Catwalk Wrote:thestick, if you don't defend yourself you're probably going to hang. I know you're busy, but you're basically surrendering right now.
Not reacting to votes was due to Catwalk thinking that me reacting to Day 1 in WW15 was a scum sign. And not claiming earlier, I was hoping I could get enough pressure on Mattimeo and wouldn't need to claim.
As for time to think, trying to rack my brains for more suspects. Bigger stands out a bit for talking about only jumping on if bandwagons form.
Quote:I could join a uber wagon, but at this point (4 hours before deadline) I'd prefer to save that for day 2 and hang thestick.
Quote:I also find thestick and Injera suspicious, and also think the village can gain information from a wagon on either of them.
Catwalk Wrote:I am crap at detecting wolves. I do think I do a little better at detecting innocents, though.
Me too. I'm usually only right about someone being a wolf 1/3rd of the time, but I'm right about someone being a villager 2/3rds of the time. Go figure.
Watcher is a claim that can be tested. Lynching a claimed protective role on day 1 seems folly to me. Did we manage to stumble into two power roles out of ~28 players on day 1?
Table theStick and Mattimeo, and see what Bigger flips, IMO.
im really on the fence here. matt seems like a (very slightly) better candidate - but he should have a chance to defend himself. thestick, OTOH, has had more than plenty of time and has failed to do so.
Catwalk, Matt is in Australia, not Europe. he's closer to Lewwyn-time.
Please don't go. The drones need you. They look up to you.
I agree thestick has messed up, but I just don't believe he's mafia. The fact that noone is really interested in changing strengthens my suspicion that the wolves are content with him hanging.
Watcher is a claim that can be tested. Lynching a claimed protective role on day 1 seems folly to me. Did we manage to stumble into two power roles out of ~28 players on day 1?
how exactly do you test a 2-shot watcher without making it a completely useless role?
Please don't go. The drones need you. They look up to you.
Hmmmm. I am starting to think thestick is innocent. I would not mind pressuring Bigger today.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Bigger Wrote:how exactly do you test a 2-shot watcher without making it a completely useless role?
Completely useless is an exaggeration here, imo.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.