New role ideas for future TIMV events

Hi everyone,

Me and Lunxx would like to introduce some new and interesting roles we could have for TIMV events in the future.

clairvoyant: (orange)
right click a player
if innocent: equips them with an iron sword
if traitor: empties their inventory (30 second cooldown until they can pick up things/have their original inventory returned)
if traitors kill clairvoyant: +30 karma
if innocents kill clairvoyant: -30 karma
if clairvoyant kills traitor: +30 karma
if clairvoyant kills innocent: -30 karma
not sure if this role merits a 1, 2 or 3 time use, open to hearing feedback as with the rest of the roles below!

guardian angel: (turquoise)
right click a player
if innocent: reveals player outline as green, will be protected the entire game, cannot take damage or be killed by traitors (although the hit effects will show!)
if traitor: reveals player outline as red, will not be protected
same rules apply:
if traitors kill guardian angel: +30 karma
if innocents kill guardian angel: -30 karma
if guardian angel kills traitor: +25 karma
if guardian angel kills innocent: -25 karma
1 time use per game

evil guesser: (purple)
run the command /guess [player name] [i] for innocent
can even run it as a macro to avoid typing it all out!
if guess is right: innocent will be killed (+20 karma)
if guess is wrong: you die (no karma)
you have 3 attempts, but if first guess is wrong, you die instantly
(they basically help the traitors win the game as the other roles are not really in their favor. they can also kill innocents like traitors, but this is for those who are not very good at pvp/just want to earn karma easily)
traitors will also be notified who the evil guesser is in chat and see the player’s name in mahogany/purple by pressing tab so -20 karma if they kill the evil guesser
innocents get +20 karma for killing the evil guesser

lovers role - 2-person role (pink)
will tell you who your lover is at the start
only innocents know who they are!
your goal is to try and survive until the end
if your partner dies, you die as well
if you both make it until the end with at least 2 other players still standing, the game ends, earns both players 40 karma (doesn’t matter if other 2 players are traitors or innocents, no karma for them unless they get it from killing players prior to game ending)
-40 karma for killing both as innocent
+50 karma for killing both as traitor

thief: (grey)
kill a traitor to become one
(it’s basically self-recruiting)
you get the same karma you would as innocent/traitor

ghost: (white)
traitor who can turn invisible before killing
just run the command /i to turn invisible (but be careful nobody sees you; it’s a dead giveaway if you do it around one or more players)
this invisibility could last the entire game unless you run the command /i off to become visible to other players (however, you might blow your chances if someone sees you in the act…)
you get the same karma you would get as traitor
honestly, we want this role to be added in particular because it would be quite funny seeing innocents try to kill a player they cannot see… lmao

Let us know if these roles seem interesting to have as future TIMV events.

We hope to see these roles implemented (mainly for the fun and chaos they can bring to the game!)

Thank you,

lauraia & Lunxx :heart: :black_heart:

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!!! any feedback or extra suggestions? let us know! <3

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Hello! I like to see some of the community suggesting new role event ideas! However I do have some suggestions on how these could work better. clairvoyant, I think overall the idea sounds fun but the idea seems very innocent sided which is okay for an event but also seems the innocents would have an overall very big advantage by all having iron swords. I also think having all the traitors inventories empty would be a very quick giveaway to any innocent who is by the traitor at the start of the game. This could result in instant killing when that traitor couldn’t defend themselves with no loot.

Regarding the ghost role, I think the chaotic vibe of it is appealing however particularly it would be difficult. If the invisibility lasted the entire game this would make the traitor be able to kill any player and instantly get away with it as no one else can see. This would make it very easy for them to win. A suggestion I’d suggest to make this possibly work is once the traitor/ghost would kill an innocent they’d gain invisibility for about 10 seconds. This would still allow them to be possibly seen but also allow a possible silent escape.

I do really enjoy the idea of the guardian angel idea, it reminds me of the game mafia. I just think we could buff the loss of karma here, instead of -30 I think -25 would be better for each player. I also think the thief idea is a very good idea, I’d like to see this one in game as the self recruiting idea does seem appealing to me.

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clairvoyant:

  • sounding like traitor becomes completely helpless if right clicked. no weapons so then could just be insta killed by the person who is (clairvoyant role). T would need at least wooden sword left in inventory to defend themselves.

  • agree with ‘1, 2 or 3 time use’. or would this perk need to be earned with points based system?

guardian angel:

*‘right click a player
if innocent: reveals player outline as green, will be protected the entire game, cannot take damage or be killed by traitors (although the hit effects will show!)’
are you saying player becomes immortal for the whole round? There would be no way for traitors to win? sorry I don’t understand what u are saying fully. that’s just how I am reading.

*‘if traitor: reveals player outline as red, will not be protected’
Would they just be outlined for this role (guardian angel) or all innocent players? in most cases I would think the traitor would be exposed by this role and then they’d instantly be attacked by the person who is guardian angel as you have put only 1 time use.

*maybe would work better if multiple uses?

evil guesser:

*sounds good idea. could it be made more interactive for innocents? when innocent you can make guesses at who is traitor that round, you wouldn’t find out during the round but if you were correct you’d get awarded a point at the end of the round which would add up increasing your chance to become the ‘evil guesser’ in future rounds. like % but or the points could be %. maybe too confusing.

lovers role:

*sounds good.

this part maybe think?
-40 karma for killing both as innocent
+50 karma for killing both as traitor

same negative karma for killing as an innocent, 20 karma per person, should that be -50 instead?
As the +50 karma for a T is 40 more just for killing one person as you state that you only need to kill 1 and then the other dies. Is that too much?

thief:

*sounds good idea. player would obvs have to be careful about rdm when trying to become T

ghost:

*command maybe too op? could you have it where you invis but then youd have to un-invis to be able to attack? or if not maybe invis potions would be more easy to use which could be used to aid with escape after killing a player.

Hope this makes sense

wackobob

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Hi 4mins,

We appreciate your feedback. To your points about the clairvoyant role, we agreed that reducing the cooldown for this role to 10 seconds would make it less op and innocent sided. We think there has been a slight misunderstanding in that you are only right clicking 1 player. If traitor, only that player’s inventory will be cleared, not all traitors. I think it’s best for this role to be a 1-time use per game considering the concerns about it being too op. What do you think?
Also, this role doesn’t suggest all innocents would have iron swords but we can see how it can be a bit overpowering so we have decided on it to be a 1 time use. It could merit more uses if echests were removed but don’t know how many players would prefer that over echests…

As to the ghost role, we like your suggestion and have updated the role so that it involves using an invisibility potion, turning the player invisible for at least 10 seconds. The only slight difference is that they can do this before or after killing a player so that it doesn’t make the role meaningless if a player doesn’t manage to kill anyone. It can take effect regardless of killing a player. Do you think that’s fair? We don’t mind the idea of invisibility after killing a player only; it would just seem more purposeful in that sense (before and after).

We have taken into account your thoughts on the loss of karma for the guardian angel role, changing it to a 25 karma loss whether you are an innocent killing a guardian angel or the other way around (guardian angel killing an innocent). Thanks for this, as with all your other comments.

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Hi wackobob,

Thanks for reaching out!

Clairvoyant:
We have thought about replacing the player’s inventory with a wooden sword only if the player is a traitor. However, we think a good alternative or compensation is reducing the empty inventory cooldown to 10 seconds. If you really do feel strongly about this idea, and don’t see the role playing out at all in favour of the traitor, we’ll reconsider it. Although this is the goal, maybe trial and error with this role wouldn’t hurt. As of now, we think an empty inventory is good enough if the cooldown for it is reduced to 10 seconds. We have also decided for this role to be a 1 time use although we are still open to more reception.

Okay… so an empty inventory, left only with a wooden sword sounds good. We’ve made the change.

Guardian angel:
We see your point about the impossibility for traitors to win. Rather than protection the entire game, we would like to consider it as a shield; for example, if a traitor tries to kill you, that player will not be able to kill you or deal any damage to you. However, the traitor’s attempt at killing takes away the protected player’s shield, making them likely to get killed by the same traitor or another traitor (like every other innocent) because they are no longer protected. Consider it as an extra life you have against another traitor.

To clarify, if traitor: the player’s outline will only show as red from the guardian angel’s POV, not anyone else’s. The guardian angel can take this information and tell others. It is up to everyone else to trust it and go for the traitor outlined in red. For this role, how many times do you recommend using it? We have decided on 3.

Evil guesser:
We thought about making a nice guesser role, but considering the other innocent-sided roles, we made it so that traitors have allies who could balance out the experience for both innocents and traitors. Regardless, we are open to a nice guesser role, with the same rules and conditions applied to it. Would you like to take credit for it? lol

What do you mean by point? We like your idea though (about an innocent’s chances to become an ‘evil guesser’ being greater in future rounds.)

Lovers role:
As for the karma gain and loss, we appreciate your suggestion. A 40 karma loss for an innocent seems reasonable considering it is also how much you lose for killing a fellow traitor or a detective as innocent. Consider the extra 10 karma loss you would like to see as sparing the other innocents a bit, in case some players make a mistake or are just new to the game.

Maybe this role could be activated if there are 12+ players in game (like the assassin role or something) so that the karma gained or lost stays the same. Players would be less likely to get the lovers role, making it slightly harder for other players to catch onto them and more fair to make the reward greater.

Thief:
You raise a good point.

Ghost:
In this case, running a command to turn invisible will not be necessary. It was between a command or an invisibility potion but the latter seems better since it is more convenient and detectives already get a healing potion when they kill a traitor so it makes sense for an invisibility potion to be added. As mentioned below, we thought it a good idea for the player to have an invisibility potion, especially to help with escaping after killing a player. Thanks for your suggestion.

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Hi everyone!

Lunxx and I have updated the roles based on the feedback we received. Thank you 4mins and wackobob for your input once again; we have carefully considered your ideas and concerns so that the roles are more manageable and fun than challenging or difficult to play.

Clairvoyant: (orange)
Right click a player
If innocent: equips them with an iron sword
If traitor: empties their inventory, leaving them only with a wooden sword (10 second cooldown until they can pick up things/have their original inventory returned)
Reducing the cooldown for this role could make it less op and innocent sided
If traitors kill clairvoyant: +30 karma
If innocents kill clairvoyant: -30 karma
If clairvoyant kills traitor: +30 karma
If clairvoyant kills innocent: -25 karma
After 30 karma, you can regain this ability (??)

Guardian Angel: (turquoise)
Right click a player
If traitor: reveals player outline as red; will not be protected (only guardian angel sees this).
If innocent: reveals player outline as green (only guardian angel sees this). Rather than being protected the entire game, we would like to consider it as a shield; for example, if a traitor tries to kill you, that player will not be able to kill you or deal any damage to you. However, the traitor’s first attempt at killing breaks the protected player’s shield, making them just as likely to get killed by the same traitor or another traitor like every other innocent because they are no longer protected. Consider it as an extra life you have against another traitor.
10-second cooldown until traitor can deal damage or try to kill the player again (This is so that the player has a chance to escape or defend themselves).
Same rules apply:
If traitors kill guardian angel: +30 karma
If innocents kill guardian angel: -25 karma
If guardian angel kills traitor: +25 karma
if guardian angel kills innocent: -25 karma
3-time use per game

Evil guesser: (purple)
Run the command /guess [player name] [i] for innocent
Can even run it as a macro to avoid typing it all out!
If guess is right: innocent will be killed (+20 karma)
If guess is wrong: you die (no karma)
You have 3 attempts, but if first guess is wrong, you die instantly
(they basically help the traitors win the game as the other roles are not really in their favor. they can also kill innocents like traitors, but this is for those who are not very good at pvp/just want to earn karma easily)
Like a traitor, if the player tries to test, lights turn on unless a spoofer is activated
Traitors will also be informed who the evil guesser is in chat and see the player’s name in purple by pressing tab so -20 karma if they kill the evil guesser
Innocents get +20 karma for killing the evil guesser

Lovers role - 2-player role (pink)
Will tell you who your lover is at the start
Only innocents know who they are!
Your goal is to try and survive until the end
If your partner dies, you die as well
If you both make it until the end with at least 2 other players still standing, the game ends, earns both players 40 karma (doesn’t matter if other 2 players are traitors or innocents, no karma for them unless they get it from killing players prior to game ending)
-40 karma for killing both as innocent
+50 karma for killing both as traitor

Thief: (grey)
Kill a traitor to become one
(It’s basically self-recruiting)
You get the same karma you would as innocent or traitor

Ghost: (white)
Traitor who can turn invisible
Use an invisibility potion to turn invisible for at least 10 seconds before or after killing a player (be careful not to blow your chances if someone sees you with it…)
You get the same karma you would get as traitor

If you’d like to see these roles implemented (mainly for the fun and chaos they can bring to the game!) as much as we do, make sure to show support in any way, whether by reacting to this post or forwarding it and sharing it with friends!

Thank you,

lauraia & Lunxx :black_heart: :heart:

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