In post 4439, Sajin wrote:Better night action planning would of win this game for town. Town on town violence killed us. I know it can be less "fun" but it is the better play.
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I felt like mafia had a ton of information about how specific roles interacted that town would have ver little idea about like time bomb, pull.
Town info roles were really really weak which made bussing really effective.
Enjoyed the game though
1. I don't think it was bad the first night, to see what happened, but consistently doing it, yeah, I agree that it wasn't the most opportune way to play every night.
2. Do you think mafia had too much information?
3. We were trying to balance town having SO MUCH POWER at their disposal. 18:4 could've gone either way, but if town was a little less zealous about damage and used time and patience to their advantage, it could've easily swung in town's favor.
In post 4443, Sajin wrote: In post 4440, CF Riot wrote: In post 4439, Sajin wrote:Better night action planning would of win this game for town.
Maybe. I kind of think we got too wrapped up in night actions and should've played the day better. All the scum had dmg mitigating abilities so just making big aa chains wouldn't have been enough unless we were ridiculously accurate, which again is fueled by day play.
Yes but the multikill that one night would not have happened without town on town violence. Think about it this way: Town was given a bunch of damage roles and split up their usage. Damaging a town player without killing them is strictly anti town. It does not get a flip for information or anything and only makes it easier for scum to hide their own weakening attacks.
But multiple people could not stand the thought of not using their role the way they wanted to. This let us get far less information about the night play. So many players thus used their abilities in an anti town way.
Hp bars were not used well enough as an information tool either.
I already said something along these lines earlier, but I 100% agree that damaging someone without the intent of killing them for a flip or gaining other information is fairly anti-town. The benefit was the first night to allow town to get a feeling for what their were working with, maybe to see who was being honest about damage/health/etc, but then allowing the game to progress from there more naturally.
Were the hp bars not used well enough on our end, or the players? What could/should we have done?
In post 4441, pieceofpecanpie wrote:Bella should've been force-replaced after
going missing for 9 days
and continuously flaking every other game Day.
But with that out of the way, good game everyone. I thought it was a great set-up, really interesting mechanics and heaps of potential. Mods had a hell of a time keeping it all together, and although they dropped the ball a few times, I think a big thank you for all the hard work is well deserved.
Thanks mods team
I already mentioned that I'd be keen for another one of these with a different champ pool, and at the rate Riot adds them there's a few more LoL mafia games up our sleeves, but I get the impression the mods will be chilling for a bit after this big one.
The only let down was the player pool. I think the attitudes and general bitchy bullshit that went on here was schoolyard level most of the time. I've spent a bit of time reflecting on how I can play less of a part in that and with any luck improve my and others enjoyment of the game. Having said that I'm also going to be selective with playerlists in the future to avoid the more volatile babies.
Again, my biggest regret is overlooking a three-strikes-you're-out rule. We didn't do a good enough job with enforcing Bella's activity enough. But I also agree with Glork that it can be used strategically, so regardless of the fact that Bella does it as either alignment, it shouldn't have been rewarded by apathy.
Sorry about the mistakes! Sometimes with a game this convoluted, not even 6 sets of eyes could catch it all (which we had more often than not). We realize now that the only real way to do it is talk through every night action, even if it does take us a couple hours longer to resolve it all, lol. That being said, I know we are definitely looking to make a "Season 2" in the near-ish future, so any/all suggestions would be greatly appreciated (now you can see the endless possibilities with this kind of theme game). We've also exercised our element of surprise with regards to the complexity of it, so we'll have to figure out what what we can throw at you next.
MAJOR PROPS to quadz for talking on the bulk of the mundane modding tasks throughout the game. Huge thanks to Glork, hito, and gamma for reviewing and creating the game with me, and again to Glork for reviewing all of the night actions with quadz on top of that. This game was my baby (yes I know it was a long time coming!), and I seriously could not have possibly done it all without them.