Death Rework

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Death Rework

Postby JacksonVirgo » Mon Sep 02, 2019 5:43 pm

Original Post
JacksonVirgo wrote:This might seem a bit stupid, but hear me out. I wanted to make ALL town less confirmable but when you're a Vigilante and whisper to the Jailor that you're shooting 8. You shoot them, and then are confirmed as Vigilante.

My suggestion (though pretty weak) would be maybe we could implement a system instead of saying "Your target was killed by a Vigilante" or whatever it says, it shows as "Your target was killed by the Mafia, Vigilante or Veteran!" Or something similar. Opinions??

I still believe there should be an implementation to not confirm what killed a specific role. Town roles area able to confirm themselves way too easily and this is one easy way that it could be limited but still possible to confirm yourself.

All roles that can kill in a game in some way are Bodyguard, Crusader, Jailor,Trapper, Vampire Hunter, Veteran, Vigilante, Mafia Factional Kill, Ambusher, Coven Leader, Hex Master, Poisoner, Potion Master, Medusa, Necromancer, (I am too lazy to do Neutral colors) Serial Killer, Jester, Arsonist, Juggernaut, Pirate, Pestilence, Vampire, Werewolf, Serial Killer.

Obviously, kills that deserve to be confirmed or kills that honestly would be known anyway won't have anything changed.
"They were killed by a..."
  • Jailor
  • Veteran
  • Jester
  • Bodyguard
  • Medusa They'd be stoned anyway, confirming it but also no other kill results will show even if another player killed them.

Now for the combinations boyo.
- They were shot by a Vigilante, Pirate or a member of the Mafia!
- They were slashed by a Crusader, Ambusher or a Serial Killer!
- They were brutalized by a Bodyguard, Werewolf or a Necromancer's Ghoul!
- They were obliterated by an Arsonist, Juggernaut or Pestilence the Horseman of the Apocalypse!
- They were drained by a Vampire, Vampire Hunter or Coven Leader!
- Their death was planned forward by a Trapper, Poisoner or Hex Master!

Let me know if I missed a role or you disagree with one, multiple or all of these choices.
Last edited by JacksonVirgo on Fri Sep 20, 2019 1:51 am, edited 1 time in total.
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Re: Death Rework

Postby SwampRabbit » Mon Sep 02, 2019 6:33 pm

So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard. Mafia (or coven) already have the advantage of knowing who each other are. There are incredibly few ways that town roles can confirm themselves and you want to strip away the 2 (vig, vet) that exist. That would make the balance of the game so ridiculously favored towards evils. BMG already stripped away the vig and vet deathnotes so they could not identify themselves via DN, and now you want someone who visits a vet to be shown as a possible mafia kill? While we are at it, why dont we increase max number of mafia to 9 and min number to 6. That way it would truly be impossible for town to win which is what you are trying to make it be anyhow.
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Re: Death Rework

Postby JacksonVirgo » Mon Sep 02, 2019 7:23 pm

Could you calm down for like five seconds. I did say it was just a random idea that I had and I just asked for thoughts.

Edit: Also I did think Veteran should be an exception. But vigi?
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Re: Death Rework

Postby DragonClaw66 » Mon Sep 02, 2019 9:40 pm

It's really not that bad an idea. The Vigilante doesn't get affected that much because they either shoot a non-Town and confirm themselves after the player's death via the bullet or lynching (after exposing them) or they shoot a Town role and commit suicide. The Veteran is kind of hurt by this change if they kill a singular Town, but again, if they shoot an evildoer, they pretty much confirm themselves. If the evildoer they shoot is a Neutral Killing or a Godfather with a dead Neutral Killing, the Veteran does confirm themselves. The change would be alright, but I don't think it's a priority (the roles themselves should be looked at first).
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Re: Death Rework

Postby Soulshade55r » Wed Sep 04, 2019 6:35 am

Just remove death announcement
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Re: Death Rework

Postby JacksonVirgo » Wed Sep 04, 2019 6:11 pm

Soulshade55r wrote:Just remove death announcement


I mean after an Arsonist or Werewolf kills a bunch I just sit in utter boredom as I watch every single death announcement say the exact same thing. Though I think the announcements shouldn't be removed entirely.
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Re: Death Rework

Postby Soulshade55r » Fri Sep 06, 2019 12:43 am

JacksonVirgo wrote:
Soulshade55r wrote:Just remove death announcement


I mean after an Arsonist or Werewolf kills a bunch I just sit in utter boredom as I watch every single death announcement say the exact same thing. Though I think the announcements shouldn't be removed entirely.


I mean "arso killed X" instead just "x was killed"
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Re: Death Rework

Postby JacksonVirgo » Fri Sep 06, 2019 12:56 am

Sorry, don't follow
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Re: Death Rework

Postby BasicFourLife » Fri Sep 06, 2019 2:49 pm

SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but thatm is the dumbest idea I think I have heard. Mafia (or coven) already have the advantage of knowing who each other are. There are incredibly few ways that town roles can confirm themselves and you want to strip away the 2 (vig, vet) that exist. That would make the balance of the game so ridiculously favored towards evils. BMG already stripped away the vig and vet deathnotes so they could not identify themselves via DN, and now you want someone who visits a vet to be shown as a possible mafia kill? While we are at it, why dont we increase max number of mafia to 9 and min number to 6. That way it would truly be impossible for town to win which is what you are trying to make it be anyhow.

You are what we call in this society “a complete and utter failure”
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: Death Rework

Postby JacksonVirgo » Fri Sep 20, 2019 1:52 am

Upping to add specific information, let me know you feel about it.
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Re: Death Rework

Postby James2 » Sat Sep 21, 2019 6:04 am

Much like the suggestion to add citizens, this is a bad idea because it requires far too much logical reasoning for the length, format, and playerbase of ToS.
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Re: Death Rework

Postby JacksonVirgo » Sat Sep 21, 2019 6:30 am

Ah, because people who play Town of Salem are too dumb to know what a Jailor does. Got it, good to know.
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Re: Death Rework

Postby James2 » Sat Sep 21, 2019 3:50 pm

There isn't enough time in a ToS day for average players to figure out the source of kills (when not given explicitly). Just as there isn't enough time to find scum using reads alone.
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Re: Death Rework

Postby Brilliand » Sat Sep 21, 2019 4:28 pm

James2 wrote:There isn't enough time in a ToS day for average players to figure out the source of kills (when not given explicitly).


It's usually not necessary to know the source of kills, though. You just need to know that someone died, and whether anyone claims to be a vig/vet that got a kill.

Lookout claims will just have to announce "This person is a killer!" instead of "This person is specifically Mafioso/Godfather/Serial Killer!". It's no big deal.
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Re: Death Rework

Postby orangeandblack5 » Sat Sep 21, 2019 10:29 pm

SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

That's one for the sig lmao
Image
Spoiler:
SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Death Rework

Postby JacksonVirgo » Sat Sep 21, 2019 10:32 pm

orangeandblack5 wrote:
SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

That's one for the sig lmao

??
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Re: Death Rework

Postby orangeandblack5 » Sat Sep 21, 2019 10:51 pm

Check out the revised sig :lol:
Image
Spoiler:
SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Death Rework

Postby JacksonVirgo » Sat Sep 21, 2019 11:01 pm

Oh :lol:
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Re: Death Rework

Postby orangeandblack5 » Sat Sep 21, 2019 11:14 pm

Personally I've always been a fan of weapon-based death messages over the exact role, even if I think no notification would be pretty fun
Image
Spoiler:
SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Death Rework

Postby JacksonVirgo » Sat Sep 21, 2019 11:20 pm

orangeandblack5 wrote:Personally I've always been a fan of weapon-based death messages over the exact role, even if I think no notification would be pretty fun

I've also been a fan of weapon based death messages or death messages that don't confirm what killed them etc lol, all social deduction games I love include this kind of thing and those who don't I find a little sad.
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