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.
5958
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If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
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[MAFIA] The Resistance: Avalon Mafia - GAME ON
Random conditional reads:
I think if Platinum is scum, then the other scum is probably Gourd. Conversely, I think if Pianotm is scum, then the other scum is probably NOT Gourd. Just based on who has been forgiving/antagonistic toward whom.
I think if Platinum is scum, then the other scum is probably Gourd. Conversely, I think if Pianotm is scum, then the other scum is probably NOT Gourd. Just based on who has been forgiving/antagonistic toward whom.
[MAFIA] The Resistance: Avalon Mafia - GAME ON
If I could vote to triple-lynch Gourd, Cap and Platinum all at the same time, I probably would, just to be safe. I'm convinced one of them is the scum who was responsible for choosing a nightkill target, and was AFK last night.
Of the three, Platinum is the one who has done the most scummy things, but has done one extra major thing that seemed townish to me: coming up with the theory that Muffle was Oberon. I think that probably cancels out.
For now I guess I'll just pick one of the other two. It might as well be a coin toss, but for now I want to intentionally vote for the one who doesn't already have a vote, just so I don't start a bandwagon based on a coin toss. I want other people to actually have a good reason for their votes. Or at least a better reason than me. Ideally I'd like to have a better reason myself before the end of the day too.
#lynch Cap_H
Of the three, Platinum is the one who has done the most scummy things, but has done one extra major thing that seemed townish to me: coming up with the theory that Muffle was Oberon. I think that probably cancels out.
For now I guess I'll just pick one of the other two. It might as well be a coin toss, but for now I want to intentionally vote for the one who doesn't already have a vote, just so I don't start a bandwagon based on a coin toss. I want other people to actually have a good reason for their votes. Or at least a better reason than me. Ideally I'd like to have a better reason myself before the end of the day too.
#lynch Cap_H
Awful haikus
[MAFIA] The Resistance: Avalon Mafia - GAME ON
If multiple other people think that putting someone on a mission team and then also wanting to lynch them is a scum tell, then maybe I'm wrong. Or maybe the scum team is Platinum/Gourd and they're backing each other up.
[MAFIA] The Resistance: Avalon Mafia - GAME ON
author=PlatinumAshes
Pianotm is difficult read. The wording of his posts always feels very town. It's just so weird that yesterday he proposed a team with YM in it and then voted to lynch YM in a post a few minutes later. That just feels so off to me, I can't figure out why he would do that. Actually he put his three most suspected players in a team together which is a horrible idea imho. One of them could sabotage if they think they have a good shot at framing the others. It could have disastrous consequences.
Anyway I can't make heads or tails of that, it could just be sloppiness I guess. For now my favorite is still Gourd.
This complaint about Pianotm putting someone on a team and then voting to lynch them kinda made sense, but still going on about it the next day doesn't make sense to me. It somehow feels less like scum hunting, and more like when scum just finds some random thing to latch onto so that they'll look like they're scum hunting. I'm not totally sure why it feels that way to me, but it does. I think mostly because Pianotm already answered it twice, and his explanation of "oh yeah that doesn't make sense, let me change that" seemed totally reasonable to me, yet you just keep bringing it up. Like, sure, it was sloppy, but how is it a scum move? It's just a bad play. Complaining about it today makes even less sense because we know that Yellow Magic wasn't even scum.
Also, calling a potential failed mission on day three "disastrous consequences" is a pretty gross exaggeration. At worst I feel like it's a wash compared to a successful mission. A failed mission would have told scum that one of ten people was not Merlin, but also would have told us that one of three people was scum. That seems at least as useful to us as it is to them.
That's not to say Pianotm is beyond reproach, but other people's complaints about him seem much more legit to me. Ozzy suspected Pianotm at one point because he's the only person Odd expressed suspicion about before he died, and Cap_H suspected Pianotm at one point for going after demonlord on day 2 for what Cap thought were weak reasons. Neither of those complaints were ones I really thought had much merit, but they didn't strike me as disingenuous like Plat's ongoing complaint about Pianotm's mission team.
[MAFIA] The Resistance: Avalon Mafia - GAME ON
[MAFIA] The Resistance: Avalon Mafia - GAME ON
[MAFIA] The Resistance: Avalon Mafia - GAME ON
Scum definitely wants Oberon to stay alive though. They can win by outnumbering us, in case you forgot how mafia works. And there's 50/50 chance that they have a vanilla lose condition of "all scum die."
I mean they could be throwing Oberon under the bus to make themselves look good. Actually, if scum was willing to throw Oberon under the bus, then I would consider that to be the first real evidence that Mordred exists. Because killing random scum, while still dangerous, is far more of an acceptable gamble if keeping her alive isn't guaranteed to win the game for them.
I mean they could be throwing Oberon under the bus to make themselves look good. Actually, if scum was willing to throw Oberon under the bus, then I would consider that to be the first real evidence that Mordred exists. Because killing random scum, while still dangerous, is far more of an acceptable gamble if keeping her alive isn't guaranteed to win the game for them.
What are you thinking about? (game development edition)
I did solution 1 in Iniquity & Vindication and it worked well. The game was (essentially) CTB, and for simplicity to the player, I had 60 time increments be referred to in-game as a "second." So then for damage over time spells, it would say something like "Fire elemental damage. Power: 20 over 5 seconds."
Every 12 time increments, when one-fifth of a "second" had passed, the game would do the appropriate amount of damage for all damage over time effects currently in play. Which for that example spell would be magical damage with a power of 0.8.
I handled the durations of all other buffs and ailments the same way. They all lasted a certain number of seconds. And I made sure all of them lasted a multiple of 12 time increments, because checking every time increment for wearoffs/dots caused a lot of lag. The only exception was the defensive buff granted by the Defend command, which wore off at the start of the user's next turn.
The damage numbers for these dots just immediately popped out of the characters' heads with no spell animation, so it didn't slow the game down. The interface didn't even wait for the damage numbers to disappear before starting the next character's turn. If you have a more dynamic camera where not everyone is always on screen, then you might want to instead have the HP bars decrement without popping up a damage number over the characters' heads at all.
I will say one side effect of this is that, if the player's agility goes up far enough, then they can use their dot skills less often, assuming dots don't stack with themselves. If you double your agility, then that means you have twice as many turns to do other things before your dot wears off. This isn't bad by any means, but it might affect how you design certain player skills. For example, if a player skill inflicts a damage-over-time effect and also a powerful immediate damage effect, then early in the game that might be optimal to use every 4 rounds because that's how long the dot takes to wear off. But later in the game, as the player becomes faster, it will become optimal to wait 5, 6, or more rounds before using it again, because the dot won't have worn off yet.
Every 12 time increments, when one-fifth of a "second" had passed, the game would do the appropriate amount of damage for all damage over time effects currently in play. Which for that example spell would be magical damage with a power of 0.8.
I handled the durations of all other buffs and ailments the same way. They all lasted a certain number of seconds. And I made sure all of them lasted a multiple of 12 time increments, because checking every time increment for wearoffs/dots caused a lot of lag. The only exception was the defensive buff granted by the Defend command, which wore off at the start of the user's next turn.
The damage numbers for these dots just immediately popped out of the characters' heads with no spell animation, so it didn't slow the game down. The interface didn't even wait for the damage numbers to disappear before starting the next character's turn. If you have a more dynamic camera where not everyone is always on screen, then you might want to instead have the HP bars decrement without popping up a damage number over the characters' heads at all.
I will say one side effect of this is that, if the player's agility goes up far enough, then they can use their dot skills less often, assuming dots don't stack with themselves. If you double your agility, then that means you have twice as many turns to do other things before your dot wears off. This isn't bad by any means, but it might affect how you design certain player skills. For example, if a player skill inflicts a damage-over-time effect and also a powerful immediate damage effect, then early in the game that might be optimal to use every 4 rounds because that's how long the dot takes to wear off. But later in the game, as the player becomes faster, it will become optimal to wait 5, 6, or more rounds before using it again, because the dot won't have worn off yet.













