The new clockwork - "revamp"

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onleavedontatme
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Re: The new clockwork - "revamp"

Post by onleavedontatme » #327413

Bottom post of the previous page:

Actually, politely and concisely informing people that a project wont be accepted before they waste time coding it and opening a big PR is the opposite of obnoxious
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Armhulen
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Re: The new clockwork - "revamp"

Post by Armhulen » #327425

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
onleavedontatme
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Re: The new clockwork - "revamp"

Post by onleavedontatme » #327426

Because it is a conversion mode and several novels worth has been written about why we're not getting another conversion mode.
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Armhulen
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Re: The new clockwork - "revamp"

Post by Armhulen » #327427

Clockwork cult's probably going to drop conversion, that opens up a spot
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D&B
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Re: The new clockwork - "revamp"

Post by D&B » #327470

It's not gonna open any spots until that probably becomes a definitely
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lying little shit with your bullshit stat
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Screemonster
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Re: The new clockwork - "revamp"

Post by Screemonster » #327485

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"
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Armhulen
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Re: The new clockwork - "revamp"

Post by Armhulen » #327486

Kor's the design lead, too many conversion gamemodes are bad anyways
Incomptinence
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Re: The new clockwork - "revamp"

Post by Incomptinence » #327490

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.
Last edited by Incomptinence on Fri Aug 18, 2017 8:14 am, edited 1 time in total.
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Armhulen
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Re: The new clockwork - "revamp"

Post by Armhulen » #327491

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
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Armhulen
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Re: The new clockwork - "revamp"

Post by Armhulen » #327492

I WILL FIX SHADOWLING AND I WILL MAKE IT THE DREAM MODE WITH THE HELP OF MY MAIN MAN MOREROBUSTTHANYOU
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