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That being said, I would think that a mod that goes by the book, sets their rules and sticks to them (Doce, Jdh) would have it block the wolf kill
I don't think there's anything inherently "rule abiding" that would say it should block the wolf kill. My PM said my role ability was not useable for a night/day. Do you consider the wolf kill to be a "role ability"? I can see half of us answering that one way and the other half answering it the other way. Big toss-up. Personally, I wouldn't consider it a personal role ability, unless my game design was such that the wolves picked a specific killer. Then I might. *shrug*
dungeon master like mod that will tweak midgame to help the balance or solve an unforeseen issue (I fit in this, as do most mods), seeing the wolves are getting violated right now, might tweak things(give them their kill)
Yeah. So, this isn't a ... I dunno ... negative criticism of doing that... Ok, I guess it is, but I mean it respectfully, because it's not like I'm saying "I'm right", but ... I'm really tired of mods adjusting mid-game to balance. I get that as mods we kinda want to see our games come down to a closer finish, but by doing that we totally take away the fun chance for one side to just slaughter the other. It also takes pressure off either side to play well because, hell, the mods will just balance things out as we go! If the game is reasonably balanced from the beginning, and one side just happens to get off to a great start (*cough*by killing two wolves in the first two lynches*couch*), then personally I'd rather the mod just let it go. If the villagers stomp the wolves, they get bragging rights about an awesome game. If the wolves come back and win, they get bragging rights about how well they turned it around. If the mod keeps adjusting things to balance it out ... meh .... it doesn't mean much.
I agree this gives us a bit of guidance for investigation/blocking/etc, I just wouldn't be alarmed if this is a wild goose chase to give the wolves a chance to catch up
QFT.


