
gazes_also wrote:A couple of points
On Volcano v Time Warp 'asymmetry'. {...}
gazes_also wrote:Looking this from a character rather than a rules drive perspective, it is entirely consistent and valid. {...}



BLANDCorporatio wrote:OMG trotsky! You're alive! I thought that hammer to the head did you in!![]()
BLANDCorporatio wrote:Now on to reply to you. First, yes "positive criticism" is not the same as fanboyism, but when so many people rage against complaints, yeah "negative criticism" needs its champions too.
BLANDCorporatio wrote:IF the impact you're looking for is "oh my, that was really clever of X", then such limitations need to be specified beforehand.
BLANDCorporatio wrote:And there was a better solution available. The one I quoted in my post. It would have kept things nice and tight all the way, as even if GK took Spacerock, Jetstone had enough archers and a Dittomancer to cause the fliers a world of hurt on their turn.
BLANDCorporatio wrote:The fact that this was a trap, and that the character interaction screamed trap from the get-go, does not change the fact that the author chose a poor trap for once.
These things happen; a story is never uniformly good. This is the moment of my disappointment in Erfworld, but I fully expect things to get better on the next updates.
BLANDCorporatio wrote:DoctorJest wrote:"Wolves are like dogs, but dogs are like dogs, so therefore: kittens".
DoctorJest, if I weren't referentially married to my sig I'd use that instead.

trotsky wrote:Oberon wrote: This trick, however, has no such apparent limitations.
Setting up the limitations for such a thing before hand just might have reduced the dramatic effect of the reveal. That being said, if such limitations are not at least referenced later (preferably expounded upon), then we have a problem.
That being said, it would have been humorous for Jillian to say "Turnamancer! Now that we have fulfilled all of the specific requirements, Let's do the time warp."
Oberon wrote:We don't really know this to be the case. The authors have played very loose since the originally stated "Can't cast on the enemies turn" restriction was revealed, and then violated many times. The actual mechanics of casting are about as clear as mud. Charlie, for example, can obviously cast multiple thinkagrams on the turns of other sides, without any fighting going on. Explained as a fair case of a broken rule due to his Arkendish? Fine, but that just makes any argument that Charlie can't end someone's turn at any point invalid by the same explanation.
And even if the "must be in the same hex as the enemy to cast" restriction is correct, there are ways to 'sploit this mechanic. Charley is supposedly not allied with Jetstone, since the royals save Jillian are shunning him as non-royal Tool. Does his link with a unit in the hex of a non-allied side give him the ability to support off-turn casting? Who knows. Is Jillian allied with Jetstone? Is Vanna Jillian's unit? Or TVs? Or Charlies? I'm not sure any of this has been made clear.

Dancing Cthulhu wrote:durandal wrote: I feel an unnecessary broken ability just got pulled out of nowhere.
I don't know about out of nowhere. The idea that a linked up turnamancer, or a very high level turnamancer, could potentially have the ability to do something to turns has been raised in these forums on a number of occasions, as well as whether it would be too powerful or not. Move a side forward in the order, end a turn, etc.
Point 1) it is a broken ability.
I've yet to see evidence that you cannot cast on other side's turns (maggie mentions needed to save juice for opponent turns and GK is not likely to be engaged).
I'm fairly sure something about it came up in book one. And Maggie is the communication hub, receiving info, which might be a different effect then the spell we see here.
catch units out of position (what didn't they just catch Stanely out dragon hunting?) ,
Well, they would have to have known where he would be and then have sufficient forces in GK's battlespaces to get him on his dwagon and get past the Archon scouts that would have warned him troops where in the area.
And again - we don't know exactly how it works.
or double tap an enemy by attacking ending their turn and attacking again (Parson would have destroyed ALL the RCC siege and been homefree if he had this ability at TBFGK).
And he didn't have this ability because he didn't have the right casters. He did have the right casters to cause a volcanic eruption though, wiping out that entire army.
Unless there are some AMAZING costs or restrictions to this spell it is simply broken.
I don't see it, and you didn't really give any examples of how it is broken, just ways it could be used that may or may not work, since we don't know the frequency it can be cast, its cost etc. Plus a lot of that depends on the "a spell can be cast that effects the enemy even if it isn't your turn and even if the enemy isn't attacking you in your battlespace".
There was an option to include ANY possible spell imaginable at this point in the story. It could have been a completely different caster there if necessary. There are plenty of possible spells which could have been effective without being broken and probably much much cooler. They could have shielded the airspace, snared the fliers, buffed their units, unleashed a massive Kamehameha and destroyed 96% of them, whatever. All would have done the job of stopping the assault cold. Instead of feeling "oooh, Wanda got burned!" the turn end gave me more of a "WTF?".
Wait, a spell that would have insta-killed 96% (a slight decrease on Parson's uncroaking of the volcano) of them would have even been preferable to a spell that by the looks of things has to be timed just right to allow existing forces the best chance to outmaneuver the enemy? Massive fireball vs battlefield control and tactics?
BLANDCorporatio wrote:This was not the pleasant surprise kind.
Again, things can be surprising but they work best if they are prepared. This implies more than foreshadowing. Having a coherent picture of the world, that you can then and only after then find loopholes in, is way better than introducing a surprise and adjusting the rules after the fact.
Oh, but things have been solved. One "argument" for why this was such a swell development is that it allows Trem, Thufir and Sammy t have an impact on the battle, as well as stopping GK curb-stomping everyone.
You may like this solution, but I and several others find a wee bit ill-considered.
And if we're not in "uber all powerful magic" territory yet, this update was a step in that direction.
And there was a better solution available. The one I quoted in my post. It would have kept things nice and tight all the way, as even if GK took Spacerock, Jetstone had enough archers and a Dittomancer to cause the fliers a world of hurt on their turn.
The volcano incident was Parson being compelled by Duty to give an order he regretted even then. The volcano incident required that three characters that we knew and grew fond of enter a life-threatening mind link. The volcano incident was Parson finding a way to cheat the world and because of that, something to be kept unique.
MarbitChow wrote:There's a real simple 'fix' to the Time Warp spell that prevents it from being broken:
The side who's turn ended abruptly still gets to finish their turn at the end of the day (with all units healing/ full move & juice restored, etc), and turn order returns to the 'default' the next day.

Hatu wrote:I disagree. The text updates already told us that GK was about to suffer a disaster. Seeing the time warp unfold wouldn't have removed any surprise factor because there was none. But establishing the costs and rules of that spell would have made it feel like much less of an authorial fiat, and we'd be spared the upcoming clunky exposition about why this particular trick isn't used all the time as a matter of course. Plus, if the setup was well handled, watching the parts click together would have been enjoyable in its own right.
I really respect Erfworld for its creativity and attention to detail, and often for its excellent characters. But I think it plays far too fast and loose with the rules of the universe. Half the rules we learn are outright false, announced only to surprise us when it's revealed that the source of the rule was mistaken. The other half are so riddled with caveats, loopholes, dramatic license and exceptions as to barely qualify as rules in the first place. I've long since given up on speculating about what will happen next, because anything could happen regardless of whether or not it makes sense within the context of what's happened before.
But beyond my usual problems with the murky rules of Erfworld, this feels like a big step back to book 1 storytelling. We've once again had GK come up with a clever move to circumvent the conventional plans of an enemy, only to have the enemy sandbag them (and us) with an amazing trick no one contemplated before it happened. I was hoping we'd try something new in Book 2. I hate sequels that are the original movie all over again.

trotsky wrote:Whether your solution was better really comes down to how the rest of this goes down. The author knows where he is going with this while we do not, yet. Only when we get to the end of this story arc can we effectively analyze whether we feel it was done in the most appropriate manner.



The volcano incident was Parson being compelled by Duty to give an order he regretted even then. The volcano incident required that three characters that we knew and grew fond of enter a life-threatening mind link. The volcano incident was Parson finding a way to cheat the world and because of that, something to be kept unique.
There's your asymmetry.
Did it REALLY have to be this? Couldn't the trap be something different? We know air defenses work and are very effective even out-of-your turn, for instance.

BLANDCorporatio wrote:trotsky wrote:Whether your solution was better really comes down to how the rest of this goes down. The author knows where he is going with this while we do not, yet. Only when we get to the end of this story arc can we effectively analyze whether we feel it was done in the most appropriate manner.
It was, I think, a brilliant bit of speculation, but alas it's not mine. I forgot whose it was unfortunately.
BLANDCorporatio wrote:DoctorJest wrote:"Wolves are like dogs, but dogs are like dogs, so therefore: kittens".
DoctorJest, if I weren't referentially married to my sig I'd use that instead.

trotsky wrote:BLANDCorporatio wrote:Now on to reply to you. First, yes "positive criticism" is not the same as fanboyism, but when so many people rage against complaints, yeah "negative criticism" needs its champions too.
And please, sir, champion on. your arguments tend towards "this is how I feel and this is why" instead of "this is how I feel and your an idiot for thinking differently" and are usually a very good read.
durandal wrote:You are correct that a turnamancer ace in the whole was foreshadowed. What I was trying to describe is the fact that while we clearly saw the price/struggle/sacrifice involved in causing the volcano and acquiring the arkenpliers. This ability was just revealed without any apparent effort. It just seems so easy that I'm left wondering why Charlie doesn't just employee omnipotent tri-links every battle.
We know something is up near GK due to the goblin disappearances. So presumably one side has units looking around there.
Anyone using a lookamancer could also know and have passed the information to other sides.
Finally, the archons are going as scouts not in force. All they need do is clear that there are no enemies in the area before Stanley heads out because by the normal rules of erfworld he should be unattackable. So if you did know what Stanely is up to you could probably have mustered a force large enough to croak Stanely and some lackeys. Obviously the RCC/Charley may not know, but I was just pointing out there are game-breaking uses of this power.
Once again I was pointing out a situation where having this power is game-breaking. Parson of course couldn't use it there, but imagine if he could have.
Yes actually. Remember, said fireball would have only mauled the flyer force. Ground forces and probably wanda would be ok...
True the definition of broken is subjective but I think the ability to:
1) Catch units in a defenseless position - possibly destroying essential units like siege, flyers, casters, or simply your ruler instantly eliminating the entire side
2)Halt any attack - allowing reinforcements, healing, popping of units, and 1) all at the same time
3)Double tapping of armies
is pretty crazy.

Ansan Gotti wrote:Speaking generally and broadly, I tend to agree with the sentiment expressed above... but then part of me also hated reading through Book One as it unfolded, and every move of Parson's was countered in an exceedingly and increasingly unlikely fashion, only to have it all make perfect sense at the end in a very satisfying way. So although I'm not thrilled with this particular direction at this moment, I'm prepared to reserve judgment until Book Two is done. Rob has certainly earned that much trust, IMO, and it's one reason I'm not more exercised about this, even though I think it does "break" the most fundamental and important rule of a turn-based environment.

gazes_also wrote: It also seems possible that being a channel for Charlie's power could croak Vanna, which she might accept as the price to strike back for lost her Queen.
No, a sneak attack, blunt instrument trap which leaves characters no options but to fight would not work as well. This is a change in the balance of power, Wanda and Jillian still have unfinished business here and this reverse still gives them both options. Jillian could still keep her offer open now she has the upper hand and Wanda may still have the chance to switch and save her own skin so she can fulfill her destiny. There's is still a lot of stuff up in the air that wouldn't be possible otherwise.
BLANDCorporatio wrote:as the saying goes we'll have to agree to disagree. This update has received way too many reactions compared to the others, and if I'm so disappointed in it I shouldn't be beefing that number up. Much![]()
badninja wrote: This is not factoring in what Charlie has planed, because many of us see him as one of the smartest and most dangerous people in Erfworld right now that we know of. The spell used that ended GK's turn is something that Charlie and Parson would think up and I think that some people are upset that Charlie beat parson to using such a cool spell. I may sound like a Charlie fan boy but he is by far and away the most dangerous person that Parson must contend with. Charlie will not only try and croak Parson but do it in a way where Parson will know that he is screwed with no way out. So I view this spell as a screw you to Parson and a way to prevent Parson from having a major impact of this battle.
Secondly if Parson is a Hippymancer, is there any branch of this school that could stop or prevent this type of spell? I keep thinking that there has been some suggestions but I cannot remember where I saw this.

gazes_also wrote:Cost enough for you?
gazes_also wrote:No, a sneak attack, blunt instrument trap which leaves characters no options but to fight would not work as well. This is a change in the balance of power, Wanda and Jillian still have unfinished business here and this reverse still gives them both options.


BLANDCorporatio wrote:This new thing will need some explaining for why it can't be repeated at will anytime.
So no, not enough cost, or set-up.gazes_also wrote:No, a sneak attack, blunt instrument trap which leaves characters no options but to fight would not work as well. This is a change in the balance of power, Wanda and Jillian still have unfinished business here and this reverse still gives them both options.
The further developments you mention will come as mitigating factors to this bitter pill.
But the fact that the story can and WILL recover after this does not make this moment any less smacking of authorial fiat.
Oberon wrote:We don't really know this to be the case. The authors have played very loose since the originally stated "Can't cast on the enemies turn" restriction was revealed, and then violated many times. The actual mechanics of casting are about as clear as mud. Charlie, for example, can obviously cast multiple thinkagrams on the turns of other sides, without any fighting going on. Explained as a fair case of a broken rule due to his Arkendish? Fine, but that just makes any argument that Charlie can't end someone's turn at any point invalid by the same explanation.ftl wrote:However, the time warp has some major disadvantages too.
1) It requires the caster to be in the same hex as the attackers. (Otherwise the caster can't cast on the enemy turn!) This puts a big army in the same hex as the caster... which means, UNLESS it's in a city (where the caster can cast from a different zone), the effect isn't useful - yeah, attackers will end turn, but then that force that's in the hex already will kill the turnamancer. Oops. Remember, fighting still happens out-of-turn - units just can't cross hex boundaries. Units don't freeze.
durandal wrote:
People keep brining up the point you must be engaged to cast so it probably is mentioned somewhere. However, we never seen a character actually limited by it. No caster has ever said "we need them to attack us first" or "sure, I'll do it first thing next dawn". Thinkagrams are also flying all over the place from charlie and bunny as well as maggie. So if the rule does exist it may be loose enough to not matter. I.e. any unit in your side must be engaged, or as soon as the first enemy touches your hex boundary, if you "think" you are under attack(veiled units possibly in the hex)..
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