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See, it doesn't matter because as European night time was when I was sleeping and working and you locked the actions way too early before end of night.
Unlucky things from town should be considered when you give mafia so many lynch evaders.
I didnt do that was it yesterday?

You didn't give any chance to day play and to town's only collective weapon, the lynch.
The lynch worked on every single scum, scum had 2 lynch stops and Ultra had two. Melkor however had two abilities he could spam every single day to either force scum to lynch redirect to a target of his choice therefore guaranteing a scum lynch and another ability to prevent lynch manipulation, but he never used any of them. Heck after he flipped nobody bothered reading his role and actually see that he had them and may copy them.

Red Night could remove people who were removed forever.

Ariess could give people a secondary lynch where 5 people go to another thread and they cant be helped or targetted nor can they help or target others in the main thread an done of them gets lynched but didnt use it.

I could go on, but town misused a lot of their abilities.
 

EkkoLoJinx

How far I'll go...
gonna try to be purely constructive here - tldr it wud really be nice if these can be implemented for next games to make them much more fun:

- reduce revives for all alignments

- reduce game removes for all alignments + make sure the game remove cannot be submitted less than X amount of hours before deadline, similar to a duel.

- reduce janitors

- remove merges (this concept shouldnt be a thing. it defeats the whole purpose of multiball since scum players now play for it from start of game. might as well just start in one big team)

- introduce one or 2 purely HOSTILE indies, not mcmuffin or indies with unlosable win conditions and roles, need an actual indie that properly threatens mafia and cannot merge with them. a dedicated serial or cult could work. or a serial + arsonist in the same 50 player game to act as an equalizer. if the mafias cannot merge this may not be needed.

- introduce more lynches. a 50 player game needs alot more than 6-7 lynches before town loses, specially with all the means to avoid lynch and scum revives. make the lynch more impactful and absolute. it's town's strongest weapon, so it should act like it. roles that are unvoteable should not be able to do this every cycle. each scum alignment should have a maximum of 1 mean to game remove/dodge lynch each. indies do not need to be able to do this unless they are a purely hostile kill all, and surviving a lynch should crush the player's role or punish it in other ways.

- avoid the game being too reliant on few roles to do their job. people have lives / wont always be here to play their roles to the utmost capability. this is hard to ask as it's basically requesting the skill floor or commitment requirement of the game to be lowered down, but in the long run it prevents the majority of the players from being punished and frustrated due a single inactive player who has an impactful game changing ability that they cannot use due to their irl circumstances.
 
I made a meme for when you came back and we revealed ourselves as scum, but it never got used

Hahaha funny cause I used that same template for meme content else where.

But yes, I did expect too much. Baby sitting this town was borderline impossible, and being game removed for more than half of this game did not make my experience enjoyable at all. I tried with the little time I was able to play, but it was useless.

Game wise, I don't really have alot of positives to say, don't think the game was balanced per say, and def had alot of issues. From the game removals, outed scum surviving for 5+ DP's and unable to lynch them, and the list goes on. Most of the mafia team was basically inactive for the exception of extremely few players and yet killing outed scum seemed impossible. Lynches were useless, when they are supposed to be townies strongest weapon etc.

I don't think townies were ever winning this game, maybe in a perfect world where everyone used their actions perfectly. But that was it. But that's impossible to expect everyone to perform actions with 100% accuracy when more than half of the townies were inactive.

But at the end of the day, it's a game and do give the hosts alot of credit for hosting a game of such magnitude and will leave it at that.

(Please don't reply to this if you wanna argue with me about the game lol, let's just move on with our lifes, game ended. )
 
I didnt do that was it yesterday?


The lynch worked on every single scum, scum had 2 lynch stops and Ultra had two. Melkor however had two abilities he could spam every single day to either force scum to lynch redirect to a target of his choice therefore guaranteing a scum lynch and another ability to prevent lynch manipulation, but he never used any of them. Heck after he flipped nobody bothered reading his role and actually see that he had them and may copy them.

Red Night could remove people who were removed forever.

Ariess could give people a secondary lynch where 5 people go to another thread and they cant be helped or targetted nor can they help or target others in the main thread an done of them gets lynched but didnt use it.

I could go on, but town misused a lot of their abilities.
Don't forget focused on the same open scum instead of branching out and working up
 
All 3 of the Flower crew were mafia lmao

@hime

Want to talk to me again about changing reads and not tunneling?

If you make the correct read D1, no issue at all in running down those options if nothing else pops up to change the opinion. Sorry you have a skill issue

literally piss off
u tunnel read me as scum THE ENTIRE GAME and wouldnt budge for a second on it and i was town
i didnt come here after the fact trying to insult u on ur read of me so idk y u insult me on my read of ratchet
 
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