July 25th, 2019, 11:11 PM
July 25th, 2019, 11:06 PM
I personally disagree. I think jester kill should be final. It rewards those that pay close attention and don't guilty vote. As is, it's possible to plan to heal a solo voter. I think it just undermines the finality of this game. Makes it seem too casual if suicider can be healed.
I personally disagree. I think jester kill should be final. It rewards those that pay close attention and don't guilty vote. As is, it's possible to plan to heal a solo voter. I think it just undermines the finality of this game. Makes it seem too casual if suicider can be healed.
July 18th, 2019, 04:25 AM
Account Name: Ooglatjama
Account ID: 1-S2-1-817903
In-Game Name: MOD KUNT ME AUDITOR
Crimes Committed: Intentional Game-Throwing
Your Account Name: Kiflaam
Summary: (IMPORTANT NOTE: I can't be 100% sure this is him. I have to view from the viewpoint of "Everyone" in the replay to view from the game-thrower's point of view. I don't know if this is normal. However, all in-game evidence suggests "Everyone" is MOD KUNT ME AUDITOR, and, aside from the autokicked player, Ooglatjama is the only other person not shown on the player list in replay.) Night 2: 9(MOD KUNT ME AUDITOR) blackmails 3(Mayor) . Day 3: 9 (MOD KUNT ME AUDITOR, blackmailer) claims 10(GF) visited 3(mayor, silenced), says 10 (GF) is mafia. 10 (GF) is lynched.
Replay attached.
Account Name: Ooglatjama
Account ID: 1-S2-1-817903
In-Game Name: MOD KUNT ME AUDITOR
Crimes Committed: Intentional Game-Throwing
Your Account Name: Kiflaam
Summary: (IMPORTANT NOTE: I can't be 100% sure this is him. I have to view from the viewpoint of "Everyone" in the replay to view from the game-thrower's point of view. I don't know if this is normal. However, all in-game evidence suggests "Everyone" is MOD KUNT ME AUDITOR, and, aside from the autokicked player, Ooglatjama is the only other person not shown on the player list in replay.) Night 2: 9(MOD KUNT ME AUDITOR) blackmails 3(Mayor) . Day 3: 9 (MOD KUNT ME AUDITOR, blackmailer) claims 10(GF) visited 3(mayor, silenced), says 10 (GF) is mafia. 10 (GF) is lynched.
Replay attached.
June 20th, 2016, 02:36 AM
I believe being able to use the same message twice is a bit OP. Perhaps there could be both, and mine is Triad. (kinda fits the style, doesn't it?
Can this hypothetical drug dealer role give detection-related messages? Are doctors immune?
Where is Oops_ur_dead, I need to ask him these things...
I believe being able to use the same message twice is a bit OP. Perhaps there could be both, and mine is Triad. (kinda fits the style, doesn't it?
Can this hypothetical drug dealer role give detection-related messages? Are doctors immune?
Where is Oops_ur_dead, I need to ask him these things...
June 19th, 2016, 10:59 PM
I suppose hacker would see a prompt to select from a list of different messages, then the prompt would have him select which names/roles go where. The hacker would also select a target, whom he is considered to visit, to receive this message.
first selection might be
"Your target is a member of the <blank>"
if the user selects that, a list of roles appear in a prompt, and they select one.
Janitor
sheriff
citizen
etc...
then, after selection, it shows the completed message, and gives the user the option to go back and change their options. The completed message will say "...member of the mafia" if a mafia role is selected for the blank, or "your target is not suspicious" if a town role is selected. However, if (for instance) the game setup doesn't allow detection of serial killers, and serial killer is selected, it WILL say, to the sheriff, "your target is a serial killer" (or however that is said), and it is a chance (at that point) for the sheriff to go "hey, I can't detect those, I was hit by a hacker".... assuming the target was, indeed, the sheriff. Otherwise, the person will immediately know, or simply be confused.
The messages will only overwrite the message the (for example) sheriff would get if, and only if, it's the message a sheriff would naturally get (such as sheriff detection messages, you've been attacked messages, you've been healed messages, etc.. etc...), and NOT detective messages. If a hacker tries to give a sheriff a detective's message, the sheriff will see BOTH his message from his action, and the hacker's false detective message. Essentially, if a hacker knows you are a sheriff, he can more-or-less role-block you, once. Messages that a sheriff would otherwise naturally get do not overwrite different messages he would naturally get. The sheriff will see his chosen target's role (if he can), while also getting (for example) messages about being... converted, or whatever. These things can exist together without conflict, so they do not overwrite. If the sheriff is attacked by a serial killer, but the hacker sends him a message about being attacked by the mafia, the message about the mafia will overwrite it, regardless of whether he actually dies or not (like, if a doctor heals him that night).
The list of "phrases" can be separated into categories, and determined what the message will be by the role selected. Like "you have been converted" (or however that goes) covers all conversion-type messages. The exact message will simply be determined by role selected (cult, mason, auditor, witch doctor). Naturally, such a message is effectively useless, as they will realize nothing happened the next day.
Drug dealer? what's that? your link says I don't have permission to view whatever is there.
I suppose hacker would see a prompt to select from a list of different messages, then the prompt would have him select which names/roles go where. The hacker would also select a target, whom he is considered to visit, to receive this message.
first selection might be
"Your target is a member of the "
if the user selects that, a list of roles appear in a prompt, and they select one.
Janitor
sheriff
citizen
etc...
then, after selection, it shows the completed message, and gives the user the option to go back and change their options. The completed message will say "...member of the mafia" if a mafia role is selected for the blank, or "your target is not suspicious" if a town role is selected. However, if (for instance) the game setup doesn't allow detection of serial killers, and serial killer is selected, it WILL say, to the sheriff, "your target is a serial killer" (or however that is said), and it is a chance (at that point) for the sheriff to go "hey, I can't detect those, I was hit by a hacker".... assuming the target was, indeed, the sheriff. Otherwise, the person will immediately know, or simply be confused.
The messages will only overwrite the message the (for example) sheriff would get if, and only if, it's the message a sheriff would naturally get (such as sheriff detection messages, you've been attacked messages, you've been healed messages, etc.. etc...), and NOT detective messages. If a hacker tries to give a sheriff a detective's message, the sheriff will see BOTH his message from his action, and the hacker's false detective message. Essentially, if a hacker knows you are a sheriff, he can more-or-less role-block you, once. Messages that a sheriff would otherwise naturally get do not overwrite different messages he would naturally get. The sheriff will see his chosen target's role (if he can), while also getting (for example) messages about being... converted, or whatever. These things can exist together without conflict, so they do not overwrite. If the sheriff is attacked by a serial killer, but the hacker sends him a message about being attacked by the mafia, the message about the mafia will overwrite it, regardless of whether he actually dies or not (like, if a doctor heals him that night).
The list of "phrases" can be separated into categories, and determined what the message will be by the role selected. Like "you have been converted" (or however that goes) covers all conversion-type messages. The exact message will simply be determined by role selected (cult, mason, auditor, witch doctor). Naturally, such a message is effectively useless, as they will realize nothing happened the next day.
Drug dealer? what's that? your link says I don't have permission to view whatever is there.
June 19th, 2016, 09:27 PM
Hacker, select a target each night and display false messages of your choice. Any singular, or combination of, message(s) that may be received during the night sequence can be falsely displayed to your target. Each message can be used only once.
suggestions, comments, please.
EDIT: meant reverse Forgerer...i think
Hacker, select a target each night and display false messages of your choice. Any singular, or combination of, message(s) that may be received during the night sequence can be falsely displayed to your target. Each message can be used only once.
suggestions, comments, please.
EDIT: meant reverse Forgerer...i think
October 12th, 2014, 02:56 PM
I suggest we call Detective Blues Clues and the Scooby-Doo Investiagtion Team for this one.
I suggest we call Detective Blues Clues and the Scooby-Doo Investiagtion Team for this one.
June 11th, 2014, 03:05 AM
this would go well with silencers/blackmailers, roles which otherwise have little effect.
this would go well with silencers/blackmailers, roles which otherwise have little effect.
June 11th, 2014, 03:02 AM
also, it seems a player Accensus is inducing lag after he dies, lag that takes up 6 or 7 minutes. Also, on two and possibly three occasions, he for some reason knew who the executioner was, and gets him killed claiming he himself is sheriff. The executioner never seems to mind...
also, it seems a player Accensus is inducing lag after he dies, lag that takes up 6 or 7 minutes. Also, on two and possibly three occasions, he for some reason knew who the executioner was, and gets him killed claiming he himself is sheriff. The executioner never seems to mind...
June 10th, 2014, 09:11 AM
necroplant seems to be back as "Quebec"
[ATTACH]16869[/ATTACH]
necroplant seems to be back as "Quebec"