Rage quit if cult
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    Re: Rage quit if cult

    Quote Originally Posted by Anguss View Post
    I've noticed a trend of people leave training the game if there's cult...

    Why is that?
    Most people have this assumption that any save that isn't the exact same as all the other saves is incredibly broken, unbalanced, and likely not winnable. So, anything that isn't the norm' is avoided. Cult being uncommon is always assumed to be that broken unbalanced thing. Also, the voting black, semi-cleaning, and unpredictability can be angering to run into late game if unexpected.

    Cult is good, pubs are bad.

  3. ISO #3

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  6. ISO #6

    Re: Rage quit if cult

    Quote Originally Posted by TheDarkestLight View Post
    You sir, lack skill, the Cult is not OP unless all options are off and Doc/BG can't stop conversion, and there is no Masons/Town Killer.
    as i was made aware of recently (and have fixed on the Wiki)... all options off would be bad... because of the Nights between conversions option...

    If both the Nights between conversions options are unchecked, the Cultists will have 3 nights between conversions.
    Link

    3 nights between conversions wouldn't be good in a normal game with Mafia and one Killer... maybe in a long long game
    Last edited by Deantwo; January 22nd, 2013 at 01:17 PM.

    Wiki User: Deantwo

    the SC2Mafia Wiki is my playground!
    Spoiler : FM History :


    FM18: Bushwalter (Drug Dealer)

  7. ISO #7

    Re: Rage quit if cult

    Quote Originally Posted by Deantwo View Post
    as i was made aware of recently (and have fixed on the Wiki)... all options off would be bad... because of the Nights between conversions option...



    Link

    3 nights between conversions wouldn't be good in a normal game with Mafia and one Killer... maybe in a long long game
    Is this still true? If so, it doesn't match the role card in-game when the nights between conversions options are unchecked. The Cultist role card will say "Collaborate with the Cult to convert one person each night" when they are both unchecked. Furthermore, Cultists in said games where I noticed this claimed they were able to attempt to convert each night after successful conversions, so I dunno if they were just lying and the role card is bugged or what.

  8. ISO #8

    Re: Rage quit if cult

    Quote Originally Posted by The Cheat View Post
    Is this still true? If so, it doesn't match the role card in-game when the nights between conversions options are unchecked. The Cultist role card will say "Collaborate with the Cult to convert one person each night" when they are both unchecked. Furthermore, Cultists in said games where I noticed this claimed they were able to attempt to convert each night after successful conversions, so I dunno if they were just lying and the role card is bugged or what.
    from was posted here it is

    but i haven't played for awhile

    Wiki User: Deantwo

    the SC2Mafia Wiki is my playground!
    Spoiler : FM History :


    FM18: Bushwalter (Drug Dealer)

  9. ISO #9

    Re: Rage quit if cult

    I don't rage quit on Cult, but they are sure annoying. You can use your logic and properly detect who you can trust, but if a cultist is around, you can never be certain and all proof and logic is null and void the entire game. That confirmed Investigator could be a cultist at any time. It's pretty unnerving. The only thing you can do is watch if they start making mistakes based on their prior role....but often it's too late into the game once that point is reached.

  10. ISO #10

 

 

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