Hoang can use all the mods he wants. It will still not help him advance one round in a tournament pepeLaugh
No hard feelings but pepeLaugh
Hoang can use all the mods he wants. It will still not help him advance one round in a tournament pepeLaugh
Should not have deleted the question if anything is ok as long it doesn't click for you? XDOk so the mod clicks that for you too? I see where the mod aids you but it doesnt take any decisions for you.
For me clicking is decision making, seeing is gathering information, hopefully, to make a a click later.
Well for splash damage you might want to look for cursor replacing mods. As for where the rocks actually hit not really possible with visual mods.
How about giving them another shield in the other hand and they should carry them horizontally not vertically.I think it's fine. If we are to give a definition, the best I could come up with is something along the lines of:
"If a visual mod adds no extra information already visible or already known to the player which doesn't require extra actions to discover without the mod, it is allowed"
This does also encompass mandala and the mangonel range mod. The thing is, mandala doesn't show until the tower is already visible, in which you can already know it's range without fletching, with, with bodkin, with bracer and have the grid mod and when placing a tower, count the tiles. It's always been done and it only gets a bit sketchier the closer you get to the diagonals of the tower because of the way the range is more square-ish than circular. Every tile closer to the diagonal gets harder and harder to visually work out with the grid where you'd be placing it, where do you draw the line on what a person can reasonably do quickly looking at the grid? If people practiced, they'd probably not have much issue - biggest issue being people just learning that's the shape of the range of these buildings.
It'd be an issue if mandala told you the range of the tower, i.e it's current range like with fletching, at just a visual glance. You still need to click on it and use the same amount of actions to check what upgrades and range it actually has, you already know in feudal age it COULD have 8 or 9, but mandala doesn't help you know which until you click on it and place your tower accordingly. It speeds things up, the same way the mangonel mod doesn't show upgrades like SE, or even work on onagers probably for the same reason (its very visually cluttered when you have 3 mangos already). The ground attack red target is not a massive mod, it's just showing a slightly larger circle than your cursor where you click. Huge boars (for arena in particular) and small trees do the same thing, quickly help you see things that you already could (via outlines) much quicker. Cube mod is in the same boat as all of these, just applied to everything.
Call to arms for a visible mod that makes condos distinguishable from huskarls, I don't know who designed the graphics for them both but it was a mistake.
Devs could make a competitive mode where only official mods can be added. They can also find hacking, its not that hard even when the hacking tool is named: 100 best xmas recipesI think the problem is that there is no real way to enforce, since users could just copy mod source, rename it "500x louder sound mod" and voila.
Kinda makes the discussion of where the line is irrelevant.
Devs could make a competitive mode where only official mods can be added. They can also find hacking, its not that hard even when the hacking tool is named: 100 best xmas recipes
well said,All client data is stored client-side for every player, so your PC knows everything your opponent is doing, it's just a matter of accessing that data. The game can't stop this. Because of this, there's no real way to stop hacking on DE without extremely invasive methods (i.e. checking everything your PC is doing). Whether the community would be willing for that to happen is a big question, but, I think visual mods are the least concern here.