Re: wizards

Ask and discuss policy about game conduct and rules.

Moderators: In-Game Game Master, In-Game Head Admins

Forum rules
Read these board rules before posting or you'll get reprimanded.
Threads without replies for 30 days will be automatically locked.

wiz

Complete removal of the gamemode.
2
6%
Disable in config
4
12%
Rework of *some* spells
8
24%
Complete rework
6
18%
None of these
13
39%
 
Total votes : 33

User avatar
Tarchonvaagh
 
Joined: Wed May 01, 2019 9:30 pm
Byond Username: Tarchonvaagh

Re: wizards

Postby Tarchonvaagh » Sun Feb 02, 2020 1:31 am #538793

This is my attempt at a "not shit" thread.
Wizard has gained a lot of hatred over the years, and now it's nothing more than a murderbone role, as friendly(ew) or gimmicky wizards either get validhunted, or... don't exist at all. Let's discuss the current state and possible future of this antag. Here are some suggestions:
Attachments
Wiz.mp3 (online-audio-converter.com).mp3
(211.88 KiB) Downloaded 27 times
"You cannot defeat what lives on in the heart, and soul, of every TG player" - Birdboat
Image
Image
Leave thought-provoking posts at my thread!



User avatar
NoxVS
In-Game Admin
 
Joined: Sun Apr 22, 2018 7:43 pm
Location: Maintenance
Byond Username: NoxVS

Re: wizards

Postby NoxVS » Sun Feb 02, 2020 1:41 am #538794

Disabling in config seems like the best method so admins can still do events with it or the individual spells. Maybe even incorporate some of the tamer spells into other modes

User avatar
Arianya
In-Game Game Master
 
Joined: Tue Nov 08, 2016 10:27 am
Byond Username: Arianya

Re: wizards

Postby Arianya » Sun Feb 02, 2020 2:58 am #538805

The "hatred" of wizard has very often been a overstated forum thing vs popularity in in-game polls, so you're gonna have a hard time convincing the headmins that now is the Time:tm: to remove Wizard
Frequently playing as Aria Bollet on Bagil & Scary Terry

Source of avatar is here: https://i.imgur.com/hEkADo6.jpg

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

Re: wizards

Postby wesoda25 » Sun Feb 02, 2020 3:27 am #538808

Just make a poll in game
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded

User avatar
Horza
 
Joined: Fri Jan 11, 2019 9:43 pm
Byond Username: HorzBor

Re: Re: wizards

Postby Horza » Sun Feb 02, 2020 3:50 am #538809

Just remove summon guns/summon events/body-mind-face-swaps, don't make the round end immediately on wiz death before a certain point into the round (or at all), and nobody would have any problems with wizzes. The only salt I've ever seen from wiz rounds have been due to these things, especially events and swaps.
Spürdo spädre sbrölölö :DDDDD

nianjiilical
 
Joined: Sun Sep 29, 2019 2:30 am
Byond Username: Nianjiilical

Re: Re: wizards

Postby nianjiilical » Sun Feb 02, 2020 4:30 am #538814

Horza wrote:Just remove summon guns/summon events/body-mind-face-swaps, don't make the round end immediately on wiz death before a certain point into the round (or at all), and nobody would have any problems with wizzes. The only salt I've ever seen from wiz rounds have been due to these things, especially events and swaps.


literally this

im going to be very salty if wiz gets removed/disabled without at least a test merge of a pr that stops rounds from ending when wizards die

hell if people think its too boring like that just make wizard death raise the chances of side antags spawning for the rest of the round
human: ramon chivara
ai: shitpost generator
borg: shite-115
clown: LOUD CLOWN until i think of something better

highly unrobust xenobiology/medbay slut

Tlaltecuhtli
 
Joined: Fri Nov 10, 2017 12:16 am
Byond Username: Tlaltecuhtli

Re: Re: wizards

Postby Tlaltecuhtli » Sun Feb 02, 2020 9:00 am #538830

replacing the events that nobody likes like name swap, mind swap, race swap with something more RPG style (maybe some cool ghost roles that fight against/for crew would fix summon events
make summon magic/guns/braincancer timed to end after 10 min and delete all guns
and maybe adding less deadly and more annoying to deal/fun spells so wiz are more likely to buy summon a 9x9 square of banana peels over fireball+blink+rod+traps+jaunt cancer combo
rest is fixed by dynamic on all servers 😎

oh right there is antag freeze for the whole year so we cant fix shit about antags

cacogen
 
Joined: Sat Jun 02, 2018 10:27 am
Byond Username: Cacogen

Re: Re: wizards

Postby cacogen » Sun Feb 02, 2020 9:50 am #538832

the antag freeze ended like yesterday
technokek wrote:Cannot prove this so just belive me if when say this

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

Re: Re: wizards

Postby Dr_bee » Sun Feb 02, 2020 10:24 am #538835

Part of me thinks Wizard would make a great midround neutral/hostile antag like the space ninja is.

It would be interesting for wizards to get "protect" objectives, or other such not directly hostile objectives. I mean, space wizards are supposed to be crazy, so it makes sense for them to want to protect some joe schmo or help someone if some silly divination says they will gain something if they do.

This would also give wizard a place on the RP server.

User avatar
Sheodir
 
Joined: Fri May 25, 2018 2:44 pm
Byond Username: Sheodir

Re: wizards

Postby Sheodir » Sun Feb 02, 2020 11:41 am #538841

Making the round not end on wizard death would fix most of the problems with wizard. Seeing the station try to function post wizard fuckery could be fun.
I play Holden Westmacott. Sec/PM main most of the time.

User avatar
Tarchonvaagh
 
Joined: Wed May 01, 2019 9:30 pm
Byond Username: Tarchonvaagh

Re: wizards

Postby Tarchonvaagh » Sun Feb 02, 2020 12:38 pm #538844

What about removing/nerfing murder-y spells like fireball, timestop, mutate etc?
"You cannot defeat what lives on in the heart, and soul, of every TG player" - Birdboat
Image
Image
Leave thought-provoking posts at my thread!

User avatar
Farquaar
 
Joined: Sat Apr 07, 2018 7:20 am
Location: Somewhere north of Hogtown
Byond Username: Farquaar

Re: wizards

Postby Farquaar » Sun Feb 02, 2020 3:44 pm #538853

Tarchonvaagh wrote:What about removing/nerfing murder-y spells like fireball, timestop, mutate etc?

Leave them. Wizards shouldn’t be toothless. It ought to still be dangerous to approach a wizard.

EagleWiz
 
Joined: Sun Aug 06, 2017 5:23 am
Byond Username: EagleWiz

Re: wizards

Postby EagleWiz » Sun Feb 02, 2020 8:27 pm #538903

There's a handful of problem spells (summon magic is always stupid, summon events is almost always bad, maybe summon guns but only because of the other problem spells, blood demon should require higher population, etc) but a good wizard round is pretty fun. I don't see why it would require removal or a total rework.


Return to Policy Discussion

Who is online

Users browsing this forum: Fhaxaris, Yenwodyah