Crona111 wrote:Then you get the issue of a thrower just leaving while on the stand to fuck with town, or other cases where someone leaves for other reasons apart from being mafia, like a townie that's pissed that they're being put up and leaves.
Throwers are always getting lynched, a townie that's pissed they're getting put up most likely isn't gonna say anything that's gonna convince town. In both of these instances, they're getting lynched. So it really doens't matter if they're leaving or not, becauses they are getting voted guiltied. If they are leaving, then town shouldn't have the opportunity to gain more info via a vfr
You go from the town being able to vote up two people to forcing them to end their day because someone left. It makes leavers impact the game far more and is pretty dumb imo. Just hide disconnects, it affects the game less and doesn't force town to end a day.
syjfwbaobfwl wrote:It would be better to hide disconections, leavers should affect the game as little as posible and automatically guilting them doesnt achieves that
TheTraitorofSalem wrote:Crona111 wrote:Then you get the issue of a thrower just leaving while on the stand to fuck with town, or other cases where someone leaves for other reasons apart from being mafia, like a townie that's pissed that they're being put up and leaves.
Throwers are always getting lynched, a townie that's pissed they're getting put up most likely isn't gonna say anything that's gonna convince town. In both of these instances, they're getting lynched. So it really doens't matter if they're leaving or not, becauses they are getting voted guiltied. If they are leaving, then town shouldn't have the opportunity to gain more info via a vfr
You go from the town being able to vote up two people to forcing them to end their day because someone left. It makes leavers impact the game far more and is pretty dumb imo. Just hide disconnects, it affects the game less and doesn't force town to end a day.
They shouldn't be allowed to vote up two people if a "scum" leaves, gives too much of an advantage to the town.
MysticMismagius wrote:Some predictions that immediately come to mind if disconnections are merely hidden:
- Initially, people are going to notice that they can simply announce that they're going to leave before they disconnect, which would have the same effect as before the change. (Some people already do this even though it's not necessary)
- Soon after, people will realize that they can announce they're going to leave, and then not disconnect, so they can get inno'd off the stand for free.
These eventualities are probably the reason why the initial suggestion was made the way that it was: to prevent a mini-meta from forming around pretending to have disconnected when you haven't and vice versa.
MysticMismagius wrote:Some predictions that immediately come to mind if disconnections are merely hidden:
- Initially, people are going to notice that they can simply announce that they're going to leave before they disconnect, which would have the same effect as before the change. (Some people already do this even though it's not necessary)
- Soon after, people will realize that they can announce they're going to leave, and then not disconnect, so they can get inno'd off the stand for free.
These eventualities are probably the reason why the initial suggestion was made the way that it was: to prevent a mini-meta from forming around pretending to have disconnected when you haven't and vice versa.
cheeseandtomatos wrote:+support disconnects being hidden until end of day.
I doubt that many leavers would be so determined to announce that they're leaving, and if they do, they can be reported for gamethrowing (in some cases).
Also, leavers don't just affect the player being voted. If you're Mafioso being voted and then the dead Ambusher leaves, it becomes obvious you're evil. Hidden disconnects help more in that scenario than auto-lynching.
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