Moderators: Varanus, FM Game Moderators
Alzar wrote:Voting no on this for now. The pitch is messy at the moment, and there's no need to put every faction's wincon/rolecard(?) in a separate spoiler. Honestly, it'd a bit of a headache to read through it all. Also, you have a bit of broken BBCode floating around. It'd get your idea across more effectively if you didn't say "Okay, this is just an idea I have, and it might not work" while throwing a pile of descriptions at the reader.
Aesthetics aside, the rolelist doesn't look too great. Scum doesn't have any claimspace, and there are 3 Any slots. Those aren't a good idea.
The roles themselves have too many unnecessary buffs. Phone Guy is just a buffed Veteran who can confirm without even alerting. Engineer is a Vigilante who doesn't feel guilt and doesn't kill non-Mafia (from what I understand?). Mask Maker is a needlessly buffed Marshal.
Alzar wrote:/vote No
I already listed my reasons above, but no, a custom game is not to add pointless buffs simply because they sound cool. Plantdragon seems to have covered pretty much everything I wanted to say on the topic of role buffs.
Your rolelist is 30 players, with 3 Any slots. Considering the Any slots, there are 7 Mafia roles. 6 of those are not unique. There are 13 Town roles. 8 of those are non unique.
So, you have an Any slot that can only choose from: 1 Mafia, 8 Town roles, a Survivor, and a Witch. Also, what's the point of subalignments if the only roles in those categories are all unique and confirmed on the rolelist? There's no point to having a Mafia Support subalignment if there's no way for it to roll outside of the already confirmed slots.
plantdragon wrote:/vote No
I'll try to keep it somewhat short, but this just has too many flaws to work.
Firstly: The rolelist. Its way too town favored, even while there is two consorts. The lack of random towns are frustrating, and one citizen revealing each day is stupid. Citizens points are being hard to confirm non power roles. If you insta confirm them it takes the spirit.
Secondly: Roles. Most of the roles are very, very flawed, and way too overpowered, while mafia and neutral killings just stay there dying.
Lets review all the flawed roles:
Engineer, the vigilante equilavient. If you CANT let them kill townies, then it just becomes a role that either insta confirms townies or kills people. ''- If your target is non-mechanical, Your attack will have no affect and you will be told the message 'Your target is not susceptible to your attack''' What? This is really unnecessary. I think the vigilante is fine as it is.
Phone Guy, the veteran. Veteran should actually be HARD to confirm. By letting it give messages to people it just makes the role much more easier to confirm, something that SHOULDNT happen.
Flashlight/Torch, the marshal equilavient. Its way too swingy. ''- You and your target will know if and how many visitors were chased off that night'' is really unnecessary, and making both marshal and marshals target know that they scared someone off, it would make this role very easy to confirm.
Doctor, the Retributionist equilavient. Retributionist is far too powerfull to be town support. Just make it stay the same.
Protagonist, the jailor equilavient, is just plain out dumb. Why does it knows how many lookouts there is and can see them? Jailor itself is already very, very powerfull. The change is stupid.
Mask Maker is too easy to confirm of a role. Just give someone a mask, say you gave them and insta confirm. Normal doctor is good enough.
Escort not being immune to roleblocks is unneded.
Forensic cop isnt a very good role.
Investigator results list is way too imbalanced.
<snip>
Why cant lookouts detect serial killers attack? Why cant doctor save the kill? Buffing the most powerfull nk doesnt does any good. Not saying it shouldnt be buffed, but the choice isnt good.
Springtrap is plain out useless. If protagonist dies to a random kill, he also wins. And it just makes one role a nightmare and significantly nerfs evil roles, because its really underpowered.
The puppet is just a nerfed werewolf. Very useless.
Why does arsonist cant douse doctor protections? It is SUPPOSED to pierce them, but doc seems to be only countering mafia and the arsonist. And it cant even kill the mafia, and its plain stupid. Normal arsonist is fine. Why is it unique?
Janitor buff isnt needed. If he wants to clean someone else other than mafia kill, he should try to clean pro town players that mafia isnt attacking.
Prankster is also fine as it is. No need for buffs.
Why is godfather not night immune? Its his only pro along with sheriff immunity. Taking it away is stupid.
Why does mafioso pierces doctor heal... you are just making doctor very, very useless and stupid.
Moleland wrote:Alzar wrote:/vote No
I already listed my reasons above, but no, a custom game is not to add pointless buffs simply because they sound cool. Plantdragon seems to have covered pretty much everything I wanted to say on the topic of role buffs.
Your rolelist is 30 players, with 3 Any slots. Considering the Any slots, there are 7 Mafia roles. 6 of those are not unique. There are 13 Town roles. 8 of those are non unique.
So, you have an Any slot that can only choose from: 1 Mafia, 8 Town roles, a Survivor, and a Witch. Also, what's the point of subalignments if the only roles in those categories are all unique and confirmed on the rolelist? There's no point to having a Mafia Support subalignment if there's no way for it to roll outside of the already confirmed slots.
What would you change the any slots to?
Alzar wrote:Moleland wrote:Alzar wrote:/vote No
I already listed my reasons above, but no, a custom game is not to add pointless buffs simply because they sound cool. Plantdragon seems to have covered pretty much everything I wanted to say on the topic of role buffs.
Your rolelist is 30 players, with 3 Any slots. Considering the Any slots, there are 7 Mafia roles. 6 of those are not unique. There are 13 Town roles. 8 of those are non unique.
So, you have an Any slot that can only choose from: 1 Mafia, 8 Town roles, a Survivor, and a Witch. Also, what's the point of subalignments if the only roles in those categories are all unique and confirmed on the rolelist? There's no point to having a Mafia Support subalignment if there's no way for it to roll outside of the already confirmed slots.
What would you change the any slots to?
The Any slots might as well just be RT slots, with maybe an RN slot or two. What's the point of having so many unique roles, and why do you have so many confirmed roles on the rolelist? A massclaim is impossible for evil roles to live through.
Alzar wrote:A public mass roleclaim will still out all the scum, since there are 3 RT slots, and 5 Citizens that can all be easily confirmed.
LinearPoint wrote:I actually have a question.
Why have stronger and weaker version of the same role in play?
Like Torch and Mash Maker. They are both a Marshal only Torch is much stronger.
LinearPoint wrote:Ya I know what it does.
But they are the same role only one does everything the other does and more.
LinearPoint wrote:I just felt like it seamed pointless to have both of them in the game.
Both of them together is kind of silly as one is stronger than the other.
Maybe if the mask lasted 2 nights it would make sense that you would have 2 extremely similar roles, but since Mask Maker is a strait downgrade it doesn't work well from a gameplay perspective.
I get the idea you are going for to model it after FNAF, but those 2 together just doesn't work well.
TheCow wrote:/vote no
I don't like the theme. The role list is too open with 0 claim space. You have an any slot. Phone Guy is an even easier to confirm Vet who can transmit the Role List to other players for free.
What plantdragon said.
TheCow wrote:The Role list and specifics of the role cards need to be tackled first. You need more Scum claimspace and a more stable role list for this claim space to reside.
Moleland wrote:TheCow wrote:The Role list and specifics of the role cards need to be tackled first. You need more Scum claimspace and a more stable role list for this claim space to reside.
Maybe I'm going mad, but I see plenty of claim space in the role list.
LinearPoint wrote:Moleland wrote:TheCow wrote:The Role list and specifics of the role cards need to be tackled first. You need more Scum claimspace and a more stable role list for this claim space to reside.
Maybe I'm going mad, but I see plenty of claim space in the role list.
All evil roles are known.
He's saying that if they claim their counterparts they will be obvious.
And since a Citizen is revealed a day they can't claim Citizen effectively.
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