___ He/Him Posted May 17 Posted May 17 27 minutes ago, Through The Living Star said: Ooo! Could someone ping me as well when the next signups come? I'll ping you when I'm pinged
Qianweilian He/him Posted May 17 Posted May 17 2 hours ago, ___ said: I'll ping you when I'm pinged I'll ping you when I'm pinged 2
StrikerEZ he/him Posted May 18 Author Posted May 18 (edited) Okay, thoughts time. Overall, I’d say I’m pretty satisfied with how the game went, considering what could have gone wrong. I tried something new as I was doing distribution this time. Roles and action counts were decided purely randomly for each player, and then several different alignment distributions were created. And we picked the distribution based on what roles players already had. For the roles, I created a little wheel where I made three of the roles have one slice, three had two slices, and three had three slices. The goal was to essentially simulate making some roles more common than others. I wish I had saved that somewhere because I forgot which ones I put in which categories. Anyway, we basically stuck with the random roles and actions initially assigned, except for two small changes. We nerfed Drake because he started off with three actions, and we gave TwinStorm Illusions when he didn’t start with that. I’m still fine with the TwinStorm change because it actually put Illusions into the game, but in hindsight I think we should’ve changed it so Drake had two actions. That would’ve given the elims a little bit more wiggle room compared to what they had. Especially because we underestimated the potential power of coco. That’s another thing I think we could have really screwed up on. If coco hadn’t hit so many Inhibited targets/been Inhibited so many times, she would’ve been insane and likely completely broken the game. As it is, with her having three actions I’m amazed how long the game lasted. I do think it’s a little unfortunate that the elims essentially lost because of the coin flip that killed Star. Another hindsight moment here: I think we should’ve traded out one of the elims’ ability to Sense for Mindblades instead. The elims had a lot less ability to control the thread compared to the villagers here, which is usually the opposite of what you want. I also think Sensing needed more thought put into it. I did initially envision it as scanning action type, not just who targeted who. Unfortunately, I realized the problem there after the game started. Doc and I had to do a quick change to make it only give players and not roles. Because otherwise the elims would’ve essentially role scanned nearly the entire village on Day One. But that was a huge nerf to the elims when I had been okay with how the elims’ roles had played out because I was thinking of Sensing without realizing how broken it was. In hindsight, it should’ve only been able to give one action. Then I would have been okay with it still giving action type, because then it would just be a normal role scan, just one that gives you a random player’s role. Overall, I don’t like how much the randomness, a lack of foresight on my part, and the mid-game nerf to Sensing impacted this game. I was trying some new stuff out, and I’m honestly just really grateful that it didn’t turn out as insanely broken as it could have. And man I’m glad we only made a couple minor errors while dealing with the absurdity that was these Inhibition rules. Edited May 18 by StrikerEZ 2
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