welcome back, titus!In post 3141, Titus wrote:I just came back from a hiatus.
I have been in process of searching for a place in the area you are in (from last I remember from your msg of a meetup), as I will start work there this year.
welcome back, titus!In post 3141, Titus wrote:I just came back from a hiatus.
yeah you started the game i think *minutes* after i said i wanted the gf-equivalent - it was pretty obvious to me that you had just been waiting for me so i think that if i really wanted to i could have at least partially done some research and some angleshooting to try to figure out who else had to make n0 choicesIn post 3226, Kaiveran wrote:The game needs a proper Night 0 phase for confirmation and power choices. Also, the number of confirmations shouldn't be publicized until said phase ends. Doing otherwise opens the door for people to angleshoot alignments based on timing, which isn't good; scum are at an inherent disadvantage in such a situation.
Hello,In post 3226, Kaiveran wrote:The Roleblocker/Role Cop choice doesn't seem to really be a choice; RB wins the day. As discussed in the Mafia thread, Roleblocker looks objectively superior, as in a multiball setup not only are you able to nullify claimed roles, but also possibly the opposing kill. This is borne out in offsite runs of this game too; in all the ones I was able to dig up I don't think I ever saw a Role Cop choice. Not sure could replace it to make for a legitimate option, though...my first thought is Watcher, but I'd like to hear your ideas too.
what do you mean by 'mutual knowledge' here?In post 3226, Kaiveran wrote:There should be mutual knowledge between the Traitor and mainscum. This game alone is probably the strongest case for why. There's always gonna be revealing mechanics in a ++ setup, but Traitor/Defector as they stand are way too likely to be a keystone for their team due to the unique associatives they create –making them a liability instead of the help they were intended to be.
i think a shot-limited watcher could work in this setup imoIn post 3226, Kaiveran wrote:The Roleblocker/Role Cop choice doesn't seem to really be a choice; RB wins the day. As discussed in the Mafia thread, Roleblocker looks objectively superior, as in a multiball setup not only are you able to nullify claimed roles, but also possibly the opposing kill. This is borne out in offsite runs of this game too; in all the ones I was able to dig up I don't think I ever saw a Role Cop choice. Not sure could replace it to make for a legitimate option, though...my first thought is Watcher, but I'd like to hear your ideas too.
Both of them know each other: mainscum knows the TraitorIn post 3229, skitter30 wrote:what do you mean by 'mutual knowledge' here?
This suggests Watcher isskitter30 wrote:i think a shot-limited watcher could work in this setup imo
My setup goals are really nothing extravagant. It's really a sort of "Nearly Normal" setup, with only a couple of roles that don't fit into those rules, just in a multiball ++ format. So the combo roles you suggest kinda don't fit with that. As for Watcher, it's a common enough scum PR, with a similar case of multiple utility as Roleblocker, that I think it would fit nicely.Performer wrote: Hello,
I didn't play this game but just wanted to offer setup advice in terms of purely setup advice. This is coming from setup review/hosting/gameplay experience along with past game observations onsite.
1. Some ideas for the above:
-What about an rb+rc hybrid role? This role would be able to rb OR rc the target in 1 night
-What about a multitasking rb+rc role? This role would be able rb AND rc the target in 1 night
-What about x-shot rb or x-shot rc?
2. I do think you have a point in rb being stronger than rc.
3. As for the point of a Watcher, I think it really depends on what the rest of your setup roles are, and what your setup goals are. For instance, would your setup be focused on having wifom with the theme of neighborhoods and pt cops. Or maybe your setup themes are something else, then you would have to brainstorm if a Watcher fits into there.
If this change would be implemented for an open setup game, it would probably be a very big power boost for scum....like a 2 teamed+1 traitor or 3 teamed+1 traitor team knowing who every scum member is.In post 3231, Kaiveran wrote:Both of them know each other: mainscum knows the Traitor as well as Traitor knowing mainscum
i feel like they could find a bunch of prs (and/or killing!opposing!team scum) in one night, which is pretty powerfulIn post 3231, Kaiveran wrote:This suggests Watcher is more powerful than RB; could you elaborate on this? Knowing relative power is critical in judging how many shots to give.
skitter30 wrote:
so in this setup i think having a traitor is really, really, really tricky - i'd almost prefer for that to not be a thing. eh maybe not. trying to decide
but basically in single-ball with a traitor i'd assume that a scummy person was my traitor. in multiball i'd assume that a scummy person is scum
here i have to diffrentiate between different types of scumminess - i found someone scummy - are they my traitor or on the other team? should i be trying to lynch them or prevent them from being lynched? the traitor could maybe signal back to me but it adds an extra level of complexity in how i'm trying to read this game.
i need to identify townies, mafia, and my own traitor, so there's like three levels i need to be trying ot read this game on.
Can confirm- I have a screenshot of this bug 3/4 of the last people to confirm were scumIn post 3226, Kaiveran wrote:The game needs a proper Night 0 phase for confirmation and power choices
the worst wrote:If you're considering a two-way traitor, maybe just make them another goon because that's basically just a goon who couldn't find the scum pt (I think it's a bit too far outside the range of what a traitor is to be worth being a traitor)
Yeah, it seems like the baseline play/mechanics of Traitor means it's really not well-suited to my purposes at all. These responses are making me think thatIn post 3241, Shoshin wrote:I wouldn't do mutual knowledge. Traitor is one of my favorite roles & I think mutual knowledge changes the role in ways that defeat its purpose. Like, part of what makes traitor an interesting role is that it becomes a liability or help depending on how players approach the game, which puts extra focus on day play.
Is that even a function of the setup design, rather than Bougie being in a game?the worst wrote:maybe make it so if this setup reaches xylo without any scum lynched, BuJaber spawns to slam dunk every single member of every single scumteam
just food for thought
How's it better than a goon?In post 3246, the worst wrote:2 way traitor is distinctly overpowered.