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Post #1: 26th Sep 2013 4:30 PM 
Alright, here goes. I'll be revealing the rankings over the next few days, posting each out separately. This list is based on both the opinions of myself and Pollux based on everything we saw throughout the game.

Players are ranked on game performance, activity, journal quality, character performance, progress towards their goal, attitude to the hosts and relevance to the story. There are a number of factors to consider when it comes to ranking players, and I don't expect everybody to completely agree with the listing. These are purely our opinions, but I hope that at the very least people will read our justifications and understand why we've placed them where they are.

With each ranking we'll be talking about the positive and negative aspects of the player, discussing our feelings on the character they played, discussing our initial opinions and how they changed as well as much more. These are detailed entries that will hopefully have been worth the very long wait.

To kick-start, there are three players who are exempt from being formally ranked. In two cases, it was because the player quit. In the third, the player technically quit but in a way that had no bearing on the game. These players can't really be compared to the others, so I'm listing them first.

Sit back and enjoy the ride.

(NOTE: I'm posting this both here and on the Lab 3 forum. The thread on the Lab 3 forum will remain locked, but this one is open to discussion as they're ongoing)
 
   
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Post #2: 26th Sep 2013 4:34 PM 
Number 45+
 
   
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Post #3: 26th Sep 2013 4:59 PM 
Kru @ 26/9/2013 22:42
Spoiler+

Wasn't it due to something with 8bit and PMs? I can't remember the exact reason but it was a bit strange. He lurks around SA now and rarely leaves the site I think.
 
   
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Post #4: 26th Sep 2013 5:41 PM 
Number 44+
 
   
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Post #5: 28th Sep 2013 12:31 PM 
Number 43+
 
   
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Post #6: 28th Sep 2013 12:41 PM 
Vic @ 28/9/2013 18:39
RIP Matt (even though I basically killed him)

You were both on my fantasy team and I was heartbroken.
 
   
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Post #7: 28th Sep 2013 3:26 PM 
Now we move past the dropouts and onto the real players. Everybody past this point has no excuse. If they sucked, they did so on their own terms and made no attempt to correct the balance by side-stepping the game altogether.

For the most part though, they didn't suck. There was a general mixture of good and bad for most cases and it reaches a point where it will become difficult to rank people. The next few were almost unanimously decided by myself and Pollux though. These are the players who despite their potential, never came remotely close to unleashing it for one reason or another.

Number 42+
 
   
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Post #8: 28th Sep 2013 3:33 PM 
Stupid_Panda @ 28/9/2013 19:55
I was with Tyron in his final moments. For those couple of seconds...they were the best of my life.


You were with him for much longer than that!

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Post #9: 28th Sep 2013 4:08 PM 
Kru @ 28/9/2013 22:00
Hell I don't know if I'm going to include the role in the next game, it seemed to cause Paul grief when I used it back in Lab 2. I bet when Vespis died, Paul or Zersch went "Yeeees!"

Nope. Zersch was meticulous with footprints. He would go in every day come rain or shine and update every last one. Those still kept being done long after Rhea's departure from the game.

It is a frustrating job, but I stand by my belief that the tracker role is useful. Other than using it to find Carl, it could be used to find rogue scum (like Tyrese) or figure out the pathways of other groups. Wouldn't you have appreciated the role when it came to locating Lee?

Part of the problem is that when conjoined with other roles, it loses it's efficiency. The twin roles always prove to be way too generous with information, making a two group setup miserable from an isolation stand-point. Thankfully in both games, these roles imploded before the mid-point. It still mostly amounts to nothing though.

The Humanist also renders it a little redundant, but the humanist only gives the closest player, whereas the tracker picks up on every last footprint.

A lot of information in Labyrinth 2 would've been gleaned if people paid more attention to your role results. But they didn't, and it wasn't. I still think it could've resulted in a hugely different outcome.
 
   
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Post #10: 28th Sep 2013 5:20 PM 
Kru @ 28/9/2013 23:06
How did you execute the Humanist role with the larger rooms? Was it like 3 rooms away or 3 standard sized rooms away?
Went by map squares. The biggest issue there was a lack of communication about method, since we both had our own way of doing it that never really synched up.

And I really, really do have to apologise for the virus. That was a shitty trap with a boring outcome.
 
   
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Post #11: 28th Sep 2013 5:21 PM 
Also:

Number 41+
 
   
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Post #12: 29th Sep 2013 6:34 PM 
Number 40+
 
   
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Post #13: 29th Sep 2013 8:40 PM 
Natalie @ 30/9/2013 2:31
Aw, so much hate for poor Frederick. :(

Still wish that bridge thing would have worked out better since he was following me, lost all that extra searching when we split.

A lot of people were following you though, that was the problem. It broke after the midway person from your group crossed the gap. Everybody was following either you or Mark, so it didn't matter that Frederick was too. He was just one of many.

I checked the calculations for that so many times because I knew there was no outcome that would be good for either of your two parties afterwards. The worst case scenario would've been Fred falling dead centre, because that would've seen him tumble into the void and teleport off alone.

 
   
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Post #14: 29th Sep 2013 8:55 PM 
The bridge was actually one of the biggest design flaws of the game, to be honest. It wasn't that the idea itself was flawed, but the location was terrible.

It was intended to be an early game event, but the placement of Cerberus made that path inaccessible to begin with. Couple that with the fact that the Northern path out of the South-West corner contained both a locked door and a resetting teleporter, and that little segment of maze was nightmarish to escape from.

Either the bridge needed to be more centralised, or Cerberus needed to be further North in the maze. I just really liked the idea of crossing over the top of the entrance room.
 
   
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