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
Auto-translated
It's just that someone clearly isn't taking into account the players, most of whom clearly don't have good gameplay skills. In these games, it's generally difficult to "execute" anyone, as they constantly retreat to neutral zones, and when they're also immune to execution, the point is lost.
And no one ever takes a particular side when they start reasoning from their own perspective, just to make themselves feel good and comfortable, possibly even without having any experience as a GM. The point is not simply to create cool roles, give them a bunch of non-damaging spells, and abilities, in order to quickly attract players, half of whom will still be slow and unresponsive, and the other half will sit and wait for the game to end, because nothing can be done with such a set of skills and players.

Be strong. Believe
User Avatar
Auto-translated
That's true, but... There are pictures and descriptions of the roles, and newspapers should be based on them (and only on them). I still haven't forgotten my healing in the phone booth... How can someone who hasn't watched your Doctor (and I'm one of those people) understand what this healing is? And the role of the killed person should be clearly defined, as well as the role of the killer, and not as it was in '81...
Don't touch the booth, Yashchur.)
First, the reference in the setting is obvious. You could at least see it before the game (even if you didn't immediately understand what it was) and simply Google it. Second, it didn't matter – after your surprise, a bunch of people who knew the reference piled into the thread and explained everything in five minutes.
So, is it normal when a town can't execute anyone from the Mafia for three days because they have immunities? And this definitely didn't upset or annoy the townspeople, unlike those same percentages, who rarely play a role.
1. It didn't upset or annoy them. People know before the game that a certain role needs to be executed for several days, and the tactics are built around this from the very beginning. Players are prepared for the difficulties in advance, and their only concern is to prepare countermeasures for these difficulties. You can't really prepare for percentages; it might turn out one way, or another. A winning tactic with one random outcome becomes a losing tactic with another, and vice versa.
2. Rarely plays a role = if they do play a role, then expect a general outcry, because no one expected them to play, and then, ugh, they did! ))
 

К А
Стикеры GBF в Telegram
User Avatar
Auto-translated
I think we should take percentages less seriously, respect the GM's work, and be able to adapt to any situation. If a GM creates a game with percentages, that's fine, we'll play with percentages. If you lose because of percentages, it's a shame, but it happens, what can you do? After all, we're not playing a game where everything depends on luck. And besides, I could have taken different actions. A game without percentages is also fine, why not? Protection from execution for the Mafia? That's okay if it's only for the Mafia boss, but not for the rest. But eliminating players without leaving clues is something we should avoid. It only reduces daytime activity.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
User Avatar
Auto-translated
It's just that someone clearly isn't taking into account the players, most of whom clearly don't have good gameplay skills. In these games, it's generally difficult to defeat anyone, as they constantly retreat, and when they are also immune to defeat, the point is lost.
Well, I'm not arguing that in some games, certain aspects like immunities should have been nerfed, just for the sake of balance. But in my experience, this was rare.
 

К А
Стикеры GBF в Telegram
User Avatar
Auto-translated
I believe that we should take percentages less seriously, respect the GM's work, and be able to adapt to any situation. If a GM creates a game with percentages, that's fine, we'll play with percentages. If you lose because of the percentages, it's unfortunate, but it happens; there's nothing you can do about it. After all, we're not playing a game about cows.
That's true.
In reality, games with strict percentages haven't been held recently either. In Arandor's case, it's not overly pronounced, for example, in his latest game. So, these arguments can be seen as more abstract.
 

К А
Стикеры GBF в Telegram
In reply to Arandor
User Avatar
Auto-translated
Arandor
Someone clearly isn't taking players into account, most of whom clearly aren't very good at the game.
Will percentages help them?:D

Added 2 minutes ago
MasteR
I think we should take percentages less seriously.
Personally, I've lost so many times because of percentages that I'm just fed up!:mad: And Nebovsky's Rule No. 18 hasn't been cancelled!

Added 1 minute ago
MasteR
Losing because of percentages is annoying, but sometimes it happens, what can you do.
Yeah, it happens. 99.(9)% of the time...:(

Added 2 minutes ago
Ment
Don't touch it, booth, Yashur)
First, the reference in the setting is obvious. You could have at least seen it before the game (even if you didn't immediately understand what it was) and just googled it. Second, it didn't matter – after your surprise, a bunch of people who knew the reference piled into the thread and explained everything in five minutes.
I'm not touching it; you were the one who touched it for some reason.:)
What was I supposed to google? "Telephone booth in a wonderful new world"???:D
It didn't matter, yes. I was just giving an example (the most memorable one). But in other similar situations, it did matter, and it mattered a lot...:(:(:(
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).
User Avatar
Auto-translated
I'm talking about immunity to execution, just so you know. Maybe it would be more accurate to say not "lost," but "were killed." And is it really because of them, or is it specific to your game? In other words, if a player makes mistakes, executes peaceful creatures, kills peaceful creatures, makes wrong decisions about roles, ignores clues, and messes up the whole game, and then loses because of percentages, is that really their fault?

Be strong. Believe
User Avatar
Auto-translated
No one will interfere with how the GM creates their setting, and there can't be any quality control (enforcement of certain requirements) in principle, but in my opinion, such a dialogue allows us to understand the current problems of this game and potentially adapt it to the players' desires.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Based on player requests, half of whom sign up but don't play, or those for whom no set features will actually help.

Be strong. Believe
In reply to Arandor
User Avatar
Auto-translated
Arandor
Perhaps it would be more accurate to say not "lost," but "was killed."
Not quite. I've dealt with many percentages. And killings, and blocks, and all sorts of other stuff... Sometimes, though, I even won, despite having an extra player on the opposing team with the nickname "Random." But it was rare, and it was still unpleasant when you gained an advantage through your actions, and then random ruined everything.:mad: I can give examples if you want.
Arandor
That is, if a player makes mistakes, executes villagers, kills villagers, guesses roles incorrectly, uses clues poorly, abuses drugs throughout the game, and then loses due to percentages.
I don't remember anything like that happening to me. :smile32:
Arandor
We're talking about immunity to execution, if that's what you mean.
Immunity to execution should (if it should) only be given to the town boss. As for one-time protections: the mafia boss and/or the maniac. No other immunities or protections.

Added 4 minutes later
Heroist
Yes, if we take Ve-He as an example, then, well, only the mafia could like the set with a million protections against executions and Oban, who eats without clues.
First, look at the town in that set.
Second, I think I'm the only one who thinks Oban was the weakest mafia role in that set...:(:(:(
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).
User Avatar
Auto-translated
What I mean is, the way you write about it makes it sound like you play the game perfectly, without making any mistakes, and then suddenly you lose because of percentages. And every time, it's specifically because of those percentages. First, they mess things up, increasing the randomness, and then they complain about it.

Be strong. Believe
User Avatar
Auto-translated
Don't really like: - killings without evidence; - complete protection from killings and executions; - as a result, individually over-buffed maniacs with high defense; - recruitment. Max likes & repost, please.
User Avatar
Auto-translated
Yes, Vis usually had such strong roles compared to the other sides, sometimes Revan did too. Here, games with buffed roles/towns are much more common, and even with features that not every role would get. But you can give good things to lone players, just in moderation, or make pairs. If you think about it, you can come up with different alternatives.
Recruitment has always been garbage, except maybe in the 7th game, where it was implemented quite well, and even then, only because you could recruit only three roles from the entire set, plus the mafia had one killer, so they could win thanks to good nighttime actions, analytics, and daytime play.

Be strong. Believe
In reply to Arandor
User Avatar
Auto-translated
Arandor
What I mean is, you write as if you play the game perfectly, without making any mistakes, and then suddenly you lose because of percentages.
Why, I do make mistakes, I do lose. But somehow, when I "play perfectly," randomness prevents me from winning, when victory is almost in my grasp. And when I make mistakes, randomness finishes me off. :D

Here are two examples.

1. Game on SCN. My team and I, with our actions, practically eliminated the rest by turn 4 (only one "red," three "blues," and a maniac remained), preserving our entire team of 5, two of whom had immunity to block. The "red" uses the ultimate ability "block 4 random targets." What did randomness do? It blocked THREE (those very ones who don't have immunity, yes :mad:) of our players and the maniac!We still won then, but it left a bad taste in my mouth...:(

2. Game 81 here. I made a mistake and went to defend Rimpel instead of Neba. Result: Neba was killed, Rimpel hid from the Night Demon, the Mafia's 50% kill on the second target triggered (fortunately, it was aimed at Rimpel).
The next night, I defend Kosha, the revealed archer, the Mafia uses mass random redirection and kills Ment. Why wouldn't randomness correct the situation and redirect me to Ment? No, randomness leaves me on Kosha, the Mafia eliminates Ment, AGAIN the 50% kill on the second target triggers, which IMMEDIATELY hits my 50%. BEAUTIFUL!!!!!:smile51::smile51::smile51

P.S. So, almost in every game.:(:(:(
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).

Statistics

Welcome our newest member: Emil