somebody who isn't there/doesn't care (*Pushes Spawn Cookie button for the millionth time*)
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Re: Hand of God

Post by MMMiracles » #133265

Still think he should have SOME sort of importance past slow deconversion. Does spraying holy water help limit a God's movement like it does for constructs or jaunted wizards?
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Re: Hand of God

Post by DrPillzRedux » #133293

I don't know why people complain about the swords so much. 6 HoG cultists with swords got killed by one roboticist with a stunprod.
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Re: Hand of God

Post by MMMiracles » #133296

The four that died to a single guy like that deserved to be shunned for unrobustness tbh.
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Re: Hand of God

Post by Kel » #133298

just make the round all out chaos by making a station-sided deity with the chaplain as it's default prophet
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Re: Hand of God

Post by onleavedontatme » #133300

MMMiracles wrote:Still think he should have SOME sort of importance past slow deconversion.
It's probably better for everyone that a joke roleplay job with no real duties isnt suddenly a pivotal role in a game mode.

It's already really dumb in cult when you realize no chaplain ever signed up or he incinerated himself to worship fire or something.
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Re: Hand of God

Post by lumipharon » #133312

Dual claymore is super fucking robust blocking.
Also you can run around with 5 claymores at once and throw them at people.
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Re: Hand of God

Post by newfren » #133353

Kor wrote:
MMMiracles wrote:Still think he should have SOME sort of importance past slow deconversion.
It's probably better for everyone that a joke roleplay job with no real duties isnt suddenly a pivotal role in a game mode.

It's already really dumb in cult when you realize no chaplain ever signed up or he incinerated himself to worship fire or something.
The last cult round I played the chaplain worshipped space and shot himself out of his own mass driver.

Good times.
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Re: Hand of God

Post by Zilenan91 » #133358

So if we want to fix the claymore issue, how about making them a subtype of spears?

What if they did 10 damage one-handed, 25 wielded, and had a very small block chance with about 30 on throw.
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Re: Hand of God

Post by ChangelingRain » #133370

lumipharon wrote:Dual claymore is super fucking robust blocking.
Also you can run around with 5 claymores at once and throw them at people.
Fun fact, claymores do like 10 damage on throw.
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Re: Hand of God

Post by oranges » #133438

make a god two people.
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Re: Hand of God

Post by Remie Richards » #133449

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Re: Hand of God

Post by imblyings » #133452

sweet

its getting there
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Re: Hand of God

Post by Incomptinence » #135665

Maybe divert prayers of followers to the god? I was only one for a short time (due to an antag token fueled multidimensional) but I noticed a follower ignore me when I tried to draw their attention with my presence people are pretty despondent about the communication and letting god hear them could help.
Amelius
Joined: Fri May 23, 2014 3:29 am
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Re: Hand of God

Post by Amelius » #135673

Few problems. I've played as both a deity several times and a prophet a couple times.

> Too many points of failure: you need two goods deities and at least two good prophets to have a decent game. This simply doesn't happen, and without both, a good deity may as well be silent and feels like he has no mouth or ability to do anything. A good prophet will feel crippled by the poor god. All the while, communication is haphazard at best, the 'gods' not even being able to hear general radio, the people, or so forth, thus being blissfully unaware of the situation unless the prophet spends a good portion of their time talking to the deity, which is suicide when everything and everyone wants you dead.

> Communication is a chore: the god cannot hear anything, and cannot communicate with followers without spending obnoxious amounts of faith. Rather, consider allowing the god to talk to any and all nearby followers, but only allowing the prophet the luxury of standard, two-way communication. Or discard the whole mechanic and give prophets a different activity.

> Conversion blocked by everything: Implants are one-to-deconvert AND block further conversions, and holy water works to deconvert as well. I had one round where sec just implanted everyone and it was impossible to expand influence or build our numbers in any way shape or form even after capturing like half the fucking station with a handful of people. Considering the fact that mutes are hard to get, and that HoG converts are some of the hardest in the game but also the most restrictive (not cult and not implanted), something must be done on this front or it will remain essentially unplayable. Your first converts are always going to be shouting bloody murder as to your location when the gods themselves are hilariously weak, swarming you with sec and validhunters mere minutes into the game. With only 4 starting cultists (and only 2-3 showing up to the actual party even if you waste 20 faith to whisper to each of them), unconvertable implantees, trying to convert an enemy cult's members, early validhunting borgs, crazy metal/glass pricing, etc. EVERYTHING is stacked way way against the deities. There is hardly ever deity v.s. deity combat, rather, 'the god that survives until the shuttle arrives and loses' and 'the god that dies instantly'. I've seen ONE deity win since it entered rotation, and that was myself in an extraordinarily hard-fought victory that we only barely managed to eke out, only managing since security was retarded but still managed to kill the blue god, while we had to convert half the entire goddamn station (saccing the other half of it) to reach our requirement (getting 9 alive cultists on the shuttle implies you need more like 15 converts, which implies you need to 'convert' roughly 30 people plus anyone who dies (40?); since around half the station will be implanted/other cult if both teams are good).

> Turrets STILL shoot allies, and in fact almost always prioritize them over enemies (proximity perhaps?). (!!!). These need to not shoot through allies, at allies, or at cuffed/knocked down enemies (much of the time people will opt for a quick conversion without cuffs).

> Everything is insanely expensive metal/glass-wise, and also costs crazy amounts of precious faith. Just remove the metal/glass mechanic, it doesn't add value, makes the roundtype hilariously meta-able and ties the power of the gods to 'which god gets the metal/glass first?' instead of like, actual gameplay - instead, consider having cultists 'summon' structures by simply 'using' a construction site for a period. No matter how powerful a deity gets, they're still severely limited by glass/metal, barely ever using the repeaters to extend their faith range because of how expensive everything is.

> Traps NEED to be removeable for the god. You don't know how many times I'll deploy traps defensively, then when the situation is dealt with, my own cultists kill themselves on them and I can't do shit.

> On roundstart you're greeted by this gigantic wall of text, a 2 minute timer and so forth before your nexus is RANDOMLY PLACED ON THE STATION, WITH NO INDICATION THAT IT IS ABOUT TO. Why not remove the nexus placement time cap? Forcing an early placement makes you hilariously vulnerable when your cultists are just getting started, and it's enough of a 'punishment' only starting to gain faith after you place your nexus, in exchange for safety and time. This is especially horrible since there's simply no wiki information and it's very rare to be a deity to begin with (2/HoG which is very uncommon to begin with), so at least one of the deities almost always places their Nexus somewhere stupid or, more often the retarded timer ticks down and places it in the central corridor. Extend this timer to 5 minutes, and have an on-screen display for a timer.

> The 300-faith ability does nothing.

> Sacs do nothing at all, and don't even net quickly dropped loot.

> Repeaters are both very expensive and has a relatively small AoE for faith-based action. If nothing is going to be done about removing the dumb metal/glass mechanic, at least slash the price for a structure that does nothing itself and/or increase the AoE.

Edit: One more - being made a prophet REALLY REALLY should not spawn an obvious 'I'M AN ANTAG' hat on someone in the middle of the fucking corridor. Throw it in their backpack, and only if failing that, their head.

I think that's it really.
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Oldman Robustin
Joined: Tue May 13, 2014 2:18 pm
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Re: Hand of God

Post by Oldman Robustin » #135734

Yea this mode needs some immediate treatment or it should be taken out of rotation until it does, theres a long list of game-breaking problems with HoG and reliving them several times a day is not necessary or helpful to developing the mode at this point.

My last round was:

-AYY youre a follower

-Silence

-Silence

-"Uh there's some fancy statue in engineering"

- YOUR GOD IS DEAD!

Priority:

1) What amemelius said about prophet promotion, tossing the hat/staff on the character is stupid and will get the prophet immediately validated 50% of the time. Also both the hat and staff are completely unecessary. The hat should be an innate power and the staff should have a practical purpose or be removed. Less necessary: The prophet's power should grow with the god's, perhaps the god can invest resources/faith/whatever in enhancing their prophet or whatever.

2) Conversions need to be less shit. I was adamant about this before, conversions that are LOUD + NON-INSTANT will never work in a conversion-based mode.This mode cannot ever reach its potential as long as its based around stunprods and dragging people kicking and screaming to your altar.

3) Gods need to not be so incredibly vulnerable to getting insta-dunked. Absolutely nobody wins when a god is dead at roundstart.
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Steelpoint
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Re: Hand of God

Post by Steelpoint » #135741

>prophet spawning with a fucking hat screaming "kill me" at round start.

I'm killing myself laughing, holy shit.

Hand of God is a great game mode in concept (aren't they all?) but it really needs the PR's to be merged ASAP.
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rdght91
Joined: Thu Feb 12, 2015 3:36 am
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Re: Hand of God

Post by rdght91 » #135746

I was a god the very first round it came into rotation. My first prophet walked out into a crowded hallway with all his gear on 30 seconds in (not even exaggerating) and got murdered. My second prophet screamed some dank memes, refused to listen, and went braindead in the hallway. Finally, I saved up enough to by a third prophet (the whole time I had to watch my node like a hawk to kill people who stumbled on it fast enough, draining even more faith), who finally was someone with their shit together, who was spotted building stuff by crew and arrested quickly. Thanks to a combination of incredible luck, unrobust security and the last free guy managing to free my most robust follower from security we managed to finally get something going about 20 minutes in that should have taken about 2 minutes.

Being a follower a few times I've not once been made a prophet, communicated with by the God or the prophet, so I just end up greytiding and trying to raise as much ruckus as I can to distract security.
Zilenan91
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Re: Hand of God

Post by Zilenan91 » #135759

I had a decent-ish round as a clown cultist a while back, converted a few people, built some shit, Dante was brainlessly murderboning and basically making his team lose...


BUT THEN MY GODS TURRET FUCKING KILLED OUR NEXUS
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
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Re: Hand of God

Post by Gun Hog » #135763

Zilenan91 wrote:I had a decent-ish round as a clown cultist a while back, converted a few people, built some shit, Dante was brainlessly murderboning and basically making his team lose...


BUT THEN MY GODS TURRET FUCKING KILLED OUR NEXUS
I was the prophet that round! Man, I was TERRIBLE. Admins had to spawn my hat, and I had no idea what the staff did. Even thought admins spawned me a hat, it did nothing. I could not talk to my god, so I just emoted staring up and nodding and such. We did manage to get a few converts thanks to the robust clown and assistant, but it all ended when the god's own turret killed the nexus while I was out getting more metal. At that same time, the enemy god (whom begged me to spare it, AND claimed to be "peaceful") sent a guy with a claymore to slice me up like Ian in a gibber.
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Hibbles
Joined: Fri Apr 18, 2014 4:33 pm
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Re: Hand of God

Post by Hibbles » #139466

Although it's been taken out of rotation, I still very occasionally run an HoG, and uh. Every other issue, literally every one, pales compared to one thing.

The autoplacement. If a person does not already know about HoG things in detail, then they WILL be fucked by this, and the round will be over in three minutes. There needs to be liberal warnings and pop-ups to let Gods know they need to get the Nexus down in a good location, and the timer needs to be, AT LEAST, doubled. A person literally doesn't have time to open the wiki tab, flip to game modes, find Hand of God, and read the 'emergency crash new player is god manual' I whipped up before they're fucked. Nothing you can do, no balance, matters if the delicate core of the antag appears in the Brig Hallway in front of three Officers and the Warden.

This made is so cool and I like it and it kills me when it's not fixed or ready or good. :(
RIP
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Zellion
Joined: Sat May 10, 2014 2:26 am
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Re: Hand of God

Post by Zellion » #139491

The rounds I played as HoG, the enemy god spawned in my department both times, and I never heard from my god. The one time I actually did hear him, he said "Get to the stronghold" and DIDNT FUCKING TELL ME WHERE IT WAS. I suggest at the very least, give each cultist a command verb or something that tells them "You feel your god's presence in X location"
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1g88a
Joined: Mon Oct 26, 2015 6:19 pm
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Re: Hand of God

Post by 1g88a » #139499

Making conversion altars simpler/more clearly explained would be nice as well as the changes to the turrets so that they don't zap potential converts into crit while you're trying to figure out how to use the damn altar.
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Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Hand of God

Post by Incomptinence » #139611

When I played as a god before an antag token ruined it I just zoomed to my cultists and tried to lure them with the sight of me all the way back to my nexus, only one actually did it and well he got prophet for noticing my icon leading him about.
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Steelpoint
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Re: Hand of God

Post by Steelpoint » #139628

The main thing I'm getting from this game mode is that the average player is a idiot outside of killing people.
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