Zaeperry99 Posted February 4, 2018 Posted February 4, 2018 While I do understand the need for a limitation to prevent rune-spam, this probably isn't the way to do it. With the current rune limit system, one oblivious person in a sub-level, or a few oblivious cultists planting hidden runes around and not communicating well enough. can take away every other cultist's abilities, sans paper. A suggestion for a better system from me personally would be a limit, but in a range. Something to prevent you from having more than, say, 3 runes within view of each other. This does stem somewhat from salt due to the current round wherein the cult wasn't able to make any runes whatsoever past the one hour mark of a 2:30 - 3:00 round, and the person who knew where they were was dead. Let me know what you think, and give your own suggestions (And experiences, if you have any)!
Scheveningen Posted February 4, 2018 Posted February 4, 2018 I've never heard of there being a limit to cult runes you can place. What are you referring to?
Ornias Posted February 4, 2018 Posted February 4, 2018 Pictured: the offender. This was my fault. There is a limit to runes you can place, but it's probably about 60 or so. I wasn't aware that the limit extended globally - I thought it was as you were suggesting, in that it was a purely geographic thing to prevent people from piling too many runes into one room. You won't realistically see this in a normal round unless it very specifically comes about by someone trying to do something similar to what I did. Making the limit a personal thing (you can have X runes) or a geographic thing (you can have X runes in an X area) would fix this problem. But there definitely needs to be some kind of limit - if I were able to keep expanding the area of runes that I'd drawn there, I could have made a death field all over the sublevel.
Scheveningen Posted February 4, 2018 Posted February 4, 2018 That seems to be quite an extreme example. Were those all blood boil/wall runes? That's sort of hilarious but a bit silly at the same time. Limiting it for each cultist to be able to keep active (like 10-15 per would be fine) seems like a more reasonable solution. Should be able to examine a rune as a cultist and know who wrote it too in that case for visual clarity.
Kaed Posted February 4, 2018 Posted February 4, 2018 I would much rather prefer we have something more robust, like 15-20 runes per cultist. That is plenty of runes, but it's not constrictive. I frequently find myself struggling when I try to create a teleport network of runes. There should be enough runes available for cultists to have to rely on each other for big things but not absolutely make them rely on each other, because forced teamwork mechanics lead to more frustration than anything good.
Zaeperry99 Posted February 4, 2018 Author Posted February 4, 2018 The round was an outlier, and the mechanic is pretty low on the stuff what makes me angery list, but it's definitely there, and I hadn't seen a suggestion to wipe it yet.
Wigglesworth Jones Posted February 4, 2018 Posted February 4, 2018 (edited) Yeah, I was a cultist that round and the rune limit was one of the main reasons why we lost. None of us really knew where the runes were. Edited February 12, 2018 by Guest
Butterrobber202 Posted February 5, 2018 Posted February 5, 2018 Has happened in a normal round in high pop like 10 cultist constantly making runes? You’ll high five that hardcap in no time flat.
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