Straight up remove wizard gamemode

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wesoda25
 
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Straight up remove wizard gamemode

Postby wesoda25 » Sun Nov 24, 2019 10:34 pm #525456

Its terrible in every sense. It blatantly ruins immersion, especially through events such as “Ghosts” and “Summon Weapons/Guns”. It encourages murderbone and gives the antagonist the tools to do so. But above all there is not enough content or conflict in order to engage the station for the whole round (usually 5 minutes). Only valid hunters and security are given something to do, whereas other crew members are usually wordlessly slaughtered without warning.

I could go on forever about its faults but fuck that. Basically just remove the gamemode and keep wizard in dynamic, albeit with a lower chance of spawning.
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Re: Straight up remove wizard gamemode

Postby PKPenguin321 » Sun Nov 24, 2019 11:18 pm #525462

It's fun to chase down the wizard with the whole crew behind you while the wizard just dunks on everyone
Imo summon events was a mistake because it takes focus off of the wizard, summon guns can be okay but often goes to shit for the same reason
Wizard is fun regardless tho
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Re: Straight up remove wizard gamemode

Postby Istoprocent1 » Mon Nov 25, 2019 1:29 am #525489

This is something I agree with. While playing a wizard can be fun, its usually not so much for the crew.

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Re: Straight up remove wizard gamemode

Postby deedubya » Mon Nov 25, 2019 8:09 am #525582

Wizard should stay. Events need to go. The round needs to mulligan when the wizard dies, rather than just end. Bam, most of the problems solved.

"b-but getting boned by a wizard is no fun!" Neither is a 5 minute stealth ops round, or any other robust tator on a boner.
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Re: Straight up remove wizard gamemode

Postby Tarchonvaagh » Tue Nov 26, 2019 6:24 pm #526045

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wesoda25 wrote:Its terrible in every sense. It blatantly ruins immersion, especially through events such as “Ghosts” and “Summon Weapons/Guns”. It encourages murderbone and gives the antagonist the tools to do so. But above all there is not enough content or conflict in order to engage the station for the whole round (usually 5 minutes). Only valid hunters and security are given something to do, whereas other crew members are usually wordlessly slaughtered without warning.

I could go on forever about its faults but fuck that. Basically just remove the gamemode and keep wizard in dynamic, albeit with a lower chance of spawning.

and apparently if you try to go stealthy admins get buttmad after 20 mins and spawn a wiz who instantly murders you
because "the round wasn't fun enough"
I support the OPs idea
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Re: Straight up remove wizard gamemode

Postby Nabski » Tue Nov 26, 2019 8:41 pm #526072

Wizard is awesome.

This is a bad idea.

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Re: Straight up remove wizard gamemode

Postby Naloac » Tue Nov 26, 2019 8:56 pm #526075

Wiz events was removed in dynamic :)))
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Re: Straight up remove wizard gamemode

Postby NoxVS » Tue Nov 26, 2019 10:30 pm #526091

Naloac wrote:Wiz events was removed in dynamic :)))

so what you are saying is part of wizard has been seen as so disruptive and anti fun it had to be removed from dynamic but its fine on its own
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Re: Straight up remove wizard gamemode

Postby Cobby » Tue Nov 26, 2019 10:56 pm #526094

removing summon X would be a big improvement to the mode.
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Re: Straight up remove wizard gamemode

Postby skoglol » Tue Nov 26, 2019 11:02 pm #526095

Summon events/guns/magic is a config settings. Take those up with your local headmin team.

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Re: Straight up remove wizard gamemode

Postby Cobby » Tue Nov 26, 2019 11:28 pm #526099

here we are :^)
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Re: Straight up remove wizard gamemode

Postby Agux909 » Tue Nov 26, 2019 11:53 pm #526105

I haven't been playing so much to be aware of the entire interactions of the game but for what I've seen, Wizard rounds are the ones that most unite the crew against a common foe. Be it sec, non-antags, antags and even greytiders. I see people changing to mostly positive and constructive behavior, and putting their robustness to good use. I would really miss it if it was removed. I think the Wizard impacts the round in a very unique way to see them go away completely. Maybe just tweak the Wizard's abilities a bit? I think some particular mechanics of the game can be super annoying regardless of their source, specially if used by players with powertrips and murderboners, but that doesn't mean something has to be removed completely. Yesterday for example, there was a traitor chaplain using an ability called "holy grace" or something and he devoured like 15-20 people in a very short time, included me, removing some players from the round almost immediately (and it took a batallion to take them down) When I asked an admin, perplexed about what just had happened, they told me the name of the ability and that players just "don't use it so often so its not really a problem". But it's there isn't it?

tl:dr is that the Wizard is too unique and rather than having them removed completely, we should try to reach a consensus about the best and worst aspects and how they affect the round, and from that, tweak their abilities accordingly.

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Re: Straight up remove wizard gamemode

Postby RiskySikh » Wed Nov 27, 2019 12:43 am #526113

Wizard is one of those rounds other than nukie, where the entire station is united against one common threat, but I get the issues with wizards.

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Re: Straight up remove wizard gamemode

Postby wesoda25 » Wed Nov 27, 2019 1:15 am #526120

Agux909 wrote:I haven't been playing so much to be aware of the entire interactions of the wizard

Imma stop you right there

Nah but in all seriousness im not advertising for complete removal, just removal of the gamemode plus some of the more shit wizard events. You’d still see them in dynamic, just less
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Re: Straight up remove wizard gamemode

Postby skoglol » Wed Nov 27, 2019 1:29 am #526127

Disabling picking the wizard summon spells wouldnt necessarily mean you never see them ever again, since admins can trigger the event manually. Just like admin only stuff is given to traitors that tc trade, you can probably buy them if you got a good gimmick that warrants it. 5x events is stupid and needs to die.

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Re: Straight up remove wizard gamemode

Postby Farquaar » Wed Nov 27, 2019 1:32 am #526129

Summon X can be really fun and chaotic, especially when you're a new player. It's only ever a problem in the rare event that it occurs over too many rounds within a short timeframe, at least to me.

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Re: Straight up remove wizard gamemode

Postby Exavere » Sun Dec 01, 2019 12:35 am #526770

I'm not for the removal of Wizard as a Game Mode. But if we could remove Event Summons from Wizard as a start and go from there that'd be awesome. Event Summon Wizards are UNBEARABLE.
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Re: Straight up remove wizard gamemode

Postby CPTANT » Sun Dec 01, 2019 1:08 am #526785

I'd rather have event summons than just one dude running around throwing fireballs.

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Re: Straight up remove wizard gamemode

Postby Screemonster » Thu Dec 05, 2019 7:52 pm #527506

make a spell that raises the dynamic threat level or however the fuck it works and replace summon events with that
if it's a pure wizard round, switch the roundtype to DynamicWizard or some shit that has shit like slaughter demons in the threat pool but otherwise plays like regular dynamic
same for summon guns, instead of survivalists just boost the threat so there's a chance of regular tators getting the guns

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Re: Straight up remove wizard gamemode

Postby Qbopper » Thu Dec 05, 2019 8:40 pm #527513

the funniest wizard rounds in my experience were the ones where they didn't use summon

I only rarely play now but when I see a gun appear under my feet I just sigh irl
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Re: Straight up remove wizard gamemode

Postby SpaceManiac » Sat Dec 07, 2019 9:02 am #527762

there is an interesting incongruity between those players complaining about wizards who muderbone and those admins who punish you for not murderboning

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Re: Straight up remove wizard gamemode

Postby wesoda25 » Sat Dec 07, 2019 11:09 pm #527831

I mean I murderbone when I’m wiz too, its just a fucking garbage gamemode and should be removed. My main complaint is lack of player interaction/content which results in half of the server ignoring the wiz until they die, or hunting it. We have better stress relievers in the form of revs, wiz doesn’t have enough to contribute to remain as its own gamemode.
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Re: Straight up remove wizard gamemode

Postby cacogen » Sun Dec 08, 2019 11:09 am #527880

love when they die in the first twenty minutes and the round ends

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Re: Straight up remove wizard gamemode

Postby Tarchonvaagh » Sun Dec 08, 2019 12:04 pm #527895

SpaceManiac wrote:there is an interesting incongruity between those players complaining about wizards who muderbone and those admins who punish you for not murderboning

I love when admins do that
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Re: Straight up remove wizard gamemode

Postby Arianya » Mon Dec 09, 2019 9:57 am #528088

At the time of last gamemode poll, wizard was our 4th most popular mode. Admittedly this poll is a little long in the tooth by this point so further polling may be required in the future, but as a personal anecdote wizard has generally had an incongruity between angry forum posts about it vs general player popularity.

As to the topic at hand, the suggested change makes no sense - remove wizard but also keep it as a possibility in dynamic? That wouldn't actually solve any of the issues you note and would probably just lead to a greater incidence rate of false start wizard rounds due to the rounds being so rare that people don't know what they're doing with the role.

Wouldn't it make more sense to argue either for complete removal from rotation (as unlikely as that seems) or for headmins to lower it's weight in the config?
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Re: Straight up remove wizard gamemode

Postby wesoda25 » Mon Dec 09, 2019 12:41 pm #528114

How does the suggestion make no sense. My primary complaint with it is that there’s not enough content to engage the crew to justify it being its own roundtype. Lowering its weight wouldn’t change anything in that respect. If we make it dynamic only, chances are a wizard isn’t the sole threat of the round - which would mean different ways for crew to interact with antagonists aside from validhunting for that round.
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Re: Straight up remove wizard gamemode

Postby CPTANT » Mon Dec 09, 2019 1:13 pm #528119

I would like to see wizard redone as more of an annoyance than straight up murderboning.

With super annoying spell like the the horse head, cursed clothing, summon magic, doors everywhere that kind of thing and not just magic missile + ei nath or fireball.

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Re: Straight up remove wizard gamemode

Postby nianjiilical » Mon Dec 09, 2019 6:21 pm #528168

just make pure wizard super rare and add wizard+traitor as a replacement so rounds don't immediately end

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Re: Straight up remove wizard gamemode

Postby Lazengann » Mon Dec 09, 2019 7:15 pm #528174

wizard dying triggers a vote on whether to restart the round or continue it

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Re: Straight up remove wizard gamemode

Postby Flatulent » Mon Dec 09, 2019 7:17 pm #528175

Lazengann wrote:wizard dying triggers a vote on whether to restart the round or continue it


is there default vote
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Re: Straight up remove wizard gamemode

Postby skoglol » Mon Dec 09, 2019 7:35 pm #528177

Dynamic wizard was a lot better than secret wizard, simply because it didnt end the round and might not be the main antag either. I enjoyed hunting the wizard with overpowered syringe mixes as much as the next guy, but the shift to the round not ending and there still being a possibility of antags in the round cured me of that real fast. In dynamic I enjoy rounds despite the wizard instead of throwing the rest of the round away to go end it quickly.

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Re: Straight up remove wizard gamemode

Postby peoplearestrange » Wed Dec 11, 2019 9:29 am #528487

Wizard is a kinda heritage. Whilst I think it definitely needs to be lowered in its weight.

Wizard is a weird duality, it gives the crew something to team up against, but it also is basically murderbone with lots of stuff. However its no way near as bad as space ninja which is more overpowered and more murderey.

TLDR I'd say the simple solution would be to lower wizard chance of happening.
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