(Suggestion) Balancing rate of failoring
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  1. ISO #1

    (Suggestion) Balancing rate of failoring

    Hello,

    i think jailors are too less under pressure to get sure of their execution and overall there are many failors who get on nerves with random executions x_x
    i have everyday i playing this games experience with jailors who don't care about collecting informations and just want have fun with random execution.

    many jailors execute with low informations or complete random, i was so often killed by jailor as veteran trolling a little bit, or other roles that are more functional with demonstrating against town interests and so on, many jailors don't tolerate, they just execute, its complete useless to try to give them informations/logical aspects for your kind of acting, after pressing exe their interest to hear your informations will get massive reduced... it's not rly funny to get killed by jailors that give a f*ck to your playment and just want dominating execute the troll... one example of many for "failors"...
    i met also colored names ( 5k+ points) who didn't learn alot overall their games as jailor and work complete random, i think there are no reasons to work efficient as jailor, town always trolls them after failoring, but i think they don't care, and many won't learn... =)
    random execution can be usefull too, but gamethrowing as failor isn't nice ^^
    and primary against the fun of the players, jailors can kill everything they want, if they don't like you, you're dead... townie/neutral/maf, they don't care... :< i meet everyday players who work sloppy with their executions...
    i need fake LWs for some town roles for not beeing executed cause many jailors like to kill stuff with useless/less LW like citizen/veteran/vigi/mason/ML/coroner/spy and so on, cause they mostly just random execute me as one of this roles ._. they asking for lw, if you don't give them and start to give strange informations = dead :o
    that's examples for failors and focus the points of aggravating

    here is my suggestion to balance jailors with an aggressive optional rule to take them under pressure to think twice about executions...
    this will work in non- and ranked games as an optional rule: jailor will suicide after (1-2) Town executions, it's an offense for jailors to work more like an investigative role and think twice about execution. with this rule they must risk something if they will random execute, and i hope they try to work more like an investigative role and primary collecting informations...
    to be more careful about executions can also give many neutral/maf roles more chances too manipulate, but a high random exe rate is also annoying :o

    remember, this should be an optional rule, the manager of the setup decide to let the game work with this rule and decide after how many town executions jailors will suicide... =)

    what do you think about this suggestion, and do you have you ideas to modificate this opportunity to balance the rate of failoring jailors?
    is this a good idea to focus this role more on orientation to be more functional as investigative role (collecting informations)?
    Last edited by Link; September 18th, 2012 at 07:04 PM.

  2. ISO #2

  3. ISO #3

    Re: (Suggestion) Balancing rate of failoring

    Personally this really won't effect me. :P

    I agree Failor-Jailors are a severe problem, but sacrificing another town will allow trolls to maintain their streak, securing 3 town kills.
    Accidental Failors will feel like crap, but Jailors should never have more than 2 executions anyway, so they just turn into a stronger role blocker that calls for no randoms.
    Good Jailors are rare, but they should be left alive to use the role block and claim forcing to their advantage.

    Troll-Failors will keep trolling, accident-failors will just be a larger penalty to the team, and good jailors mislead by poor town will have the chance to turn the tide taken from them.

    Failors are a problem, but I don't support this idea.

  4. ISO #4

    Re: (Suggestion) Balancing rate of failoring

    I hate this idea. I'm sorry that there are people who fail at being jailor...it's quite easy to be a good one...if you implemented this for jailor, what about the fail vigilantes who shoot town all the time? I would rather not be force to commit suicide, especially if a witch was controlling me to execute or to shoot.
    Quote Originally Posted by Kusco View Post
    Dirty fucking swiss neutral

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  14. ISO #14

    Re: (Suggestion) Balancing rate of failoring

    I actually hate missexeing somebody who trolled and claimed gf in jail who turned out doctor, and getting called failor by 7 fucking people.

    I just had this n2 and the doctor guy claimed Serial Killer. he said, "I am the serial killer you are gonna die lol"

    and everybody in the game called me a failor. I typed in the chat what the doc had claimed and leaved the game. call me a fucking game thrower but this is just fucking retarded. I play very well as jailor, I never random exe, and my perception is almost always correct, but these trolls and the aftermath is just so retarded I just couldn't stand it...
    G: 15 | W: 13 | MVP: 2
    S-FM Casino: Town (WIN) S-FM BSDL:Detective (WIN)S-FM PCS: Subject X (Arsonist) (WIN/MVP) S-FM Mani: Citizen (WIN) FM-XV Rebel/Haunter (WIN) S-FM Prelude: doctor (WIN/MVP) S-FM HotD: (town/loss) S-FM L&D: Lookout (WIN) S-FM BL: Framer (WIN) M-FM XIII Vigilante/Subject XVI (WIN/MVRIP) S-FM SE: Mafioso: (WIN) S-FM Flashmob 1: Doctor (Win) Fmob 2: SK (Coulda/Woulda/Shoulda) S-FM BT: Sheriff (WIN) S-FM Websites: Citizen (WIN)

  15. ISO #15

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Chane View Post
    I actually hate missexeing somebody who trolled and claimed gf in jail who turned out doctor, and getting called failor by 7 fucking people.

    I just had this n2 and the doctor guy claimed Serial Killer. he said, "I am the serial killer you are gonna die lol"

    and everybody in the game called me a failor. I typed in the chat what the doc had claimed and leaved the game. call me a fucking game thrower but this is just fucking retarded. I play very well as jailor, I never random exe, and my perception is almost always correct, but these trolls and the aftermath is just so retarded I just couldn't stand it...
    i used to be one of those people, then i realized yeah, what if the person was being uncooperative?

    to counteract that, you should tell the person, "I'm executing you because you're not cooperating with a confirmed town role. In future games, please don't fuck around if you're town and in jail."

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  19. ISO #19

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Boss View Post
    trolling vets try to attract scum, don't they?
    yes but town is retarded enough to jump on him even though its fucking obvious.

    seriously, for every maf you kill you take a sheriff a doc and a lookout with you...
    G: 15 | W: 13 | MVP: 2
    S-FM Casino: Town (WIN) S-FM BSDL:Detective (WIN)S-FM PCS: Subject X (Arsonist) (WIN/MVP) S-FM Mani: Citizen (WIN) FM-XV Rebel/Haunter (WIN) S-FM Prelude: doctor (WIN/MVP) S-FM HotD: (town/loss) S-FM L&D: Lookout (WIN) S-FM BL: Framer (WIN) M-FM XIII Vigilante/Subject XVI (WIN/MVRIP) S-FM SE: Mafioso: (WIN) S-FM Flashmob 1: Doctor (Win) Fmob 2: SK (Coulda/Woulda/Shoulda) S-FM BT: Sheriff (WIN) S-FM Websites: Citizen (WIN)

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    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Damus_Graves View Post
    The worst is when they use a color name and troll.
    its insanely funny if you are a smart godfather/natural

    just tell your sheep to stay the fuck away from that guy till all attention has been diverted
    G: 15 | W: 13 | MVP: 2
    S-FM Casino: Town (WIN) S-FM BSDL:Detective (WIN)S-FM PCS: Subject X (Arsonist) (WIN/MVP) S-FM Mani: Citizen (WIN) FM-XV Rebel/Haunter (WIN) S-FM Prelude: doctor (WIN/MVP) S-FM HotD: (town/loss) S-FM L&D: Lookout (WIN) S-FM BL: Framer (WIN) M-FM XIII Vigilante/Subject XVI (WIN/MVRIP) S-FM SE: Mafioso: (WIN) S-FM Flashmob 1: Doctor (Win) Fmob 2: SK (Coulda/Woulda/Shoulda) S-FM BT: Sheriff (WIN) S-FM Websites: Citizen (WIN)

  22. ISO #22

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Chane View Post
    yes but town is retarded enough to jump on him even though its fucking obvious.

    seriously, for every maf you kill you take a sheriff a doc and a lookout with you...
    Reminds me of the game where I were colored name and Number 1 Red...
    Used Alert N1, killing Invest - Sheriff - Sheriff - Doctor - Bodyguard - Mafioso - Consigliere - Serial Killer...

    Since then, I've learned not to alert N1 lol.



    That won't EVER happen on a ranked... Hopefully.
    Last edited by RLVG; September 19th, 2012 at 12:24 PM.

  23. ISO #23

    Re: (Suggestion) Balancing rate of failoring

    Actually, there is a neutral benign role that also always screws town in pubs games, it's Jester.

    Because if the Jester is not killed in the first two nights, then the maf spots him, and, obviously, will never kill him. Usually, the town also spots him, and he is left in peace until the end.

    And when it's down to 4 or 5 players with a Jester, he will always block the vote, thus letting maf win (without a good Jailor, ofc).

  24. ISO #24

    Re: (Suggestion) Balancing rate of failoring

    Obviously his suggested solution isn't very good but I wish there were something that could be done. It is annoying being jailed night one or two and getting executed just because jailor knows that the next few rounds there will most likely be lynch and he becomes useless. Although if nobody does then he regains usefulness but still.. the patience of most people in a pub game is almost zero.

  25. ISO #25

  26. ISO #26

    Re: (Suggestion) Balancing rate of failoring

    You want a working suggestion? Jailor kills 2 town, TOWN has an OPTION to kill off jailor with a Vote. It counts as a days lynch, but it will auto reveal and execute the failor. Problem not really that solved but it is a better version, as it allows the town to choose whether or not you deserve to die.

  27. ISO #27

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Dmpk View Post
    You want a working suggestion? Jailor kills 2 town, TOWN has an OPTION to kill off jailor with a Vote. It counts as a days lynch, but it will auto reveal and execute the failor. Problem not really that solved but it is a better version, as it allows the town to choose whether or not you deserve to die.

    Thats an even worse suggested than the OP's

  28. ISO #28

    Re: (Suggestion) Balancing rate of failoring

    I don't see how. If the town WANTS (like this guy does) to kill the jailor after 2 failed executions, then they can decide to. It's a fair adjustment, and town has to sacrifice alot to get rid of him making town think twice about it as well. Fair on both sides, you could even make it so mafia / neutral cant vote, only town roles, hidden vote where it says something along the lines of "Town has chosen to execute the jailor" and then whoever is the jailor automatically goes to "How would you like to be executed." Start night time. Done. Confused as to how a FORCED jailor kill vs a voluntary jailor kill would be better.

  29. ISO #29

    Re: (Suggestion) Balancing rate of failoring

    Suicide, bad idea. Epic grieving potential, without having to leave game.
    Just take away jailor's gun, when he kills a townie.

    Heck, turn him into a citizen, gives mafia an additional tactic to work with.
    First night execution townie - citizen.
    Last edited by Techies; September 19th, 2012 at 04:55 PM.

  30. ISO #30

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Techies View Post
    Suicide, bad idea. Epic grieving potential, without having to leave game.
    Just take away jailor's gun, when he kills a townie.

    Heck, turn him into a citizen, gives mafia an additional tactic to work with.
    First night execution townie - citizen.
    i like this, jailor lses his gun, even temporarily would be good

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  32. ISO #32

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Boss View Post
    i like this, jailor lses his gun, even temporarily would be good
    this maybe... if a Jailor willing (not cause of a Witch) kills a Town... he'd be filled with grief and can' jail anyone the following day ^^

    it would make the Jailor have to think more... but yeah it would make it harder for Town no matter what suggestion we use...

    but right now with how SK kill the Jailor... leaves Jailors with a bigger reason kill you then belivev you...

    Wiki User: Deantwo

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    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Deantwo View Post
    this maybe... if a Jailor willing (not cause of a Witch) kills a Town... he'd be filled with grief and can' jail anyone the following day ^^

    it would make the Jailor have to think more... but yeah it would make it harder for Town no matter what suggestion we use...

    but right now with how SK kill the Jailor... leaves Jailors with a bigger reason kill you then belivev you...
    that's why you leave a last will on who you jailed.

  35. ISO #35

    Re: (Suggestion) Balancing rate of failoring

    Quote Originally Posted by Boss View Post
    that's why you leave a last will on who you jailed.
    People don't use last wills. They stop caring. Think the game might as well be over if they are dead (leavers). "Why let them know who I jailed if I am dead?" There is no situation in which you have a reason to kill unless they are clearly lying about something.

 

 

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