Reworking the whisper mechanic, a role patrol special edition.
We've all gotten screwed by that one whisper that just HAD to leak and ruin the game for us. So we got to thinking, why should whispering, which is a very important part of the game, be left up to crappy RNG? So here's what we came up with:
Old random leaks are done away with.
Instead, after the first whisper between two users, subsequent whispers have a chance to leak participants.
The more whispers that are exchanged between the two users, the greater the chance to leak grows.
Everyone will receive a system message that reads as "User A whispered something to User B..."
Roles that force leaks such as the Loudmouth reveal the content of the whisper.
With this system, a few concepts that went into whispers come into play. Like original whispers, people will still be seeings who you are communicating with, but now the contents won't cause a problem. The whispers only start to get revealed if you whisper too much, which stops the mafia from having improvised day meetings without suspicion. Finally, it still allows for some interaction with roles that deal with whispers (currently only the LM, but maybe more in the future).
I like it!
9 signed
This post is good and I like it which is why I signed this petition saying it was good and I liked it.
your argument is flawed because whispering will never randomly lose you the game.
when you whisper you make a risk assessment of if the messages are worth the risk of being outted, and you can play around the leak mechanic by coding messages. if you are mafia you can arrange code at night, and as town just
Alternative idea to random leaking using proxemics.
Three 'boundaries'
- Social space: You don't see or hear any whispers. - Personal space: You see that two players are whispering to each other, but not the contents. - Intimate space: You see who someone is whispering to, and what they're saying.
Everyone starts out in social space.
When YOU whisper SOMEONE ELSE, you enter their personal space for 15 seconds.
When SOMEONE ELSE whispers YOU, you enter their intimate space for 15 seconds.
So basically instead of randomly leaking, you have to whisper another player to figure out if they're whispering someone else – which throws the "X and Y are whispering each other so in this setup they're confirmed scum" mechanic out the window.
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
what is perfect about randomly losing the game because of a leak you have no control over and can't in any way begin to predict
do you even play mafia
According to some of the brilliant minds in this thread, losing the game out of nowhere on day one is part of the fun.
doesnt seem that there is much consequence at all when content doesnt leak. with content leaking you have to be careful what information you communicate and not rely too much on whispering
Tbh I think the old whisper system worked fine... I don't like how the contents of leaked whispers are kept hidden... which I believe are aspects of the game that makes things interesting and require strategies to be built around
i never changed this aspect. it should still be 25% chance of content being hidden, 75% of it all leaking
Tbh I think the old whisper system worked fine... I don't like how the contents of leaked whispers are kept hidden... which I believe are aspects of the game that makes things interesting and require strategies to be built around
i never changed this aspect. it should still be 25% chance of content being hidden, 75% of it all leaking
deletedalmost 8 years
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
what is perfect about randomly losing the game because of a leak you have no control over and can't in any way begin to predict
do you even play mafia
According to some of the brilliant minds in this thread, losing the game out of nowhere on day one is part of the fun.
doesnt seem that there is much consequence at all when content doesnt leak. with content leaking you have to be careful what information you communicate and not rely too much on whispering
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
what is perfect about randomly losing the game because of a leak you have no control over and can't in any way begin to predict
do you even play mafia
According to some of the brilliant minds in this thread, losing the game out of nowhere on day one is part of the fun.
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
what is perfect about randomly losing the game because of a leak you have no control over and can't in any way begin to predict
doesnt seem that there is much consequence at all when content doesnt leak. with content leaking you have to be careful what information you communicate and not rely too much on whispering
if whispers really have to work like this, i'd prefer at least an option to set whether the content is revealed or not when creating a game
deletedalmost 8 years
this change is an huge change that affects everyone, in sandbox, main, and every other lobby.
can we put it up to a vote instead, lucid?
I definitely agree with this. There should be a vote.
deletedalmost 8 years
Tbh I think the old whisper system worked fine... I don't like how the contents of leaked whispers are kept hidden... which I believe are aspects of the game that makes things interesting and require strategies to be built around
So it's okay to excessively whisper someone without the actual force leak feature on and not get banned despite unintentionally ruining the game for most people?
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
Whispers also aren't designed around how much you want to talk to your friends in game. There are game mechanics to take into consideration.
I liked the way whispers operated before. The leaks were perfect. I can understand why contact non-meets is a bit of an issue, but whispers weren't designed around that anyways.
needs an option to turn it off/on when creating games
The complaint is that the leaks become super excessive after a while. This makes it unenjoyable and spammy to people not involved in the whispers and from what I've seen, it doesn't take many to have most of them leaking.
Is 50% of the time excessive in your opinion? What would be your ideal leaking percentage?
The complaint is that the leaks become super excessive after a while. This makes it unenjoyable and spammy to people not involved in the whispers and from what I've seen, it doesn't take many to have most of them leaking.