PhoenixTears wrote:
CTU wrote:
Also I'd like to see the ORG have a role which can break somebody out of jail, but that might break the game or something
Well, they had Vermouth-Eri this round and that was pretty dangerous.

(And I'm still not entirely sure why they didn't bust Ako out instead of Yuriko... since they suspected she'd be re-arrested anyway.)
Because they knew Akonyl was just detained since spy is no crime anymore, hence Akonyl did not commit a crime yet. Since they obviously also knew he was not blamed for anything, they knew they would get Akonyl sooner or later. Which turned out to be very late.

Again, I think Satô needs some major changing. Before she makes for some very bad experiences. While an ability that fakes an arrest, stops its target from doing anything, stops his/her voting and keeps him/her out of the game is interesting, it is not something a character without any disadvantages and two other very relevant abilities should have. And I don't mean only forbidding her to detain the same player twice. That would only mean Satô detains a different player each night, not really solving the problem that the ability is a super-powered discombobulate. Though, if we accept the changes in killing people in prison it would at least remove the "protection" part of her ability.
I am asking again: Did we have some specific reason why we did forbid actions on players that were arrested? Some kind of balancing that came up in the earlier rounds that we forgot about? If not, we could just allow it. Making jail a less safe place - but possibly allow the town to find out if they might not have just arrested one of their own by chance... A teenager in jail with dead Haibara and Anokata already confirmed? Must be a townie (Vermouth would lose her disguise in jail.)!
About re-arresting: I think I suggested it already, but you should not be able to get arrested for the same crime a second time. So if you slandered Kleene night 1 and got arrested for it, once you get out they can't arrest you for it again. Though, they could arrest you for slandering her night 2 again, or any otehr crime she committed at some point.
Akonyl wrote:
Yurikochan wrote:
@Ako: Not everyone trusted me til I started helping the town, and even then Schillok and others didn't trust me. I think jail should stay the same and no actions. Cause what's the point if BO can go and townies can't. To be quite honest.
I'm not quite sure what you mean by "BO can go and townies can't", but trying to equate a BO in prison to a townie in prison is bad imo. The only time it's ever a deciding factor for the BO when someone's in jail is times like Dus's round, where the remaining BO are all inactive and so the person in prison needs to control their actions, otherwise it makes virtually no difference because there's multiple other capable people in the BO to do the orders anyway. When it comes to a townie in jail on the other hand, they can be used to form fairly large alliances where identities can be kept relatively safe, because there's no risk of the person in jail dying. I don't really see the two as being comparable.
I guess what Yurikochan meant was: What is the point of jail if only BO could be arrested?
However: I think being in jail should be an inconvenience for the arrested player, so I think making jail not safe anymore would help to make sure an arrested townie does not become the player the BO wants to see dead (but are unable to kill) anymore. If we really want a safe haven, it would be abroad for a traveler. So it is not like that strategy is disappearing completely.
Beside, it would also help with criminals: If a/the target of Natsuki, the Bomber or Okuda becomes arrested, they don't have to get a new target anymore: They can still kill the arrested player. This solves one of the problems they could encounter.
I gave up my vote and actions, cause I was most likely dead. It's not really fun when the game ends on night 4. Especially due to pacts. I haven't had been as excited in a game as I was for this one. And the BO played smart cause they won, at least townies HAD a chance because of the alliance.
saying it like this makes this sound as if the only reason the town had a fighting chance was because you managed to make the alliance, when the town would have had a much fairer chance at surviving without it had they not revealed so much information about themselves early on. The only reason the BO almost won on Day 4 was because starting on Day 2, we were able to poison 2 people every single day for the rest of the game. Had 6 people not been APTXed, the game would have went very differently.
and you didn't give up your vote and actions, because as stated you were slated to die anyway. It's not really a sacrifice if it's going to happen either way.
Well, I must admit that the game is most fun when you are a townie, forming an alliance and figure out the BO by putting things together.

Though, what happened this round to a large extend somehow was the following:
People were skipping the most important step in forming the alliance: Figuring out who to trust and who not. It is okay to make the wrong decision - trusting a BO because he tricked you - it is part of the game. But the game is not supposed to be decided by pre-game and night-1 - alliances. Because in the end this would mean the game would be determined right the moment the roles are distributed, it would all depend on luck if your dream alliance is consisting only of townies who can tell each other everything safely, or if you have a BO among you that can get the whole group killed any time the BO wants. Being suicidal shouldn't be rewarded.
It is okay if it works from time to time, but if half of the players act that way (or some players every game) it should be punishing to the town. The BO is supposed to be the ones who are taking the risks. The town is supposed to act calmly and solve the mystery by combination, luck, communication and a bit of recklessness and bluffing from time to time...
Also, I would probably not have trusted you that fast if things wouldn't have gone worse that quickly...
Yeah, the arrestings were pretty good, but all the APTX victims were not worth it. Sure, one townie for a BO is great. Two for one early in the game as well. But I think the town could easily have reached the same number of remaining BO (3) if they had played more careful (though a bit slower)... with more townies remaining.