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Posted: Mon Aug 01, 2022 9:57 am
by Roden
I thought they might've been Koba too lol
Also yeah from a meta/PR hunting perspective killing me does make sense. The set up was funny tbh, a lot of fun PRs were in the game.
Posted: Mon Aug 01, 2022 9:59 am
by JohnnyFarrar
I try to let alts exist without outing them, I feel like they are alts for a reason.
That said I also thought you were koba d1
Posted: Mon Aug 01, 2022 10:39 am
by mastina
Hi I reviewed this game.
Posted: Mon Aug 01, 2022 10:40 am
by PookyTheMagicalBear
skitter observes sabbath
so scamper was clearly not skitter :>
she also doesn't use alts last I checked ^^
Posted: Mon Aug 01, 2022 10:43 am
by Datisi
she used alts once and i have no sense of time sorry
Posted: Mon Aug 01, 2022 11:12 am
by Gamma Emerald
Posted: Mon Aug 01, 2022 11:17 am
by Gamma Emerald
sorry that's mean
I just feel like there needs to be some realization that your idea of normal doesn't rlly mesh with what most players actually think is normal
Posted: Mon Aug 01, 2022 11:25 am
by PookyTheMagicalBear
um all the roles were designed by me. mastina did very little editting.
implosion has not released the review pt yet but mastina did lots of work trying to keep me from scumsiding it even more.
I actually thought this was a very townsided setup.
I am happy to take comments about any balance issues.
Posted: Mon Aug 01, 2022 11:31 am
by PookyTheMagicalBear
this town had a total of three roles that could "conftown" themselves through nightplay -
2 Vigilantes and 1 Friendly Neighbor. Restrictions were put on these roles along with giving the Mafia a JKer so there would be counterplay aspects.
In addition the town had a Traffic Analyst that was essentially a Neapolitan who could create confirmed innos prior to scum being eliminated - another very powerful role that unfortunately was killed too early.
The scum had a split team of 2 + traitor and the traitor was also a jailkeeper so there would be issues with coordinating between choosing to kill a power role versus blocking it with a JK and possibly causing your team to lose their nightkill - this was designed to create confusion in the night with the vigilantes since it could be that the mafia have their nightkill blocked by their own JK while a vig shot flies through and kills someone.
Posted: Mon Aug 01, 2022 11:33 am
by PookyTheMagicalBear
this setup is more wild and multi-layered in terms of nightplay and dayplay.
which would become obvious as soon as the aesthetic miller even night mailman claimed early in d1 - which is essentially what happened and played out more or less how I expected it to.
Posted: Mon Aug 01, 2022 12:00 pm
by Gamma Emerald
My issue is not whether it was balanced
The design philosophy on that game feels nonexistent
Posted: Mon Aug 01, 2022 12:01 pm
by Gamma Emerald
There’s all these random tools but no thru-line for a lot of it
Posted: Mon Aug 01, 2022 12:04 pm
by Ausuka
the design philosophy is that everyone is simple or complex
or an ascetic miller I guess lol
Posted: Mon Aug 01, 2022 12:15 pm
by JohnnyFarrar
Or just a regular neighbor. Sorry freedom!
Posted: Mon Aug 01, 2022 12:17 pm
by PookyTheMagicalBear
In post 3135, Gamma Emerald wrote:My issue is not whether it was balanced
The design philosophy on that game feels nonexistent
the game is designed to be a reflection of a complex moving world where choices intersect and interact with each other in unpredictable ways.
Posted: Mon Aug 01, 2022 12:20 pm
by Crescent
I have a minute or two between tasklists so full disclosure.
I still thought Bella was probably town, I still don't regret hammering, that replacement is strictly against the rule set I play with and would be denied, and if that situation ever repeats itself, I will immediately hammer in my next post with 0 hesitation or remorse.
That kind of replacement can destroy games. I'll hammer every time regardless of my alignment or what alignment I think the other person is.
Posted: Mon Aug 01, 2022 12:21 pm
by scamper
In post 3133, PookyTheMagicalBear wrote:this town had a total of three roles that could "conftown" themselves through nightplay -
2 Vigilantes and 1 Friendly Neighbor. Restrictions were put on these roles along with giving the Mafia a JKer so there would be counterplay aspects.
In addition the town had a Traffic Analyst that was essentially a Neapolitan who could create confirmed innos prior to scum being eliminated - another very powerful role that unfortunately was killed too early.
The scum had a split team of 2 + traitor and the traitor was also a jailkeeper so there would be issues with coordinating between choosing to kill a power role versus blocking it with a JK and possibly causing your team to lose their nightkill - this was designed to create confusion in the night with the vigilantes since it could be that the mafia have their nightkill blocked by their own JK while a vig shot flies through and kills someone.
ya, i think a lot of things kind of worked out...very unfortunately for town here
the roles were a little weird but i dont think that in and of itself was what caused problems, other than people wrongly clearing johnny for his claim
Posted: Mon Aug 01, 2022 12:22 pm
by JohnnyFarrar
Yeah IoA is a hell of the drug when the I is privileged
Posted: Mon Aug 01, 2022 12:23 pm
by Ausuka
In post 3139, PookyTheMagicalBear wrote: In post 3135, Gamma Emerald wrote:My issue is not whether it was balanced
The design philosophy on that game feels nonexistent
the game is designed to be a reflection of a complex moving world where choices intersect and interact with each other in unpredictable ways.
I think this post would be better if you found a way to use the word simple
Posted: Mon Aug 01, 2022 12:26 pm
by Ausuka
I'm not going to complain about the setup because my play in this game sucked hard but I think like
This setup was fine but not what I wanted when I signed up for a mini normal I guess? I think this would have made a fun mini theme. It seemed kind of scumsided but that's a matter of personal taste and maybe in another run people will call it townsided. I think with all the simple and complex roles, a lot basically comes down to chance. I think the simple vig is a bit trolly because it can't shoot maf but unlike a loyal vig can't play around that because it doesn't know, but I don't have a fundamental problem with anything else I guess. I complained about my role but it was kind of funny I have to admit
Posted: Mon Aug 01, 2022 12:29 pm
by PookyTheMagicalBear
the simple vig can eliminate limbait VTs and also flush out a mafia hiding in the VT claims by essentially acting as a vanilla cop against PRs.
it was designed as a mirror opposite to the Simple Doctor/Voyeur the scum had - which was essentially a "framer" of sorts for the Vanilla Vig. (it would not make sense for me to design 2 vanilla cops for the town in convoluted ways)
also the difference between the vigs being one shot novice and full ungated was a hint towards the composition of the scum team [which were multi-tasking by default]
Posted: Mon Aug 01, 2022 12:32 pm
by PookyTheMagicalBear
also if the traffic analyst creates an inno on N1, that inno is essentially conftown and could be protected by the simple doc and that would be a pretty strong interaction - combined with 2 vigs + an FN it's a lot for a scum team to deal with.
Posted: Mon Aug 01, 2022 12:33 pm
by scamper
the doc is mafia, though >.>
Posted: Mon Aug 01, 2022 12:35 pm
by PookyTheMagicalBear
yes
my point is that the interaction is too strong - hence you should be able to reason the doctor is not town aligned.
Posted: Mon Aug 01, 2022 12:37 pm
by Ausuka
I mean that's fair but I don't think there's any way any of us could have put that together
Maybe dats cos he knows you really well and is an NRG member but even then he didn't seem to
W/ the simple vig, that's fair and it's not strictly negative utility but also like... Let the man shoot scums smh
Pedit: i mean, a doctor protecting a clear does not seem like the sort of thing the nrg would not pass in a normal game? maybe that's just my lack of knowledge but I don't see how I'm supposed to know any of this