Throne of Lies®: Medieval Politics

Throne of Lies®: Medieval Politics

oW O 11. sep. 2018 kl. 23:42
Dying night one sucks.
Everyone knows how unfun it is to be the first to go. You don't really have any choice or decision, you had literally no impract on the game whatsoever. You might not even have made a log.

So what do we do about this?

We should make it so that everyone becomes invested within the first two days before any killing takes place, then we should let multiple kills happen on the same night/day so that people have a sense of involvement.

Think of it like a Prelude phase.

-Prelude phase starts-
Day 1: nothing
Night 1: investigative phase, conversion phase. No killing/deaths allowed. Neutral killers should each have one investigative/social/special ability to compensate.
Day 2: conversing information, setting poison targets, etc. execute disabled this day
-End prelude phase-
Night 2: unseen get to use 2-for-1, cultists get one use of eradicate, etc.
Day 3: execute enabled, continue game as usual

Also: there's no interaction between the graveyard anymore, which was one of the funner aspects of the game. It helped keep you 'in the game' and helped you influence even if you were already out. It's definitely very hard to balance though, because dead players probably have a lot more info than alive players.
Oprindeligt skrevet af Imperium42® Games:
Oprindeligt skrevet af Vandalay:
no matter how much dead interaction there is, a pretty large percentage of people would rather leave the moment they are dead anyway, which creates a huge amount of swing.

What was happening a long time ago was that people were staying in dead chat because they had to and it simply wasn't fun. It may be fun for some, but for the majority, we're holding their gp hostage until the end.

There are still advantages of staying: MVP, bonus gp, waiting for friends, or it's an interesting game and you want to see how it turns out or who is who.

However, that also doesn't mean they won't be AFK until the end screen. Dead interactions were unreliable and not fun -- essentially RNG because the average person was "roll-the-dice not around", while dead.

But back to the topic regarding dying n1 -- we have enough population where it should barely take any time to die n1. *Someone* has to die. Just like CS:GO or FPS games, someone has to poke their head around the corner first and will most likely lose it.

However, now, players will keep 50% of their gp at the end of the game, even if you die the first night. If you die n1 and queue back up, by the time you finish, you'll actually get rewarded TWICE.

--Xblade

PS: It's lucky I saw this, I don't come here often -- priority community hubs for feedback are below:

1. https://discord.gg/tol

2. https://forum.imperium42.com
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Vandalay 12. sep. 2018 kl. 5:03 
I'd say off the bat the problem, is it doesn't quite compensate as well. the challange with 2f1 and eradicate is you also are twice as likely to hit a bear, healed etc... compared to 2 individual nights.

Of course the problem is if anything the game leans borderline too far bd (50-55%, compared to 35-40% unseen/cult and a bit over 10% for NK).

and yeah dead interaction is a mother to balance for multiple reasons, biggest that comes to mind is no matter how much dead interaction there is, a pretty large percentage of people would rather leave the moment they are dead anyway, which creates a huge amount of swing.

Then when they throw in NKs like possesor that have abilities that are auto turned into suicide if there is any form of communication between the dead and living.
En udvikler af denne applikation har angivet, at dette indlæg besvarer det oprindelige emne.
Imperium42® Games 12. sep. 2018 kl. 19:34 
Oprindeligt skrevet af Vandalay:
no matter how much dead interaction there is, a pretty large percentage of people would rather leave the moment they are dead anyway, which creates a huge amount of swing.

What was happening a long time ago was that people were staying in dead chat because they had to and it simply wasn't fun. It may be fun for some, but for the majority, we're holding their gp hostage until the end.

There are still advantages of staying: MVP, bonus gp, waiting for friends, or it's an interesting game and you want to see how it turns out or who is who.

However, that also doesn't mean they won't be AFK until the end screen. Dead interactions were unreliable and not fun -- essentially RNG because the average person was "roll-the-dice not around", while dead.

But back to the topic regarding dying n1 -- we have enough population where it should barely take any time to die n1. *Someone* has to die. Just like CS:GO or FPS games, someone has to poke their head around the corner first and will most likely lose it.

However, now, players will keep 50% of their gp at the end of the game, even if you die the first night. If you die n1 and queue back up, by the time you finish, you'll actually get rewarded TWICE.

--Xblade

PS: It's lucky I saw this, I don't come here often -- priority community hubs for feedback are below:

1. https://discord.gg/tol

2. https://forum.imperium42.com
Sidst redigeret af Imperium42® Games; 12. sep. 2018 kl. 19:35
SereneK 13. sep. 2018 kl. 3:49 
Dying N1 sucks, but it's fine. No need to change that.
oW O 13. sep. 2018 kl. 14:42 
Oprindeligt skrevet af Imperium42:
Oprindeligt skrevet af Vandalay:
no matter how much dead interaction there is, a pretty large percentage of people would rather leave the moment they are dead anyway, which creates a huge amount of swing.

What was happening a long time ago was that people were staying in dead chat because they had to and it simply wasn't fun. It may be fun for some, but for the majority, we're holding their gp hostage until the end.

There are still advantages of staying: MVP, bonus gp, waiting for friends, or it's an interesting game and you want to see how it turns out or who is who.

However, that also doesn't mean they won't be AFK until the end screen. Dead interactions were unreliable and not fun -- essentially RNG because the average person was "roll-the-dice not around", while dead.

But back to the topic regarding dying n1 -- we have enough population where it should barely take any time to die n1. *Someone* has to die. Just like CS:GO or FPS games, someone has to poke their head around the corner first and will most likely lose it.

However, now, players will keep 50% of their gp at the end of the game, even if you die the first night. If you die n1 and queue back up, by the time you finish, you'll actually get rewarded TWICE.

--Xblade

PS: It's lucky I saw this, I don't come here often -- priority community hubs for feedback are below:

1. https://discord.gg/tol

2. https://forum.imperium42.com
Thank you for taking the time to look at my post. I definitely think that the 50% rewards on leaving after death is a good compensation but it's just unfortunate that it has to happen to begin with.
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