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Active List of Mafia Games - Page 143

Forum Index > TL Mafia
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Ace
Profile Blog Joined October 2002
United States16096 Posts
Last Edited: 2013-02-21 08:49:31
February 21 2013 08:49 GMT
#2841
At its core all a detective does is flip alignment. Trackers/Watchers don't, all they tell you is where someone went and depending on if protown visiting night roles are known you can run into "good" problems where they can't reveal information without risk. That's usually good for gameplay.

I usually balance games based on how many mislynches and/or how quickly the town can "figure" things out. That means just assuming worst case scenarios for Scum like Detectives getting off a check->living->reveal-protected, Vigis shooting scum Night 1 and Town lynching Scum Day 1. Of course this is unlikely to happen but if you keep iterating over scenarios and find near unwinnable positions for Scum balance may need to change. Likewise, you do the same thing for Town and try to find a medium. As an aside Vigilantes and SKs are among the most difficult roles to balance because they can shoot anyone at anytime unless compulsive. If they end up in the hands of crazy players you might as well forget about predicting outcomes anyway.
Math me up, scumboi. - Acrofales
Acrofales
Profile Joined August 2010
Spain18425 Posts
February 21 2013 13:23 GMT
#2842
On February 21 2013 17:49 Ace wrote:
At its core all a detective does is flip alignment. Trackers/Watchers don't, all they tell you is where someone went and depending on if protown visiting night roles are known you can run into "good" problems where they can't reveal information without risk. That's usually good for gameplay.

However, I'd say watchers are more powerful (about on par with a DT) due to who they target: it is generally easier to target powerful townies at a risk of getting shot, over guessing not only who ls mafia, but also which member of mafia will carry the KP.



I usually balance games based on how many mislynches and/or how quickly the town can "figure" things out. That means just assuming worst case scenarios for Scum like Detectives getting off a check->living->reveal-protected, Vigis shooting scum Night 1 and Town lynching Scum Day 1. Of course this is unlikely to happen but if you keep iterating over scenarios and find near unwinnable positions for Scum balance may need to change. Likewise, you do the same thing for Town and try to find a medium. As an aside Vigilantes and SKs are among the most difficult roles to balance because they can shoot anyone at anytime unless compulsive. If they end up in the hands of crazy players you might as well forget about predicting outcomes anyway.

That's great info. I have always worked under the assumption that worst-case for scum is a no-brainer and not really worth puzzling about. I don't have much experience balancing games, but I have always worked from the town perspective: how many mistakes can town make (assuming everything that shoots shoots townies). I guess a good indicator is worst-case for both teams, and if they are the same length and about the same number of disasters/mistakes happened, then it's an indicator it's balanced?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 21 2013 18:10 GMT
#2843
On February 21 2013 17:11 DoctorHelvetica wrote:
I mean more in the sense of exactly what number of DT's/Medics/Vets/etc. work. I try to balance the game so that the town on a perfect night can block all mafia KP, but never more than that. 1 investigative role for every 3 mafia, something like that. I wonder if it would be worth compiling this kind of information for normal games and how they affect the balance between town and mafia.

For instance: How does a game with watcher/tracker versus detectives actually affect balance? We might all have subjective ideas about what is better for town but I'm interested in the hard data on that. It wouldn't be too hard to compile that data actually, maybe I'll do it in my spare time despite my fear of numbers.

EDIT - Just saw the database, lol nevermind

The thing is, proper balance is determjned by the community. What works for mafiascum doesnt work on tl, and what works here probably wont work on a third forum
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 21 2013 18:19 GMT
#2844
On February 21 2013 22:23 Acrofales wrote:I don't have much experience balancing games, but I have always worked from the town perspective: how many mistakes can town make (assuming everything that shoots shoots townies).


I'd be interested to hear how that thought process went in relation to last game.

PS: In games with a godfather/framer, I'd say that Watcher is measurably weaker than cop since Mafia can Godfather the kill and/or frame a townie with the kill, whereas the chances of framing the DT target or the DT targetting the godfather are probably somewhat lower. Obviously non-0, but somewhat lower.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Acrofales
Profile Joined August 2010
Spain18425 Posts
February 21 2013 22:48 GMT
#2845
On February 22 2013 03:19 Sn0_Man wrote:
Show nested quote +
On February 21 2013 22:23 Acrofales wrote:I don't have much experience balancing games, but I have always worked from the town perspective: how many mistakes can town make (assuming everything that shoots shoots townies).


I'd be interested to hear how that thought process went in relation to last game.

PS: In games with a godfather/framer, I'd say that Watcher is measurably weaker than cop since Mafia can Godfather the kill and/or frame a townie with the kill, whereas the chances of framing the DT target or the DT targetting the godfather are probably somewhat lower. Obviously non-0, but somewhat lower.


Was a 13 player, 3 scum, 1 SK game.

SKs are always tricky, but the worst-case scenario left town with 2 mislynches before lylo. All the SK math is somewhere in the obs QT. On D2 the only advantage of lynching the SK over lynching a townie is that you are guaranteed to not have a kingmaker scenario, and you are not dependent on the SK ever shooting scum. You also entered mylo, rather than lylo. However, even if you had lynched a townie and the SK had killed a townie, town still had a chance at winning.

So, regardless of what happened, the worst-case was 2 mislynches into lylo/mylo. After talking to Foolishness just now, I am further convinced that this was not a bad balance at all. What went wrong for town was the lack of scumhunting anywhere after N1, not the initial balance, but there's plenty of discussion about that in the postgame.

Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
February 21 2013 23:12 GMT
#2846
Welcome back DrH! And I guess Ace
I work alone. // Visit TL Mafia subforum!
Foolishness *
Profile Blog Joined May 2009
United States3044 Posts
February 22 2013 08:41 GMT
#2847
On February 21 2013 17:06 Ace wrote:
TL had so many good/weird/unique personalities that even a "bad" game could be enjoyable because the player interactions were just too hilarious.

As for balance just start out with an idea of how long you want the game to last. If you have it where the town can mislynch 3 times at most before losing then it's not impossible to balance roles around that ideal.

This is how I balance my games too. For smaller games, town should mislynch 3 times before they lose. Anymore than that and it's too hard for the mafia. For bigger games you can up the lynch count (talking 30 players or more here).
geript: "Foolishness's cases are persuasive and reasonable but leave you feeling dirty afterwards. Kinda like a whore." ---- Manager of the TL Mafia forum, come play!
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
February 22 2013 13:15 GMT
#2848
I think watchers are normally avoided because it's hard to simultaneously put enough roles into the game and not break it so that the watcher isn't too easy to use.

Basically the problem with the watcher is that if you point it at the towniest guy in the game you will almost assuredly catch scum on night 1 (since he's so likely to get shot). Thus it's only really good for bigger games because of how easy it is to use (but even in that case it can still cause problems)

It's kind of similar to the problem that listchecks have.

Trackers don't really have this problem.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2013-02-22 13:23:28
February 22 2013 13:22 GMT
#2849
hey foolishness, mind putting me up for

[M][T] Smurfville Mafia?

:D

requirement will be that everyone is a smurf. identities will be revealed postgame. No claiming identities allowed in-game.
Promethelax
Profile Joined February 2012
Canada7089 Posts
February 22 2013 13:23 GMT
#2850
On February 22 2013 22:22 wherebugsgo wrote:
hey foolishness, mind putting me up for

[M][T] Smurfville Mafia?

:D


you mean LX ii
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
February 22 2013 13:27 GMT
#2851
On February 22 2013 22:22 wherebugsgo wrote:
hey foolishness, mind putting me up for

[M][T] Smurfville Mafia?

:D

requirement will be that everyone is a smurf. identities will be revealed postgame. No claiming identities allowed in-game.


like a vanilla version of Your Clothes Mafia, I guess.
[15:15] <Palmar> and yes marv, you're a total hottie
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
February 22 2013 13:28 GMT
#2852
On February 22 2013 22:27 marvellosity wrote:
Show nested quote +
On February 22 2013 22:22 wherebugsgo wrote:
hey foolishness, mind putting me up for

[M][T] Smurfville Mafia?

:D

requirement will be that everyone is a smurf. identities will be revealed postgame. No claiming identities allowed in-game.


like a vanilla version of Your Clothes Mafia, I guess.


wtf is that
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
February 22 2013 13:29 GMT
#2853
On February 22 2013 22:28 wherebugsgo wrote:
Show nested quote +
On February 22 2013 22:27 marvellosity wrote:
On February 22 2013 22:22 wherebugsgo wrote:
hey foolishness, mind putting me up for

[M][T] Smurfville Mafia?

:D

requirement will be that everyone is a smurf. identities will be revealed postgame. No claiming identities allowed in-game.


like a vanilla version of Your Clothes Mafia, I guess.


wtf is that


Your Clothes, Give them to me Mafia
[15:15] <Palmar> and yes marv, you're a total hottie
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
February 22 2013 13:31 GMT
#2854
ah yes, I just searched it.

WTF how did I miss that game? That looks like a really cool setup.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
February 22 2013 13:32 GMT
#2855
Yeah, it was pretty damn fun actually. The NK mechanic was super interesting.
[15:15] <Palmar> and yes marv, you're a total hottie
BioSC
Profile Blog Joined July 2010
United States636 Posts
February 23 2013 02:04 GMT
#2856
Nomination Mafia has ended in a Town victory.
Bio - Breaking it down
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
Last Edited: 2013-02-26 01:40:30
February 26 2013 01:40 GMT
#2857
[M][N] British Empire Mini Mafia II is open for signups!
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Oatsmaster
Profile Joined October 2012
United States16628 Posts
February 26 2013 01:44 GMT
#2858
[N]TL Mafia LX has started
No gg, No skill.
DoctorHelvetica
Profile Blog Joined July 2008
United States15034 Posts
March 02 2013 04:07 GMT
#2859
I'm itching to host again but it'll inevitably be an unbalance setup and I'll get my wittle feelings hurt

I've always wanted to play with a conversion mechanic
RIP Aaliyah
Oatsmaster
Profile Joined October 2012
United States16628 Posts
March 02 2013 04:22 GMT
#2860
Cult?

Host a mini, probably easier to balance that. :D
No gg, No skill.
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