12-5-2013, 05:46 PM | #41 |
soleil ardent
Join Date: May 2007
Location: New York
Age: 27
Posts: 6,513
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Re: TWG CIV: Postgame
trying to make sure I be a more prolific poster now. As seen by this game, I would argue I gave more input than I have in most games. While it may not have been entirely truthful it was input nonetheless. UTR is easier and all, but slightly less appealing. Sorry I couldn't stay longer wolves, was luck of the draw for them
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12-5-2013, 10:01 PM | #42 | ||
nobody fiffers anymore.
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Re: TWG CIV: Postgame
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Furthermore, saying "OOT games are not proper games" is like saying California Rolls are not real sushi. It's simply another style of gameplay...in fact, it was the main style of gameplay here, that has been played since the beginning of TWG here, and has been the substrate of some amazing games. It's a completely different dynamic from traditional Mafia, and I think it gives FFR TWG it's own identity, and I'd be sad to see it go completely. However, it's important to know that turning the OOT switch on is not balanced by simply turning some other switches off. Balancing a game for Outside Communication requires critical thinking about how roles function in this environment, something that was obviously missing from the development of this setup, @YoshL. I appreciate your efforts, and I know what you were going for. I would definitely vote for and play a revised version of this setup if it came up in the future. But in it's current state it is broken. Right away, I would get rid of the Masons and turn Instalynch off. Some other points of balance to note. • A Seer in OOT games is basically a variant of the Masonizer; greens can't be confirmed with an MW, but he can recruit blues with 100% certainty if he can read them, and can find reds without dying. In balancing OOT games, this should always be taken into account. • Humans getting wolf "package deals" of any kind are a BIG no-no, unless wolves are VERY powerful. Even so, it should never take any balance-important power away from the wolves in the process. • Always treat Masons as if they are verifiable, even if they theoretically aren't.
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~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~
Thanks for the memories, folks. u da bes |
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12-5-2013, 11:46 PM | #43 | |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CIV: Postgame
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I don't understand why we're all so antsy to jump into a game right after host signups or player signups end. can't we all simmer down for a sec? especially considering we've seen activity taper off near the ends of our games. in addition to providing extra time for hammering out any and all balance issues, maybe a slower start to each game would encourage a more consistent pace. |
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12-6-2013, 12:09 AM | #44 |
quite clever
Join Date: Oct 2008
Location: Slumberland
Age: 35
Posts: 792
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Re: TWG CIV: Postgame
I'm really embarrassed that the one vote I was all in upon was not only an easy in for wolves, but on a blue. I quit TWG forever, I am so embarrassed. I'm sorry.
;_;
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12-6-2013, 12:47 AM | #45 |
Admiral in the Red Army
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Re: TWG CIV: Postgame
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12-6-2013, 01:03 AM | #46 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: TWG CIV: Postgame
But I wasn't lying, I really was the seer! Honest, the end game display is faked!
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12-6-2013, 01:05 AM | #47 | |
Celestial Harbor
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Re: TWG CIV: Postgame
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12-6-2013, 01:14 AM | #48 | |
nobody fiffers anymore.
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Re: TWG CIV: Postgame
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As I have stated above, masons should always be treated as verifiable even if there is no way in game mechanics to verify them, since any counterclaiming gambits the wolves have to eliminate them always approach a 1:1 trade, which is always bad for wolves as the ideal K/D ratio is > 1:3. This isn't even considering that the game had cardflipping, which would make such a gambit toast after one lynch. Also see FoJaR@12. tl;dr You don't want to lynch the liars that are protecting town power roles. Unless you are a wolf.
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~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~
Thanks for the memories, folks. u da bes Last edited by Brilliant Dynamite Neon; 12-6-2013 at 01:17 AM.. |
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12-6-2013, 07:07 AM | #49 | |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CIV: Postgame
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I'm a fan of Lynch All Liars personally, and I think it would be pretty effective when used by everyone... in thread-only games. OOT is a different animal in that regard, I think. Afro are you gonna play with us?????? I want this |
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12-6-2013, 07:15 AM | #50 |
End of the road
Join Date: Oct 2006
Location: Canada
Age: 31
Posts: 3,692
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Re: TWG CIV: Postgame
well when you have someone fake claim seer at must lynch, that should set off some bells and flags......
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12-6-2013, 07:30 AM | #51 |
The Worst
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Re: TWG CIV: Postgame
yeah i did about a quintupletake when i saw that silvuh post
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12-6-2013, 07:31 AM | #52 |
TWG Chaos
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Re: TWG CIV: Postgame
Lmfao me too.
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12-6-2013, 08:53 AM | #53 |
nobody fiffers anymore.
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Re: TWG CIV: Postgame
Whaaa? Silv fake-claimed Ban Hammer, not Seer, which stayed a quickwagon because the power was already exhausted and it was of lesser consequence. And then he apparently managed to convince Gradiant (the REAL Ban Hammer, mind you) that it was a gambit meant to possibly get Funnygurl to fake-claim as well, which worked because of their "shared" suspicion of Funnygurl.
Not exactly lynch-proof, but not suicide either. Probably would have been lynched anyway if people were active, but then trust in Funnygurl would have been at an all time high, which would prove disastrous next day. l2read pl0x EDIT: I just wanna add how amazing it is that one wasted Day screwed over the human team to such an extent, because it was the key thing that set up the wolf win. This is also the only game I've ever seen where lynching a wolf (namely one of the IP sharers) made the human team MORE likely to lose in any situation.
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~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~
Thanks for the memories, folks. u da bes Last edited by Brilliant Dynamite Neon; 12-6-2013 at 08:57 AM.. |
12-6-2013, 09:12 AM | #54 |
TWG Chaos
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Re: TWG CIV: Postgame
Oh, I don't mind what he did to the hammer. I'm saying that coming out during that time was completely uncalled for and in my eyes unnecessary. There was already an alliance from day one and no pressure on Silvuh.
But, I have no proof of this since it's game over but oh well.
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12-6-2013, 09:30 AM | #55 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CIV: Postgame
there wasn't much pressure on Silvuh, yea, but there was potential for pressure on fojar, which was like the only thing which could have possibly led to a potential wolf loss at that point. Silvuh making himself the most lynchable wolf and distancing himself from Funnygurl the entire game was pretty brilliant imo.
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12-6-2013, 11:12 AM | #56 |
FFR Player
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Re: TWG CIV: Postgame
It's finally over
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12-10-2013, 01:03 AM | #57 | |
Admiral in the Red Army
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Re: TWG CIV: Postgame
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And a human getting caught in a lie in a failed gambit is a textbook example of bad playing.
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12-10-2013, 01:04 AM | #58 |
Role Tide
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Re: TWG CIV: Postgame
so when Charu lied saying he was the seer to out Danceguy while protectiong RP, the real seer, that was a bad play?
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12-10-2013, 01:32 AM | #59 |
TWG Chaos
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Re: TWG CIV: Postgame
I dunno, Charu pulled it off and fooled the Red's. It helped eliminate the possibility of a power role dying. If anything, I consider it a smart play.
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12-10-2013, 01:52 AM | #60 |
Role Tide
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Re: TWG CIV: Postgame
that's the point, there are plenty of problems with a black-and-white strategy such as that. Yes, lynch all liars is a good strat, and one I support, but it shouldn't be your Bible. Silvuh should've been killed off last game if you follow that philosophy, and for multiple good reasons.
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