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** Due to the odd way in which vision is implemented with regard to closed doors, it is often possible to determine the identity of a player on the other side of one because the edge of their sprite or a bit of their name may still be visible.
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** Crewmates only have to be within a certain distance from the task sites to perform them and don't have to approach them from a logically correct angle. Fix Wiring can be performed from an adjacent vertical corridor in many places, and practically all experienced players tasked with Prime Shields on the Skeld map will do it from a point diagonally above it in the well-trafficked bay rather than the narrow alcove below it.
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** The Mini Crewmates are often interpreted as the Crewmates' (or Impostors', in their given case) children.
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Learned that the reactor crisis works differently in the fungle


* ViewerNameConfusion: Polus's critical sabotage, Reset Seismic Stabilizers, is often mistakenly called "reactor" by players, due to being practically the same in terms of gameplay as the Reactor Meltdown sabotage from The Skeld, Mira HQ and The Fungle, with the only difference being that the scanners used to fix it are far apart instead of next to each other.

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* ViewerNameConfusion: Polus's critical sabotage, Reset Seismic Stabilizers, is often mistakenly called "reactor" by players, due to being practically the same in terms of gameplay as the Reactor Meltdown sabotage from The Skeld, Skeld and Mira HQ and The HQ,[[note]]You can also sabotage the reactor in the Fungle, but it's fixed differently from its counterparts in the other maps[[/note]] with the only difference being that the scanners used to fix it are far apart instead of next to each other.
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** A common defense against the unsporting behaviour of the playerbase is that the game should only be played with friends. Some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]] For example, if you know a player who's quite talkative, and suddenly they are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to come up with a credible alibi or prove your own innocence.

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** A common defense against the unsporting behaviour of the playerbase is that the game should only be played with friends. Some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]] For [[labelnote:*]]For example, if you know a player who's quite talkative, and suddenly they are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some [[/labelnote]] Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to come up with a credible alibi or prove your own innocence.
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** A common defense against the unsporting behaviour of the playerbase is that the game should only be played with friends. Some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]]For example, if you know a player who's quite talkative, and suddenly they are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to come up with a credible alibi or prove your own innocence.

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** A common defense against the unsporting behaviour of the playerbase is that the game should only be played with friends. Some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]]For [[labelnote:*]] For example, if you know a player who's quite talkative, and suddenly they are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to come up with a credible alibi or prove your own innocence.
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Spelling/grammar fix(es)


** Whether or not voice chat should be used. Many argue that it makes the game far too easy since it's not hard to [[{{Metagame}} deduce who the impostors are based upon information outside the game]] - and methods to subvert this (ie, auto-mute until meetings begin, regional chats, discord bots made to auto-mute "Dead" players) require so much setup that it might just be easier to stick to just text chat. Others argue that it doesn't and is way quicker than just using text chat (Which is itself rather slow) since people will speak way faster than they type.
** A common defense against the unsportsmanship like behaviour of the playerbase is that the game should only be played with friends. some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]]For example, if you know a player who's quite talkative, and suddenly are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to coming up with a credible alibi or proving your own innocence.

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** Whether or not voice chat should be used. Many argue that it makes the game far too easy since it's not hard to [[{{Metagame}} deduce who the impostors are based upon information outside the game]] - and methods to subvert this (ie, (i.e. auto-mute until meetings begin, regional chats, discord Discord bots made to auto-mute "Dead" players) require so much setup that it might just be easier to stick to just text chat. Others argue that it doesn't and is way quicker than just using text chat (Which (which is itself rather slow) since people will speak way faster than they type.
** A common defense against the unsportsmanship like unsporting behaviour of the playerbase is that the game should only be played with friends. some Some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]]For example, if you know a player who's quite talkative, and suddenly they are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to coming come up with a credible alibi or proving prove your own innocence.

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* BrokenBase: While different players obviously favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by making serious accusations easily dealt with through the "we eject A, then B if they lied" method (unless there are too few Crewmates left to risk doing so), letting them track how many Impostors are left, and casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this [[HorribleJudgeOfCharacter isn't fully reliable]] and [[EtTuBrute can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to explode when the ejected player's alignment is revealed, and tracking how many Impostors remain allows for more scenarios of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.

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* BrokenBase: BrokenBase:
**
While different players obviously favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by making serious accusations easily dealt with through the "we eject A, then B if they lied" method (unless there are too few Crewmates left to risk doing so), letting them track how many Impostors are left, and casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this [[HorribleJudgeOfCharacter isn't fully reliable]] and [[EtTuBrute can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to explode when the ejected player's alignment is revealed, and tracking how many Impostors remain allows for more scenarios of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.anyway.
** Whether or not voice chat should be used. Many argue that it makes the game far too easy since it's not hard to [[{{Metagame}} deduce who the impostors are based upon information outside the game]] - and methods to subvert this (ie, auto-mute until meetings begin, regional chats, discord bots made to auto-mute "Dead" players) require so much setup that it might just be easier to stick to just text chat. Others argue that it doesn't and is way quicker than just using text chat (Which is itself rather slow) since people will speak way faster than they type.
** A common defense against the unsportsmanship like behaviour of the playerbase is that the game should only be played with friends. some argue that this is how you "should" play - others argue that it's actually boring since playing with the same crowd means you learn their habits, and can thus deduce a credible suspect [[{{Metagame}} off of how your friends behave]].[[labelnote:*]]For example, if you know a player who's quite talkative, and suddenly are quiet? You have reason to suspect them even if they're not doing anything suspicious.[[/labelnote]]Some argue this is part of the game, others find it much more interesting when you're playing with strangers because you don't know if some random person is lying or not and have to actually pay more attention to coming up with a credible alibi or proving your own innocence.
Is there an issue? Send a MessageReason:
None


* ViewerNameConfusion: Polus's critical sabotage, Reset Seismic Stabilizers, is often mistakenly called "reactor" by players, due to being practically the same as the Reactor Meltdown sabotage from The Skeld, Mira HQ and The Fungle, with the only difference being that the scanners used to fix it are far apart instead of next to each other.

to:

* ViewerNameConfusion: Polus's critical sabotage, Reset Seismic Stabilizers, is often mistakenly called "reactor" by players, due to being practically the same in terms of gameplay as the Reactor Meltdown sabotage from The Skeld, Mira HQ and The Fungle, with the only difference being that the scanners used to fix it are far apart instead of next to each other.

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Added example(s)


** While all maps maintain a solid player base, The Skeld continues to be the preferred option by a significant margin due to its simple layout and moderate size.

to:

** While all maps maintain a solid player base, The Skeld continues to be the preferred option by a significant margin due to its simple layout layout, ease of navigation and moderate size.


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* ViewerNameConfusion: Polus's critical sabotage, Reset Seismic Stabilizers, is often mistakenly called "reactor" by players, due to being practically the same as the Reactor Meltdown sabotage from The Skeld, Mira HQ and The Fungle, with the only difference being that the scanners used to fix it are far apart instead of next to each other.
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Added example(s)

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* SignatureScene: The Skeld's ejection cutscene is by far the most iconic and recognizable cutscene/animation in the entire game. It helps that The Skeld is also the game's most iconic map. The texts revealing that the player was/wasn't an Impostor are also more iconic than the text simply saying they were ejected (which happens when Confirm Ejects is turned off).
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None


* BrokenBase: While obviously, different players favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by making serious accusations easily dealt with through the "we eject A, then B if they lied" method (unless there are too few Crewmates left to risk doing so), letting them track how many Impostors are left, and casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this [[HorribleJudgeOfCharacter isn't fully reliable]] and [[EtTuBrute can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to explode when the ejected player's alignment is revealed, and tracking how many Impostors remain allows for more scenarios of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.

to:

* BrokenBase: While obviously, different players obviously favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by making serious accusations easily dealt with through the "we eject A, then B if they lied" method (unless there are too few Crewmates left to risk doing so), letting them track how many Impostors are left, and casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this [[HorribleJudgeOfCharacter isn't fully reliable]] and [[EtTuBrute can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to explode when the ejected player's alignment is revealed, and tracking how many Impostors remain allows for more scenarios of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.
Is there an issue? Send a MessageReason:
None


* BrokenBase: While obviously, different players favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by letting them track how many Impostors are left and by casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this isn't fully reliable [[EtTuBrute and can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to burst when the ejected player's alignment is revealed, and allows for more situations of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.

to:

* BrokenBase: While obviously, different players favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by making serious accusations easily dealt with through the "we eject A, then B if they lied" method (unless there are too few Crewmates left to risk doing so), letting them track how many Impostors are left left, and by casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this [[HorribleJudgeOfCharacter isn't fully reliable reliable]] and [[EtTuBrute and can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to burst explode when the ejected player's alignment is revealed, and tracking how many Impostors remain allows for more situations scenarios of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* BrokenBase: While obviously, different players favor different game settings (map, amount of Impostors, anonymous voting, visual tasks, extra roles, etc), people are particularly likely to go ballistic over whether Confirm Ejects should be turned on. Detractors argue it tends to make games easy for the crew by letting them track how many Impostors are left and by casting immediate suspicion on whoever defended someone in the meeting who turned out to be an Impostor (albeit this isn't fully reliable [[EtTuBrute and can be exploited by the Impostors]]). Meanwhile, proponents like it for RuleOfDrama, as it allows all the tension built up during the meeting to burst when the ejected player's alignment is revealed, and allows for more situations of the crew knowing that if they don't eject someone in the current meeting, [[ForegoneVictory the Impostors will just need one more kill to win]], again making for an extra tense deliberation. Luckily, this divide doesn't exist in games with only one Impostor, for the obvious reason that if the ejected player ''is'' the Impostor, the game ends immediately anyway.
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Added example(s)

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** The Rancher, the April Fools counterpart to the Seeker, has a fair share of fans due to their LargeHam traits, their game mode's silly atmosphere and having an [[SugarWiki/AwesomeMusic awesome]] and fun [[https://youtu.be/CjHkuaYfRss theme]].
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Added example(s)

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** While all maps maintain a solid player base, The Skeld continues to be the preferred option by a significant margin due to its simple layout and moderate size.

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* JerksAreWorseThanVillains: Obnoxious/annoying players will often get themselves ejected even if they're obviously not an Impostor and thus their removal gives the actual Impostors a lead, simply because people would rather play at a slight disadvantage than put up with such players' antics, even when they aren't actually disrupting the gameplay in itself.

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* JerksAreWorseThanVillains: Obnoxious/annoying players will often get themselves ejected in short order, even if they're obviously not an Impostor and thus their removal gives the actual Impostors a lead, simply because people would rather play at a slight disadvantage than put up with such players' antics, even when they aren't actually disrupting the gameplay in itself.



* SugarWiki/MostWonderfulSound: As a Guardian Angel, the sound of the shield being activated--you or a fellow angel just saved someone's life.

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* SugarWiki/MostWonderfulSound: SugarWiki/MostWonderfulSound:
**
As a Guardian Angel, the sound of the shield being activated--you or a fellow angel just saved someone's life.life.
** The sound effect for finishing a task, especially if it's [[ThatOnePuzzle one of the tougher]] or more time consuming ones such as Start Reactor.

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