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Messages - mastersuperfan

#1
Quote from: Bloop on April 08, 2024, 03:36:35 AMVery nice work, just a few small things I noticed:
-m4: I hear a grace note D after the C grace note too done!
-m22: If you want, you could notate in some way that the player can play the R.H. F-Bb dyad in beat 3 with the L.H., seems a bit easier than to jump around with the R.H. ^^ I actually find it easier to do the jump with the RH personally :p I left it unmarked
-m30: I don't explicitly hear the R.H. Eb in beat 2.5, I think it's an F in another voice? hmm I'm still pretty clearly hearing the Eb octaves. I do hear the F you mention, and I also hear the D's that Latios mentioned, but out of these voices the Eb still stands out pretty clearly to me as the melody when I slow it down
-m58: I can kinda hear an F on beat 3, but listening to the bar itself it sounds like beat 3 is supposed to be an Ab major chord in some way, or at least also an Ab on the bottom (I think I hear Ab-C-Ab in the electric piano) changed!
-m60: I hear a Bb on beat 4 in the L.H. (Bb below middle C) yep, done

Files updated; thanks for checking!
#2
Quote from: davy on April 05, 2024, 01:16:17 PMAre players notified if they got nullified at the end of the night? This is especially relevant for nullifiers that got nullified, but for the other two it can also be relevant to know that there was a double target.
My understanding was that since all nullifications happen at the same time, nullifiers can't get nullified. @TZP can you clarify?
#3
Quote from: Latios212 on April 02, 2024, 08:32:06 PMRe: the intro - yeah, sounds good leaving it up to the performer! Just was curious what you thought about what's easiest to play. Honestly, I don't think the note at the beginning helps too much, but nothing wrong with it.
yeah, after taking another look I think it just makes more sense to leave it out :p files updated accordingly
#4
Quote from: Latios212 on April 01, 2024, 07:06:05 PM- Have you considered splitting the intro into parts for both hands? I feel like both the chords and the runs would be easier to split between to hands, though if you think there isn't an easy and neat way to split it up you could always leave it up to the performer. I attempted to write it cross-staffed with... not great-looking results:

ultimately for the chords, I just added a "l.h." bracket at the beginning; they're simple enough that the player can figure it out for themselves. as for the runs, I was actually playing them with one hand when I was practicing :p the LH run is definitely not too bad with one hand. I could be convinced to put a "l.h." bracket on the last three or four notes of the upper run, although I'll refrain atm because I don't think it'd look neat with the staff lines and I think the player can also probably figure it out for themselves.
- I don't hear the chord strike in m. 17 beat 3.75? The chord here also sounds a bit different from what you have it, consisting of Bn-B-F-Ab ah yeah, I put the extra chord strike in since I wanted to keep both the lower bass note and the upper chord, and it's not possible to play them all at once. (inverting it down hurts the resolution to the next chord, and inverting it up creates a strange jump up to it imo.) assuming you mean Bn-D-F-Ab, notes fixed
- m. 19 beat 3 LH: I think I hear a Db in this chord assuming you mean m18, done
- m. 20 beat 3 LH: not sure I hear the top F in this chord I hear an F below the Gb in the piano, but since the bass plays Gb I inverted the F up
- Unlike the vocal version, m. 30 beat 2.5 sounds like another D instead of ascending to Eb hmm I think I still hear Eb? if I really slow it down I can kind of hear both notes, but it's not clear to me that the melody there is a D instead of an Eb. given the vocal version it makes more sense to me to keep it as an Eb
- m. 34 beat 3 LH: sounds like there's a Bb instead of Ab? yep, fixed
- You could easily have the LH take some of the chord notes in the last measure it's actually easiest for me to play it as written, using a 1-2-4-5 fingering for F-Ab-Eb-F in m59 and 1-2-5 on beat 1 of m60 before jumping to beat 1.5 :p and I think voicing-wise it also makes more sense as is

Thank you for the very prompt feedback! Files have been updated.
#5

i awaken

(the name of the game should be changed to "Your Turn to Die -Death Game by Majority-" since the game has received an official English release on Steam)
#6
In.
#7
I finished tuning the game into what is probably its final iteration, unless anyone else has any major feedback to give. Hopefully the rules are simpler to follow now :p
#8
Quote from: BlackDragonSlayer on March 20, 2024, 06:06:09 PMSo, if I'm understanding the mechanics correctly, it would take 4 lynches for the wolves to achieve parity assuming none of the wolves are lynched. Under this assumption, my initial inclination is that condition (1), although it does provide a super interesting dynamic to the game, is extremely unfavorable to the wolves since they both need to avoid getting lynched and having their picked human get lynched (which gets more and more difficult as the game goes on).

Again running under the assumption that there are 4 lynches until parity, I think simply giving the wolves a once-per-game nightkill instead of once-per-game skip of the infection mechanic would potentially be a good addition.

It's two mislynches in a row for wolves to win. The wolves functionally do have nightkills, but they're delayed until the end of the next day: one wolf dying and one human-to-wolf conversion = same number of wolves, one fewer human.

For example, in the best case for wolves:

Wolves: X, Y
Humans: A, B, C, D, E, F

Night 1:
Wolves choose X (wolf) and A (human)

Day 1:
Humans lynch B
X dies
A becomes wolf

Wolves: A, Y
Humans: C, D, E, F

Night 2:
Wolves choose Y (wolf) and C (human)

Day 2:
Humans lynch D
Y dies
C becomes wolf

Wolves: A, C
Humans: E, F

And wolves win by parity—namely, X, Y, and A win, whereas C still loses due to this rule:

Quote from: mastersuperfan on March 18, 2024, 05:54:10 PMNOTE: If the wolves achieve parity at the same time a human player transforms into a wolf, the newly transformed player does NOT win with the wolves.

---

edit: to add more thoughts:

Parity-wise I think the game is pretty balanced, having run through the scenarios — if all actions happen at random, wolves are slightly more likely to win— but I could be convinced that it's a bit town-sided at the moment, since (a) the Testing Kit exists and (b) the extra interactions between the wolves and their human target gives humans more info to work with. That said, it doesn't seem like the wolfhunts in recent TWG games have been terribly accurate of late :p

I added rule (1) because 2 wolves and 6 humans only allows one mislynch before LYLO, which I think is pretty rough for town, so I wanted to make it more likely that town kills a wolf. I think axing rule (1) would make sense if the game were 9 players, since that lets humans mislynch twice before reaching LYLO. I'll think a little more on whether it'd make sense for 8 players — I suppose if rule (1) is not in play and town lynches the wolves' target, it functionally stops a nightkill anyway (which gives the humans a second mislynch), even if it doesn't kill a wolf.

edit: oh the other reason why (1) exists is because without (1), it can be really hard to deduce who a wolf jumps to, since wolves has much less incentive to protect their target. for that reason I'll probably keep (1) in play but will think about whether wolves should be buffed
#9
Quote from: SpecsFlyer17 on March 19, 2024, 07:59:09 PMOkay, yeah that makes sense.

Another question. Since there can only be a maximum of two wolves alive at a given time, what is the purpose of each wolf selecting a wolf during the night phase? Wouldn't it always just be the other wolf?

And also, does a newly transformed incubating human get to pick a human to target for the next day?

the wolf team collectively chooses one human and one wolf, as opposed to it being separately as in the previous iteration (I can see how the wording would be confusing, will fix) — hence why I got rid of the delay. I felt that letting the wolves choose who to sacrifice would be more fun/strategic, and it would also not require us to reason about wolves being on these 2-day cycles (which was starting to confuse me lol)

since reasoning about the Incubated Human rule is pretty nontrivial, I might also just remove it and hardcode the rule that "if wolves achieve parity after the lynch but before the parasite jump, the game ends there and the parasite jump doesn't happen"
#10
Quote from: SpecsFlyer17 on March 19, 2024, 06:45:33 PMMSF, when a selected human avoids being lynched and becomes an incubating human, does the infected human die? Like it did in the last version?
yes

Quote from: SpecsFlyer17 on March 19, 2024, 06:45:33 PMAlso, what is the purpose of the incubating human role? The game can't end during the night phase, so why not just make them full-blown infected upon the start of the night?

EDIT: oh actually I remember now this was the real reason

Suppose you have one wolf (X) and two humans (A, B). Suppose that we also remove the Incubated Human step. If X targets A in the night, and claims to A about having done so, then whether wolves or town win is up to A's whims, since A can either choose to lynch X and win as town, or lynch B, transform (while X dies), and win as wolves. (The same situation happens if there are 2 wolves and 3 humans left.)

To prevent this, A shouldn't be allowed to win as a wolf in this scenario. But if B gets lynched, then it should still be a wolf win. If the lynch, X's death, and A's transformation all happen simultaneously (as I imagined it, since they would all be rolled into one phase update), then A would be the only living player left. Hence the creation of a temporary role that counted toward wolves but didn't win the wolves—it lets wolves win here without letting A win.

I guess one alternative would be to say that lynch happens end-of-day and the parasite jump happens at the beginning-of-night, so in between the two, there's a split second between the two where the wolf team achieves parity (wolf!X and human!A alive), and thus wolves win. That seems kind of weird given that both the lynch and parasite death go in the same phase update, but maybe that's clearer than having a separate role.

Basically this role exists just to handle this technicality and I'm not currently sure whether there's a better way to go about it ¯\_(ツ)_/¯
#11
Quote from: SpecsFlyer17 on March 18, 2024, 08:35:43 PMIn both cases (more apparent in the second case), the Face Mask doesn't really change the wolf-human ratio; all it does is prolong the game. Which I suppose could be slightly town-oriented, as it could allow more lynching opportunities, which is the only way for the town to win.

Having an infected human die anyway even after hitting a Face Mask would probably be too powerful, as that essentially functions as a successful lynch; a wolf dies and no one new is infected.

Yeah, both of these things were on my mind. The benefit I saw was mainly having an additional lynch opportunity—plus the player who used it could claim if they so desired (although this comes with interesting consequences of potentially being converted), or otherwise push the lynch in the direction they want, knowing that they prevented a nightkill (assuming the wolves didn't abstain). Of course, such a claim could be faked.

I also just edited the game again during what I think was probably the time you were posting, to give the wolves more choice in who dies, which is probably more fun for the wolves (and also simpler)

thanks for the thoughts! will think more and refine
#12
TWG: Parasite

CENTERS FOR DISEASE CONTROL AND PREVENTION: CLASSIFIED REPORT

The lockdown days are not over. A new species of brain-consuming fungus has originated in the population. It is known to take over humans' minds and jump from host to host, evading capture and leaving a trail of destruction in its wake.

Each night, the parasite rapidly consumes the resources of its current host to inject noxious spores into its new target, preparing them for infection. The next day, it leaps into the new target's body at sunset, and the old body is left for dead... The only way to stop this process is to either (a) kill the current host before the leap happens, or (b) kill the intended target, which leaves the parasite no choice but to go down with its current host, depleted of vital resources. By that point, it's already too late to save either one of them.

Unfortunately, the local supply of masks and protective equipment has been depleted, and our healthcare facilities are already at capacity. There's not much left we can do. It's only a matter of time until it kills everybody...

Wolves:
1. Infected Human
2. Infected Human

Humans:
3. Human
4. Human
5. Human With Avocados: If transformed, becomes an Infected Human With Avocados, a wolf role that returns healthy if checked with a Testing Kit. Role PM says they're a normal Human.
6. Human With Avocados
7. Human With Allergies: Will return infected if checked with a Testing Kit. Role PM says they're a normal Human.
8. Human With Allergies

There are no normal nightkills. Instead, each night, the wolf team chooses one living human and one living wolf. At the end of the next day:
  • (1) If either the selected human or selected wolf is lynched, the other one also dies.
  • (2) If both the human and wolf survive, then the parasite transfers hosts: The selected wolf dies, and the selected human transforms into an Infected Human on the wolf team.

NOTE: If the wolves achieve parity at the same time a human player transforms into a wolf, the newly transformed player does NOT win with the wolves.

All wolves (including the newly transformed player) will be notified whenever a player's role changes. Newly transformed wolves will be told the identity of their living wolf partner, if one exists.

Items: At the start of each night, two random living players are given the following item, for that night only:
  • Testing Kit: During the night, privately choose one player to test. At the start of the day, get privately notified about whether that player is healthy or infected.

Night start, full OC, no cardflips, lynching is required, instas on, phantoms in play.

Wolves win at parity. Humans win when all wolves are dead.
#13
The Werewolf Game / Re: Hosting and Balancing
March 14, 2024, 06:14:21 PM
Quote from: BlackDragonSlayer on March 14, 2024, 05:46:16 PMJust saw this. It seems like a super interesting idea; but as of right now, it seems much easier for the wolves to win, since they can either win by parity or barrel shenanigans. For balance with 8 players, I think it would be a good idea to limit the wolf team to a max of 2 successful kills. Otherwise, in theory, wolves could win by end of Night 2 without humans being able to do much about it.

It might also be a good idea to make King K. Rool immune to the first incident of either Raid OR Intercept (cause otherwise he can be nightkilled N1 and the humans have a lot less info to work with). Alternatively to this idea, just add some sort of Kremling who can keep players safe from wolf shenanigans, which gives the human team more control.

thanks for the feedback! from a first passover I didn't think it was too wolf-sided since there's also a good chance the wolves whiff the first night or two (I'd hope the humans would be sufficiently unpredictable so as not to lose n2!) but that's a good point. I suppose it might be a pretty high variance game in general; I plan to run some simulations over the weekend to see how likely it is for either team to win, if players just pick actions at random

I like the idea of giving K Rool an extra hit; maybe one idea would be that K Rool takes a total of two raids to kill, so he won't die upon the first raid, but if his identity gets revealed, wolves can kill him in one night by raiding him together.

a medic could be interesting but I wouldn't want them to be able to protect K Rool, I don't like the idea of K Rool revealing and then getting shielded every night as wolves hunt down the medic

some other ideas I was toying with include:
- the wolves being able to do one raid + one interception each night, instead of picking individually. (I'm definitely wondering quite a bit how to balance the wolf powers w.r.t. the number of wolves left, since I want them not to be too crippled if one gets lynched d1 but also not too overpowered if 2-3 humans are dead by d1 or n2 ish)
- having a human who can see which players visited a given player each night
- KKR being unnightkillable if Donkey Kong is dead (but probably it's more important to protect KKR earlygame rather than lategame)
#14
The Werewolf Game / Re: Hosting and Balancing
March 12, 2024, 10:45:25 AM
Quote from: Nakah on March 12, 2024, 10:30:40 AMThe idea of packages meaning something is kind of cool in the background, but the titles for the roles seem a bit hardcore/fringe inappropriate for an online bbc forum board for nintendo sheet music from a 'Moderative' point of view. Perhaps if the concept were the same, yet the theme were based something more soft like bandits vs. detectives....with like shady packages of stolen golden bananas from DKC or something lol.
that's a fair point :p I updated it. I guess I didn't think it was out of the ordinary given that this style of game is based on the mafia in the first place, but maybe that's why it's TWG here

I'll see if I can think of something more thematic later

Quote from: Nakah on March 12, 2024, 10:30:40 AMMean that in a positive way, like the elementals of the game are there, but there's also some question's I'd have...(like why can the receiver not hear that their package was intercepted?) Or why can there not be a repercussion for the deliverer that tried to send a package if it gets intercepted...say like a red flag or something noted on them during day phase...that way people only try to send packages tactically out of fear of interception, and only the caught get exposed. Idk other ideas of that nature to expand the game idea.
hmm I guess I thought of the players as the ones not actually making the deliveries, like they send it through the mail or a mule or something lol.

I definitely had it in my mind that I wanted to incentivize town to send packages more than sitting on them, hence why sending is "safer" than keeping them. that way, it would mostly be a game of strategy for the mafia to deduce who likely has packages and who's likely to send to whom. but I also was thinking if there was a way to incentivize the wolves to raid more, like if there was a human role with special powers but who also always got nightkilled upon a raid regardless of whether they held onto packages or not.

Quote from: Nakah on March 12, 2024, 10:30:40 AMDoes this also mean that each would can choose to do both actions? Thus 4 possible actions happening by the wolf team per night phase?
each wolf would pick one of the two.
#15
The Werewolf Game / Re: Hosting and Balancing
March 12, 2024, 09:43:58 AM
not sure if anyone still looks at this, but potential idea for a new game that might be interesting. it's just a pretty basic sketch of the idea and hasn't been balanced, but curious to hear people's thoughts:

(currently wip, being edited)

---

TWG: Operation Banana

Wolves:
1. Donkey Kong
2. Diddy Kong

Humans:
3. King K. Rool: At the start of each day, gets notified how many barrels each player currently possesses. Cannot deliver barrels to other players. If he possesses at least one barrel, he will survive being raided (but all his barrels will be taken).
4. Kremling
5. Kremling
6. Kremling
7. Kremling
8. Kremling

Game is night start. All humans start with 1 barrel at the beginning of the game; wolves start with none. Each night, for each barrel they have, every player (except King K. Rool) can choose to (a) hold onto it or (b) deliver it to any other player.

Each night, instead of normal wolfkills, the wolf team can perform both of the following actions:
- Raid: raid someone's house. If the target held onto any barrels that night, that wolf seizes them. Additionally, if the target did not deliver barrels to any other player, they are nightkilled. (Any barrels delivered to a nightkilled target are lost for good.) Players will not be told whether their house was raided.
- Intercept: stake out the transport route between any two (human) players. If any barrels are delivered between these two players that night, that wolf obtains them instead. (The sender won't know that it was intercepted; the receiver won't know that they were supposed to receive those barrels.)

Wolves can also exchange barrels between them during night phases. The transfer will go through at the end of the phase.

At the start of each day, every player is informed how many barrels they have. The wolf team will be informed how many barrels each wolf obtained through raiding or interception that night.

One lynch per day (insta's on, no cardflips, no-lynch allowed). Any barrels held by a lynch victim will be lost for good.

Humans win when all wolves are dead. Wolves win at parity or if no living humans possess any barrels.

Full OC; wolves know each other's identity.

---

curious to hear people's thoughts! I'm not sure about the balance (it seems like hunting down the last package might be a coinflip for the wolves), but I'm sure there's room to give special powers to either side to even it out.