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Post #4 (isolation #2) » Sun Jan 01, 2023 7:33 pm
Postby RH9 »
In post 1, jjh927 wrote:I'll wait to see what the specifics of some of these are before making any overall statements on balance, but my immediate take based on information available to me right now is that town power basically centres entirely on the tracker/watcher and that's both on the weak side and very swingy for 9-1-3
Not sure how the average town or mafia team is performing on site at the minute but I think this leans heavily scum at the moment.
In post 2, jjh927 wrote:Could you elaborate on the IC VIP? That's probably the thing in the setup right now causing me the most concern
It is VIP hat is confirmed to be Town.
(VIP, according to the wiki, uses its target as a human shield.)
I thought you might have more to it. I think that combination exists just to punish scum for going after the IC which is something they have to do at some point, so I'm not sure how I feel about it. In terms of how it's implemented on the wiki, I would very much hesitate at the idea that they can just target each night until it gets used up. Would be fairer in this case if it was gated so that the IC at least had to try and guess which night they would be going down on. It does give town more power than I saw in my initial evaluation though
Would Recharged Two-Shot work?
(They can only use it twice but if blocked, they get one shot returned.)
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Post #13 (isolation #7) » Sun Jan 01, 2023 11:56 pm
Postby RH9 »
In post 12, jjh927 wrote:I was gonna ask about the 3p later as I figured you were going for a truly neutral 3p so would make sense to get everything else more stable first, but might as well ask now
What exactly does it do?
It is aware of what the other concepts do (but not their alignments) and that invalid combinations default to Visitor.
Each Night, the 3p chooses two concepts to combine into a single action. Invalid combinations are Extroversion+Introversion (as they are opposites), anything combined with Indignation/Veneration/Devotion/Insinuation.
Last edited by RH9 on Mon Jan 02, 2023 12:10 am, edited 1 time in total.
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Post #17 (isolation #9) » Mon Jan 02, 2023 11:06 am
Postby RH9 »
In post 16, jjh927 wrote:I don't think this works as a concept for a 3p, particularly not with this set of roles
On paper it's too powerful and in practice it's incredibly weak.
I would think that generally speaking, complete setup information is too powerful to give to anyone. That's definitely the biggest thing the role gets. You may not know alignments but it really doesn't take much to learn them when you have that context. While the 3p may not be motivated to use that information in any particular way, it stands to reason that any decision they make regarding it will completely blow the game up.
Conversely, if you consider the utility available to them for achieving their wincon. . . what exactly do they have that would help them achieve their wincon?
Those are good points.
Would it be a good idea to rewrite the setup to remove the 3p and make it 9:2:2 with NK mechanics similar to Fire and Ice?
(And make the scumteams be Benediction and Malediction, while Town is Invocation?)
You could design some roles around interacting with the two teams qnd their different kill methodologies easily enough
Got that.
Though, I gave Benediction a factional protect instead of a kill while Malediction got a factional delayed kill.
(Mainly, because this makes more sense flavourwise.)
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Post #25 (isolation #15) » Mon Jan 02, 2023 10:57 pm
Postby RH9 »
Though, I'm kinda stuck on what role to make Placation be.
I'm thinking of making Exasperation be Unstoppable.
By the way, I ended up deciding to make the other scum concepts be Liberation and Oppression.
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Post #34 (isolation #20) » Tue Jan 03, 2023 12:35 pm
Postby RH9 »
In post 33, jjh927 wrote:Consider what happens if a coroner dies early if you throw this in
I would think the setup would fall apart. It's also reasonably likely that with 2 nightkills that a coroner would die in the first couple of nights
You've got a basic idea for a multiball setup. Pick out some roles you definitely want in, then build up a core that supports that. If you just keep coming up with things out of left field and expecting it to mesh then it's not gonna end up being good game design
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Post #37 (isolation #22) » Tue Jan 03, 2023 10:33 pm
Postby RH9 »
In post 36, jjh927 wrote:Could you do me a favour and write what these do
I know most are on the wiki but you're making some very unconventional choices
Sure. Purifier protects from and removes lingering effects like the Poisoner's poison or Arsonist's prime. Poisoner is a DelayedVig. Triggered sets a predetermined activation trigger while Treestump allows posting after decease but can't do anything else like voting and loses every other aspect of its role. Visionary and Security Guard are equivalents to Voyeur and Watcher, that send their results to their target. Publishing means that the results are posted by the mod in the main thread, instead of being privately sent. Peacekeeper is a JK that only affects kills. Recluse is a modified version of a role that I came up myself for a multiball Open that I never ran. Willbooster is a Doctor that instead of protecting from kills, protects from blocks.
I'm assuming you know what the others do.
By the way, I've decided to make scum wincon be that they lose if the other scumteam doesn't have less players than them once Town is eliminated.
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Post #44 (isolation #27) » Wed Jan 04, 2023 11:48 pm
Postby RH9 »
In post 43, jjh927 wrote:How about giving both factions the same ability
They can target a player and if that player is not aligned with the other scumteam, then at the start of the day they get publicly cleared as not being a member of that scumteam. If they are aligned with the other scumteam, nothing happens. It also fails if it targets someone who has already been cleared of being part of either scumteam. If both teams try to target the same player with the ability in the same night, both actions fail and any subsequent attempts to target the same player will also fail.
So, examples
If Malediction target Townie A and Benediction target Townie B, then at the start of the day phase;
A dark cloud surrounds Townie A. They are confirmed not to be aligned with Benediction
A golden light envelops Townie B. They are confirmed not to be aligned with Malediction
If Malediction target Benediction A and Benediction target Benediction B, then at the start of the day phase;
A golden light envelops Benediction B. They are confirmed not to be aligned with Malediction
If Malediction target Townie A and Benediction also target townie A, then at the start of the day phase;
Nothing of note happens
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Post #46 (isolation #28) » Thu Jan 05, 2023 9:00 am
Postby RH9 »
In post 45, jjh927 wrote:Main thing you get from that is that both scumteams get a factional ability that exists to hunt for and generally inconvenience the other scumteam, which lends itself to balancing the teams together with town despite the inherent difficulty of balancing multiball
and the mechanics work thematically in the way you wanted with cancelling each other out etc
I'll do some detailed analysis on role balancing in the next few days. Today isn't the best of times as had some IRL shit happen yesterday evening
No problems!
Thanks for your help with the factional abilities!
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Post #50 (isolation #31) » Mon Jan 09, 2023 9:22 am
Postby RH9 »
In post 49, jjh927 wrote:How set are you on having both maledictions / benedictions being exact opposites of each other? I think you could probably get away with 1 pair but two might be pushing it, both in terms of functional ideas and the possibility that people draw conclusions about it
One pair of opposites and one pair of parallels might be all right too.
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Post #72 (isolation #44) » Fri Feb 03, 2023 1:08 pm
Postby RH9 »
In post 70, jjh927 wrote:
I've got a lot of questions about how the various roles which cause actions to fail or not fail would interact, but other than that;
Maybe swap the absorber out for something else?
Not sold on mass fruit vendor (pedit: or moonlight dancer) as the scum role, and definitely not for both. I think both teams should have a different net-neutral role that doesn't point to being scum with basic level setup spec or make a big show of being what it is
Are you still running with the factional poisoner/purifier or doing what I suggested in 43? Because that obviously changes balance somewhat
I'm going to do what you suggested in 43.
Would Famous be better for scum? (It does nothing really except confirm that such roles exist in the setup.)
And maybe change
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Post #76 (isolation #47) » Sat Feb 04, 2023 9:41 am
Postby RH9 »
In post 75, jjh927 wrote:
You don't strictly need a VT since you have a few VT adjacent roles in there
My current thought on the second role for each scumteam is that it would be funny if it was 2 roles that could work together for pro-town benefit
For example, one is a role that checks another player to see if their action succeeded. The other is a loyal fruit vendor
In terms of your modification on 43- giving the "their alignment is uncertain" feedback is literally just a guilty if that's revealed at the start of the day along with something else. I'd steer clear from giving feedback in the situation where it fails for either possible reason
Got that.
I'll have the part on the alignment being uncertain removed.
BTW, should I give scum a Disloyal Fruit Vendor?
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Post #81 (isolation #50) » Tue Feb 07, 2023 9:52 am
Postby RH9 »
In post 80, jjh927 wrote:
I'd say swap out the purifier for a non-consecutive activated bulletproof and this is reasonably balanced for a 13p multiball
Got that.
I'll make the changes and the Role PMs this afternoon when I get home from school.
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Post #83 (isolation #51) » Tue Feb 07, 2023 6:15 pm
Postby RH9 »
In post 82, jjh927 wrote:
You might want someone else to take a look to sensecheck me here as multiball is a difficult art I haven't got much experience with, but it looks to be in a good place
Passes the fun check with various interesting interactions
Don't think it's breakable by massclaim, or that anything is particularly obvious by claim
Doesn't have too many confirmable town roles- particularly given multiball means more deaths
Game won't just end in like 2 days
I think it all works
Got that.
I'll probably bump my previous post looking for reviewers to ask if anybody wants to be a secondary reviewer.
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Post #100 (isolation #59) » Wed Feb 08, 2023 5:24 pm
Postby RH9 »
In post 98, MegAzumarill wrote:
Part of whether a poison over a kill would be ok is dependant on the variant of parity cop (2 target or one target) It would need some adjustment over a kill either way
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Post #101 (isolation #60) » Wed Feb 08, 2023 5:59 pm
Postby RH9 »
Maybe I could have a conditional kill ability so that it functions as a usual kill when used on town but if used on the other scunteam, it instead serves as an Announcing Poisoner.