SilverCruz wrote:I don't agree.
y
SilverCruz wrote:I don't agree.
SilverCruz wrote:Yes, I did answer your question.
Plus, "get good", what a joke. Weren't we in a simulation of a realistic gameplay scenario in a different thread that you never finished? Let's try it again. Failure to respond will be interpreted as quitting while alive for the purpose of the simulation.
Night 1 - You are the Godfather, and William Phips is the Mafioso, and your Random Mafia are a Framer and Disguiser. You decide to attack Cotton Mathers.
Day 2 - Cotton Mathers was killed by a member of the Mafia. His role was Medium. William Phips was shot by a Vigilante. His role was Mafioso. John Hathorne claims Vigilante and asks to be lynched so he can't get Witched again. The town lynches John Hathorne because nobody is counter-claiming Vigilante, so he's unlikely to be a Jester that wanted Cotton Mathers. His role was Vigilante.
Night 2 - The Jailor arbitrarily jails you because they had no reasonable leads and openly states that nothing you say will cause them to execute you tonight because if you're the Godfather then they have a deadlock. What do you do?
SilverCruz wrote:I don't agree.
EqsyLootz wrote:SilverCruz wrote:I don't agree.
This is why you get suspended.
kyuss420 wrote:EqsyLootz wrote:SilverCruz wrote:I don't agree.
This is why you get suspended.
So hes the guy who fucks over my NE wins, by leaving the game cos his faction was dumb enough to get wrekt in 3 days......
SilverCruz wrote:Well golly gee, if the rules weren't so draconian, you could maybe... just also leave and find another round?
There seems to be a misunderstanding that every round is hallowed and must be held to the highest order. That's not true. Some rounds go to crap for one side instantly. Sometimes half the Mafia quits before Night 1 is over. Sometimes half the town quits giving the Mafia voting majority immediately and the Jailor, for once in his stinkin' life, gets punished for "im jailor tplo on me" by being the first one to get lynched off so that the town can't put the scales back to neutral by RDMing. There will always be bad rounds even if nobody ever leaves early, that's what you get when arbitrary decision is such a significant factor to the game.
Also, Eqsy, this preachy holier-than-thou attitude isn't endearing. As well, you started ignoring the simulation, so you broke the deadlock by quitting while alive. Have a nice day.
SilverCruz wrote:Short answer - No.
So one note, you're coming off as awfully flat.
SilverCruz wrote:Well, the role balance could be tweaked so that there aren't roles that are just terrible like the OG hard counter, the Framer. I'd say retool it into a Mafia Lookout so that it's actually helpful to the Mafia and a threat to the Town, but the developers don't read the forums, so why should I bother getting in depth into that?
The developers could, instead of making an overbearing punishment robot to ban everyone who's not happy with the game on the same release schedule as Duke Nukem Forever, actually use the forum and ask people why they Day 1 quit to get feedback and take that feedback into consideration.
They could add failsafes to make quitting less harmful instead of just having the game immediately give up and just declare the player dead.
They could maybe allow players to blacklist a few roles so that people aren't as prone to getting roles they don't enjoy, and have a failsafe that if everyone in the lobby has blacklisted a role and that role gets called on anyway, assign it to someone in spite of the blacklist and give them a bundle of extra Merit Points and one Scroll of their choice if they see the game through to the end, win or lose.
SilverCruz wrote:Well, the role balance could be tweaked so that there aren't roles that are just terrible like the OG hard counter, the Framer. I'd say retool it into a Mafia Lookout so that it's actually helpful to the Mafia and a threat to the Town, but the developers don't read the forums, so why should I bother getting in depth into that?
The developers could, instead of making an overbearing punishment robot to ban everyone who's not happy with the game on the same release schedule as Duke Nukem Forever, actually use the forum and ask people why they Day 1 quit to get feedback and take that feedback into consideration.
They could add failsafes to make quitting less harmful instead of just having the game immediately give up and just declare the player dead.
They could maybe allow players to blacklist a few roles so that people aren't as prone to getting roles they don't enjoy, and have a failsafe that if everyone in the lobby has blacklisted a role and that role gets called on anyway, assign it to someone in spite of the blacklist and give them a bundle of extra Merit Points and one Scroll of their choice if they see the game through to the end, win or lose.
Quartzified wrote:SilverCruz wrote:Well, the role balance could be tweaked so that there aren't roles that are just terrible like the OG hard counter, the Framer. I'd say retool it into a Mafia Lookout so that it's actually helpful to the Mafia and a threat to the Town, but the developers don't read the forums, so why should I bother getting in depth into that?
The developers could, instead of making an overbearing punishment robot to ban everyone who's not happy with the game on the same release schedule as Duke Nukem Forever, actually use the forum and ask people why they Day 1 quit to get feedback and take that feedback into consideration.
They could add failsafes to make quitting less harmful instead of just having the game immediately give up and just declare the player dead.
They could maybe allow players to blacklist a few roles so that people aren't as prone to getting roles they don't enjoy, and have a failsafe that if everyone in the lobby has blacklisted a role and that role gets called on anyway, assign it to someone in spite of the blacklist and give them a bundle of extra Merit Points and one Scroll of their choice if they see the game through to the end, win or lose.
You just immediately assumed that every D1 leaver quits because they don't like their role just because (I'm assuming here, just like you did) that's what you do. If that was the case, admission wouldn't be necessary to punish people for leaving. Most of the time, it is more likely that people leave because they were disconnected from the game either because of their internet or the server kicking them out. In fact, you see people leave as all kinds of roles. There's just this mentality in the community that evil roles are weak and no one wants to play evil roles, so every time someone leaves as an evil role, people immediately assume they did it on purpose when that's not always the case. Maybe there is a percentage of people who leave whenever they get a role they don't like, but most leaving cases turn out to be due to an unintentional disconnection.
And even if your "failsafe" is implemented, there are still people that are going to leave because of disconnections and there are still going to be people that leave to troll, and these cases probably make up the majority of leaving cases.
However, I do agree that the leaver buster system isn't the most effective way to combat leaving on it's own. Intentional leavers make up a minority, and they can easily just leave 5 games intentionally and play 50 games legit and continue to circumvent the rules. The leaver buster system also doesn't take into account people who leave because of a disconnection, which again probably make up the majority of leaving cases.
I believe that the implementation of a reconnection system would solve this problem. People who unintentionally disconnected should be offered a chance to rejoin the game and continue to play. And instead of having leavers die from suicide, have their character stay in the game as if they were still alive but afk. In addition, if someone leaves a game while they were alive, they should have to wait until the game they were in ends before being allowed to join a new one. This would discourage people who leave to troll because they would not be able to mass leave and join new games. This would also discourage people who leave because they do not like their role, because they would have to wait out the entire round anyway before being allowed to play a new game. If these suggestions are implemented, I believe that a leaver buster system would be unnecessary and the leaver problem would be all but solved.
dbpeanut wrote:The blacklisting roles thing is actually a really good idea, it would reward players who are forced to play objectively bad roles like the exe and Jester, but simultaneously prevent role leavers en masse, as is common in both All Any and Classic.
Quartzified wrote:You just immediately assumed that every D1 leaver quits because they don't like their role just because (I'm assuming here, just like you did) that's what you do. If that was the case, admission wouldn't be necessary to punish people for leaving. Most of the time, it is more likely that people leave because they were disconnected from the game either because of their internet or the server kicking them out. In fact, you see people leave as all kinds of roles. There's just this mentality in the community that evil roles are weak and no one wants to play evil roles, so every time someone leaves as an evil role, people immediately assume they did it on purpose when that's not always the case. Maybe there is a percentage of people who leave whenever they get a role they don't like, but most leaving cases turn out to be due to an unintentional disconnection.
And even if your "failsafe" is implemented, there are still people that are going to leave because of disconnections and there are still going to be people that leave to troll, and these cases probably make up the majority of leaving cases.
However, I do agree that the leaver buster system isn't the most effective way to combat leaving on it's own. Intentional leavers make up a minority, and they can easily just leave 5 games intentionally and play 50 games legit and continue to circumvent the rules. The leaver buster system also doesn't take into account people who leave because of a disconnection, which again probably make up the majority of leaving cases.
I believe that the implementation of a reconnection system would solve this problem. People who unintentionally disconnected should be offered a chance to rejoin the game and continue to play. And instead of having leavers die from suicide, have their character stay in the game as if they were still alive but afk. In addition, if someone leaves a game while they were alive, they should have to wait until the game they were in ends before being allowed to join a new one. This would discourage people who leave to troll because they would not be able to mass leave and join new games. This would also discourage people who leave because they do not like their role, because they would have to wait out the entire round anyway before being allowed to play a new game. If these suggestions are implemented, I believe that a leaver buster system would be unnecessary and the leaver problem would be all but solved.
kyuss420 wrote:blacklisting roles isnt a thing for the same reason anti roles arent a thing. (scrolls that reduce the chance of you getting a role) Theres threads and threads explaining the problems created by making such things exist. (no db, im not linking them, idc enough to go searching for things i have no problem with)
so 9/10 players have blacklisted (or are using anti-scrolls for) exe.
I didnt blacklist exe.
Im 90% more likely to get exe.
After queueing for 5 games, everyone in match assumes Im exe.
cost of (anti)scrolls vs burning one, every time you DONT get that role.....
But thats not the point I came here to argue.
I play VIP mode a lot, so I see a lot of noobs that quit because town found them day 2 or 3.
after they quit, town lynches one of their team mates, which usually costs the match, because instead of the coven losing 1 member, they lose 2, which means they lose 2 nights to achieve win conditions instead of 1.
I have also seen coven go on to win after the above scenario occured - so just because some noob assumes they have no chance of winning, doesnt mean theyre correct in their assumption.
Now there are also 2 nuetral players in the game in the above scenario. So some noob quitting because *insert crybaby reason here* means they now have less time to achieve their win cons, if not no time at all....which causes them to lose also.
I mean, do you quit in real life when things arent going the way you planned? Or do you try and stick it to the guys giving you a hard time? Guess thats what separates the boys from the men....
Quartzified wrote:You shouldn't leave the game just because you don't like the role you got. You should at least still try to play the game, because straight up leaving would ruin it for your other teammates and the other players as well.
dbpeanut wrote:Realistically, it doesn't ruin that much if an exe or a Jester quits. Often times they die by Mafia or Coven anyways.
In fact, if you're anything but Arso, PB, GA, WW or Jugg you hardly impact anything except in specific circumstances.
kyuss420 wrote:blacklisting roles isnt a thing for the same reason anti roles arent a thing. (scrolls that reduce the chance of you getting a role) Theres threads and threads explaining the problems created by making such things exist. (no db, im not linking them, idc enough to go searching for things i have no problem with)
so 9/10 players have blacklisted (or are using anti-scrolls for) exe.
I didnt blacklist exe.
Im 90% more likely to get exe.
After queueing for 5 games, everyone in match assumes Im exe.
cost of (anti)scrolls vs burning one, every time you DONT get that role.....
But thats not the point I came here to argue.
I play VIP mode a lot, so I see a lot of noobs that quit because town found them day 2 or 3.
after they quit, town lynches one of their team mates, which usually costs the match, because instead of the coven losing 1 member, they lose 2, which means they lose 2 nights to achieve win conditions instead of 1.
I have also seen coven go on to win after the above scenario occured - so just because some noob assumes they have no chance of winning, doesnt mean theyre correct in their assumption.
Now there are also 2 nuetral players in the game in the above scenario. So some noob quitting because *insert crybaby reason here* means they now have less time to achieve their win cons, if not no time at all....which causes them to lose also.
I mean, do you quit in real life when things arent going the way you planned? Or do you try and stick it to the guys giving you a hard time? Guess thats what separates the boys from the men....
Quartzified wrote:You shouldn't leave the game just because you don't like the role you got. You should at least still try to play the game, because straight up leaving would ruin it for your other teammates and the other players as well.
mdntranger wrote:dbpeanut wrote:Realistically, it doesn't ruin that much if an exe or a Jester quits. Often times they die by Mafia or Coven anyways.
In fact, if you're anything but Arso, PB, GA, WW or Jugg you hardly impact anything except in specific circumstances.
The problem with leaving (especially early leavers) is that you have reduced claim space *AND* verified a role in one fell swoop. Those with good deduction skills can use this 'gift' to find the opposing faction quicker. I believe the early leavers do affect the game more than people think...although it may not affect you personally, you will have affected someone else's game.
Unrelated - Developers *do* read the forums. They just don't necessarily post here all that often to let you know they're being read. I've seen many suggestions implemented in the game that were a direct result of a forum conversation that no developer ever made a post in.
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