Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from Mafia: general discussions.Auto-translated
Also, it would be better if the most valuable Town roles had statuses similar to those of the Negative roles; this would force players to think more carefully about the information they receive.
Added 3 minutes later
And the Mafia would have to decide whether it's worth killing a valuable Town role, thereby revealing themselves, or whether to tolerate it until the end of the game.
Newspapers, plot, player interest, balance, design.
This is subjective, though. Newspapers and design are generally good for almost everyone, except perhaps for beginners who may have problems with fonts, image sizes, and a consistent style. I would also add the quality of the images, which often suffers. This could include all screenshots taken from somewhere, although it's obvious that if the game is based on a movie or cartoon, it will likely use materials from there, but personally, I don't like them. Fan art could be better in this regard. In this respect, Revan usually does well, and Nebka is also not bad. But it's more about the fact that they come up with the sets themselves, rather than just grabbing ideas. I don't know what is meant by "plot" in this case, because many people already know this story, which is far from ideal and repeats almost any other game. I don't remember the balance very well, but the Mafia seemed stronger. In general, recently there has been a trend towards excessive strengthening of teams or maniacs, which negatively affects the game, in my opinion. Especially these invincibilities and defenses. Seriously, I liked the percentages much more, and I don't care about Yashur. And the roles can be made more interesting without adding overpowered abilities. Finally, there is the issue of player interest, which I won't even write about. I'll just say that I don't seem to be one of those enthusiastic players in this case, because I don't think this set is the best of your sets. And human excitement and the desire of players to chat are not always related to the set itself. Though. but if you liked this game the most, then that's okay.
When you know that a player has high defense and you can’t kill them, you don’t even feel like attacking. We were just sitting around on the last day, and it didn’t matter who we attacked because everyone had high defense. But percentages still give hope, and it can be more fun, both during the game and in the post-game discussion, whether it’s surprise at a player’s luck or someone’s complaining. As for the images, I’m not satisfied with some of my games because I couldn’t find better ones, or something else got in the way, so this isn’t a criticism.
The setting is the best, if only because the best won in it.
And yes, for me, the Sailor Moon game still ranks among the top for several "parameters." I'd also highlight the setting of Revan with its illumination and the Forest Kingdom. The rest doesn't come to mind in a couple of seconds, which means it wasn't as memorable or enjoyable. Although there were quite a few good games.
I don't have much experience with those "hundreds of LOL-noob" games, but anyway.
It's not just the best games or those with interesting sets that are remembered. Take Revan, for example; many of his sets are interesting, beautifully designed, and so on, but it's hard to remember anything specific, even roles, and there was even a Mafia game with our characters from the expansion, but besides Final Fantasy, I can't really recall anything else. However, I remember the Mafia game based on Warhammer 40,000, even though it was terribly designed, had various flaws, and overall the game was controversial, but at the same time, it was fun and there was excitement, at least for me.
But I didn't say that this is what I remember most. It was just really fun and had a great atmosphere, and the outcome of the game, the balance, and the setting's design are secondary, as these things are rarely memorable for a long time.
Jack's faction had the most ingenious non-deterministic behavior in the entire history of the game. I'm talking about the movement towards the mountain.
Well, that's just a minor detail, but the fact that more than half of the players died by the second day... It's a shame that my Mafia games didn't feature mass killings, although X-Men and Kingdom did suggest something similar, but alas.
I much preferred percentages, and I don't care about Yashur.
Percentages are evil, and I don't care about Arandor. Arandor
percentages still give hope
A one-time protection gives:
a) one person a guarantee that they will survive at least one attack;
b) another person a guarantee that if not today, then tomorrow they will kill the first one.
But percentages don't guarantee anything to anyone. Except for "hope."
Arandor
on the last day, we just sat there and didn't care who to go to, because everyone had protection.
The fact that in the end there were 3 roles with impenetrable protection is just a coincidence and nothing more. In any case, anyone could be killed in two attempts, unlike your "percentages," which could save victims for 10 turns. If this is really fair randomness, of course. And the fact that you were taken out by two maniacs in a couple of turns has nothing to do with the protection...
Arandor
it's a pity that there were no mass killings in my Mafia games, although the X-Men and the Kingdom roles suggested something like that, but alas
That's why I noticed that none of the "percentages" worked even once in the Forest Kingdom. :D
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
p-ss: When it comes to percentages, you can always blame your defeat on the whims of randomness, but without them, you'll have to look for other reasons.