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[T][M]Experimental Haunted Mafia - Page 29

Forum Index > TL Mafia
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GMarshal
Profile Blog Joined March 2010
United States22154 Posts
August 08 2011 23:58 GMT
#561
Actually I think a 48 hour night in which to solve the puzzles might be a great solution to the scumhunting vs puzzlesolving dilemma, since nights are usually pretty quiet anyway
Moderator
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 09 2011 00:00 GMT
#562
We really should have organized better. I spent so much time trying make up a random roundabout way for town to not lynch amber without actually talking about amber, but syllo and trotske picked up on it. I didn't think amber looked that scummy day 1, I was very surprised he got pushed instead of mig, who I was prepared to bus all the way. Didn't want to bus our high priest, especially with the headstart the real townies like meapak and palmar got.

Should have killed syllo, but we would have had to kill so many different people who were virtually townies already, that we didn't want to start with someone who was not necessarily town.

MVP - Meapak then syllogism for sure.

Mafia MVP...
Together but separate, like oatmeal
ghrur
Profile Blog Joined May 2009
United States3786 Posts
August 09 2011 00:01 GMT
#563
On August 09 2011 07:59 DoctorHelvetica wrote:
Survey


What did you like most about the game?

What did you like least about the game?

If you could remove something from the real haunted game, what would it be?

If you could add something to the real haunted game, what would it be?

Do you think this game was imbalanced in favor of town or mafia?

Were the puzzles too easy or too difficult?

Additional Comments:


I liked seeing the puzzles, seeing how easily town solved the first one, and how crazily you ramped up the difficulty. It made me chuckle. Also, I liked the recruitment dynamic. :p Theorizing about that was fun...

I didn't like that I was a poor co-host who did nothing, hahaha.

Nothing.

Semi-open set up.

To be honest, I think it should have been in mafia's favor except they played poorly.

Lol. Never attempted.

Fun game to spectate. Seemed fun to play too. Can't wait come halloween. XD
darkness overpowering
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
August 09 2011 00:02 GMT
#564
GG Everyone, nice to actually just play vanilla town for once, although getting shot was less nice.

On August 09 2011 07:59 DoctorHelvetica wrote:
Survey


What did you like most about the game?
I loved the atmosphere it created, I really have almost nothing bad to say about this game. The roles were interesting, the puzzles are for obvious reasons very hard to balance, but still were very fun. The setup was good, I love the mafia mechanic of recruiting their team. All in all one of the better mafia games I've played.

What did you like least about the game?
Mafia shooting me

If you could remove something from the real haunted game, what would it be?
Nothing, I like the format

If you could add something to the real haunted game, what would it be?
Nothing really, the game was pretty great

Do you think this game was imbalanced in favor of town or mafia?
the game was basically an f11 setup, but perhaps a bit town favored. Town won on analysis though, so it's hard to say, mafia just didn't play very well.

Were the puzzles too easy or too difficult?
First one too easy, second one perhaps slightly to difficult. Remove like 1-2 layer of clues and you'd have had a perfect puzzle, also I'd like to agree with please keeping NSFW stuff out of our mafia games


Additional Comments: ♥

Computer says mafia
Palmar
Profile Blog Joined July 2010
Iceland22633 Posts
August 09 2011 00:04 GMT
#565
can we get mafia qt?
Computer says mafia
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 09 2011 00:14 GMT
#566
http://www.quicktopic.com/46/H/eqajiMaJG8rP
Together but separate, like oatmeal
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
August 09 2011 00:35 GMT
#567
Survey


What did you like most about the game?

I liked the atmosphere/flavour created by the roles and general background/themes of the game. I also enjoyed the inclusion of puzzles.

I also liked the idea of inventory and inventory spaces.

What did you like least about the game?

I didn't particularly like that players were only given one chance to solve the puzzle, but depending on the amount of players, it might be necessary, to keep town from having too many guesses. (That's why I liked the Day 2 puzzle, because you could keep trying).

Also on Day 1, it seemed like town had a lot of trouble scum hunting, because of the time split between puzzles and scum hunting, as well as not knowing the exact nature of their enemies.

If you could remove something from the real haunted game, what would it be?

Dunno.

If you could add something to the real haunted game, what would it be?

These aren't really things that I would all added to the game, but are just some brainstormy ideas I came up with while reading the game, and during downtime where I didn't have anything to do that I thought could be cool.
  • Having town continue until they solve all the clues. :p Killing all the mafia stops their KP, but town still has to escape the castle, right?
  • Multiple tries for clues. This would be useful, depending on the collaboration possible between players, as there are oftentimes where you have, say two possible answers, like the LvithN, Leviathan puzzle. If solving the puzzles gave more of a personal reward, then it would give players more of an incentive to submit multiple guesses than let others solve it, as they are not sure of anyone's alignment but their own (and because people are greedy). However, there would be safeguards against spamming answers, for example, using the safe puzzle, perhaps the second wrong guess delivers a mild electric shock that role-blocks the player, while the third gives them a lethal jolt, but they are not aware of these punishments until they are triggered. Then players won't spam answers, but are given a risk/reward dynamic for guessing multiple times if they think they have the answer.
  • A box item, or ambiguous items where the use is unknown until used. For example, "You found a box! It seems to be closed with a simple latch, and can be forced open with a little effort. Do you open it?", and then have a variety of things that could be in the box, ranging from useful items to a dark energy that corrupts the player and makes them evil. Open at your own risk. :p
  • A mafia as well as an evil power. For example, say the flavour is an expedition into some dark and ancient ruins, you could have the town, who are explorers and scholars, say two mafia who have less than noble intentions in wanting to kill everyone and loot the place, and a Demon-worshiper who knows what the ruins really are, and wishes to kill/convert everyone and re-awaken some dark power, and who would have limited recruitment and KP capabilities, and would win independently or with a cult.
  • Unique items and perhaps generic town night abilities. You already seemed to have done a good job with giving everyone different items, but it would be cool that even if people had similar powers their flavour and items would be different. For example, having a silver dagger and revolver both be KP items. This would go with the idea of generic abilities, which would be things such as ##Explore, which could give a chance to find an item or give a clue to the next puzzle, but also could get the player trapped in the next puzzle or something equally bad, or ##Investigate, which would give flavour into the actions of one other player that night. The drawbacks for that, would be the information could be somewhat open to interpretation. For example, a player could see that someone else was skulking around room to room trying to conceal a weapon if they had one and used it, or if they were exploring, or maybe that they saw a player covered in blood, if for example they had an item like "Dead Man's Blood" and used it, that protected them from the visits of the supernatural. They wouldn't be incredibly useful abilities, but could add some more flavour in, as well as fun for vanilla players.
  • Maybe a kind of insanity or corruption mechanic, that would be raised or lowered depending on certain actions. For example, players voting on a successful town lynch raises it, while lynching mafia lowers it, and similar triggers, killing a townie raises it, killing a mafia lowers it, though the actual points and thresholds would be unknown to the player. Then, if a player passed a certain threshold, they would trigger certain things, such as losing role powers, becoming insane third party, or maybe even conversion to the dark energies? I think something like that could be fun.
These are just ideas of stuff I thought could be cool to try, though I'm not sure how well they'd actually work in a real game (Or if they'd even be possible). :p

Do you think this game was imbalanced in favor of town or mafia?

I actually thought the game favoured mafia quite a bit in the beginning, with the focus on puzzles, as well as the massive confusion that not knowing anything about the scum caused. I guess that didn't pan out so well, though.

Were the puzzles too easy or too difficult?

I didn't think the puzzles were too difficult. It might be good to stick to the same format for puzzles that involve the URL though, because I wouldn't have thought of changing from just the extension to the actual blog, for example.

Additional Comments:

<3 Haunted Mafia.
you gotta dance
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 09 2011 01:44 GMT
#568
Wiggles I did get you to think I was a scholar right? AT LEAST I DID SOMETHING COOL
Together but separate, like oatmeal
Meapak_Ziphh
Profile Blog Joined June 2010
United States6786 Posts
August 09 2011 01:45 GMT
#569
On August 09 2011 07:59 DoctorHelvetica wrote:
Survey


What did you like most about the game?
Lynching scum and shooting scum all through analysis ^^ (everyone please note, this is the first time in the almost year I've been playing mafia that I significantly contributed to town victory, I'm gonna ride this for a bit )

But on a more serious note, flavor was AMAZING, easily the best I've ever seen, I'm eagerly anticipating the real haunted.

What did you like least about the game?
I felt the puzzles detracted a bit from scum hunting. I understand that the goal is to incorporate puzzles but I feel as if they overwhelmed the scum hunting to a certain extent. Perhaps in a bigger game where there are more people the puzzles will share with scum hunting a bit... I just feel the balance between puzzles and scum hunting needs to be shifted a bit... not sure how you'd do that though. Keep in mind though, this is coming from someone with no aptitude for puzzles at all so that may make my opinion a bit biased.

If you could remove something from the real haunted game, what would it be?
I'd make it more apparent how the scum are chosen, how the recruiter works. I joined this game not expecting it to be balanced because it was strictly experimental so the ambiguity with the recruiter didn't bother me too much. However in a bigger game that is supposed to be balanced I would like clarity regarding the recruiter... so I guess rather than remove the recruiter just explain the mechanics a bit more.

If you could add something to the real haunted game, what would it be?
PMs! If you decide to keep the recruiter in it's current form the town would desperately need something to counter act that as over the course of a longer game people's alignments would become murkier and murkier. PMs would give the town something to blunt the edge of the recruiter and not make it so overpowered. Also PMs would make it much cleaner to discuss clues leaving the thread clear for analysis and scumhunting.

Do you think this game was imbalanced in favor of town or mafia?
Underneath all the glam and the glitz, the setup really was pretty basic. Maybe there was one too many power roles but I think the onesidedness came from lynching the gf day one and day viging the strongest scum player day two. That's not due to the setup just good town play (:D told you I'd run with this for a while)

Were the puzzles too easy or too difficult?
For me yes, but remember I'm not much of a puzzle person. I think if the town has people like syllo the puzzles were just right.

Additional Comments:
I thoroughly enjoyed myself and I can't wait for the real haunted. Thanks for hosting DrH, it was a blast :D




Forti et Fideli ~ TL Mafia Forum: Come play with us! ~ Go Samsung KHAN, Stork, JangBi , Shine, Grape, and TurN Fighting!~ wat
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
August 09 2011 03:47 GMT
#570
On August 09 2011 10:44 bumatlarge wrote:
Wiggles I did get you to think I was a scholar right? AT LEAST I DID SOMETHING COOL


Well, you got me to think that there might be a scholar role in the game :p

I'm guessing you originally rolled thief?
you gotta dance
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
August 09 2011 04:00 GMT
#571
What did you like most about the game?
The Day/Night posts and general theme . Haunted Mafia really hooked me on Mafia because of its amazing day/night posts and im looking forward to more of that this coming fall.

What did you like least about the game?
Game didnt go on long enough for me to answer this question honestly. It would be the length of the game that i didnt like lol.

If you could remove something from the real haunted game, what would it be?
Items. They seem to be too minor to care for really. Then again, our data sample here is small.

If you could add something to the real haunted game, what would it be?
Are there clues? I miss the clues in profile action

Do you think this game was imbalanced in favor of town or mafia?
A game so themed like this would require more games or more study in the rolelists, etc. Also atm, town seems to get what they want in the first lynch but that doesnt really answer the question :S.

Were the puzzles too easy or too difficult?
I'll be honest and ill say i gave up on them because im not a puzzle solver lol. The first one was solved really fast and the last one seemed to be mind boggling so ill say that.
Nada's body is South Korea's greatest weapon.
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
Last Edited: 2011-08-10 05:26:14
August 10 2011 05:20 GMT
#572
On August 09 2011 12:47 Mr. Wiggles wrote:
Show nested quote +
On August 09 2011 10:44 bumatlarge wrote:
Wiggles I did get you to think I was a scholar right? AT LEAST I DID SOMETHING COOL


Well, you got me to think that there might be a scholar role in the game :p

I'm guessing you originally rolled thief?


No civilian, I didn't see any other roles that were like that.

Edit: oh wait didn't check the end post, I was civilian night 0 then amber recruited me. Would have been really cool to be a recruited thief
Together but separate, like oatmeal
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 10 2011 05:35 GMT
#573
What did you like most about the game?
The mechanics you used. I know it might seem a bit town-favored with the loss, and the amount of powers, but those could easily get into town hands, what with mafia having a clue advantage of seeing what town figures out publically, and privately discussing and guessing as a group.

What did you like least about the game?
EVERYTHING, jk nothing I can see, we screwed up and got punished rather immediately for it.

If you could remove something from the real haunted game, what would it be?
Hm, if you use recruitment, that would become a huge topic of debate after the deed is done. I'm not sure how you would go about stopping a High priest from recruiting just big names, but I would need to see it in action. Perhaps making them pick between pools of people, or making it a bit more random. How about having each player submit a reason why they should be picked and base it off that? Not sure.

If you could add something to the real haunted game, what would it be?
Nothing I haven't mentioned above.

Do you think this game was imbalanced in favor of town or mafia?
Would need to see more samples, and I'd imagine the next one will be bigger.

Were the puzzles too easy or too difficult?
First two were straight forward, then that last one blew my mind, but i thought I was on to something with the facebook profile thing with that picture. Just a coincidence
Together but separate, like oatmeal
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