January 24th, 2012, 06:34 AM
You really, really don't
You really, really don't
January 22nd, 2012, 02:46 PM
Punishing lurkers in a 50 player game will be harder though (which is why you've made the distinction between lurking and afking I guess). Imagine, in a 38 player game, all 38 players being really active and posting 5-6 times an hour. Way too much of a headache. With *50* players lurking is pretty much a good strategy for almost every role - a Town PR can bide his time and get more results, a Mafia can hide amongst the hubbub, a neutral can work from the shadows, and even Citizens can lurk until they see an opportunity to review their scum-tells/claim a PR/take a bullet.
50 players, inventory systems, multi-votes, levelling up... I really hope it's worth it Yayap. This is one game where I'd hate to be Town, even a PR, because I'd be overwhelmed trying to keep up with the day chat.
I suggest you add in a rule where, if you cast a vote without putting up a correct tally alongside it, you will get modkilled instantly with no exceptions.
Punishing lurkers in a 50 player game will be harder though (which is why you've made the distinction between lurking and afking I guess). Imagine, in a 38 player game, all 38 players being really active and posting 5-6 times an hour. Way too much of a headache. With *50* players lurking is pretty much a good strategy for almost every role - a Town PR can bide his time and get more results, a Mafia can hide amongst the hubbub, a neutral can work from the shadows, and even Citizens can lurk until they see an opportunity to review their scum-tells/claim a PR/take a bullet.
50 players, inventory systems, multi-votes, levelling up... I really hope it's worth it Yayap. This is one game where I'd hate to be Town, even a PR, because I'd be overwhelmed trying to keep up with the day chat.
I suggest you add in a rule where, if you cast a vote without putting up a correct tally alongside it, you will get modkilled instantly with no exceptions.
January 20th, 2012, 02:10 PM
Maybe a message could be sent to the people that the Wizard aligns himself with (excluding town)? So, for example, if the Wizard chooses to align himself with the Cult, then the Cult Leader will be informed of this. Neither party is told who the other is.
Maybe a message could be sent to the people that the Wizard aligns himself with (excluding town)? So, for example, if the Wizard chooses to align himself with the Cult, then the Cult Leader will be informed of this. Neither party is told who the other is.
January 20th, 2012, 06:59 AM
Your version of the Blackmailer is fantastic.
I like the Wizard, basically being a Witch who can choose their own alignment right?
Oh and it's Law 'Enforcement' not 'Inforcement'
Your version of the Blackmailer is fantastic.
I like the Wizard, basically being a Witch who can choose their own alignment right?
Oh and it's Law 'Enforcement' not 'Inforcement'
January 20th, 2012, 06:43 AM
[QUOTE=Yayap;74817]I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game. [/QUOTE]
Thank you so much for this rule, I hope it's obeyed. I'm sick of all the conversations I see copied from Skype, and people discussing the game amongst themselves.
Originally Posted by
Yayap
I don't want any information in skype to influence the game. For example, I don't want to see any WIFOM on skype about who is bad as it may influence votes. PMs, REP and visitor msgs are pretty clear.. nothing about the game.
Thank you so much for this rule, I hope it's obeyed. I'm sick of all the conversations I see copied from Skype, and people discussing the game amongst themselves.