Getting new headphones because my AKG K702s (before they were made in China and instead Austria) broke and I am hoping for something very similar with maybe an upgrade if I’m lucky
I loved those headphones. They were so comfortable, had the right amount of noise leakage and sounded amazing
I actually know almost nothing about the R70X’s, but the M50X’s are a pretty darn good beginner set of headphones so I wouldn’t be surprised if their reference line was solid
I have HD600s which at a glance these seem pretty comparable to so gut check says good pickup provided you didn’t pay out the nose for them unnecessarily lol
i mean if u have the cash to jump straight to the HE1s go for it I guess but most people don’t like to dump tens of thousands into something when first getting into it
I apologize for forgetting to respond to these posts. I do not usually check this thread and I had forgotten about my question.
“Don’t use swingy roles” is an interesting piece of wisdom. Broadly, a lack of swingy roles allows for an inoffensive game, but I often find that setups which adhere too closely to the guideline end up impotent and the mechanics stop mattering. Pseudo-mountainous is not so bad to play, but it is certainly not my preference, and it is impossible to have a truly great game of this nature. But, as we both agree on, such roles also risk creating a bad player experience. Risky roles create a risky setup.
I can imagine making so many setups and having so much experience changes your outlook and goals as a designer. If I only make one setup a year, I want it to have a chance to be something special. But if everybody thought this way, the queue of mafia games would run dry. It is good to have both.
Interesting. As I mentioned earlier, I feel a similar way at times. I find that I prefer playing mountainous or simple open setups when I want to focus solely on the social aspects of the game. However, I enjoy complex, closed setups as a puzzle which only has a social aspect. I find it adds intrigue and stakes in a way that other puzzles do not.
This is a common theme, yes, and I’d agree. A narrative with interaction of any kind risks being negated by the processes which create it if you are too rigid with your goals. I find there is quite a lot of letting go in the process of setup design. No plan survives first contact with the enemy, and no game survives first contact with the players. At least two roles will almost always go near-completely unused due to the Day One execution and Night One kill. I find that part of narrative design interesting: to make a game which functions even when you dismantle it piece-by-piece.