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Miscellaneous/Multi-Purpose Mafia I - Page 2

Forum Index > TL Mafia
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Chezinu
Profile Blog Joined February 2008
United States7466 Posts
July 04 2010 08:23 GMT
#21
So, I got a new headset today and I was thinking.. What if we played mafia over vent? Imagine how much fun that will be before people would start spamming. But you can lynch all spammers because that would be scum behavior to prevent people from having a conversation. I would love to play this. Anyone up for it?
lol, clueless in The Prism!
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
July 04 2010 19:43 GMT
#22
On July 04 2010 17:23 Chezinu wrote:
So, I got a new headset today and I was thinking.. What if we played mafia over vent? Imagine how much fun that will be before people would start spamming. But you can lynch all spammers because that would be scum behavior to prevent people from having a conversation. I would love to play this. Anyone up for it?


looooooooooooooooool. how would speaking work? everyone would try to talk at once. It might be a good idea to combine it with YI's Blitz Mafia first if you wanna try it out.
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 06 2010 03:38 GMT
#23
I would give it a shot. As for speaking overlap maybe run it round robin style, each speaking in turn, or if there was a way to request permission to talk and then have the mod pass speaking rights to that person. Of course it might be that there is no problem at all. It would be interesting because then you cold watch their tone for tells as well.



Also wanted to post that I am enjoying the Harry Potter game BM is running. I can't wait for it to end and see who is who.

Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
YellowInk
Profile Joined April 2010
United States578 Posts
July 06 2010 04:27 GMT
#24
On July 05 2010 04:43 DarthThienAn wrote:
Show nested quote +
On July 04 2010 17:23 Chezinu wrote:
So, I got a new headset today and I was thinking.. What if we played mafia over vent? Imagine how much fun that will be before people would start spamming. But you can lynch all spammers because that would be scum behavior to prevent people from having a conversation. I would love to play this. Anyone up for it?


looooooooooooooooool. how would speaking work? everyone would try to talk at once. It might be a good idea to combine it with YI's Blitz Mafia first if you wanna try it out.
This would be amusing, but we'd need some way to be able to verify who is speaking at any given time. Otherwise I could just plug noise into the game if I'm mafia and force you to play as random. Does Vent tell you when a certain person is broadcasting or not? If someone were making noise, obviously the town would just all shut up and finger the noisemaker.
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
July 06 2010 04:35 GMT
#25
On July 06 2010 13:27 YellowInk wrote:
Show nested quote +
On July 05 2010 04:43 DarthThienAn wrote:
On July 04 2010 17:23 Chezinu wrote:
So, I got a new headset today and I was thinking.. What if we played mafia over vent? Imagine how much fun that will be before people would start spamming. But you can lynch all spammers because that would be scum behavior to prevent people from having a conversation. I would love to play this. Anyone up for it?


looooooooooooooooool. how would speaking work? everyone would try to talk at once. It might be a good idea to combine it with YI's Blitz Mafia first if you wanna try it out.
This would be amusing, but we'd need some way to be able to verify who is speaking at any given time. Otherwise I could just plug noise into the game if I'm mafia and force you to play as random. Does Vent tell you when a certain person is broadcasting or not? If someone were making noise, obviously the town would just all shut up and finger the noisemaker.


It does, if you're actively looking at the vent interface (they will light up when they talk). I think half the game would be spent establishing some sort of speaking order, but over time, people would be able to distinguish.
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
L
Profile Blog Joined January 2008
Canada4732 Posts
July 06 2010 05:09 GMT
#26
Eateries are incredibly powerful. That is all.
The number you have dialed is out of porkchops.
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
July 06 2010 05:12 GMT
#27
On July 06 2010 14:09 L wrote:
Eateries are incredibly powerful. That is all.


Food feeds the body, mafia feeds the mind?
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
YellowInk
Profile Joined April 2010
United States578 Posts
July 08 2010 04:29 GMT
#28
So do the mafia people here play SC together, too?
BrownBear
Profile Joined March 2010
United States6894 Posts
July 08 2010 05:02 GMT
#29
No, but I wish we did more. I've played with flamewheel once.

Actually, that would be a fun thing to set up...
SUNSFANNED
YellowInk
Profile Joined April 2010
United States578 Posts
July 08 2010 05:05 GMT
#30
I see no reason not to use this thread for it. I am YellowInk and my character code is 988 (obviously this will change with any resets)
BrownBear
Profile Joined March 2010
United States6894 Posts
July 08 2010 05:14 GMT
#31
I can't play the beta anymore, sadly, but I might be able to get some quick games of BW at night after my job.

My tag on iccup is BrownBear (durr), and once SCII is actually released, I will be able to play.
SUNSFANNED
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
July 08 2010 05:28 GMT
#32
Huh don't play SCII.
It sucks.
bw4lyfe.
Writerdamn, i was two days from retirement
rastaban
Profile Blog Joined May 2010
United States2294 Posts
July 08 2010 13:52 GMT
#33
I am Rastaban, and I had to log off last night before I could check code so I will add that later.

I wanted to get the opinions of people more experienced than myself (everyone) on the benefits and disadvantageous of PMs. Since I have never played in a game allowing PMs I don't really know how it changes the match up.

Does it affect roles, as in are DTs or medics stronger, or just as vulnerable? I saw BM had a vot on which to use in his upcoming game but I didn't see any discussion on the merits of the two methods.

Thanks.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
July 08 2010 14:00 GMT
#34
PM's are a weird variable

- when used correctly they can form a circle of town communication among blues/greens and can be very powerful
- however such circles are prone to infiltration and paranoia
- in addition, there is almost always 1-2 people who are stupid and reveal themselves via PM (more often than not these guys are blue)
- PMs encourage discussion outside the thread; this makes less to read and less fun to play if you are not in a PM circle
LoL NA: MothLite == Steam: p0nd
Ace
Profile Blog Joined October 2002
United States16096 Posts
July 08 2010 14:47 GMT
#35
Pms just break the game period ^_^. There's a reason Masons once revealed are auto night killed.

Also I haven't forgotten about my scum guide. I've just been so busy with work and partying I can't sit down and concentrate.
Math me up, scumboi. - Acrofales
Ver
Profile Joined October 2008
United States2186 Posts
July 08 2010 17:23 GMT
#36
PM's give town and mafia a lot more strategical possibilities and give stronger players a lot more leverage to influence the game. The skill ceiling is raised quite a bit because of this. It either can hurt or help thread activity as more attention gets diverted from thread to pm's. Threads that are too active lead to too much information for townies to accurately process, while inactive threads don't give enough information. In the past it often erred on the latter, while now threads are far more active overall so there's more danger of the former.

On the other hand they make it harder to follow the games since a lot of the details are left out. They also lead to dumb mass roleclaim situations when confirmed innocents can be easily gotten (hence game design efforts must be made to restrict that possibility).

PM's definitely make detectives and medics stronger because they can communicate with the people they inspect or protect and work in unison. At the same time the mafia have a lot more possibilities because they have far more information and people to follow a plan in unison so it never felt like the balance changed and the outcomes reflect that.
Liquipedia
Ace
Profile Blog Joined October 2002
United States16096 Posts
Last Edited: 2010-07-08 18:44:38
July 08 2010 18:41 GMT
#37
Well look at it like this: Detectives by themselves are a pretty powerful role. Detectives alone are the only role in the game that have more than 1 counter used in even the most normal of setups: Godfathers, sanities, roleblockers, millers - come on. You add in PMs and the ability to get a mouth and even the worst players can turn the game into "find the detective".

One of the most fundamental ways of "breaking" a mafia setup as town is to try and follow a cop thats invincible which is why moderators do things to stop it from happening. Allowing the town to PM means Godfathers and roleblockers pretty much go to hell. The only thing stopping an all out rape from Night 1 is the sanity check and millers in that case. If ONE role needs all of this to stop them then you see why I don't play PM games among other reasons. It's rarely been done to perfection here because of players getting ridiculous but all it takes is one DT with decent scum hunting abilities with some good forethought and the game is over.

I won't even go into the fact that a game with mass PMs leads to a weak game. It's no longer mafia because there is nothing you have to do in public, no need to have discussion and no need to be hyper active. The game just stalls and eventually turns into a guessing game.

edit: Mafia no longer have the strict advantage of information in a mass PM game. They start off knowing who is mafia and who isn't while the town is stuck only knowing their own roles. Once the DT gets a clean investigation it's now two people that know who is innocent without the need to be publicly careful. There is now no risk in talking about what you know as town because you can't be exploited. Seriously in a mass PM game unless the mod is giving scum lots of KP or powerful roles the town should mop them up if they get a few good players. Almost impossible for scum to win.
Math me up, scumboi. - Acrofales
YellowInk
Profile Joined April 2010
United States578 Posts
July 08 2010 18:47 GMT
#38
I would say that PMs give town a significant advantage so long as town players are playing to their fullest. It is a significant tool in the town toolbox and a moderate one for the mafia. The thread needs to still be at the appropriate level of activity, so if town rely on PMs too much, they're going to hurt themselves.

Just compare some of the specifics of a non PM game to a PM game. In a non PM game, mafia can PM mafia, no one else can PM each other. In a PM game, town can PM town, town can PM mafia, mafia can PM town, and mafia can PM mafia. The town has gained much more accessibility than the mafia. Then look at the impact it has on specific roles - eg DT and medic. Upon successful covering or inspecting, you gain a 1-way mason bond. That is to say the DT/medic will trust their target, but the target will not necessarily be able to trust the DT/medic. This is an immense power boost to the town since sooner or later say that DT or medic gets hung. Now everyone that DT/medic fed information to knows that all the information was true and can now act on it with certainty. None of this happens in a non PM game.

Of course mafia can lie in PMs. However, their information will never be 'confirmed' like it can in town circles. Just like in thread, they'll use their arguments to best sway the in thread game to where they need it to be to accomplish their ends. However this typically doesn't have nearly as much influence as just the raw power of having secret and confirmed information in the late game.

I wouldn't go so far as to say they break the game, but they definitely need to be counted in the game balance as a pro-town effect. Good counter measures to the impact of PM games include roles like the godfather and miller to fool DTs, bus driver to influence any targeting, etc. This way no information that anyone gains, even through their roles, is really confirmed.
Ace
Profile Blog Joined October 2002
United States16096 Posts
Last Edited: 2010-07-08 18:52:17
July 08 2010 18:51 GMT
#39
With good town players Mafia being able to PM them isn't even going to matter. They'll just say ok sure and unless information is confirmed or is along the lines of "If x, then y must be true" then Mafia won't be doing too much damage. Trust me it definitely breaks the game. But if we aren't talking about games full of good players then I guess it doesn't matter. It really sucks for inexperienced players though because they have no clue whats going on and end up failing to read the game.

Masons = one of the top roles in a Mafia game for a reason.
Math me up, scumboi. - Acrofales
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
July 09 2010 00:54 GMT
#40
Oh by the way this is for L and his little victory over the dota spammers. Made it before during an especially spammy ze period where you raged at them.

+ Show Spoiler +
[image loading]






Together but separate, like oatmeal
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