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  1. #81
    Quote Originally Posted by keleb View Post
    Would you like to elaborate on this? Both in how you think they'll rarely be useful and why, and how and why they fit better in a scum team.


    Also a question to everyone, what do you think it would take to make a game interesting as a VT?
    A) A town based lookout/tracker gets no real information from their night action unless their target dies/doesn't die, respectively. Theoretically, had I been night killed, EN could have role claimed and told the town, but what are the chances of that randomly happening in a game? Seems like it just won't happen often. It's not the worst role, for sure, and certainly fun to have instead of being a VT, it will at least make you feel somewhat useful, however, it will also cause people to think they are important and lurk more, which is never good for the day phase...

    B) As the number of and power of night actions goes up the fun of being a VT goes down. The original game had set ups such as cop/doctor/5 VT/3 mafia. In this set up there is only one night kill and the town pretty much needs to lynch every day. Meanwhile, they can mislynch a couple of times so they can joke around with their role during the day. This last game, there were 3 scum kills a night, and with half the game being scum the town needed scum help to make a lynch at all. Meanwhile, more than half the town had a power role and was lurking as a result, making being a VT extremely horrible. I hope this makes sense. Your options are to either reduce the amount of VTs substantially, as in this game, just to reduce the amount of people who are bored with the game. The risk you run with that is massively slow day phases that result in no lynches, which is pretty much how the past two games have gone. The other alternative is to have any number of VTs but reduce the power of the rest of the game, so, one scum faction and only a few town PR.

    And yes, the town mayor game probably shouldn't have a cop at all so as to force the town to lynch every day.
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  2. #82
    Quote Originally Posted by Lysah View Post
    I hope this makes sense.
    Very much, good feedback.

    Quote Originally Posted by Lysah View Post
    Your options are to either reduce the amount of VTs substantially, as in this game, just to reduce the amount of people who are bored with the game. The risk you run with that is massively slow day phases that result in no lynches, which is pretty much how the past two games have gone. The other alternative is to have any number of VTs but reduce the power of the rest of the game, so, one scum faction and only a few town PR.
    Personally I like the multiple scum faction. This is because it gives the scum more of a tactical thinking when making NKs. We saw the flaw of it this time when they, if not allied, made a NAP, but I can't remember seeing it before this game. I've only been reading or participating in games since game 7 so I don't know before then.

    I think we had the problem of VTs lurking out of boredom even with a considerable amount of them. Making TPR less powerful might make it more interesting to be a VT (as it is more important).

    Another option that I've been thinking of is having each VT have a small frivolous role, much like the town drunk was intended to be. Officially they are VT but they also have a night (or day) action with an ability that doesn't affect the game, or affect it in a game they don't know. Have a VT be a "Movie addict" spending his evenings and nights watching movies. Each night he can pick to watch a "Romantic Drama", "Horror", "Adventure" or "Comedy". The VT won't know the difference of them but should he say be watching a horror movie on a night when he's targeted for a NK, he'll scare away the assassin before they are killed. Maybe none of it matters. The VT won't know. It'll give them a possibly weak role instead of just being a "booring VT".

    Another thing I'd like to hear opinions about are semi-closed games with inclusion of an unknown role where you only know part of the setup. Example:
    0-2 cops (including deputy)
    1-2 doc (including backup)
    0-1 Vigilante
    0-1 JK
    0-1 JOAT
    0-1 Tracker
    0-1 Lookout
    1-2 Mafia/wolf factions of 3-5 players each
    0-2 SKs (in team if 2)
    6-9 VTs
    0-3 unknown roles known only to the one having it

  3. #83
    Moderator Anakso's Avatar
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    Quote Originally Posted by Everything Nice View Post
    I think I've only been VT once or something.
    Been Cop, traitor twice, mafia a couple of times (3?), Lookout... Never SK
    Minus the mafia roles I'd like your luck with roles!
    Honestly I wouldn't mind being a traitor as much as being a mafia, as long as I don't get NK straight away and converted I think trying to turn my self into a target would be fun.

    ---------- Post added 2012-10-30 at 06:58 PM ----------

    I think we've not seen it before this game Keleb because it's a bad idea!
    Majad got killed because the other wolf team knew for a fact he was a wolf and turned on him for the win, had they not known then it would have been a chance and Majad would have still had a shot If you try and alliance the first team to traitor the others will win, or town will win as they both gut each other out of vengeance depending how many of them town takes out and how many town the wolfs take out before one back stabs the other
    Last edited by Anakso; 2012-10-30 at 11:27 AM.

  4. #84
    I'm not very experienced in this but, like I said before, I agree with Lysah on the VT roles being boring.

    The idea that Keleb gave, of them watching a movie and if you're watching a horror movie you'll be able to scare away the assassin. If we use this, there should be atleast 4 movies that a person can watch and you can only watch a movie once, like you can only watch one horror movie then you can't do it anymore.

    The problem with this is, that once you use a movie that scares the assassin away, what will the other movies do? Wake up the Town and a start a gunfight? Will it give us some kind of info or something? I like the idea but it's pretty damn flawed...


    About the Scum. I think, if there's more than one Scum team, there shouldn't be 3 scums in each team, like I previously said. It's very unbalanced and that was pretty obvious in this game. I agree that we should give VT a power, or reduce VT and put new roles that are more interesting, after all, they are still VT, just with a little power.


    Assuming we have 20 people. There should be 3 scum teams(using the same layout for the last game (19)).

    One team of Sk consisting of 2 people(maybe just 1(I doubt that would be fun though)), two teams of Wolfs/Mafia consisting of two people only and the rest are either VTs or some VTs with power, or the rest are all VTs with some kind of power.

    What does everyone think?

  5. #85
    Mechagnome Rollo's Avatar
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    I was thinking having a lookout/traitor on scum side could be interesting. I like multi faction games as well, but it only works when there are a ton of people playing, or less than half members as scum. I think the last game would have been enter with two people per team.

    Having a mafia/wolf as a traitor as well could be interesting. If we have 19 players again, I think we should have a max 6 scum, and maybe a town night kill (vig). It gives 3 night kills, but more forgiving day lynches. Also, back to the traitor/lookout for scum, I wouldn't have both together, the lookout would be a wolf in search of the other wolf team as a way to reduce their numbers. A three man team would have 1 lookout. That lookout cannot attack unless he/she is the last on the team, but they can't lookout and kill same night. As for a traitor, have 1 person on each team listed as a traitor. If they get night killed by the opposing faction, they have the choice to switch sides, but there original team won't know. Their win condition can either be with original team (if unturned) or new team (if turned). They can tell their new team who was on their old team (unless they have a dual win condition), but they cannot tell their original team they've been turned. They would have access to both forums at that point, and it would get tricky if both traitors get turned. Maybe even add a GF/Alpha role whose sole purpose is to secretly change a night kill target to one of his own in hopes of killing the traitor. Adds another element of turmoil to the scum.
    wyrd bið ful aræd

  6. #86
    Quote Originally Posted by Anakso View Post
    Minus the mafia roles I'd like your luck with roles!
    Honestly I wouldn't mind being a traitor as much as being a mafia, as long as I don't get NK straight away and converted I think trying to turn my self into a target would be fun.

    ---------- Post added 2012-10-30 at 06:58 PM ----------

    I think we've not seen it before this game Keleb because it's a bad idea!
    Majad got killed because the other wolf team knew for a fact he was a wolf and turned on him for the win, had they not known then it would have been a chance and Majad would have still had a shot If you try and alliance the first team to traitor the others will win, or town will win as they both gut each other out of vengeance depending how many of them town takes out and how many town the wolfs take out before one back stabs the other
    It never happened before b/c it's more likely the wolves would betray each other rather than ally together. It technically happened one game, but in a much smaller scale. The game where we had the wolf trackers or w/e they were called, I had allied with Foxxi who was on the other team and we planned a few kills, but nothing of this magnitude :P

  7. #87
    Mechagnome Rollo's Avatar
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    Also, the rabid/rapid wolf had interesting flavor. My only issue with it was the way night was interrupted abruptly. I realize its part of the flavor that in the middle of the night the town is woken up and must decide amongst the din of combat (without talking publicly), but that doesn't have to mean our actual forum night needs to be interrupted. When I see a deadline for night ending at 8pm my time, I'll rarely check the forum for additional posts (ill only get on to check my notifications). If we include that role again, maybe we should keep the night ending deadline the same. Whn that time hits, night is "interrupted" with the battle. That way we know that at a specific time, the game will be going again. Sticking to these times is really important imo on a forum with international users. Or even better. Instead of a forum breakout for the gun battle, why not send a notification to everyone asking who they help. They get 1 help vote with no unhelping, and we have no public knowledge of others helping. If it ends in a tie, both people die.
    wyrd bið ful aræd

  8. #88
    Quote Originally Posted by rolo4804 View Post
    Also, the rabid/rapid wolf had interesting flavor. My only issue with it was the way night was interrupted abruptly. I realize its part of the flavor that in the middle of the night the town is woken up and must decide amongst the din of combat (without talking publicly), but that doesn't have to mean our actual forum night needs to be interrupted. When I see a deadline for night ending at 8pm my time, I'll rarely check the forum for additional posts (ill only get on to check my notifications). If we include that role again, maybe we should keep the night ending deadline the same. Whn that time hits, night is "interrupted" with the battle. That way we know that at a specific time, the game will be going again. Sticking to these times is really important imo on a forum with international users. Or even better. Instead of a forum breakout for the gun battle, why not send a notification to everyone asking who they help. They get 1 help vote with no unhelping, and we have no public knowledge of others helping. If it ends in a tie, both people die.
    As far as I can remember, the gun fight lasted for 1 day? If so, that's plenty of time to just type Help/Unhelp [person's name].

  9. #89
    Quote Originally Posted by keleb View Post
    Another option that I've been thinking of is having each VT have a small frivolous role, much like the town drunk was intended to be.
    You could try a themed game which could sort of accomplish the same thing depending, not sure how many people would want to participate though. There was the guy in the discussion thread who said he'd done it before.

    Edit:
    This is the discussion thread. See, easy.
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  10. #90
    Quote Originally Posted by Majad View Post
    I'm not very experienced in this but, like I said before, I agree with Lysah on the VT roles being boring.

    The idea that Keleb gave, of them watching a movie and if you're watching a horror movie you'll be able to scare away the assassin. If we use this, there should be atleast 4 movies that a person can watch and you can only watch a movie once, like you can only watch one horror movie then you can't do it anymore.

    The problem with this is, that once you use a movie that scares the assassin away, what will the other movies do? Wake up the Town and a start a gunfight? Will it give us some kind of info or something? I like the idea but it's pretty damn flawed...
    I think you misunderstood me. The townie won't know that watching a horror movie helps. After watching a horror movie three times in a row with all the TPR that may prevent NK they might come to that conclusion but he won't know for sure. You only get a night action but you do not know the effect of it.

    Perhaps watching a romantic drama on a night you get a visit from an assassin (or perhaps cop/doc as well) will have the visiting person "reveal themselves as just any visitor, come sit watch the movie with you, you fall desperately in love with each other and decides to flee town settling on a small farm in Siberia. The rest of the town will only get the message that the two of you are missing, and nothing about your roles. They won't know anything else until the game is ended.

    Perhaps watching a horror movie will make you unable to sleep until day breaks so that you sleep the whole day away, not being able to talk in the game thread or vote. Perhaps there'll be no effect on the game from any of the movies. You won't know until the game ends.

    The purpose would be giving the VT something more to do without dramatically increasing their power. Their power will be random (since they don't know what it is) but have the sense of some control to make them feel they have a meaning.

    Another VT special role might be an amateur baker. Each day you may pick a pastry and give to someone. The effects might be that the person you gave it to gets a message "You received a small lemon cookie from X, you feel happy" or the person you gave the cake to might die two nights later because you accidentally used arsenic instead of baking soda or perhaps nothing at all will happen.

    That nothing happens will be the most common thing, but that something MIGHT happen should be what makes your role a bit more exciting.

    Quote Originally Posted by Majad View Post
    About the Scum. I think, if there's more than one Scum team, there shouldn't be 3 scums in each team, like I previously said. It's very unbalanced and that was pretty obvious in this game. I agree that we should give VT a power, or reduce VT and put new roles that are more interesting, after all, they are still VT, just with a little power.

    Assuming we have 20 people. There should be 3 scum teams(using the same layout for the last game (19)).

    One team of Sk consisting of 2 people(maybe just 1(I doubt that would be fun though)), two teams of Wolfs/Mafia consisting of two people only and the rest are either VTs or some VTs with power, or the rest are all VTs with some kind of power.

    What does everyone think?
    How many teams and how many in each team will ofc depend on how many there is in a game. The SK will probably be reduced to one before a Mafia/Wolf team is reduced to two due to the power of the SKs special role and inability to be spotted by cop/seer. A lone SK is more powerful than a lone goon/wolf.

    About three teams. I'm not not stuck with that thought that you seem to be (saying "should be 3 scum teams"), I like there to be 3 scum teams. But depending on the setup it might not be the best. The more scum teams there are, the more scum there needs to be in total, as scum will kill each other making it slightly harder. I'm in favour of having many VT. I think they should make up the core of a game. But also like I mentioned in a post above, in some games the turnout has been that they didn't like not getting a PR and lurked or perhaps not played at all because they found the game uninteresting (or for some other reason). Another problem with many scum teams and higher % of number of scum is that it reduces the number of VTs. That might not at first seem like a negative, but the fewer VTs you have, the harder it is for scum to hide. What role should they claim should there be a mass claim?

    Seeing some other comments makes me think that we should perhaps try a game with just 1 mafia team, 1 doc, 1 cop and rest VTs (which might number more than 10 in that case, might be a way. See if people like it with VTs making up a good part of the.

    Quote Originally Posted by rolo4804 View Post
    My only issue with it was the way night was interrupted abruptly. I realize its part of the flavor that in the middle of the night the town is woken up and must decide amongst the din of combat (without talking publicly), but that doesn't have to mean our actual forum night needs to be interrupted. When I see a deadline for night ending at 8pm my time, I'll rarely check the forum for additional posts (ill only get on to check my notifications).
    [...]
    That way we know that at a specific time, the game will be going again. Sticking to these times is really important imo on a forum with international users.
    Night ends when all night actions are posted, similar to day ending when someone has reached the required number of votes. If that happens 30 min after nightfall or 15 hours doesn't really matter. As soon as all night actions are done, mods wills start the game. Was like that through all of the last two games, and most if not all of the previous games. There's been times when mod has held making it day off for some hours to not give something away about time zones (Say only players in Australia and America are left and night falls when Australia is sleeping, All Night Actions are done by Americans and the night could end before Australians are awake. Mods won't start the game until it's morning in Australia.

    Quote Originally Posted by rolo4804 View Post
    Or even better. Instead of a forum breakout for the gun battle, why not send a notification to everyone asking who they help. They get 1 help vote with no unhelping, and we have no public knowledge of others helping. If it ends in a tie, both people die.
    Yea, this might be an idea should we have the role again. it makes the voting private though, for good or bad.

    Quote Originally Posted by Majad View Post
    As far as I can remember, the gun fight lasted for 1 day? If so, that's plenty of time to just type Help/Unhelp [person's name].
    I put it up for 12 hours. That was because I started it at about 16-17 CET iirc (can't bother looking now). Only Europeans and Americans where left in the game and 12 hours would give Europeans all afternoon and whole evening (and most of the night) to post. Americans would have whole day and evening (and some part of night if you're on east coast). As there were to be no talking and discussion you only needed to read it, think about it for a few min on who you found most believable and then vote as a minimum, time taken 10-15 min. I thought all would be able to do that in those 12 hours. It was extended another 6 hours I think because of the unconscious people.

    ---------- Post added 2012-10-30 at 06:45 PM ----------

    Yey for wall of text!

  11. #91
    I actually like the pm the mods to help during a gunfight. It removes the posting out of confusion and it keeps things secret, meaning like with my case, I couldn't influence the vote like I did. I started with Krayzy but realized people would think "Worg's either scum or very devious" and wouldn't vote with me. So I switched to Arlee knowing that her team probably would've voted for her and the town would've seen this and helped Krayzy.

  12. #92
    Quote Originally Posted by keleb View Post
    I think you misunderstood me. The townie won't know that watching a horror movie helps. After watching a horror movie three times in a row with all the TPR that may prevent NK they might come to that conclusion but he won't know for sure. You only get a night action but you do not know the effect of it.

    Perhaps watching a romantic drama on a night you get a visit from an assassin (or perhaps cop/doc as well) will have the visiting person "reveal themselves as just any visitor, come sit watch the movie with you, you fall desperately in love with each other and decides to flee town settling on a small farm in Siberia. The rest of the town will only get the message that the two of you are missing, and nothing about your roles. They won't know anything else until the game is ended.

    Perhaps watching a horror movie will make you unable to sleep until day breaks so that you sleep the whole day away, not being able to talk in the game thread or vote. Perhaps there'll be no effect on the game from any of the movies. You won't know until the game ends.

    The purpose would be giving the VT something more to do without dramatically increasing their power. Their power will be random (since they don't know what it is) but have the sense of some control to make them feel they have a meaning.

    Another VT special role might be an amateur baker. Each day you may pick a pastry and give to someone. The effects might be that the person you gave it to gets a message "You received a small lemon cookie from X, you feel happy" or the person you gave the cake to might die two nights later because you accidentally used arsenic instead of baking soda or perhaps nothing at all will happen.

    That nothing happens will be the most common thing, but that something MIGHT happen should be what makes your role a bit more exciting.
    I still it's a pretty flawed idea, it's good, but flawed. I don't see why you would remove two people from the game if a VT was watching a romantic/drama movie, I know that the odds are pretty slim for you to be watching that movie and getting targeted by scum, still, it's the same thing as dying since you won't be playing either way. Sure, it might give the game a bit more of flavour, but that's really not the point nor do I consider it some kind of power, atleast the romantic/drama movie.

    The horror movie is a good idea, but making the person, who watched it, stay asleep through the entire day, isn't a good idea, especially if the day phase lasts for two days, real time. It should be reduced to half the time, still, I don't know if it would work considering some people could/might lurk and this effect would be nullified or have no purpose.

    The bake idea is nice. If that role is implemented, there should be a scum role that specifically puts poison in the baker's food, without his/her knowledge, just to make it more significant? I don't know, this is a good idea, if you want it to be explored more tell me and I'll try to figure something out of it.

    Quote Originally Posted by keleb View Post
    How many teams and how many in each team will ofc depend on how many there is in a game. The SK will probably be reduced to one before a Mafia/Wolf team is reduced to two due to the power of the SKs special role and inability to be spotted by cop/seer. A lone SK is more powerful than a lone goon/wolf.

    About three teams. I'm not not stuck with that thought that you seem to be (saying "should be 3 scum teams"), I like there to be 3 scum teams. But depending on the setup it might not be the best. The more scum teams there are, the more scum there needs to be in total, as scum will kill each other making it slightly harder. I'm in favour of having many VT. I think they should make up the core of a game. But also like I mentioned in a post above, in some games the turnout has been that they didn't like not getting a PR and lurked or perhaps not played at all because they found the game uninteresting (or for some other reason). Another problem with many scum teams and higher % of number of scum is that it reduces the number of VTs. That might not at first seem like a negative, but the fewer VTs you have, the harder it is for scum to hide. What role should they claim should there be a mass claim?

    Seeing some other comments makes me think that we should perhaps try a game with just 1 mafia team, 1 doc, 1 cop and rest VTs (which might number more than 10 in that case, might be a way. See if people like it with VTs making up a good part of the.
    I just said 3 teams if we have 20 people or close to it or a bit more. Obviously if we have 10 people, it'd be best if there was only 1 scum team(SK or wolfs/mafia) consisting of two people only and the rest would be VT and 1 cop and 1 doc, like you said.

    Quote Originally Posted by keleb View Post
    I put it up for 12 hours. That was because I started it at about 16-17 CET iirc (can't bother looking now). Only Europeans and Americans where left in the game and 12 hours would give Europeans all afternoon and whole evening (and most of the night) to post. Americans would have whole day and evening (and some part of night if you're on east coast). As there were to be no talking and discussion you only needed to read it, think about it for a few min on who you found most believable and then vote as a minimum, time taken 10-15 min. I thought all would be able to do that in those 12 hours. It was extended another 6 hours I think because of the unconscious people.
    12 hours? If it's 12 hours, I think it's enough time for people to think and just type help or unhelp or not vote at all. Also, there should be a vote for a person that doesn't want to help or unhelp or are you forced to help someone?

  13. #93
    Mechagnome Rollo's Avatar
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    Quote Originally Posted by keleb View Post
    Yea, this might be an idea should we have the role again. it makes the voting private though, for good or bad.
    It doesn't have to be a secret at the end of the battle. Everyone left alive and not in the battle would be prompted to send their help vote in a pm to the mod(s). You get one vote and one vote alone, so make sure it's a good one. If you want to talk about it with others, you'd need to pm them or talk in the quicktopics. Mod waits til deadline or until all voters cast their help. Mods then make their story (I really liked the flavor Keleb added with that) and include who helps who. So we will end up finding out who does what, but we won't have the juggle we did.
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  14. #94
    Quote Originally Posted by Majad View Post
    I still it's a pretty flawed idea, it's good, but flawed. I don't see why you would remove two people from the game if a VT was watching a romantic/drama movie, I know that the odds are pretty slim for you to be watching that movie and getting targeted by scum, still, it's the same thing as dying since you won't be playing either way. Sure, it might give the game a bit more of flavour, but that's really not the point nor do I consider it some kind of power, atleast the romantic/drama movie.

    The horror movie is a good idea, but making the person, who watched it, stay asleep through the entire day, isn't a good idea, especially if the day phase lasts for two days, real time. It should be reduced to half the time, still, I don't know if it would work considering some people could/might lurk and this effect would be nullified or have no purpose.

    The bake idea is nice. If that role is implemented, there should be a scum role that specifically puts poison in the baker's food, without his/her knowledge, just to make it more significant? I don't know, this is a good idea, if you want it to be explored more tell me and I'll try to figure something out of it.
    You're focusing to much on the actual abilities. None of those would appear in a game in the way described. The point is a small ability that might be useful (perhaps only one of ten VT will have an ability that actually might do something and then only one of that VTs four abilities might do something, which might be a simple flavour PM from mod to a player and only if a certain condition is fulfilled. This is one extreme, I think that at most, 50% of the VTs would have an ability that would trigger at an average of 15% each night. At that level there'd be roughly 55% chance that a VT ability (that might just be frivolous) happened a given night if there are 10 VTs.

    The point of it, is it worth for mod to spend time on creating these roles. Do you think it will make playing VT more interesting and/or fullfilling?

    Quote Originally Posted by Majad View Post
    Also, there should be a vote for a person that doesn't want to help or unhelp or are you forced to help someone?
    There was no need to vote. The intermission phase would end once someone reach majority. If majority wasn't there at the deadline for some reason, the one having most votes at deadline would have won (and the first one to reach that number if equal).

  15. #95
    Quote Originally Posted by keleb View Post
    You're focusing to much on the actual abilities. None of those would appear in a game in the way described. The point is a small ability that might be useful (perhaps only one of ten VT will have an ability that actually might do something and then only one of that VTs four abilities might do something, which might be a simple flavour PM from mod to a player and only if a certain condition is fulfilled. This is one extreme, I think that at most, 50% of the VTs would have an ability that would trigger at an average of 15% each night. At that level there'd be roughly 55% chance that a VT ability (that might just be frivolous) happened a given night if there are 10 VTs.

    The point of it, is it worth for mod to spend time on creating these roles. Do you think it will make playing VT more interesting and/or fullfilling?


    There was no need to vote. The intermission phase would end once someone reach majority. If majority wasn't there at the deadline for some reason, the one having most votes at deadline would have won (and the first one to reach that number if equal).
    So, I like the idea of a random goodie for Vts, but I feel it has to be a small chance, like 5-10% decided by an RNG roll (like do 1-100 and if it's 1-5 or 1-10, they proc their bonus) to keep it in check. You could then theoretically give them some very over powered bonuses too that, due to the small proc, will rarely, if ever, happen. It keeps the role a bit more on the entertaining side, but still keeps that "my vote is really the only thing I can rely on" feel of it.

  16. #96
    High Overlord Rigimi44's Avatar
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    Rabid Wolf seemed like an interesting concept, I liked it. And the idea of VT's having smaller roles will probably keep people more interested. Just as long as they aren't too overpowered.
    Last edited by Rigimi44; 2012-10-30 at 08:04 PM.
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  17. #97
    Quote Originally Posted by Worgenite View Post
    So, I like the idea of a random goodie for Vts, but I feel it has to be a small chance, like 5-10% decided by an RNG roll (like do 1-100 and if it's 1-5 or 1-10, they proc their bonus) to keep it in check. You could then theoretically give them some very over powered bonuses too that, due to the small proc, will rarely, if ever, happen. It keeps the role a bit more on the entertaining side, but still keeps that "my vote is really the only thing I can rely on" feel of it.
    The fact that the VT won't know if they have a functional ability and if they do have such an ability, they don't know which one it is, will act as making it the same as random activation but give a sense of comtrol. What is your definition of overpowered ability? A random scum dies? A random townie is resurrected? If such an ability would be given to five VTs and have a 5% chance to activate it would happen once in five days in avg. Is that what you had in mind?

  18. #98
    Quote Originally Posted by keleb View Post
    The fact that the VT won't know if they have a functional ability and if they do have such an ability, they don't know which one it is, will act as making it the same as random activation but give a sense of comtrol. What is your definition of overpowered ability? A random scum dies? A random townie is resurrected? If such an ability would be given to five VTs and have a 5% chance to activate it would happen once in five days in avg. Is that what you had in mind?
    Well, that once in 5 days is if the chance added up over time. It's like when reading about droprates in wow people will be like "DERP 1/100 means if you kill something 100 times, you'll get it! HERP" when in reality, it's 1/100 every time. I'm sure you know this, I'm just making sure. It would average out that way, but it's likely we won't see it at all in a game, but yeah, something like that would be ok since most games only last 4-6 days anyways. I don't know though, you were talking about watching movies, maybe you could say during the movie the townie got up for a bathroom break and came back to see the killer enter the room. They have an epic fight and the townie comes out victorious. Or maybe they fight off the intruder but saw their face so they can say next day "hey, I was attacked by Silkku last night!" I like the resurrect idea as well, like one random dead player, could be town, could be scum so 5% chance becomes even less as you could potentially help the scum. Not sure how it would be worked in though as if a scum was brought back, the town would know to kill em again and likewise for a townie. Also, the access to the dead thread would be an issue as well. So maybe not resurrection, but maybe a chance to have their vote count as two the next day? /shrug, a lot of ideas can be thought up :3

  19. #99
    Dreadlord Nightfury Treann's Avatar
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  20. #100
    Mechagnome Rollo's Avatar
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    I never did get to participate in the closed or semi closed format that occurred someone's ago. That sounded really fun and I think it was a great concept. Any chances people would be up for it again? The coroner was an interesting role as well. I'd like to see a spy role as well maybe. Spy would be town affiliated, possibly NK immunity x1, but is able to discern anyone and everyone's roles. Maybe make it so the spy would have to watch someone twice to get their role. First watch would be affiliation (town or scum), second would be role. In the case of the scum, it wouldn't necessarily be strongman SK or gf/alpha specific, but would be mafia/wolf/SK. A class like that would need a longer game though, so maybe a day and a night spy for them.
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