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Messages - notquitethere

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20
Other Games / Re: Pocket games thread
« on: February 17, 2024, 04:08:44 am »
You have to hold the buttons down for a second (to prevent misclicks, I suppose).

21


In every chapter there are at least 2-3 skill checks (sometimes much more depending on what you choose) and this is one of them. Typically you get a choice of three different skills to use, but you have to figure out from context what's checking what. Often (though not in this case), you're also choosing between different desired outcomes so you have to weigh up doing what you're good at vs. pursuing specific goals.

Like I said before, if you win you get some favourable outcome— in this case, it improves your level with the Colonist faction— and if you try and fail at something, you get a little bit better at. I won't be pointing all this out every time, but it's good to get clear about it at the start.

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Other Games / Re: Pocket games thread
« on: February 15, 2024, 06:41:48 am »
The Forever Labyrinth is a free browser game that can play on phones. It's a colab between Inkle (80 Days, Sorcery, Heaven's Vault, Overboard, Highland Song) and Google Art & Culture. It's a procedural run-based art gallery maze riddle exploration game, guaranteed you've not seen anything like this before.

23
So there's a consensus for patching broken equipment...


24
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 05:00:35 pm »
V1.1 lets me use my idea, so it works for me.
I agree with elephant parade. 1.1v also lets me use my idea.
Also, how does self preservation and selfless work together?
If someone submits Selfless and Selfish they might get autos that alternate or have to picked from. One example would be choosing between an attack mode with a (kill) power where you're also (selfless) or a defence mode where you can't do as much but you're protected (selfish). If you have hats, possibly the spheres apply to different hats. Or maybe they're (selfish) in one sense (e.g. kill immune) but selfless in another (magnet for theft). Either way, the spheres would never just cancel one another out in a boring way. It would depend on the theme of the role submitted.

25
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 01:50:53 pm »
NQT, re: the new grid: I can't really make any set of spheres I would be particularly interested in playing out of that. Granted, it's supposed to be a tradeoff, so it's arguable whether that's a problem, but previously there were combinations (like the one I picked) where even the red spheres were interesting choices for me. I think it's just sort of too thematically distributed, so adjacent spheres don't feel like they fit together well anymore for the most part.
Yes, I think you're right, it feels too cluttered with the lines too.



Looking at two visions, one an even-more-adjusted V2:



Or a mildly tweaked V1:



Keeping with more-or-less the original might be better!

If I do keep the original, more-or-less, I'd clarify in the rule text that Overpowered would get you something like variety/speed/mass-effect or some other boost effect; suspicious can include other unwanted effects like allowing others to mimic your powers for free; slow & niche doesn't mean your whole role is nerfed N1.

26
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 01:20:42 pm »
It would be cool if Slow and Mutation were adjacent, or at least closer, to allow for growth-type roles.
Good idea!

I believe Mass effect - redirection - necromancy is also possible.  In fact, I submit that with the role 'antithetical' - and I negotiate to end the game D1 with a me-alone-win!
I'll break up that line of blues as well, good spot.

Doris "DOR-15" Bowler
Kill > Blowback > Necromancy > Cascade > Slow > Hats > Second Wincon > Distributed
I have considered allowing four blue spheres, or maybe 3, +1 if you have 2+ flaws maybe. Don't want to make it too complicated but do want to offer interesting options.

I fully expected to have to adapt to new powers over time, but you just gave me a role that self-immolates.
Reasonable point, there's a big difference between a constantly moving power and a power that shifts from one state to another previously unknown state.



Quarque on discord puts forward an argument to just keeping the charm of the original layout (though still renaming Dud to Niche). Also tempting! The original web is a more pleasing visual arrangement.

27
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 12:06:44 pm »
Thanks for the feedback, Quarque.

At first glance, the sphere table v2 looks like it might be a little too easy to avoid red spheres.
In this layout, to avoid red spheres you have to take fruit, hats, spheres, or mimic. I think mimic (and maybe spheres?) is too useful in itself, so probably should chuck in another red sphere connection between that top right cluster.

In general, balance-wise the Slow sphere feels like a trap to me. Chances are you might not survive longer than say 1 night and long term plans are bound to fail in the chaos of battle, anyway.
Maybe reframing it as something like "cumulative" would be better? Like, a player's role should always be useful and interesting on N1, but a slower role might have a higher power output after a few nights but start lower on the curve.

The selfish sphere is probably the best one there is and I would lock it behind reds.
My thinking is that it's sort-of locked, in that if you don't want to take red, you have to have Hats, which are particularly susceptible to theft and are usually limited to one hat worn at a time. But it could be more locked, it's true.

28
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 11:26:32 am »
What does that mean?  What can that possibly mean except nqt is open to us talking to him and telling him what we really want?
Yes, I'll include a section for "additional notes" in role creation next time, so players are encouraged to share some of their hopes or intentions.

29
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 11:18:11 am »
CYOS 2 - draft v1

This is where I'm currently at with rejigging the sphere system. Some general changes:

- Overpowered has been split up into Speed, Variety, Mass-Effect
- Corrupted, Dud and Suspicious have been ditched, with Distributed, Counter, Cursed, Selfish and Niche added
- Thief has been split off of Thwart
- Trading is now its own thing, but to make the game thread a little less mechanics-heavy, there won't be general items, there'll just be hats and fruit
- Some spheres are meta-spheres, whose effects depend on whatever other spheres you have, so you can't have more than 2 of them.
- It's easier to build roles without flaws... but often via picking Fruit or Hats which don't do much on their own



Spoiler: Spheres Explained (click to show/hide)

Questions:

- Is this still as fun to traverse as the original grid?
- Do the connections make sense?
- Are there any combos that feel too obvious/easy?
- What spheres, if any, feel like traps?
- What spheres would you add?
- Any sorts of roles that feel like they should be possible but aren't? (For instance, it's not really possible to make a traditional JOAT with the spheres.)



I think nqt thought and planned a lot into this, for stuff we didn't happen to choose to do.  That doesn't make our stuff useless, it's like a swiss army knife but this group of campers didn't need a bottle opener or a screwdriver and someone else brought their favorite pair of scissors, so we don't find the device very useful.  A different set of camper choices and dang, we'd have used the heck out of the knife.
That's what I was going for, yes!



Also, congrats everyone, this is now the longest game thread on the subforum, bypassing both the length of uPick's total day activity and its post-game discussion.

30
Mafia / Re: NQT's Choose-Your-Own-Spheres - -D3 - GAME OVER - TOWN VICTORY
« on: February 12, 2024, 08:57:37 am »
Also, while I understand that the effective-one-shottedness of New Sketch Idea is a natural result of Flux, it being my only normal action felt really underpowered. There are niche scenarios where it could be really useful, like trying to draw kill actions and making them stop being kills and possibly become gifts, but... it's not really that good an ability on any strategic level, it's just "a cool gimmick".
I think one sticking point here for you and Web is in how I implemented (flux), in that you could have this whole other power from N2 onwards that may or may not be useful... but you had limited way to know how useful it might have been ahead of time, so it's harder to think strategically at all. Now, if I'm not in a listening mood, I can say players with (flux) literally ask for this, get over it. But on the other hand, with Imp's very expansive power, I implemented a large degree of fluxiness without sacrificing all strategic elements. Definitely something to learn from here, that even if players say they want a role that can change from one day to the next, they usually don't only want that. I think in all of these case, giving a way a few extra tools to round out these roles would have helped smooth over the experience.

Additionally, even in a vacuum, where the other roles it's interacting with are neutral towards it, it still needs to provide some utility.
This all makes sense, but moreover, the utility of a role can't be too obscure to the player. I think this is why Toony was grouchy about his role— he couldn't see the direct utility. He was basically the only person who could mechanically discern sphere claims, and his role had lots of interesting interaction potential with other powers... but in isolation none of that is immediately obvious or actionable to the player.

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