Sesame Street

Discussion in 'Review' started by Roild, Dec 22, 2013.

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  1. Roild

    Roild Member

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    Oscar has a slow kill if Count isn't in the game or died. Point of a killer...? 3v1v1. 3v2 and 4v1 isn't nice.
     
  2. Hearth

    Hearth Member

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    Oh thanks.
     
  3. Beast

    Beast I do what I want

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    Little things that bug me:
    1. Code doesn't look formated. Doesn't effect anything but me reading it.
    2. Roles are not coded in order of side. Makes my life harder too. :(

    Cools things:
    1. Watch, was gonna steal but to much work.
    2. SS was a classic show.

    Now onto the review.

    According to the win data I would not say this was balanced but that is my opinion based on the win data. Everyone interprets that differently. I do have to agree with to many power roles. Only 2 villagers seems a little lacking. I know the theme is a non-peak and that there are only 6 power roles but 6 out of 8 town roles having an ability is a little much. Maybe half would be fine, but that would still be pushing it for me. That can easily be fixed with variable spawn. I would have either Bert or Ernie personally and then you can choose the other one. I think that every side having a kill is weird too since as they said 1/3rd the game could be dead the first full phase. You could take away Grovers day kill or not let him use it d1. Big bird's help should probably say number of villager people besides himself or give him one vote because he is still a "person".

    For now, Decline [3]. I am sure eventually this could be sorted out into a good theme. I personally like the flavor. Don't get discouraged and keep pushing forward with your themes. Also, I will maybe work on coding watch for mafia when I am less lazy so you don't have to do all the complicated copy stuff.
     
    Last edited: Jan 22, 2014
  4. Roild

    Roild Member

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    There are only two villagers because village is very weak in actuality. They do not have a bodyguard, which accounts for the addition of raw abilities. The powers they do have aren't perfect nor too strong.

    Not sure if you read the code or saw any game played, but during small games, only one appears. When both appear, they have to work together to be sure about any information they find, which shows how they are weakish on their own. I don't know why you would only want 50% possible information since games work better when both are around.

    ?!?!? There are two factional kills. In games of 10-12, village gets a single day kill. The vote isn't a kill and the day kill is once per game, so people usually try to wait for it. If quick rand, then that's used up. All things considering, with the themes's own pacing, it isn't off, nor is it over the norm (using default) of 3 people gone per cycle. This has 4 first, then max of 3. Not letting Grover attack d1 is fine. It isn't something anyone has recommended, but I don't see why not. That said, I don't think it would actually matter too much (which is why I'm fine with changing it.)

    It does? Again, I wonder if you've read the code or seen the game.

    Code (text):
    1.  
    2.  
    3. "help": "You are the schizophrenic and intensely curious yellow being known as Big Bird. As time passed, you became more and more curious about the state of Sesame Street, so you pledged to make it better. You became it's mayor and prime politician. You gain your power from your citizens, so you have as many votes as other town members who are alive, which is 7 right now.",
    4.  
    5.  
    6. "help": " Another village member has died! You now have 4 votes!",
    7.  
    Two examples, each of the 7 forms have one of those.
     
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