#21
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Re: 9 Player Turbos Imbalanced?
[ QUOTE ]
villages don't win 90% of turbos, wtf are you talking about [/ QUOTE ] QFT. |
#22
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Re: 9 Player Turbos Imbalanced?
Whatever happened to...
IF IT AINT BROKE DONT FIX IT! |
#23
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Re: 9 Player Turbos Imbalanced?
[ QUOTE ]
Whatever happened to... IF IT AINT BROKE DONT FIX IT! [/ QUOTE ] You're such a wolf. [img]/images/graemlins/grin.gif[/img] |
#24
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Re: 9 Player Turbos Imbalanced?
Jeez... I AM NOT A WOLF IN THIS THREAD!!!!!!!!!!
I am the SEER!! I see that the turbos are fun and do not need to be screwed with! DO NOT LYNCH ME!!! |
#25
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Re: 9 Player Turbos Imbalanced?
The turbos are fun...that said, a 9er where the seer peeks a wolf night 0 tends to be no fun for anyone. I don't think the formula is unbalanced, per se, but when the pre-game peek is a wolf, it tends to lead to 2 or 3 round games, which is frustrating if it took 2-3 hours to get the game together.
I think a nine-person, seer is rand()ed the name of a villager night 0 game would have a lot of potential, and would be interested in trying it. I might even run one early this evening if there is any interest. |
#26
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Re: 9 Player Turbos Imbalanced?
[ QUOTE ]
The turbos are fun...that said, a 9er where the seer peeks a wolf night 0 tends to be no fun for anyone. I don't think the formula is unbalanced, per se, but when the pre-game peek is a wolf, it tends to lead to 2 or 3 round games, which is frustrating if it took 2-3 hours to get the game together. I think a nine-person, seer is rand()ed the name of a villager night 0 game would have a lot of potential, and would be interested in trying it. I might even run one early this evening if there is any interest. [/ QUOTE ] yeah but the games where the seer dies night one or gets lynched are equally one-sided. tweak as necessary, I'm just sayin |
#27
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Re: 9 Player Turbos Imbalanced?
I think the solution is to try to find ways to ensure it doesn't take three hours to set up a turbo, rather than mess with the rules of the game itself.
Unfortunately I see no way to do that short of expanding the community, which it itself no easy task. |
#28
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Re: 9 Player Turbos Imbalanced?
[ QUOTE ]
I think the solution is to try to find ways to ensure it doesn't take three hours to set up a turbo, rather than mess with the rules of the game itself. Unfortunately I see no way to do that short of expanding the community, which it itself no easy task. [/ QUOTE ] turbos were very very prevalent when there weren't 3 long games running at a time |
#29
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Re: 9 Player Turbos Imbalanced?
Im not a fan of vr rule because of all the strategy implications lost.
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#30
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Re: 9 Player Turbos Imbalanced?
[ QUOTE ]
Im not a fan of vr rule because of all the strategy implications lost. [/ QUOTE ] how is strategy lost? You still get to peek a village night zero 11 person turbos suck and are way too imbalanced for the village. I think 9ers are pretty fair when the seer peeks a villager night zero, but yes pretty imbalanced when a wolf is peeked night zero. So i think we should give it a try |
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