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Holi Day Mafia (Work In Progress) Goto Page: [] [<] 1 2

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Allegro

PostPosted: Sat Dec 11, 2010 3:51 pm


Same Mob Boss issue as the HP mafia, but this one has MAJOR issues in terms of balance.

First off, the LD needs SOME sort of counter. Maybe the SK can bypass its defenses?

And secondly, the SK needs to be countered somehow. With a potential Jester, the town is going to be reluctant to lynch anyone. The town needs some sort of kill role, or the immunity needs to be dropped.
PostPosted: Sat Dec 11, 2010 3:52 pm


And I HATE the Bookworm role. Aren't the Mods supposed to be accessible at all times? Making a role to limit communication is a huge turn-off.

Wouldn't play this one.

Allegro


-Dessynea-
Crew

PostPosted: Sun Dec 12, 2010 11:19 pm


Allegro
And I HATE the Bookworm role. Aren't the Mods supposed to be accessible at all times? Making a role to limit communication is a huge turn-off.

Wouldn't play this one.
Mods aren't not accessible, I think you very much misunderstood the role. Maybe you could explain what you think it is because I think the definition is very clear but you seem to not.

What is wrong with the Lucky Duck? It is a very common role, being done in the exact same way as it always is. It is not unbalanced at all. It survives one kill for the entire game.

As far as a SK and Jester issue...you are being stupid. That is all I can say, though we could consider making St. Patrick's Day a vigilante.
PostPosted: Mon Dec 13, 2010 7:33 am


-Dessynea-
] Mods aren't not accessible, I think you very much misunderstood the role. Maybe you could explain what you think it is because I think the definition is very clear but you seem to not.


Quote:
This HoliDay has the ability to PM the mods at any time they want,
The bolded part is the issue here. The phrasing here is unwieldy. It makes it seems as others cannot. Regardless, that role might be awkward in a game with two mods. And, you need to figure out what kind of limitations there are for it. Once per day? That could be rough because active players like myself could gum up the works with frivolous PMs to the mods.


Quote:

What is wrong with the Lucky Duck? It is a very common role, being done in the exact same way as it always is. It is not unbalanced at all. It survives one kill for the entire game.
I misread that one. I interpreted that it could survive one kill per night.

Quote:

As far as a SK and Jester issue...you are being stupid. That is all I can say, though we could consider making St. Patrick's Day a vigilante.
Thanks for resorting to personal attacks. xd

Everything needs a counter. The game Owwin and I came up with was very balanced (although obviously I ******** it up during the execution stage xd ) because we went extremely in depth for checks and balances.

As of right now, the SK is very powerful, especially because the mafia has an arsonist.

Allegro


-Dessynea-
Crew

PostPosted: Mon Dec 13, 2010 7:51 am


Allegro
-Dessynea-
Mods aren't not accessible, I think you very much misunderstood the role. Maybe you could explain what you think it is because I think the definition is very clear but you seem to not.


Quote:
This HoliDay has the ability to PM the mods at any time they want,
The bolded part is the issue here. The phrasing here is unwieldy. It makes it seems as others cannot. Regardless, that role might be awkward in a game with two mods. And, you need to figure out what kind of limitations there are for it. Once per day? That could be rough because active players like myself could gum up the works with frivolous PMs to the mods.

Oh, no it just meant at any point during the day. The only problem I can think of with two mods is people might send it to a mod who is not getting any of the other players PMs...so what they see some rando-PM that mod got. Sucks that their role was wasted that night, hell it could be wasted in other ways too, they might hit of of their own PMs. It comes with the role. Once per day yes, and so? Comes with the role, say they hit your PM asking me for clarity on a role's use, sucks for them.
Quote:

Everything needs a counter. The game Owwin and I came up with was very balanced (although obviously I ******** it up during the execution stage xd ) because we went extremely in depth for checks and balances.

As of right now, the SK is very powerful, especially because the mafia has an arsonist.
I will look over this more, but I still think you are exaggerating. I don't understand how the mafia having an arsonist makes the SK more powerful...unless you mean that that is a kill roll that can't hit it. But you would be wrong, it is immune to the mafia kill not the arsonist. I will double check but I think that is how we have done it in the past.
PostPosted: Mon Dec 13, 2010 7:59 am


What I mean is, say your Arsonist backfires early. Suddenly, you have only one mafia member with an active ability. The mafia can't counter the serial killer as is, so now they're undermanned early and can't fight back against their biggest threat.

Puts them in a hole, because they can't push for a lynch on him, cause, what if the hit the Jester?

Allegro


Allegro

PostPosted: Mon Dec 13, 2010 11:15 am


And just because it's the status quo doesn't mean it shouldn't be changed.
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R&D

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