#The problem of large downtime in multiplayer and options for solving it

1 messages · Page 1 of 1 (latest)

timid ember
#

The multiplayer mode in Buckshot Roulette supports 2-4 players, but retains the core game rules, leading to significant downtime—players often wait several minutes per turn, disrupting game flow.

Certain mechanics in multiplayer cause issues that could benefit from adjustments:

Unlimited Item Use
Players can use any number of items per turn, extending turn duration.
Solution: Limit item usage per turn to 2-3 items.

Fixed Camera
The fixed camera locks onto the active player, limiting others from planning moves.
Solution: Allow players to move the camera freely to better strategize.

Turn-Skip Item
Items that skip opponents' turns worsen downtime, sometimes by several minutes.
Solution: Remove this item from multiplayer.

Player Elimination
Eliminated players can wait up to 6-7 minutes until the next round, leading to disengagement.
Solution: Allow eliminated players to impact the game, like blocking item use once per round or viewing shell order in the magazine to provide hints or misdirection.

austere magnet
#

I like this but maybe the turn skip item can be edited in some ways instead of being removed completely

timid ember
north kernel
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i do think having a toggle between the fixed cam and the ability to move it around would be nice

other than that though, i find watching other player's decisions and realizing the implications that those have for me (even if im not the one getting blasted) plenty engaging - and if i die? i just find someone among the living to root for

vast yoke
#

" Allow eliminated players to impact the game, like blocking item use once per round or viewing shell order in the magazine to provide hints or misdirection."

No,
No,
No...

There would be so much cheating by playing with friends against random oppnents. When one of your friends die, he then goes to provide you info about what shell comes next.

Eliminated players should not be allowed to affect the gameplay in any way. Just give them a free-look camera, where they can fly around the building and the night club above.

jade sandal
#

I think a big way to solve many of these item-related problems is to just let the hosts choose how rare/often(or never) specific items show up. Then its up to the hosts to add extra info about their lobby when pasting the code

timid ember
timid ember
haughty shadow
# timid ember In Among Us it didn't bother anyone. Why should it be a problem here all of a su...

In Among Us, they had a very similar problem, and yeah, If you died first, most likely, you would rage quit. Now, they have different solutions. For Among Us, it is not a luck game, it is a strategy game it also has two teams, where one has a disadvantage where they have like two people, so they added the Guardian Angel, who has a minor ability to disable them in a MINOR way. In this game, it is luck, sure it has strategy but in the end, it is all luck. All of the 'teams' are equal. Now looking at the mechanics, none are minor.

Anything that affects a turn
Anything with items
Anything Involving the bullets in the gun
are off the table. So, they can't really make anything to effect.

I say, add a game. Like an idea I saw was a Gameboy.
Like maybe a meta game with a smaller version of the player vs dealer with faster time. Like Inscription with Act 2.

north kernel
haughty shadow