I want an opinion on my Kira.
A serious one with pros and cons.,
@Bisser: I think the general idea was great, but matching the name with username was absolutely impossible. Believe me. If people weren't using their own names to sign I probably wouldn't have killed one single player. (Besides Light Yagami, I got him by guessing)
Am I crazy for watching the first 20 episodes in one day? o-o
Last edited by ILikeTrains; 11th June 2012 at 10:30 PM. Reason: moar episodes
1) The game was almost balanced. If it weren't for the lack of information (more of it in a minute), it would have been perfectly balanced. It was definitely the most balanced Kira game so far.
2) The lack of information, on the other hand, was bad. Not knowing in advance how many Kiras or Ls there are is just as detrimental for both teams... not. The Kiras knew beforehand how many people they had to kill, and their count was off by an irrelevant 5% overrun (one of the believed detectives was actually a Kira). The detectives, however, knew of two Kiras, having their target count short by a 33%, making a huge difference. This was probably the only layout flaw in the game -- not revealing the amount of Kiras and Ls (or just the amounts of each class).
3) The teams were, as far as players go, balanced enough. The amount of players suited the game's layout, and the teams weren't inbalanced skill-wise. This made for a close game, in which the outcome wasn't clear until the very end.
4) The crash recovery was bad. Only two games faced major outside problems (Rammjet, it's not funny anymore), and both failed at this... but it's still something to look out for in the future. (Why was it bad? Not properly announcing the Kira change invalidated every piece of investigation so far without anybody noticing. The negative effect on the Kiras was neutralized, but the negative effect on the detectives wasn't.)
5) The double hosting of the game was beneficial, because it prevented it from freezing when one of the hosts was away.
6) The game ran smoothly overall, without any problems of relevance other than the ones caused by Rammjet. A few occasional host mistakes were duly corrected (as much as I trolled you about them, they were corrected properly), thus not affecting the game or its outcome.
7) The lack of revivals made for an interesting test... that probably shouldn't be repeated. But still, the game did well without them. It still adds to the thrill to be able to be revived.
8) The lack of eyes made for a very strategical game, more than any of its predecessors. Names actually had a value, and the game didn't have an obvious deadline as all other games had (other than 7). That was probably one of the best and largest improvements that the game brought. Thieves made up for the lack of names rather nicely, too.
9) The entire game focused around teamplay, punishing individual plays and requiring teammates and alliances in order to make any strategy that worked. As a result, more player interaction occured. Whether this is good or bad, it's up to everybody; but the chance of "winning the game on your own" was almost null.
Two things I can't come up with - a good username and a good signature.
If you want to contact me for any reason, you can email me at [email protected] (hey, now I have something to put in my sig!)
Last edited by Butler; 11th June 2012 at 09:51 PM.
cons: in case on getting name you have to get either from sneaky thieves or detectives, AND NO EFFING EYES!
pickle version > 4 > 6 > 5 > 8 > 10 > green blob
10 is good for kiras but green blob was good for detectives.
Last edited by aaaaaaa1234567890; 12th June 2012 at 07:05 AM.
i feel bad for p2gl, he tried to make a kira game from end of pickle version
It started with a whisper, and that was when I kissed her
And then she made my lips hurt
I could hear the chitchat, take me to your love shack
Mamas always gotta backtrack, when everybody talks back