It's just for ease of coding, really. Both work but this is just the way I chose to do it. Unless you're playing Castle for the incredibly deep storyline, this shouldn't be an issue!
the changes good. reduction in daykills/nightkills and the increased reliance on teamworks makes it much more strategic I kinda dislike the wood elves since they don't really add anything to the game (basically a survive to win role) but they aren't particularly detrimental, so idk if they made the final version or not I still dislike not having a voting phase. even in team based mafia I feel like there has to be a time for lynching. I'd be willing to approve once that's put back in
I know I'm no reviewer or anything, but the Wood Elves...If they make it in, instead of just revealing themselves, how bout they reveal someone else? I know a revealing conspirator is the in thing right now, but who says that it's gotta be a real reveal? The person the Wood Elf reveals could be like a Flame Dragon or Paladin Knight. Rather than by choice, how bout a 50-50 shot for both?. Fake revealing in a daykill heavy game, the CONSPIRITOR having the power of life and death over someone? I'd love to see this honestly. But, yeah, I'm just Rehx and we know I'm completely outta my mind so...
It wouldn't work, probably, but the Wood Elf being like a Pen would be funny, eg an expose that can be anything.
If it were up to me, I'd approve it - the new version fixes more or less every issue people had about it in the first place. I could pester every QC member I know and beg for approvals (people do it!) it but I'm going to have faith in the system and hope that the theme gets approved based on merit, not whether or not I speak to a sufficiently large amount of people.
I feel like it still takes a bit less killers to stop calling it a noobkiller. I feel like early games end way too fast and it's been like that since the first version, since RPK and BDM appear way too early, plus DP and PK barely have what to distract. Bigger games seem to be less messy, but one or two more roles wouldn't sound bad for me.
Imo, this seems good, but as Zzyzx pointed out, it still has too many roles, especially when the BDM and RPK come in. If the Rocket Dragons and such blow up, then just two revengedaykillers wouldn't stop the 7 or so daykills in a normal-sized game...unless they don't die to revengedaykills, which would be a great limitation on the daykills and dissuade noobkilling. Also, I really do think that 2 inspects isn't that much use at all unless searching for the GBS or MDA... you might want to buff those slightly. Hax would be a good buff to find out, say, a distractor or the RPK/BDM.
Alright, I'll bite. It does appear to be simpler than I recall, but it's still a noobkiller. I mean, one role with 3 kills by itself is pushing it, but then you have 2 other roles with 2 kills each-- all early on. The less that could be said about the 14 day kills at max the better. You are heading in the right direction though, what with all increased teamwork and all. The bombs are a nice flourish. It's just that I feel like you could take the amount of kills and push it somewhere else lower it a bit more.
tesla has a point, but it will get to a point where it will be changed so much it won't really be castle anymore. deria's done a good job in addressing most of our main concerns with the theme, which were to increase teamwork and decrease mindless killing, which was accomplished via the bombs. my offer to approve once nolynch is gone still stands (or if you can provide a decent argument as to why lynching is unnecessary)
Maybe pushing RPK and BDM to bigger games would fix every concern we had in the upper posts. Edit - or to avoid making the night useless, bombs earlier/weaker killers in the smaller ones
Few things I picked up: It doesn't tell the Mage Knight that they have 2 inspects. Standby is 35 seconds, while you specified it to be 45. In order to tone down the daykills, perhaps 3 charges? So it's even more tactical? A roles1list with a weaker version of the inspectors (one inspect a night) would be nice. Templar Princess can't transform. When these issues are fixed however, I will consider approving this. Also, can you update your OP? I dislike have to scavenge the thread for new updates.
Meh bombs won't stop anyone from mindless killing. What it will do is punish them for it. I'm not really asking for you to make this not a killfest, because that's pretty much the premise of the theme. What I would like, though, is if you could lower it just a bit. Moving the nightkillers later in the game and taking out a flame dragon and a holy paladin or two would be a start.
does castle live up to the strategy of some of the other mafia themes? no does castle have any coherent strategy at all? not really is castle fun? yes is castle different to the other themes? most certainly because i value the latter two criteria much higher over the former i am going to approve this theme, it allows for "quickdraw" scenarios that no other theme generally does and for the fact that it is a simple theme that is easy for new players to pick up A CRITERIA SO MANY QC ARE OVERLOOKING (imo anyway) Suggestions edit: Spoiler maybe inspector has a day reveal so that he can reveal someone's role during the standby idk, that would make the inspector's role a little less useless[/HIDE]
I went through this to see what the count was for it. As of right now the count is -4 to +2. Most of the people who have bolded their statements are not on the QC anymore. I highly doubt them not being on the QC anymore invalidates their bolded verdict but if it does it would be nice to know. I am not entirely sure how many accepts/rejects are needed at this moment because of the older QC approvals and rejects. I don't think it would be fair to keep it at 9 since you do have older people's verdicts but we also can't give of the impression of bias in the QC. If we were to count on the the currect people the count would be -2 to +1. Now on to what I am actually doing here. I am basing this off the pastebin so I am hoping it is the right version of the theme. :) If not then you should let me know so I don't look like a complete fool. You are trying to do a lot with just 12 roles. I loved Castle when it was up on the channel, if not for the flavor alone. Everyone says there are a lot of kills and I am going to agree with this, actually who can disagree that there are a lot of kills. I think you should add a little more space between when all the daykillers come in to at least lessen the day actions at first. I think you should go through all of your help messages to make sure the people are told everything they need to be told. The samurai for example isn't told whether or not they reveal or not, they don't in case you were wondering. That is all for now. :)
I agree with Drapht, but there is still errors that need to be fixed (roles lacking something for instance), fix that and you have my approve.
If you use the Curse commands, you could implement day distractors/protectors (convert target to a version of that role that cannot use standby actions/be daykilled, then set the curse to revert that after one night). Maybe it could fit this theme.
I want to mention one thing-- Killfests ... are not a thing to avoid. They're short, intense games. Everyone loved or hated Rotom and Vepix. So what if they're based on kills? That actually adds to the air of the game... Anxiety, impatience... It's also the thrill of kill-or-be-killed that people come to love. That said I personally don't like Castle. But, Vepix? Rotom? Rotom was one of my favorite themes. So basically, killfests are fun, fast, tension-filled... There's no problem with them, in my opinion...
I think we are trying to add strategy to the server not encourage targeting. I understand where you are coming from. Killing people with your only worry being if you are going to be left alive at the end of the day is fun and heart pounding. The problem is you don't have to think at all. You can just randomly kill anyone you want and you don't have to have any basis behind it. That is n1 for almost every game but it continues in these "kill-fest" games. When there are no repercussions for killing willy-nilly then the theme isn't up to standard. Personally, I find kill-fest themes loads of fun. I just know they are not going to be put on the server because they are not up to the standards that we are looking for.
IMO pure killfests like Vepix and Rotom are okay, because the entire point of them is to be short, sweet, and exciting. When you try to throw strategy is what I don't like. Castle is a killfest, alright, but you still have the fairly useless mayors and inspectors in there. The thing I hate the most about this right now is that their are two godfathers for both sides that appear WAYYY too early in the code. Seriously, allocating all those kills to a few people is not something we want, especially with each backed up with even more daykillers in the day.
They're short. What's wrong with a two minute break from thinking and making you rely on purely luck?
My personal opinion is that I enjoy this theme. The problem is that we are trying to go for strategy, I think, rather than just killing people. I am in no way saying the theme sucks or that it isn't fun, because honestly it is fun. I am just saying that it isn't up to what we are supposed to be allowing on the server. I am sure this will be accepted eventually since I think it is being worked on.
I'm saying that strategy isn't needed 100% of the time... people come to mafia to have fun. But yeah I get what you're saying... It's just that there are things you should let slide-- Like Vepix was denied. It was a great theme... The fun in this is going off what other people say and who you trust, as well as relying on luck in killing. I don't know, it's a gimmick theme. I personally didn't like the theme that much, but that may be because I never won it. Lol.
Nah, blame finals week, can't do much of anything without feeling guilty about not studying. That said, I feel as if only certain people "get" the point of Castle. The point is that there is no point. People play mafia to have fun. Castle is fun for the people who choose to play it. Simple! I am, however, going to try to make a version where you can do more "real time" actions but this time it'll be defensively oriented as well, like what RiceKirby was talking about (if I understood him correctly). As soon as I have time / figure out the curse command coding process for it, here's what'll be added in (in place of the elves): Templar Sorceress / Dragon Enchantress - REAL-TIME™ converts any Dragon into a Hatchling or any Paladin into a Squire. Unable to take any action until the end of night following the day in which this occurs. Fails if used against Gale-Blade Samurai or Mystic Dark Angel. Bulwark Knight / Armament Drake - REAL-TIME™ places selected target in stasis, rendering them immune to death until the end of the night following the day in which this occurs.
Alright, I feel this might be controversial, but for those who don't want to read a lot, I am declining [4] this theme for reasons reasons. One is that this theme has been neglected almost. You make a v2 and leave the original in the Original Post? And I noticed that you have not fixed several flaws this theme had that I pointed previously. Sorry, but I sense a lack of effort. I know you have put effort into themes in the past though, you can do better than this. The second reason? Balance. In a game with an odd number of players, The Dragons have the advantage. I know the Elves and the Lone Roles slightly set this straight, but not enough. I feel this is rather unfair. And the third reason? The nature of the theme. Apart from perhaps the Inspector, this theme really does lack strategy. No matter whatever way you look at it, or whatever you do, this theme will always be classed as a killing frenzy, which rewards timing, something I really don't like. Don't get me wrong, I love this theme. But after testing it in PO2, it's not suitable for the server. This is the reason QC declined Vepix, among others.
The real time curse thing sounds like a wonderful idea and would actually be a first. An awesome way to use the coolest command ever coded in my opinion. I think i have flip flopped as much as a politician with this theme. I love the feel of it and how fun it is but then at the same time all you do is kill. This is a very controversial topic...should "kill-fests" be allowed on the server. This theme has come a long way from where it was at one point. I think I actual thought about what to do last time I played this. With the addition of the day "distracts" it should balance out the theme nicely and cut down on the number of kills during the day. That would make this less of a kill-fest at the very minimum and at the most it would add some strategy to the theme. I am going to Approve [3]. This is on the condition you do the thing with curse to make the day distract thing a possibility. After it gets tested with that I can see people changing their opinion on the theme. :) Don't quote me on the number of approval. I am basing it off the last time I counted.
I have very mixed feelings about this theme. I think there the arguments on rejecting / approving are very both very good, which makes it difficult to decide. I playtested this last night while the main server was down, and looking back, my feelings were also quite mixed. One thing I don't think is really needed is an inspector role, it feels so pointless especially considering in a game revolving around kills, who you kill isn't exactly of necessary importance. And thus, therein lies the problem I feel. Unless you are a killing role, you are boned. There's really not a lot you can do to influence your fate, espcially moreso without a lynch phase. It all just comes back to whether or not you have kill. If you don't, you're just straight out of luck. One important aspect that Drapht brought up was the concept of fun. To be honest, I didn't really have too much fun playing this theme. Even when it played before the review system was implemented, I didn't have any fun at all. Now, while my views are a bit skewed, I'm going to say I have to disagree with this theme being easy to pick up. Since it moves so fast, especially with no voting stage, there is not a lot of time for new players to get a grasp on what this theme is about. Anyways, I don't think there's a way to change the dynamic of the theme without a complete overhaul, which would ruin what made this unique. Therefore, I am unfortunately going to have to reject this. changed lol!
Conditional: If this function can be fully integrated then count on my Approve! (4?) This removes my earlier decline bumping them down to 4 approvals, 4 declines.
I decided to make the two Enchant roles use their magic in the night and I felt that it works more smoothly this way. That said, I can't seem to find a solid way to get the Hatchling / Squire to convert to more than one thing (randomly) so I've defaulted to having them convert to Flame / Paladin for now. Haven't added the stasis roles yet, don't know if they are even possible. Will find a workaround, though. Voting Phase changed from None -> Silent, goal is to improve strategy + give time to think. Shame on Michu for rejecting without even waiting for / considering the roles. Worst. Mafia QC. Ever. Also here's the code in case anyone wants a looksee: http://pastebin.com/raw.php?i=A7RcKPRD
For the enchant, you can use Dual Commands to make the role revert back to the same role it was before: Spoiler Code (Javascript): "enchant": { "target": "AnyButSelf", "common": "Self", "priority": 61, "newRole": { "squire": [ "mage", "dyna", "rpk", "holy" ], "hatchling": [ "rune", "rocket", "bdm", "flame" ] }, "canConvert": [ "mage", "dyna", "rpk", "holy", "rune", "rocket", "bdm", "flame" ], "convertmsg": "Shine! ~Target~ has been cast a spell on by the Templar Priestess, making them a ~New~!", "usermsg": "~Target~ (~Old~) is now a ~New~!", "command": ["curse", "convert"] "cursedRole": { "mage": ["mage"], "dyna": ["dyna"], "rpk": ["rpk"], "holy": ["holy"], "rune": ["rune"], "rocket": ["rocket"], "bdm": ["bdm"], "flame": ["flame"] } } [/HIDE] That would require the initialCondition.curse to be removed from Hatchling and Squire.