LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
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Born Under the Rain
Why does the jackal run from the rain?

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Town Design! What's your personal approach to designing them?

So I've cooled off on traditional JRPG town design in favor of something more like how cities are handled in games likes Dragon Age: Origins or Legend of Mana. There's a map or list of locations, and you pick one and that sends your characters to the front door of the building. Or to the entrance of the market area. Or to the stairway in front of the palace gates.







Basically, it annoys me a lot how "towns" and "cities" are all, like, 15 buildings big, instead of hundreds or thousands of buildings. JRPG town design works fine for tiny rural villages with 30 people living in them, but not for towns or cities. But the parts of the city where nothing happens should be treated just like the parts of the overworld where nothing happens - the player should fast travel over them.

Once you do this, I think you're free to build the individual sections of the town in a similar way that you would build a traditional JRPG town. But now different important buildings aren't all required to be adjacent to each other. And the player isn't required to suspend their disbelief to an unreasonable degree.

Now, you can make just a single outdoor map that contains every building of interest, and still imply that it's only a tiny section of the much larger town. And if your game has a lot of small towns, that's actually a good thing to do for some of them. But I find this method to work better for larger towns and cities that have multiple points of interest and will be visited multiple times during the game. And it just makes the town feel larger.

author=Liberty
I've made a video on how I map towns before (it's quite long) and it basically details how I go about the creation of town
Can you link to this video?

Liberty Moving Update: Internet should be back in full 4~8 days. Progress of move: 67.4394% 'Hereness': 12.5796%

Ten days now. Liberty's still dead. RIP

[mafia] Spy vs. Mafia II Day 3

I think my solution would make it so the double agent could potentially pass information in the scum and agent chats, where they have a code name, but wouldn't be able to reveal themselves in public. And even just passing info in the scum/agent chats would be risky because the scum and agents would both be incentivized to kill this double agent, and once they know that Agent Orange is the double agent they might be able to figure it out. But the recipient of this info would also be incentivized to leave them alive in order to learn from them. Risk and reward.

The item might benefit from some kind of penalty if you target the wrong person with it. Not a big penalty though. Something very minor. Even just telling the opposing team "Scum/Agency has wasted one of their double-agent-finder items to no avail" would probably be enough, since that gives them info they can use to make more informed decisions about their own use of those items. Since the double agent would be in the other chat, they'd get this info too, and would know they were relatively safer. Specifically telling the opposing team "Scum/Agency has wasted one of their double-agent-finder items on Cavedog to no avail" would be even more info, maybe too much.

[mafia] Spy vs. Mafia II Day 3

Once upon a time, when mafia was relatively new to RMN, I played a couple of games where there wasn't any scum chat room or message board. Scum could communicate with each other only by sending messages to the moderator, which the moderator would then forward to the other scum. Any other method of scum communicating with each other was against the rules.

If you really want better anonymity among the scum team, I think that's the way to do it. Can't see timestamps if you can't see messages.

I think one of those games actually had no communication method between scum at all. The subordinate scum could send one message per night to the moderator, suggesting who to nightkill, and the moderator forwarded that to the scum with the nightkill power. The scum with the nightkill role just got a list of the suggested names (no reasons or anything) and then made the kill choice. This pretty much nullified scum's ability to coordinate.

All of this work to keep people from being able to identify each other in scum chat seems pointless though. I mean, if you're not spending your time identifying the people in chat, then what's the point of this spy vs. spy setup in the first place? That's the whole point of secret messages. You have to figure out who it is.

The actual solution is to give scum and agents a way to kill the double agent, and a reason to do so. Nobody wants to kill the double agent right now and that seems bad. Sharing their illicitly obtained info and revealing their identity shouldn't be risk-free like it is right now. It should be an almost-assured death sentence.

My solution would be something like: Every scum and every agent except the double agent starts with a single-use item. All of these items are the same. They can each be used one time only to try to identify the double agent - you pick someone you think is the double agent, and if you're right, they die and you get another random item for free.

[mafia] Spy vs. Mafia II Day 3

I was Cavedogged again

[mafia] Spy vs. Mafia II Day 3

Well that was a lot of work just to prove your own theory wrong. Can we lynch Psy now?

[mafia] Spy vs. Mafia II Day 3

Cap blowing the horn today, after the agent and double agent were both already outed, is enough for me to consider him town. It's not absolutely confirmed, but it's good enough.

I guess it could have been a calculated risk since he only had a 1/8 chance of tooting his own horn, and it would hit someone else and make him look good the other 7/8 of the time. But I mean, if his goal was to look good then it worked on me because he looks good to me. You can't assume EVERY action that looks towny is actually scum throwing themselves under the bus to look towny.

[mafia] Spy vs. Mafia II Day 3

author=CAVE_DOG_IS_BACK
what is the point of a town rolecop if it can't detect something that is inherently scummy or not?
Well, so far, it explained why PlatinumAshes died so we didn't go on a wild goose chase about that. And it proved that when I said Cap_H's item was just a purely better version of mine, I wasn't just making stuff up to make him look bad. I think both of those were valuable uses. And I think even if PlatinumAshes's hot potato bomb were the only other power item in the game, it would've been justified just to prove the existence of that.

[mafia] Spy vs. Mafia II Day 3

Also, I didn't share it with the class because if that really was what he was doing, I wanted it to work.

author=LockeZ
Second, for the time being, I kinda think Cavedog is probably town for complicated reasons related to my serious over-analysis of the wording of his fake claim. This analysis is probably wrong because it relies on anything he does on day one having any meaning or logic behind it whatsoever.


I did warn you.

[mafia] Spy vs. Mafia II Day 3

By the way, at the beginning of the game I said I had a reason for leaning town on Cavedog that I didn't want to share. I might as well share it now, even though it became irrelevant at some point later when I realized Cavedog didn't know the details of the setup yet and hadn't seen the previous Spy vs. Mafia game.

Right at the very beginning of the game, he fakeclaimed as the "mauve agent."

author=CAVE_DOG_IS_BACK
I'm going to fakeclaim. I'm the mauve agent. I win when any other faction wins. To this end, I can give out several items each night that will work on everyone except me. I have no way to protect myself though and am not a threat to anyone on my own, so please do not target me with your murder actions.


Cavedog does stuff like that all the time, and sometimes I feel like it's purely random, but in this case I thought it might not be. In the previous Spy vs. Mafia game, the scum actually did have colors for code names. If the same thing were true again, then even if that weren't one of the colors, it might get them all to talk about it in their private chat and make sure that none of them were the ones who said it. The double agent could then use that discussion to try to narrow down the identities of scum.

The same thing could of course have happened in the agent chat, but the agents have far less reason to care about each other's identities. I mean, each-other's. So it probably wouldn't. And last game it was scum, not agents, that were color-coded. The people in the agent chat last game were named Tom, Dick and Harry.

Now, as I said, this is all irrelevant now. I'm just sharing it so that people don't think I'm still holding onto a secret reason for thinking he's town, like an item or something. I don't have any special insights I haven't shared. So make your own conclusions and vote based on your own feelings.

I do still think Cavedog is town just because he's been acting like town, and because everything he's said in this game has made sense to me, and because his item is redundant with Demonlord's, and because he seemed genuinely surprised and frustrated when he learned parts of the setup that agents and scum would have known immediately, and because I think Psy is scum. Just not because of the stuff at the beginning of day one any more.