Skip to content

Posts from Percentages

No ratings yet — be the first to rate!
Open
Do you need them?
18 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
10 years ago
Auto-translated
A simple question that doesn't require explanation, but for which a clear answer has not yet been given: are actions and role-specific features with a chance of failure necessary in Mafia-style games?
User Avatar
10 years ago
Auto-translated
Then it would be worth adding one-time defenses as well.
User Avatar
10 years ago
Auto-translated
If you play for fun, they are useful. If you take the game very seriously, you can always find a sufficiently equivalent replacement for them.
User Avatar
10 years ago
Auto-translated
One-time defenses are not dependent on random factors and, as a result, are just as much a part of the gameplay as all other features and actions of the roles.
User Avatar
10 years ago
Auto-translated
I suggest creating another poll: are "drug-fueled" newspapers needed in Mafia games, where the city is shrouded in a thick fog, and only the "Hero" or the two Mafia teams that have eliminated each other win?
User Avatar
10 years ago
Auto-translated
As a stat boost in a multiplayer game, offering "Permanent Defense 50%" or "50% chance to succeed on a skill check" – it's unnecessary. However, as a supplement to a standard skill check or to create a role that relies on LUCK – why not?
User Avatar
10 years ago
Auto-translated
But they are no better than percentage-based defenses. Either keep the percentages, or remove both percentages and one-time defenses.
User Avatar
10 years ago
Auto-translated
Well, I've already expressed my opinion. I believe that percentages should be avoided wherever possible, as often as possible. BUT! As an exception, literally one or two roles in a set can be given something percentage-based (not necessarily defensive). But only as a feature of the role and strictly monitor that the overall picture doesn't become too chaotic because of this. In general, it's more of a "no" than a "yes," the second answer option in the poll. But not quite.
As a staple for hundreds of roles in a set, such as "Permanent defense of 50%" or "50% chance to perform a skill" - they are not needed. As an addition to a regular skill or to create an image of a role that relies on LUCK - why not.
Here.
But they are no better than percentage-based defenses. Either keep percentages, or have neither percentages nor one-time defenses.
I disagree with Arcomage; one-time defenses are better than percentage-based ones... Absolutely everyone.
User Avatar
10 years ago
Auto-translated
And what’s the point of conducting a poll if the outcome is already obvious?
User Avatar
10 years ago
Auto-translated
To reiterate your opinion.
User Avatar
10 years ago
Auto-translated
But they are no better than percentage-based defenses. Either keep the percentages, or remove both percentages and one-time defenses.
What kind of madness is this? It's like deciding to quit alcohol and then stopping drinking mineral water.
User Avatar
10 years ago
Auto-translated
And what is their purpose, other than to artificially prolong the game? We used to play without them, and everything was fine. At most, there were protections against being killed on the first night.
User Avatar
10 years ago
Auto-translated
Why even conduct a poll if the outcome is already obvious?
In my opinion, this is much more productive than a pointless conversation between two people who, despite everything, will remain steadfast in their opinions. In this case, it will clearly show the general attitude towards this issue, and perhaps, by eliminating anti-fan elements, players will show a little more interest in the game as a whole.
User Avatar
10 years ago
Auto-translated
I realized that my latest build doesn't have any disposable defenses, but Sylvan has two percentage-based negative effects.
But again, one is a guaranteed block with "either you steal a turn, or they steal from you," and the other is a one-time "either you kill, or you are killed." This is exactly what I was talking about – an addition to the usual negative effect and to the role's image, which relies on luck.
But there's still plenty of time before the game, so I can refine the defense aspect further. In this case, the Cat kills its attacker, but also dies itself; Sylvan is a bit more cunning in this regard.
In reply to Arandor
User Avatar
10 years ago
Auto-translated
Arandor
But what are they for, other than to artificially prolong the game? We used to play without them, and everything was fine. At most, there were protections against being killed on the first night.

Probably to prevent roles that are crucial to the game from being eliminated randomly at the beginning, and consequently, losing.
To add variety to the game, especially if there are several types of killings.

Statistics

Welcome our newest member: recijeb