Make consumables not collide with shaman objects |
Auroraclears « Citoyen » 1467744420000
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/fullsupport |
Anythin « Consul » 1467744840000
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Tomdizzy a dit : I choose to not use divine mode so none of these things are a problem for me. |
Force_shaman « Censeur » 1467745140000
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Anythin a dit : Whether or not these problems affect you is quite irrelevant; you seem to believe there are ways to deal with them so i would like you to elaborate |
Anythin « Consul » 1467751440000
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Since you insist: you can use a combination of shaman skills like springs, speed boosts etc. to help your mice get the cheese to the hole. However, I make sure I don't put myself in these situations to begin with by avoiding divine mode altogether. |
Force_shaman « Censeur » 1467753900000
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Anythin a dit : I do not understand why you are against the idea in this thread, all the situations I listed would not be possible with it, and the mode would depend solely on the ability of the shaman rather than a combination of that and the behavior of the mice (we are assuming an experienced shaman that is able to build in a fashion where mice cannot affect his build through conventional means). I personally do not condone the use of tokens and other skill spawns as true solutions, but rather items that would be used to save a handful of straggling mice that fell in a hole or something. Something I say a lot in many suggestion threads; If you need shaman skills to do something (Not in terms of an arbitrary shamans ability but rather in terms of gameplay as a whole), there is a problem. |
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/support |
Anythin « Consul » 1467825900000
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The reason I am against this suggestion is because it will remove a level of unpredictability in the gameplay. If everything shaman builds the same way, rounds become predictable and the game becomes boring and repetitive. Consumables are an added value because they make each round more interesting. A shaman can't guess if or when a player is going to use them, so they're going to have to take them into account at all times. If they don't, then who knows what will happen... This is what makes every round fun to play because no 2 rounds are the same. Additionally, instead of seeing shaman skills as a problem, you should see them as an addition which gives you more options to experiment with creative builds. You can have your personal preferences, but limiting consumables because you don't like to use shaman skills is too much in my opinion. |
Force_shaman « Censeur » 1467843300000
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Shamming has indeed been the same way for a long time, however if something were added that would spice things up, I would like it to not be in the hands of unruly mice, especially something so potent and (somewhat) limitless. I don't think this is a level of predictability that anyone enjoys; You get to shaman once in a very long while in normal rooms, and one rude mouse can take your turn away. That is infinitely unbalanced and unfair. Also regarding shaman skills, I do not mind their presence in the game at all as long as the shaman still builds. Tomdizzy a dit : You should not need skills to solve any particular problem that arises in the gameplay. Not entirely because I see skills as "helpers" rather than solid methods of building but rather because there are so many. What I mean by this is that each player's tree will look different and therefore not all of them will have access to say the delete skill or nature's return to delete these consumables (assuming there are only 5) since they may have decided to go up other trees. You couldn't really say it's their fault for not going up another tree either, as no certain skill should be considered 'required' (cough restorative). |
Anythin « Consul » 1467880680000
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Tomdizzy a dit : This is the risk you take when you choose to play in divine mode. If you want to be safe, play in normal mode. The time where a shaman calls all the shots and mice just have to wait and see has been long gone, game dynamics have changed and I actually like it the way it is now. Tomdizzy a dit : The choices you make decide whether or not you can have successful shaman rounds. If you chose a certain skill tree and it turns out it's not helpful, this is the direct consequence of the choice you made when choosing for this skill tree. If you choose divine mode and your builds fail because you have no red nails to keep things stable, that is the direct consequence of choosing divine mode. You can't say shaman skills should not be required for certain maps, because sometimes it's an advantage to have more experience in the game (read: have more shaman XP). Sometimes you just have to accept that there is nothing you can do about a situation because you made the wrong decisions. |
Force_shaman « Censeur » 1467932940000
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Anythin a dit : "Safety" should not be a factor when deciding what mode I want to play. If I can build fluently in divine mode, I should be able to complete the maps fairly cleanly. It is things like this that further encourage players to use cheap methods like big plank+duct tape instead of trying to experiment and be creative; the greatest part of playing shaman. When a single consumable catches your eye, creativity instantly leaves that shaman turn and all subsequent actions are out of fear. Anythin a dit : My builds do not fail because they need more stability, they fail because aggressive players like to ruin other people's shaman turn. Might as well make planks randomly break and have small boxes constantly appear in random places on the map since apparently the shaman's building ability does not directly influence his chances of completing the map. Anythin a dit : I do not know if you mean this for divine only or for shaman in general, but they're not. Give me any reasonable map, and I will solve it within the time limit in any mode with no skills. And you cannot say that's an unfair statement since i'm an experienced shaman, as most maps normal room maps are the same difficulty for easy/hard mode. In the case of divine mode, it's meant for players like us who have more experience than the average mouse. It was even said by the admins to be "the ultimate challenge". Maps in the editor are even shammed without skills, because maps are not supposed to need skills to be completed. Anythin a dit : Because there is a rude player in the room who has been given too much power* |
Inthebin « Citoyen » 1467938580000
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No matter how strong your build is, it is going to explode with consumables spam (Think force building). Consumables add spontaneity to each round but as everything, it will get abused by especially malicious groups. Trolling is a "Part" of the game but make it that modules have the means of disabling them at the least. I think we should at least have some moderation and control of how consumables work like de-spawning at certain volumes. That is what I support. Dernière modification le 1467938640000 |
Holyshizzle « Citoyen » 1467939360000
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/half support |
Force_shaman « Censeur » 1479848820000
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bumping this |
Ayumiouo « Consul » 1479919440000
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/support Although I don't play divine mode myself, this would be a very difficult thing to deal with, especially if a large group of mice spam consumables. |
Cchiiko « Citoyen » 1479961080000
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/half support A choice to allow consumables to collide with your build or not in divine mode would be helpful. After all, sophisticated builds are delicate, and a divine mode shaman should be able to decide whether they are willing to take a risk or not. Making consumables not collide with objects in normal or hard mode would make the game too easy, so I think consumables should collide with builds in those two modes. |
Duskleaf « Citoyen » 1480300440000
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/No support Nobody likes when your saves goes down the drain because of trolls but, Nobody said mice are nice. Nobody said devine mode is easy. Nobody said transformice is fair. There's a long list of other things that allow players to troll each other and frankly the devs have told that it is a part of the game. Try finding a group of trustable players or tribe you can play together with in a password protected room where everyone is a team player. Anythin a dit : However it is bad game design when the games difficulty doesn't scale accordingly with your level. A low level divine shaman is like playing on the highest possible difficulty setting, sometimes as you said to the point where the level can not be completed, while a 100+ lvl divine shaman every map is a pushover. It requeres no or little skill from the player. And in transformice EXP/Level does not equal player skill, I admit I'm a living example of that. Before we had skill trees every shaman had the same summons to work with save for one thing, again; player skill. The game has obviously changed in favour of random uncountable events and R.N.Gesus is the new house deity. When rng rules it becomes less of a game as in input from the player does not matter or matters little to the outcome. |
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support, although complete removal would be like what I'd ask for Christmas Okay, so if they somehow can't be removed completely because we're determined to piss on the players, then why aren't other throwables treated the same as tombstones and disappearing after like 10 seconds at least? That sort of compromise might satisfy a lot of people. |
Chironex « Citoyen » 1480707120000
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maybe an altered version of this? i randomly had this idea, and found this to be close enough. and don't get me wrong, i do like this idea but an alteration could be how no one can use consumables until the first mouse goes in the hole? this could solve the issue of not getting your build ruined, make the rest of the map fair by not having the people who can lag-jump with items, or use items to their advantage to get first. also helps with the issue of butthurt padders using gravestones right before someone goes in the hole. but after someone goes in? then the chaos can ensue. just my two cents. /half support |
Magicswirls « Citoyen » 1480733820000
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/Support im not a divine moder but who cares really |
Redlllllllllllllllll « Citoyen » 1495200900000
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throwable consumables are my favs : L. and i agree with duskleaf /nosupport Dernière modification le 1495200960000 |