TL Mafia XXVIII - Page 7
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Pyrrhuloxia
United States6700 Posts
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BloodyC0bbler
Canada7875 Posts
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Tricode
United States538 Posts
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Bill Murray
United States9292 Posts
lol + Show Spoiler + jk On a more serious note, what is the general take on having clues in the game? Poll: Clues? No. (11) Yes. (8) Colonel Mustard with the knife in the Billiard's room? (4) 23 total votes Your vote: Clues? (Vote): Yes. | ||
BloodyC0bbler
Canada7875 Posts
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Bill Murray
United States9292 Posts
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Bill Murray
United States9292 Posts
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BloodyC0bbler
Canada7875 Posts
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Bill Murray
United States9292 Posts
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flamewheel
FREEAGLELAND26780 Posts
o.0 *takes notes* | ||
Amber[LighT]
United States5078 Posts
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Chezinu
United States7429 Posts
I need to focus on school. | ||
flamewheel
FREEAGLELAND26780 Posts
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d3_crescentia
United States4053 Posts
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JimboSilvers
United Kingdom167 Posts
I only vote for clues if they are done in true CLUE style. Go Colonel Mustard! | ||
Hesmyrr
Canada5776 Posts
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rastaban
United States2294 Posts
On July 16 2010 02:28 Hesmyrr wrote: Huh, the clue is losing. Don't know what to feel about that, as I am impartial to them but understand it to be one of unique constants present in TL Mafia community. I voted for Mr. Mustard, but only because the butler wasn't an option. How does the clue change the game dynamic? Also for the person earlier mentioning the Infested Terrans and DTs, in this case DT actualy meant detective and not dark templar..... yeah it took me a while to figure that one out when i was reading the boards. | ||
citi.zen
2509 Posts
How does the clue change the game dynamic? It gives people something to talk about. However, "good" clues are non-obvious and confusing, not really helpful at catching reds. In the end this is still supposed to be a game of mafia, where information is generated primarily by the interaction between players, not the mod. | ||
YellowInk
United States578 Posts
On July 16 2010 03:46 citi.zen wrote: I agree with this. The other impact of clues is that at the endgame you're going to have multiple clues pointing at the last couple mafia which can make it really tough for scum to pull out a close victory. Clues definitely help the town in the 'close' games.It gives people something to talk about. However, "good" clues are non-obvious and confusing, not really helpful at catching reds. In the end this is still supposed to be a game of mafia, where information is generated primarily by the interaction between players, not the mod. I also would not like to burden any mod with the onus of making fair and balanced clues. Take my opinion as you will - I'm not currently signed up to play. I don't want to have a thick multi-game overlap like I did for nearly a week between TMMM and HP. Caller's game doesn't seem to be in a hurry to start, though, so I may end up joining. | ||
rastaban
United States2294 Posts
On July 16 2010 04:29 YellowInk wrote: I agree with this. The other impact of clues is that at the endgame you're going to have multiple clues pointing at the last couple mafia which can make it really tough for scum to pull out a close victory. Clues definitely help the town in the 'close' games. I also would not like to burden any mod with the onus of making fair and balanced clues. Take my opinion as you will - I'm not currently signed up to play. I don't want to have a thick multi-game overlap like I did for nearly a week between TMMM and HP. Caller's game doesn't seem to be in a hurry to start, though, so I may end up joining. Please do, I need earn your forgiveness for that lynch last game | ||
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