Re: S-FM: Rise of the Jester King
I would also make this a nightless setup if you don't give the scum a night chat
btw, off-topic, but this looks a lot like a setup the core group of players (naz, me, efe, Distorted, MM, etc) have played before... personally I wouldn't mind playing something like that again, but I doubt MM, Distorted or naz would lol (naz doesn't play cult setups on principle)
Re: S-FM: Rise of the Jester King
I 100% agree with Mag's suggestions of adding a night chat/making it nightless with a minimal time for JK convert. 12 hours should be enough to avoid timezone-fishing. I also 100% agree with D1 immunity not rewarding scum hunting enough.
The loophole, though, doesn't actually exist : if every town is lynched, the game will end in a draw-ish status : the JK and the Jester will be the last players standing, majority at that point being 51% of 2, which is a rounded up 2. The Jester King will not have gotten all of his Jesters lynched, but will have survived, so it's a draw in my opinion; this should be changed to a Scum loss to avoid some weird scenario where scum intentionally throw a draw like this, because it's not really the fun of the game.
Also notice the 1 night cooldown between convert charges. It means that the Jester King has to survive a MINIMUM of 7 days, assuming they play perfectly, along with their Jesters. That's extremely hard, and since lynch is mandatory, it forces the game to narrowing the lynch pool more and more, until it's the final 3, where the Jester, the Jester King, and the Townie are fighting. In such a long game without nightkills, it's basically giving town the game on a silver platter, because the Townie just has to analyze play and changes, given that they KNOW who is scum. Of course, it's not impossible for them to fail, but it's really not that hard if they have some skills.
To sum it up, it's extremely hard for scum to win this (or, if you prefer, it is imbalanced, and imbalanced isn't fun and doesn't require the same high level of skill for everyone, which was praised here), because of having to survive 7 days as a triple executioner, who converts people, while these people may screw you.
As for the off-topic, I would replay Lady Gaga setup, personally. It was fun and quite balanced. Thanks for your input, Mag!
Re: S-FM: Rise of the Jester King
Quote:
Originally Posted by
Marshmallow Marshall
I 100% agree with Mag's suggestions of adding a night chat/making it nightless with a minimal time for JK convert. 12 hours should be enough to avoid timezone-fishing. I also 100% agree with D1 immunity not rewarding scum hunting enough.
The loophole, though, doesn't actually exist : if every town is lynched, the game will end in a draw-ish status : the JK and the Jester will be the last players standing, majority at that point being 51% of 2, which is a rounded up 2. The Jester King will not have gotten all of his Jesters lynched, but will have survived, so it's a draw in my opinion; this should be changed to a Scum loss to avoid some weird scenario where scum intentionally throw a draw like this, because it's not really the fun of the game.
Also notice the 1 night cooldown between convert charges. It means that the Jester King has to survive a MINIMUM of 7 days, assuming they play perfectly, along with their Jesters. That's extremely hard, and since lynch is mandatory, it forces the game to narrowing the lynch pool more and more, until it's the final 3, where the Jester, the Jester King, and the Townie are fighting. In such a long game without nightkills, it's basically giving town the game on a silver platter, because the Townie just has to analyze play and changes, given that they KNOW who is scum. Of course, it's not impossible for them to fail, but it's really not that hard if they have some skills.
To sum it up, it's extremely hard for scum to win this (or, if you prefer, it is imbalanced, and imbalanced isn't fun and doesn't require the same high level of skill for everyone, which was praised here), because of having to survive 7 days as a triple executioner, who converts people, while these people may screw you.
As for the off-topic, I would replay Lady Gaga setup, personally. It was fun and quite balanced. Thanks for your input, Mag!
np
yeah... I'd say surviving or even playing the same game for 60*7=420 hours is not very enjoyable LOL, and is probably difficult to do as well
Re: S-FM: Rise of the Jester King
Quote:
Originally Posted by
Ganelon
np
yeah... I'd say surviving or even playing the same game for 60*7=420 hours is not very enjoyable LOL, and is probably difficult to do as well
I forget that most of you have never played a major FM before
Re: S-FM: Rise of the Jester King
Re: S-FM: Rise of the Jester King
Quote:
Originally Posted by
Stealthbomber16
I forget that most of you have never played a major FM before
LoL 😂 love this
Re: S-FM: Rise of the Jester King
Quote:
Originally Posted by
Marshmallow Marshall
I 100% agree with Mag's suggestions of adding a night chat/making it nightless with a minimal time for JK convert. 12 hours should be enough to avoid timezone-fishing. I also 100% agree with D1 immunity not rewarding scum hunting enough.
The loophole, though, doesn't actually exist : if every town is lynched, the game will end in a draw-ish status : the JK and the Jester will be the last players standing, majority at that point being 51% of 2, which is a rounded up 2. The Jester King will not have gotten all of his Jesters lynched, but will have survived, so it's a draw in my opinion; this should be changed to a Scum loss to avoid some weird scenario where scum intentionally throw a draw like this, because it's not really the fun of the game.
Also notice the 1 night cooldown between convert charges. It means that the Jester King has to survive a MINIMUM of 7 days, assuming they play perfectly, along with their Jesters. That's extremely hard, and since lynch is mandatory, it forces the game to narrowing the lynch pool more and more, until it's the final 3, where the Jester, the Jester King, and the Townie are fighting. In such a long game without nightkills, it's basically giving town the game on a silver platter, because the Townie just has to analyze play and changes, given that they KNOW who is scum. Of course, it's not impossible for them to fail, but it's really not that hard if they have some skills.
To sum it up, it's extremely hard for scum to win this (or, if you prefer, it is imbalanced, and imbalanced isn't fun and doesn't require the same high level of skill for everyone, which was praised here), because of having to survive 7 days as a triple executioner, who converts people, while these people may screw you.
As for the off-topic, I would replay Lady Gaga setup, personally. It was fun and quite balanced. Thanks for your input, Mag!
The one day wait was ment to be removed. That was an oversite. It has been removed. It was put in there with other mechanics we decided not to use.
Re: S-FM: Rise of the Jester King
Quote:
Originally Posted by
Mike
LoL 😂 love this
Seriously. I was alive for almost a month in the fallen kingdom FM
Re: S-FM: Rise of the Jester King
Stealth is right as an absolute; however, it's another thing in a 10P setup :P
The setup is a bit better now, but really, the very idea of the setup is flawed IMO, after analysis. I cannot approve this, sorry.