like your objective to prevent SPKs is to somehow make the social landscape of a god damn mash more parseable to both teams, thus allowing plays other than “eh killing people who usually know what theyre doing is probably a good idea right” to be even considered
very funny that ive barely posted here for months and then i come back to make a dumbass clocktower joke and then immediately segue straight into a granular game design discussion about players responding to illegible gamestates with extremely simple and boring “decoding” tactics that often leave these massively complex games shockingly repetetive - because nobody is capable of leanring them.
how to solve spks:
- threaten to use playground insults on the scum if they do so
see also: back in throne of lies people responded to the game’s complexity through funnelling everything through the King, which simplified the board state even if it wasn’t actually a good strategy
or to put it even more simply than that: yu-gi-oh! players do not read what those cards do, and can you blame them?
part of why people did that is because tol is so aggressively bad at onboarding you
so of course you’d default to the comparatively easy way to play that by letting the king play the game for you
“spk people” isn’t actually a strategy that initially parses as stupid
if you struggle to pr read it’s better to get strong voices off the board and maybe you’ll hit a pr along the way
the problem here is that the strategy itself isn’t actually even bad, unlike many such simplification strategies
find it really funny how aggressively fol used to give scum strongmans in mashes
‘oh no the scum will have to play the game that’s not fair’
like yeah maybe if you convince 2-3 wolves to stay up all night in wolf chat aggressively PR reading the entire playerbase you might get kills that are 20% better but that’s not worth not sleeping
there are plenty of extremely toxic ways of solving the problem, if we value that
the least toxic way is ‘tell common spks to alt and sandbag on d1’
what if every mash game was an anon game until day 3
solution is contrary to why a lot of people play mashes
this is also a bad solution and adds a huge logistical issue to an already difficult logistical problem but it sounds funny
there is of course a toxic solution in the form of “wolf role that gets bonuses from d2 onwards based on the number of people on a certain list of players who were targeted d1/n1, the less you do the stronger the role is” but you can’t put that shit in every game and it also solves a problem of excess complexity by adding more complexity
like you can’t solve a problem like “people figure out a way around playing the game because playing the game is too hard” by simply making whatever simplification strategy they’re doing harder, you have to make playing the game easier.
some ‘not very toxic’ solutions:
- a role based solution (example: a doctor that targets a looot of people on n1)
- the aforementioned social solution (obviously toxic!)
- kp distribution solultion (example: majority wolf kp mostly kicks in starting n2, doesn’t get strongmen before then, gets other good utility n1)
i partially mean ‘this is dogshit’ when i say toxic but what i want to mean is ‘this interferes’