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Re: Scioly Assassination 88: A Social Experiment

Posted: August 7th, 2012, 5:56 pm
by Cedavis6
twototwenty wrote:Cedavis, I think you are missing the real problem. the assasinators are for the most part fine; I picked Koko because I knew she wold do a wonderful job. No, the problem lies in he officers, 100%. Any changes made should focus on selecting officers who will actually work on the game.

iwonder, the officers in this game weren't posting any ideas they had about clues for the most part; I find it very hard to believe that more time would have helped, as Koko was very genrous with time extensions, and it had no effect.
Actually, my ideas were more to draw people to play.

Okay, here's how to get good officers: good, hard entry clues. Have substitute officers do those, too. Keep a waiting list of those who have answered the clue after the first five. You may have to change the rule to every officer must protect EVERY round. Officers should also give LEGIT reasons for their protects.

And civillians:

PLEASE HELP THE OFFICERS!!! I cannot stress that enough! Unless you know who the Sassy is, of course. But still, I find it annoying when civillians post "I can't believe you haven't figured it out...".

Re: Scioly Assassination 88: A Social Experiment

Posted: August 7th, 2012, 6:04 pm
by harryk
Cedavis6 wrote:
twototwenty wrote:Cedavis, I think you are missing the real problem. the assasinators are for the most part fine; I picked Koko because I knew she wold do a wonderful job. No, the problem lies in he officers, 100%. Any changes made should focus on selecting officers who will actually work on the game.

iwonder, the officers in this game weren't posting any ideas they had about clues for the most part; I find it very hard to believe that more time would have helped, as Koko was very genrous with time extensions, and it had no effect.
Actually, my ideas were more to draw people to play.

Okay, here's how to get good officers: good, hard entry clues. Have substitute officers do those, too. Keep a waiting list of those who have answered the clue after the first five. You may have to change the rule to every officer must protect EVERY round. Officers should also give LEGIT reasons for their protects.

And civillians:

PLEASE HELP THE OFFICERS!!! I cannot stress that enough! Unless you know who the Sassy is, of course. But still, I find it annoying when civillians post "I can't believe you haven't figured it out...".
But still, the problem is that there aren't enough people on scioly that follow the games. Making it harder to be an officer will only drive people away.

Re: Scioly Assassination 88: A Social Experiment

Posted: August 7th, 2012, 6:05 pm
by Kokonilly
twototwenty wrote:Cedavis, I think you are missing the real problem. the assasinators are for the most part fine; I picked Koko because I knew she wold do a wonderful job. No, the problem lies in he officers, 100%. Any changes made should focus on selecting officers who will actually work on the game.

iwonder, the officers in this game weren't posting any ideas they had about clues for the most part; I find it very hard to believe that more time would have helped, as Koko was very genrous with time extensions, and it had no effect.
I agree with this point about time. Extending the deadlines would only make games longer. Also, thanks for having faith in me! :D
Cedavis6 wrote: Okay, here's how to get good officers: good, hard entry clues. Have substitute officers do those, too. Keep a waiting list of those who have answered the clue after the first five. You may have to change the rule to every officer must protect EVERY round. Officers should also give LEGIT reasons for their protects.
I can see a couple problems with this - for one, it took me three days to even attract people who were remotely interested. Not every officer even needs to protect every round - if the clue is very obviously solved, then the rest of the officers don't need to protect. That would make the officers drop like flies, and I don't think it would be interesting. Also, BS protects are a long-standing tradition :P

I don't think lack of interest is even the problem; it's just how much work people are willing to put into it.

Re: Scioly Assassination 88: A Social Experiment

Posted: August 7th, 2012, 6:43 pm
by Assassinator
Friday morning

I will consider some ideas and ignore others

Re: Scioly Assassination 88: A Social Experiment

Posted: August 7th, 2012, 6:45 pm
by Littleboy
Kokonilly wrote:The really good players - brobo,
What ever happened to brobo?
Also, deadline times have varied from game to game. It seems it works the best to have it in day intervals. 24 hours is too short to solve most clues. 72 is too long and gets boring. Officers tend to solve before 48 hours if it is going to be solved. If not then there is just days of nothing and people forget about the game and don't participate. 48 hours is challenging, yet possible.
twototwenty wrote:Cedavis, I think you are missing the real problem. the assasinators are for the most part fine; I picked Koko because I knew she wold do a wonderful job. No, the problem lies in he officers, 100%. Any changes made should focus on selecting officers who will actually work on the game.

iwonder, the officers in this game weren't posting any ideas they had about clues for the most part; I find it very hard to believe that more time would have helped, as Koko was very genrous with time extensions, and it had no effect.
I honestly don't remember the last time we had more than a couple veteran officers. But the problem is, even if we can get 5 of the best, chances are they all won't care/have time/whatever other reason and will be almost as bad as someone who has no clue what they are doing.

I feel this is good for now. Most of my other thoughts have been covered.

Re: Scioly Assassination 88: A Social Experiment

Posted: August 8th, 2012, 5:30 am
by Cedavis6
What about my training idea? It would be good for officers and Assassinators.
There would be mini Assassination games with an "Assassinator Trainer" and the games would last 48 hours. The Sassy Trainer would give an entry clue, and get five officers. Afterwards, (s)he gives a kill clue and an ID clue. After the 48 hours, the officers should have all given accusations and protects. The Sassy then gives the answers, and the officers rate him from 1-10 and give constructive critism. Afterwards, the correct accusing officer, or the Assassinator, if none of the officers accused correctly, choose the next Sassy trainer.
What do you guys think?

Re: Scioly Assassination 88: A Social Experiment

Posted: August 8th, 2012, 6:11 am
by harryk
Cedavis6 wrote:What about my training idea? It would be good for officers and Assassinators.
There would be mini Assassination games with an "Assassinator Trainer" and the games would last 48 hours. The Sassy Trainer would give an entry clue, and get five officers. Afterwards, (s)he gives a kill clue and an ID clue. After the 48 hours, the officers should have all given accusations and protects. The Sassy then gives the answers, and the officers rate him from 1-10 and give constructive critism. Afterwards, the correct accusing officer, or the Assassinator, if none of the officers accused correctly, choose the next Sassy trainer.
What do you guys think?
That's essentially what a sassy game is...

Re: Scioly Assassination 88: A Social Experiment

Posted: August 8th, 2012, 6:15 am
by Cedavis6
harryk wrote:
Cedavis6 wrote:What about my training idea? It would be good for officers and Assassinators.
There would be mini Assassination games with an "Assassinator Trainer" and the games would last 48 hours. The Sassy Trainer would give an entry clue, and get five officers. Afterwards, (s)he gives a kill clue and an ID clue. After the 48 hours, the officers should have all given accusations and protects. The Sassy then gives the answers, and the officers rate him from 1-10 and give constructive critism. Afterwards, the correct accusing officer, or the Assassinator, if none of the officers accused correctly, choose the next Sassy trainer.
What do you guys think?
That's essentially what a sassy game is...
True, but it's summed up in one round. And it is just one forum game.

Re: Scioly Assassination 88: A Social Experiment

Posted: August 8th, 2012, 6:38 am
by Littleboy
Cedavis6 wrote:
harryk wrote:
Cedavis6 wrote:What about my training idea? It would be good for officers and Assassinators.
There would be mini Assassination games with an "Assassinator Trainer" and the games would last 48 hours. The Sassy Trainer would give an entry clue, and get five officers. Afterwards, (s)he gives a kill clue and an ID clue. After the 48 hours, the officers should have all given accusations and protects. The Sassy then gives the answers, and the officers rate him from 1-10 and give constructive critism. Afterwards, the correct accusing officer, or the Assassinator, if none of the officers accused correctly, choose the next Sassy trainer.
What do you guys think?
That's essentially what a sassy game is...
True, but it's summed up in one round. And it is just one forum game.
Please tell me how many games have ever been that short. I can think of about 3. Did people have fun or ever get better at it? NO! So why would a short game be any good. Oh and about 3/88 games have been about that short. How often do you expect an officer to win? I'd bet that with your rules it would be the sassy winning 95% of the time. This would get very boring. And if there would be more accusations then it would just be everyone randomly accusing. Which wouldn't teach you anything. The kill clue would have no point because if it is just 48 hours once you die it has no effect ever. You can't get any more accusations because of the games shortness. People would get bored of this game. It doesn't help and if anything would give people new tactics that wouldn't necessarily work in a real game. And with the ranking the sassy, you really don't have any idea about how good the sassy was after such a short time. As you can probably see, I am not in favor of this "Sassy Trainer".

Re: Scioly Assassination 88: A Social Experiment

Posted: August 8th, 2012, 6:41 am
by Cedavis6
(Facepalm)
It's meant to be short and help officers solve clues... And the ratings are based on the clues. THERE IS ALSO AN ID CLUE.
And it's not an actual Sassy game. It's practice. And no offense, but that review wasn't very constructive. :|(As you can see, my feelings are hurt easily. I guess that's something that I have to live with... Nothing anyone can do about that.) If you have ideas for improvement, by all means share.