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Revert "Replaces the Wizard Dice event with a round-start wizard role" (#4484)
Reverts Bubberstation/Bubberstation#4232 Forgive me for the bad template because one isn't provided. ## Why I don't think I argued my point well enough because I never suspected that this PR in question would actually be merged considering the mantra of "improve, don't remove" that tends to get used around here. That's legitimately my fault because I didn't want to engage in nitpick mode, but now that it's merged and the game is worse for it, I now have to write a novel and look like an ass. ### Part 1: The Die of Fate is not good. Adding it to maint loot is very bad. The die of fate can round remove and dust you, or add a permanent movespeed debuff to you. The table it was added to (one of a kind) is spawn thrown, meaning that as soon as the dice spawns it is thrown without warning. If you're extremely unlucky, you can just get dusted. If you're extremely lucky, you can get wizard, a permant buff that halves incoming brute/burn damage, a random spellbook, or a copy of the captain's spare). Even as a shaft miner hater, I think it belongs in lavaland and shouldn't be in maint loot. /tg/ does have a die of fate variant that is in maint loot, but it's a stealthy one and there is no way to know if it's real except by rolling it. ### Part 2: Wizard just doesn't roll anymore. In order for wizard to spawn, 35 players need to ready up. On a good day, at most we see is 25 unless it's an event round. On top of that it has to roll the very low weight of 2, so it is incredibly unlikely to get picked with a weight of 2, which ends up making wizard a 4% chance to be picked. ``2 / (2 + 16 + 8 + 6 + 3 + 8 + 5) = 4%``. ### Part 3: In 60% of cases, people who have wizard enabled as an antag should probably not be wizard. The Wizardly Die of Fate was accidentally clever in its design where people who would not normally enable wizard, or even antag for that matter, would roll the dice. Even I tried rolling it a few times on days when I had antag completely disabled because I thought it would be fun. Talking to people who used the dice have the same experience of "I don't have antag enabled, but lets go gambling and see what happens!" Whenever I hear about a shit wizard round, it's played by John McAntagMain who exchanged an antag token to get a wizard role or someone who extremely painfully hunted for it and actually ICly harmed other players just to get at it. Allowing already established characters to role the dice means that they are more likely to roleplay as their (usually) roleplay friendly character instead of (most usually) a throwaway character. ### Part 4: Roundstart wizard is fucking ass. Back in the day when /tg/ didn't have dynamic, killing the Wizard would result in a round end, and if the round didn't end, the Wizard had objectives to hijack the shuttle. Keep in mind that wizards were always valid, and 9 times out of 10 the crew would go apeshit trying to kill it. Compare that to bubberstation, where it is an arp server that has 2.5 hour rounds where it usually takes 30-45 minutes for anyone to mechanically do anything (research, cargo funds, mining, etc) and maybe about 20% of the crew are interested in validhunting and the other 80% are smart enough not to engage the wizard or are picky enough to pretend it doesn't exist and just do their own thing (there is your 20%/80 statistic). If an early shuttle call is made, admins/players are usually quick to recall it and send in an ERT instead and prolong everyone's suffering. ### Part 5: There are better solutions. The PR that made it an event brought up extremely valid criticisms, however I strongly believe we can solve these problems by reworking how the dice works entirely. If players are hunting for the dice, rework how the dice works and force it to spawn in areas already populated by players so there is no point in trying to look for it. If the event is too frequent, reduce the frequency of the event or even give the dice a limited amount of roles before it's gone forever. If there isn't enough risk in rolling the dice, make it so that the dice is "unfairly" weighted so that you are half as likely to roll a 20 than other numbers.
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@@ -2,7 +2,7 @@ GLOBAL_LIST_INIT(one_of_a_kind_loot, list(
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/obj/item/clothing/suit/armor/reactive/table,
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/obj/item/clothing/shoes/jackboots/fast,
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/obj/item/melee/energy/sword/bananium,
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/obj/item/dice/d20/fate/one_use,
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/obj/item/dice/d20/teleporting_die_of_fate,
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/obj/item/modular_computer/pda/clear,
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/obj/item/gun/energy/meteorgun/pen,
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/obj/item/hot_potato,
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@@ -1,16 +0,0 @@
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/datum/round_event_control/antagonist/solo/wizard
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name = "Wizard"
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roundstart = TRUE
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antag_flag = ROLE_WIZARD
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antag_datum = /datum/antagonist/wizard
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weight = 2 // This should be rare enough, lower this if it turns out to roll too frequently.
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tags = list(TAG_CREW_ANTAG, TAG_CHAOTIC)
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base_antags = 1
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maximum_antags = 1
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min_players = 35
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ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
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@@ -10,12 +10,12 @@
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max_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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min_players = 30
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max_occurrences = 0 // Previously 1
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weight = 0 // Previously 10
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max_occurrences = 1
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weight = 10
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earliest_start = 60 MINUTES
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track = EVENT_TRACK_MODERATE
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tags = list(TAG_COMMUNAL,TAG_COMBAT)
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tags = list(TAG_COMMUNAL,TAG_COMBAT)
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/datum/round_event/wizard_dice
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announce_when = 5
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@@ -9687,7 +9687,6 @@
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\nuke_ops.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\spies.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\traitor.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\crewset\wizard.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\alien_infestation.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\changeling.dm"
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#include "modular_zubbers\code\modules\storyteller\event_defines\ghostset\lone_infiltrator.dm"
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