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Of course the problem is if anything the game leans borderline too far bd (50-55%, compared to 35-40% unseen/cult and a bit over 10% for NK).
and yeah dead interaction is a mother to balance for multiple reasons, biggest that comes to mind is no matter how much dead interaction there is, a pretty large percentage of people would rather leave the moment they are dead anyway, which creates a huge amount of swing.
Then when they throw in NKs like possesor that have abilities that are auto turned into suicide if there is any form of communication between the dead and living.
What was happening a long time ago was that people were staying in dead chat because they had to and it simply wasn't fun. It may be fun for some, but for the majority, we're holding their gp hostage until the end.
There are still advantages of staying: MVP, bonus gp, waiting for friends, or it's an interesting game and you want to see how it turns out or who is who.
However, that also doesn't mean they won't be AFK until the end screen. Dead interactions were unreliable and not fun -- essentially RNG because the average person was "roll-the-dice not around", while dead.
But back to the topic regarding dying n1 -- we have enough population where it should barely take any time to die n1. *Someone* has to die. Just like CS:GO or FPS games, someone has to poke their head around the corner first and will most likely lose it.
However, now, players will keep 50% of their gp at the end of the game, even if you die the first night. If you die n1 and queue back up, by the time you finish, you'll actually get rewarded TWICE.
--Xblade
PS: It's lucky I saw this, I don't come here often -- priority community hubs for feedback are below:
1. https://discord.gg/tol
2. https://forum.imperium42.com