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Zack
April 27th, 2011, 12:54 AM
Option in menu to display cause of death when someone dies. It used to always show the cause of death, but not anymore. Default should be yes.

The reason i'm suggesting this is because some people are too stupid to know what type of killer is out there, even after the investigator gave information and cofirmed the role of the sheriff.

I was vigilante, I survived until the end and had one shot left for the last arsonist to take and die and the town would win. Investigator informed the others that I carry weapons, yet the dumb escort and sheriff still considered the option of there being a serial killer (2 random neutral roles). Result: Escort blocked me at night as I was about to kill the arsonist, arsonist burned the noob escort and the pro investigator. Then the dumb sheriff decides i'm a serial killer! And the thing is, that arsonist wasn't even smart, the town lost simply because the escort and sheriff were dumb.

So I beg you, bring back the cause of death when people die. "Riddled with bullets at close range", "Stabbed repeatedly", "Shot by a high caliber gun", "Burned to death", etc. Its only logical that once someone dies we know how he died.

Optional: Cause of death will display only if a doctor, a sheriff or an investigator are still alive. If a janitor sanitized the target the cause of death will not be known.

Some other suggestions:
1. Masons should have 1 bulletproof vest. Well, or an option to have it that can be enabled/disabled.

2. Funny one, but also interesting: Masons should be able to vote to kill someone at night, like the mafia, but only once per game. They won't use weapons, they'l strangle their target to death (shown as cause of death: strangled). One mason alone cannot kill, must have at least two remaining - and they must choose the same target. Message to the victim: "You were strangled by Masons".

2. Arsonist will bypass godfather immunity and bulletproof vests. Fire is deadly you know.

3. Change the Godfather's immunity, to the following setting, which can be disabled.
The mafia will die for the godfather, in the following order:
If a cosigliere is present, he will take the first hit and the godfather will know who did it and the role of who did it. Next any Mafioso will take the hit, the killer will not be revealed to the godfather. Next any Consort will take the fall. Then Janitors. Framers refuse to die for the godfather and will become mafioso after his death.
Doctor's heal will not work if he heals the godfather and someone else takes the hit, only if the doctor healed the person who defended the godfather then that person will be saved. If that person is the consigliere, then all the better for the mafia, silly doctor.
The one who tried to kill the godfather will recieve no message, he will only know his kill failed for some reason.
Following the previous suggestion, Arsonist will ignore this option, if he targets the godfather he will succeed.

4. Godfather can recruit SK, Witch and Survivor to the mafia. It will be a night command that will prevent the mafia from killing the same night. The godfather should be 100% certain his target is one of the roles and also willing to join, it is a big risk. Whoever the godfather tries to recruit will receive a message and will know the godfather's identity. SK will become Mafioso if he joins, Survivor will become Janitor, Witch will become Consort. Joining will make them lose their previous role, and possibly recieve less points for winning (especially SK), so they have to choose wisely.

4. Investigation inheritance. If a sheriff or investigator dies, all his investigation notes will pass to the sheriff if there is one left, if not then to an investigator. If no sheriff or investigator remain, then the vigilante will recieve the notes. Otherwise the notes will be lost. If a Janitor sanitized the target the notes will not pass on, likewise if the Arsonist was the killer (notes get burned). This will be an option in sheriff and investigator roles, "Keeps logs of investigation", default: yes.

5. If not 4, then maybe this: Sheriff and Investigator get an automatic dying message telling the result of their last investigation target at the night of their death, this is in addition to the last will if they wrote one. Janitor can make this go away too.

Clawtrocity
April 27th, 2011, 03:06 AM
I only like #2 and #2 Ironically. I'm impartial on #1 and really don't like #3.

Dark.Revenant
April 27th, 2011, 03:13 AM
Godfather recruiting is one thing I am considering for a special variant.

I will add an option for the arson to have immunity-breaking kills (doctor will still save, though).

The night sequence is tied with the cause of death. If you want to have the descriptions, you'll have your whole cake and eat it too. The other suggestions are things I have rejected for various complexity and balance reasons.

Zack
April 27th, 2011, 03:34 AM
I don't mind night seq myself... Essentially night seq turned on allows an after-death last will, what is impossible when its turned off - not enough time. When it also shows cause of death its even better.

The problem is, nobody ever leaves night seq on. Players are impatient, they want the game to go faster, which is the reason everybody turn off night seq. People will hate my guts if i'm host and I leave it on, they might even leave the game in bundles.

Night seq is nice in theory, in practicality people hate wasting time waiting. So in short, please conform to what players prefer, which is no night seq.

Dark.Revenant
April 27th, 2011, 08:42 AM
It's a development issue. I would need to code quite a few things just for one small feature. It would take many hours, actually, to write in all of the extra cases in the night sequence code, make an alternative method of generating descriptions, and somehow rearrange and rewrite parts of the options screen to fit another drop-down menu (I'm not convinced it's possible -- the room is pretty much used up).

Searix
April 27th, 2011, 01:12 PM
Why not copy the night sequence code, make it the no night sequence code, but without the stabby stabby parts at night?

All he (we) are asking for is the same text lines when people die that's used when night sequence is on.

Dark.Revenant
April 27th, 2011, 01:51 PM
Don't make the mistake of assuming that small-sounding features are always easy to add. I don't lie about how long something would take (If I say anything about how long it would take, it always takes longer, though), and I'm saying that this feature could run me through more than four hours of rearranging shit, slogging through the UI code, bugfixing, and and screaming at the monitor (most of the time for the options screen). It is not that difficult (about 30 minutes of work) to code night sequences without the sounds/flashes. It IS difficult to rewrite one of the options to be totally different, fit it in the options screen to be just right, and then most likely rearrange the whole thing to prevent it from overlapping with some other option.

All I'm saying is that if I have some other major option to add to the options I might as well go ahead and do this, too. But right now I have no motivation to spend so much time on a small feature.

McJesus
April 27th, 2011, 02:45 PM
Unfortunatly there isn't a cure for dumb townies, no amount of changes will fix their stupidity. Use night sequence and yes I think DR should change it to just the cause of death when he gets around to it but whatever.

1. Allready suggested it but meh don't really care. Mason's still suck
2. No, that would be a little overpowered imo
2. You wrote 2 twice but I agree that fire should ignore immunity. Arsonist allready has a hard enough time as it is.
3. Problem you are ignoring is that that would make it way too obvious to a vig especially if there was a chain of command for mafia deaths. I would say if you did that it should pick a random mafia to die in godfather's place. Still don't like the idea, maybe having the godfather be immune at night would be better if he lost his immunity when he was the last mafia alive.
4. Interesting idea, though I wouldn't personally want to join as one of those roles. Maybe survivor if I was confident the mafia was going to win but I could be like "hey godfather tried to recruit me" put on a vest the next night and win with town. Survivor is such a chill role. As a serial killer you would probably have a join us or die kind of motto but I still wouldn't want to. If you allready know who the witch is then they have mafia loyalty given their win conditions.

4 & 5. NO! That's way too OP for town

Omgproberush
April 27th, 2011, 11:17 PM
So masons need MORE stuff? They're already quite good, especially if there ends up being 3-4 of them (which happened occasionally when there's a variant that has 2 by default and some randoms). Citizens getting BP vests, I can get, but masons getting them/killing people? Uh.....no. The rest are also overpowered or just too ridiculous.

Zack
April 28th, 2011, 12:34 AM
The reason Masons need something more is due to the chief reason: Mason = Boring. Even citizen is better. I lost count of how many Masons commited suicide first turn in the games I played. I never leave if i'm still alive, even if i'm Mason, but being a lone Mason cus my fellow masons commited suicide sucks.

Well, about the cause of death, if its that much of a hassle to do then yeah, I won't blame you for putting it on hold for now.

Clawtrocity
April 28th, 2011, 07:27 AM
Meh, I've used masons to win games before.

Most masons will leave a last will saying who the other mason is right? So here's the game.

Jim = Mason
John = Mason
Tim = Doctor
Frank = Investigator

Jim died and said John was a mason. 3 town vs. 2 mafia are remaining. Right before going into night time frank says "Oh jim was lying about john being mason to protect him because John is actually a doctor." Tim quickly realizes that John can't be the doctor and follows through by healing John that night. Frank told the mafia John would be healing him so they attacked him. None of us died and we got the win because they attacked john.

As a mason you can also act as a doctor healing someone to prevent an actual doctor from dying that night. Same thing goes for citizen/SoloMason/spy/Vigilante without shots left

These roles may be more boring than Serial killer or Godfather, but they all hold an important role in the game.

thisismyname
April 28th, 2011, 12:35 PM
Meh, I've used masons to win games before.

Most masons will leave a last will saying who the other mason is right? So here's the game.

Jim = Mason
John = Mason
Tim = Doctor
Frank = Investigator

Jim died and said John was a mason. 3 town vs. 2 mafia are remaining. Right before going into night time frank says "Oh jim was lying about john being mason to protect him because John is actually a doctor." Tim quickly realizes that John can't be the doctor and follows through by healing John that night. Frank told the mafia John would be healing him so they attacked him. None of us died and we got the win because they attacked john.

As a mason you can also act as a doctor healing someone to prevent an actual doctor from dying that night. Same thing goes for citizen/SoloMason/spy/Vigilante without shots left

These roles may be more boring than Serial killer or Godfather, but they all hold an important role in the game.


Excellent points. Too bad most players are not smart enough to pick up on these kinds of strategies. I think a dumb Vigilante would just wipe out Frank in this case, thinking he is lying. Masons can completely turn the tide toward the town.

If people just wanna mash buttons, they shouldn't play a game like this, eh?

Omgproberush
April 28th, 2011, 12:54 PM
The reason Masons need something more is due to the chief reason: Mason = Boring. Even citizen is better. I lost count of how many Masons commited suicide first turn in the games I played. I never leave if i'm still alive, even if i'm Mason, but being a lone Mason cus my fellow masons commited suicide sucks.

Well, about the cause of death, if its that much of a hassle to do then yeah, I won't blame you for putting it on hold for now.

Well if it's too boring then personally I'd rather see those people go play something else, rather than dumb it down so every role is absurdly powerful and makes the game a mess and isn't true to the spirit of the game.