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Remove cuck cult

Posted: Mon Jan 02, 2017 7:40 pm
by InsaneHyena
Just like shadowling before it, it's a shit conversion mode that nobody likes. It occupies the niche that rightfully belongs to the normal cult, simply because xhuis wanted his snowflake god to get spotlight, and offers absolutely nothing that cult doesn't offer as well. At no point it was well balanced - it was either too strong or too weak.
Remove clock

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 7:52 pm
by Lumbermancer
InsaneHyena is correct.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 7:56 pm
by Reece
Neat idea and cool thematically, but it runs one of two ways.
1) get caught and rolled instantly because it's literally impossible to hide.
2) Hide and roll after 5-10 minutes of extended.

Fixing that just makes it bloodcult run by a steampunk fetishist.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:04 pm
by Armhulen
i just want shadowling back, if we have to day of the rope clockcult then sure

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:06 pm
by BeeSting12
Lumbermancer wrote:InsaneHyena is correct.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:25 pm
by Remie Richards
Armhulen wrote:i just want shadowling back, if we have to day of the rope clockcult then sure
shadowling is just factually bad.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:32 pm
by onleavedontatme
Remie is correct.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:38 pm
by CPTANT
Remie Richards wrote:
Armhulen wrote:i just want shadowling back, if we have to day of the rope clockcult then sure
shadowling is just factually bad.

Shadowling was just horrible because it always played out the same, the sling sits in maint only having time to convert people while other people run around abducting.


Clockcult is meh, it has some serious flaws. One of them is that it is so obnoxious to deconvert people since it relies on ONE person, the chaplain actually being in the round and being competent enough to hit a water tank with a book. And then deconverting just takes obnoxiously long.

Re: Remove cuck cult

Posted: Mon Jan 02, 2017 9:40 pm
by Armhulen
shadowling is just factually fun. maybe because I was new but my god i'll never get to experience abducting lowly cucks and dragging them to my master shadowling


also lore 10/10

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 3:21 am
by Haevacht
No.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 6:12 am
by Luke Cox
Reworked shadowlings or buffed clock cult, choose one

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 6:50 am
by Gun Hog
Luke Cox wrote:Reworked shadowlings or buffed clock cult, choose one
Buffed Steampunks. I love this version of cult, it just needs better balancing. It has become a bit too unforgiving, nevertheless, the different powers are a lot of fun, and the fact that it is the only conversion mode that includes silicons is a nice touch too; They just get wrecked harder than Blood cultists when caught, due to Blood cult powers being more effective.

I do tire of Traitor after Traitor rounds, so it is nice to have more interesting (to me at least) modes to play and watch.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 7:13 am
by firecage
InsaneHyena, I am pretty sure that as with most of your 'facts', you are once again wrong. Most people enjoy Clock Cult better than Blood Cult.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 7:15 am
by PKPenguin321
Both sides of this debate are anecdotal and using made up """facts""" so please stop

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 7:19 am
by firecage
PKPenguin321 wrote:Both sides of this debate are anecdotal and using made up """facts""" so please stop
Pssst. I know, but he started it.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 8:15 am
by Davidchan
I'd be fine with cuckcult if it wasn't cult. It's hardly balanced and is generally just cult+, it should be its own thing and not feel like some shitty dlc. If you wanted to go steampunk and give them objectives to take over the station or convert so much of it to their steampunk tech that would be cool, some hybrid of cult/blob.

I liked shadowling and they were fun to play as or against until the meta took place and people finding random smashed lights instantly turned into no masks/put any kind of light source we can into maint. It could definitely use some kind of change or make a side antag out of the roll that has a small percentage chance to spawn on lavaland.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 1:31 pm
by CPTANT
I think clockcult would have been a lot more interesting if it wasn't yet another conversion mode.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 1:42 pm
by D&B
Clock cult would be better if it were more antagonistic to the crew so they don't run up to cultists hoping to be converted.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 2:48 pm
by Bombadil
firecage wrote:InsaneHyena, I am pretty sure that as with most of your 'facts', you are once again wrong. Most people enjoy Clock Cult better than Blood Cult.

No shit its got waaaay more content than blood cult

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 3:33 pm
by Wyzack
Davidchan wrote:--- the meta took place ---
This happened to gang too. We literally can not have fun things without people ruining them in their ebin quest to find the top strats and win

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 3:35 pm
by CPTANT
Wyzack wrote:
Davidchan wrote:--- the meta took place ---
This happened to gang too. We literally can not have fun things without people ruining them in their ebin quest to find the top strats and win
Gang would have been fine with some tweaks.....

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 3:46 pm
by Wyzack
I don't know that it would have. You cannot stop people from seeking the best way to win like a fucking missile and perfecting the optimal strategies, outside of widespread bans and purging a very significant part of the playerbase on very grey area rule 0 bans, which i don't think anyone wants. Gang was really fucking fun before the meta kicked in, and then it sank to so bad that it had to be removed. It is just a symptom of the type of game this is, i do not believe there is any answer beyond reminding people yet again that you can have fun without that green text at the end, sometimes more than if you had got it.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 4:21 pm
by DemonFiren
Which is precisely why you should purge the playerbase.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 4:31 pm
by TheColdTurtle
Not according to the people here wyzack, they will do anything for muh greentext.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 4:34 pm
by Wyzack
TheColdTurtle wrote:Not according to the people here wyzack, they will do anything for muh greentext.
For better or worse these people are a significant part of our playerbase. At what point does it change from removing a cancerous growth to cutting off a limb and half your torso? Do we really want admins to go full gestapo secret police with ban purges just to try and single out a better playstyle? I don't think there is a good solution anymore, the cancer has become the host

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 4:37 pm
by DemonFiren
Better to save what still can be saved.

So long as none of the cancer is given admin privileges that option remains.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 5:21 pm
by CPTANT
TheColdTurtle wrote:Not according to the people here wyzack, they will do anything for muh greentext.
Not really, most traitors don't give a shit about greentext, they just go murderbone.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 5:44 pm
by D&B
Not really sure why some are advocating for a purge of the playerbase when realistically speaking everyone is shit in different degrees.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 6:43 pm
by Cik
Wyzack wrote:
TheColdTurtle wrote:Not according to the people here wyzack, they will do anything for muh greentext.
For better or worse these people are a significant part of our playerbase. At what point does it change from removing a cancerous growth to cutting off a limb and half your torso? Do we really want admins to go full gestapo secret police with ban purges just to try and single out a better playstyle? I don't think there is a good solution anymore, the cancer has become the host
the limb can be regrown in time :toysword:

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 8:58 pm
by danno
Reece wrote:Neat idea and cool thematically, but it runs one of two ways.
1) get caught and rolled instantly because it's literally impossible to hide.
2) Hide and roll after 5-10 minutes of extended.


Fixing that just makes it bloodcult run by a steampunk fetishist.
this is the biggest issue
you can guarantee that 9/10 rounds will go exactly one of these two ways

InsaneHyena is correct.
Remie is correct.
Reece is correct.


clock does have cool sprites though

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 9:00 pm
by danno
Wyzack wrote:Gang was really fucking fun before the meta kicked in, and then it sank to so bad that it had to be removed.
I only ever played like one gang round and it was super fun, a legitimate power struggle between the gangs with security on the outside trying to stop us all
what happened that made it shit? was fun as hell

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 9:18 pm
by Cik
people stopped bothering with anything other than cheesing dominator/recruitment etc

it became TDM and because the gangs were pretty strong security started routinely turbohitlering it because otherwise the gangsters would valid them to death and steal the armory.

basically the same thing that ruins all game modes. once people learn to play it there is an optimal strategy that everyone starts doing by rote because MUST WIN MUST WIN MUST WIN

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 9:30 pm
by ShadowDimentio
Gang was trash because your round was decided literally the moment jobs were rolled. Got department access? You win. Stuck with just the halls? You lose. There was no skill involved-- Try as you might as mime ganghead or whatever, you simply couldn't convert people in time, and it was only a matter of time till sec dragged you to cargo for execution.

Clock cuck is trash because it takes an hour of dead silence before the cult finally snowball and destroy everything. Blood cult the cultists are a constant threat-- If you're not careful you could get stunpaper'd and biblethump'd in maint two minutes in. Clock cuck needs to be brought to a higher boil sooner, buffing the early tools would perhaps help.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 9:57 pm
by Oldman Robustin
Shadowling had more potential than any other mode to become an amazing gametype.

During the good Shadowling rounds, you would be immersed as fuck. Rooms going dark? Dudes wearing gas masks for no reason?

It really brought back the paranoia of OH GOD WHY IS MY COWORKER NOW COVERING HIS FACE?!

All it needed was a moderate overhaul to get rid of the stale/repetitive/unfun shit. Sling needed:

1) Conversion scaling mechanic. First few conversions will be very fast, but once you've got X number of thralls (where X scales with crew size), the conversion time will start to increase significantly - to the point that only a desperate Sling would sit around trying to convert anyone, perhaps even a hardcap would make sense.

2) Interactive finale. Turning into a god within a few seconds of reaching 15 thralls was just anticlimatic for a number of reason. It just encourages Slings to play super conservatively while snagging the low hanging fruit and avoiding anyone actually equipped to stop them. A "defend the win condition" type finale would have been far more appropriate, drop a Chrysalis, have it summon your thralls, then the crew gets a warning about the Chrysalis location and have X minutes to destroy it matures and allows the Sling to ascend and win.

3) A bunch of other tweaks to its abilities to make the Sling less insane to catch, raise the skill floor and drop the skill ceiling so that its not instant death for newbies but not an unkillable superwizard for good players either.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 10:14 pm
by confused rock
BeeSting12 wrote:
Lumbermancer wrote:InsaneHyena is correct.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 10:34 pm
by onleavedontatme
danno wrote:
Wyzack wrote:Gang was really fucking fun before the meta kicked in, and then it sank to so bad that it had to be removed.
I only ever played like one gang round and it was super fun, a legitimate power struggle between the gangs with security on the outside trying to stop us all
what happened that made it shit? was fun as hell
Two metas developed

1. Security sees a gang tag, orders infinite implants, kidnaps and implants the whole crew before anything happens, like rev but worse because the revs are also murdering each other and leaving "KILL ME PLEASE" signs on the walls

2. A competent gangster would convert a sec officer, that sec officer would convert all the others, the gang would get the armoury and it became antag sec gang killing everyone else.

Basically security ruined it.

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 10:56 pm
by Anonmare
I think Clockcult either needs a buff to early game, like floors/sigils and caches not appearing on cameras below certain thresholds.
Or it could be re-done as a sort of team thing, losing out on people conversion but hyper-focusing the cultists on corruption and base building, though you'd need to improve their tools in the early game to make a base viable. Dunno if people would like the latter however, it is a major departure from conversion (though I'd say let cultists corrupt silicons since that is a major gimmick of theirs).

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 11:22 pm
by ShadowDimentio
Oldman Robustin wrote:Shadowling had more potential than any other mode to become an amazing gametype.

During the good Shadowling rounds, you would be immersed as fuck. Rooms going dark? Dudes wearing gas masks for no reason?

It really brought back the paranoia of OH GOD WHY IS MY COWORKER NOW COVERING HIS FACE?!
Completely agree, I loved sling-- Its stun was robust as hell, giving you a good base for circumventing combat, but if you weren't careful a PDA light would kill you. They were glass cannons, and fun as hell to play.

Bring back sling 2017

Re: Remove cuck cult

Posted: Tue Jan 03, 2017 11:23 pm
by DemonFiren
I mean, I do like cuck cult, but sling is superior.

Re: Remove cuck cult

Posted: Wed Jan 04, 2017 1:22 am
by Armhulen
Oldman Robustin wrote:Shadowling had more potential than any other mode to become an amazing gametype.

During the good Shadowling rounds, you would be immersed as fuck. Rooms going dark? Dudes wearing gas masks for no reason?

It really brought back the paranoia of OH GOD WHY IS MY COWORKER NOW COVERING HIS FACE?!

All it needed was a moderate overhaul to get rid of the stale/repetitive/unfun shit. Sling needed:

1) Conversion scaling mechanic. First few conversions will be very fast, but once you've got X number of thralls (where X scales with crew size), the conversion time will start to increase significantly - to the point that only a desperate Sling would sit around trying to convert anyone, perhaps even a hardcap would make sense.

2) Interactive finale. Turning into a god within a few seconds of reaching 15 thralls was just anticlimatic for a number of reason. It just encourages Slings to play super conservatively while snagging the low hanging fruit and avoiding anyone actually equipped to stop them. A "defend the win condition" type finale would have been far more appropriate, drop a Chrysalis, have it summon your thralls, then the crew gets a warning about the Chrysalis location and have X minutes to destroy it matures and allows the Sling to ascend and win.

3) A bunch of other tweaks to its abilities to make the Sling less insane to catch, raise the skill floor and drop the skill ceiling so that its not instant death for newbies but not an unkillable superwizard for good players either.
i fully agree with this whole post, slings had potential and they were removed way to quickly

Re: Remove cuck cult

Posted: Wed Jan 04, 2017 2:13 am
by Cik
poor zhooeyis

it must be frustrating to have everyone hate then love then hate everything you make

Re: Remove cuck cult

Posted: Wed Jan 04, 2017 2:48 am
by D&B
If it's any consolation there's been people hating cuck cult since its inception

Re: Remove cuck cult

Posted: Wed Jan 04, 2017 3:15 am
by oranges
Since the OP started out with an insult and the thread wasn't good at any point I'm locking it. Next time use the NTR hut