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On December 10 2010 09:12 Hesmyrr wrote:Show nested quote +On December 10 2010 09:05 Node wrote: At the moment, the only situation that I can think of that would warrant a roleclaim anytime soon would be if you are mew and have found mewtwo. Until then, keep your damn mouths shut as far as your role goes. + Alakazam guilty result? And yes, PM or no PM, succinctness is critical.
I'd prefer that a claim on a guilty result be used as a last resort -- push the lynch with analysis and if that doesn't work play the roleclaim card.
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On December 10 2010 08:53 jcarlsoniv wrote:Show nested quote +On December 10 2010 08:04 Insanious wrote:On December 10 2010 07:56 LSB wrote:On December 10 2010 07:46 Amber[LighT] wrote:On December 10 2010 07:42 Oceanic wrote: Doesn't it say in 1 of the guides posted that lynching an inactive day 1 is not something you should do? Lynching an inactive typically results in lynching an apathetic townie. Everyone should be posting frequently to discuss who should die for day 1. There are no PM's so everything should be out in the open. We should really worry less about how the blues should play. Thinks like role checks won't be overly reliable, and saving people cannot be discussed in the thread. It probably would be a good idea for the electrodes to think about where to place voltorbs and pick up on good scum tells. Having a general system for how blues play is pretty important. We need to establish a good town environment where the most pro-town players won't find themselves dead. We need to establish a place where everyone is active. Sure, we could leave everything to RNG, but we could do so much more with the blues. I have to agree with this, having a general idea of how the town runs will help keep down the number of accidental lynchings. This is more or less pulled from one of the guides that DcH posted, but when you have a town that uses larger posts, filled with a lot of information, it makes it a lot easier to pick out those that want to give no new information and are simply regurgitating stuff that has already been said in the thread.If we start with a town that runs this way, it should carry through to the end of the game. The best way to keep a town that functions correctly functioning this way would be to keep the people that are running in a more administrative fashion (i guess i could say that) where they are trying to keep some semblance of order alive. I mean a town that runs all willy-nilly chaotic is a town that breeds scum, where a town that runs in a more ordered fashion has a higher chance of weeding out those that are trying to bring disorder to an already disorderly situation. On December 10 2010 08:01 Kenpachi wrote: how many people can Mafia target per night? It says that the mafia get 3kp, added to this mewtwo (although not part of the mafia, is still playing against the town) has 1kp. This means there can be 3 mafia targets, and 1 third party target a night. You mean like this post is doing? From your two posts, I've noticed you haven't really added too much at all. Your first post was almost exclusively regurgitating previous posts. Your second one you seemed to be trying to add more, saying you've read guides, and it appears that you are trying hard to look like the poster child of "how to be a townie". Everyone pretty much knows the environment that is conducive to town progress. It is very apparent when scum tries to disrupt things if they are going smoothly. We just have to catch them as they are doing it before things spiral out of control. Townies don't need to try to look like townies, because they already are. Two newer mafia players asked two questions, I was simply answering them. Its not like I was just throwing that info out there as if it was anything new. Eiii asked what a pro-town environment entitled, while Kenpachi asked how many attacks the mafia can make in a night. Both of which they could of found by reading what DrH posted, but I thought it would be nice to answer both questions... I guess if you would rather I could of simply just not answered their questions and left them guessing.
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On December 10 2010 09:23 deconduo wrote: Role description for raichu says he turns up as aligned with TR when checked, but description for alakazam says he sees roles rather than just the alignment. Just to verify:
Does Raichu turn up as Koffing or Team Rocket when investigated?
Koffing. It hardly makes any sense but whatever. If he only returns an alignment, Alakazam is too weak especially considering there are no PMs.
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On December 10 2010 09:25 Node wrote:Show nested quote +On December 10 2010 09:12 Hesmyrr wrote:On December 10 2010 09:05 Node wrote: At the moment, the only situation that I can think of that would warrant a roleclaim anytime soon would be if you are mew and have found mewtwo. Until then, keep your damn mouths shut as far as your role goes. + Alakazam guilty result? And yes, PM or no PM, succinctness is critical. I'd prefer that a claim on a guilty result be used as a last resort -- push the lynch with analysis and if that doesn't work play the roleclaim card. Alright, I realized I forgot to put that into consideration though I really don't see what is different from detective trying to stealthily formulate case on his guilty to mew trying to stealthily formulate case on the mewtwo
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yeah dont lynch inactives this is my first one and im pretty much just reading through the thread until i come up with something
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On December 10 2010 09:29 Insanious wrote:Show nested quote +On December 10 2010 08:53 jcarlsoniv wrote:On December 10 2010 08:04 Insanious wrote:On December 10 2010 07:56 LSB wrote:On December 10 2010 07:46 Amber[LighT] wrote:On December 10 2010 07:42 Oceanic wrote: Doesn't it say in 1 of the guides posted that lynching an inactive day 1 is not something you should do? Lynching an inactive typically results in lynching an apathetic townie. Everyone should be posting frequently to discuss who should die for day 1. There are no PM's so everything should be out in the open. We should really worry less about how the blues should play. Thinks like role checks won't be overly reliable, and saving people cannot be discussed in the thread. It probably would be a good idea for the electrodes to think about where to place voltorbs and pick up on good scum tells. Having a general system for how blues play is pretty important. We need to establish a good town environment where the most pro-town players won't find themselves dead. We need to establish a place where everyone is active. Sure, we could leave everything to RNG, but we could do so much more with the blues. I have to agree with this, having a general idea of how the town runs will help keep down the number of accidental lynchings. This is more or less pulled from one of the guides that DcH posted, but when you have a town that uses larger posts, filled with a lot of information, it makes it a lot easier to pick out those that want to give no new information and are simply regurgitating stuff that has already been said in the thread.If we start with a town that runs this way, it should carry through to the end of the game. The best way to keep a town that functions correctly functioning this way would be to keep the people that are running in a more administrative fashion (i guess i could say that) where they are trying to keep some semblance of order alive. I mean a town that runs all willy-nilly chaotic is a town that breeds scum, where a town that runs in a more ordered fashion has a higher chance of weeding out those that are trying to bring disorder to an already disorderly situation. On December 10 2010 08:01 Kenpachi wrote: how many people can Mafia target per night? It says that the mafia get 3kp, added to this mewtwo (although not part of the mafia, is still playing against the town) has 1kp. This means there can be 3 mafia targets, and 1 third party target a night. You mean like this post is doing? From your two posts, I've noticed you haven't really added too much at all. Your first post was almost exclusively regurgitating previous posts. Your second one you seemed to be trying to add more, saying you've read guides, and it appears that you are trying hard to look like the poster child of "how to be a townie". Everyone pretty much knows the environment that is conducive to town progress. It is very apparent when scum tries to disrupt things if they are going smoothly. We just have to catch them as they are doing it before things spiral out of control. Townies don't need to try to look like townies, because they already are. Two newer mafia players asked two questions, I was simply answering them. Its not like I was just throwing that info out there as if it was anything new. Eiii asked what a pro-town environment entitled, while Kenpachi asked how many attacks the mafia can make in a night. Both of which they could of found by reading what DrH posted, but I thought it would be nice to answer both questions... I guess if you would rather I could of simply just not answered their questions and left them guessing.
I missed Eiii's post asking about that, your second post is warranted. I still stand by my point on your first post though. You pretty much reiterate what people have been saying while saying "try to watch for people just spewing the same stuff again." They are just things I'm taking note of.
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On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. How do you propose we deal with inactives/lurkers then? We can't just 'leave it for another day'. It's going to be a problem, and if we have no good leads day one, we should do this early, rather than late.
On December 10 2010 08:53 jcarlsoniv wrote: @LSB: While trying to coordinate blues seems good, I have to say, the more games I play, the more I hate to see people directing blues in thread. On Day 1, I think they need to do what they think needs to be done without influence from the thread. Any direction from the thread can also be seen by scum, and thus they will be clued in as well. No, obviously, I know that the blues don't need to listen to what is said in the thread, but they will be influenced by what is said. Let's hope we have good blues this time around. So your saying that plans are bad? Interesting. Take my plan, what's bad about it?
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On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. I rather start the blind shoot into this small room with a shotgun. We are not getting analysis going too far away day one. Picking the right guy at the right time is picking a dead weight at first.
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Can someone explain how inactives are harmful for the town? I know it's an extra person for the detective to check but isn't it also an extra person scum needs to kill?
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I'm not entirely sure what your "plan" is, LSB. All you've said is that we need to "have a general system for how blues play" and that barring any glaringly scummy play we should lynch an inactive day 1. Could you be a little more specific?
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On December 10 2010 09:44 Node wrote: I'm not entirely sure what your "plan" is, LSB. All you've said is that we need to "have a general system for how blues play" and that barring any glaringly scummy play we should lynch an inactive day 1. Could you be a little more specific?
On December 10 2010 07:43 LSB wrote: One plan that would work is to use the blue roles to promote activity in the town. The Alakazam should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia. The Chansey's should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.
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Fair enough, I missed that post.
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On December 10 2010 09:40 LSB wrote:Show nested quote +On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. How do you propose we deal with inactives/lurkers then? We can't just 'leave it for another day'. It's going to be a problem, and if we have no good leads day one, we should do this early, rather than late. Show nested quote +On December 10 2010 08:53 jcarlsoniv wrote: @LSB: While trying to coordinate blues seems good, I have to say, the more games I play, the more I hate to see people directing blues in thread. On Day 1, I think they need to do what they think needs to be done without influence from the thread. Any direction from the thread can also be seen by scum, and thus they will be clued in as well. No, obviously, I know that the blues don't need to listen to what is said in the thread, but they will be influenced by what is said. Let's hope we have good blues this time around. So your saying that plans are bad? Interesting. Take my plan, what's bad about it?
I agree that we should point to inactives if we have no other leads, but I'm saying to not just say "ok, let's find the inactives" right away. We have 48 hours to find candidates for lynch, no reason to dismiss the possibility of finding one right off the bat.
I didn't say your plan was bad, seeing as you didn't really post a plan, nor did I say the word "plan" I was merely pointing out my own observations. What you had posted was good, it was vague, and a good general direction. Getting anymore specific than that at this point can be dangerous.
On December 10 2010 09:40 Gabriel wrote:Show nested quote +On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. I rather start the blind shoot into this small room with a shotgun. We are not getting analysis going too far away day one. Picking the right guy at the right time is picking a dead weight at first.
How can you possibly say this? The game literally just started, and we have 48 hours to scumhunt. Again, I am going to say, there is no reason to dismiss the idea of finding a lynch candidate Day 1.
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On December 10 2010 09:43 Oceanic wrote: Can someone explain how inactives are harmful for the town? I know it's an extra person for the detective to check but isn't it also an extra person scum needs to kill? The scum will just choose to let the inactives live, because inactives don't threaten them. Also a lot of the times, inactive are mafia. For Example:
TL Micro Mafia IV: http://www.teamliquid.net/forum/viewmessage.php?topic_id=161868. Drag_ the mafia makes like 5 posts throughout the whole game and is able to skip out of the public eye.
The issue is that it is virtually impossible to tell the difference between inactive mafia and inactive town. Lynching inactives hopefully allows us to not worry about trying to guess between the two.
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On December 10 2010 09:46 LSB wrote:Show nested quote +On December 10 2010 09:44 Node wrote: I'm not entirely sure what your "plan" is, LSB. All you've said is that we need to "have a general system for how blues play" and that barring any glaringly scummy play we should lynch an inactive day 1. Could you be a little more specific? Show nested quote +On December 10 2010 07:43 LSB wrote: One plan that would work is to use the blue roles to promote activity in the town. The Alakazam should check the inactive people and the lurkers, as it is incredibly difficult if not impossible to tell the difference between a bored townie and a lurking mafia. The Chansey's should protect active players, this way the mafia won't be able to take out the people who are contributing the most to town, so people won't be scared of trying to put forth their opinions.
I wouldn't say that's really a plan. I would say it's a general direction and usually is what occurs. Only difference from the usual is using Alakazam to check inactives as opposed to possible mafia suspects. I'm not so sure about checking the inactives. It depends on how many we have. If there are a lot, checking them could just be a waste, but if it is narrowed down to a few players, I would say it's worth it.
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On December 10 2010 09:48 jcarlsoniv wrote:Show nested quote +On December 10 2010 09:40 LSB wrote:On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. How do you propose we deal with inactives/lurkers then? We can't just 'leave it for another day'. It's going to be a problem, and if we have no good leads day one, we should do this early, rather than late. On December 10 2010 08:53 jcarlsoniv wrote: @LSB: While trying to coordinate blues seems good, I have to say, the more games I play, the more I hate to see people directing blues in thread. On Day 1, I think they need to do what they think needs to be done without influence from the thread. Any direction from the thread can also be seen by scum, and thus they will be clued in as well. No, obviously, I know that the blues don't need to listen to what is said in the thread, but they will be influenced by what is said. Let's hope we have good blues this time around. So your saying that plans are bad? Interesting. Take my plan, what's bad about it? I agree that we should point to inactives if we have no other leads, but I'm saying to not just say "ok, let's find the inactives" right away. We have 48 hours to find candidates for lynch, no reason to dismiss the possibility of finding one right off the bat. I didn't say your plan was bad, seeing as you didn't really post a plan, nor did I say the word "plan" I was merely pointing out my own observations. What you had posted was good, it was vague, and a good general direction. Getting anymore specific than that at this point can be dangerous. Show nested quote +On December 10 2010 09:40 Gabriel wrote:On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. I rather start the blind shoot into this small room with a shotgun. We are not getting analysis going too far away day one. Picking the right guy at the right time is picking a dead weight at first. How can you possibly say this? The game literally just started, and we have 48 hours to scumhunt. Again, I am going to say, there is no reason to dismiss the idea of finding a lynch candidate Day 1. You must understand. In order to make sure that people are active, we have to decide early that we going to punish people who are inactive. This way, people are going to be warned and hopefully people won't be inactive. Best case scenario we won't have to lynch an inactive person in the first place since everyone will contribute to the town.
I notice you avoided discussion on my 'general direction.' Do you support it? Why? Do you now think we should give general directions to blues?
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I have to say I rather like the idea of gunning down those dastardly inactives; I will probably not deviate from this position until I, or someone else, actually finds some scum-tell that is actually lynch worthy. Lynching inactives and missing is slightly better than lynching active and missing.
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On December 10 2010 09:53 LSB wrote:Show nested quote +On December 10 2010 09:48 jcarlsoniv wrote:On December 10 2010 09:40 LSB wrote:On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. How do you propose we deal with inactives/lurkers then? We can't just 'leave it for another day'. It's going to be a problem, and if we have no good leads day one, we should do this early, rather than late. On December 10 2010 08:53 jcarlsoniv wrote: @LSB: While trying to coordinate blues seems good, I have to say, the more games I play, the more I hate to see people directing blues in thread. On Day 1, I think they need to do what they think needs to be done without influence from the thread. Any direction from the thread can also be seen by scum, and thus they will be clued in as well. No, obviously, I know that the blues don't need to listen to what is said in the thread, but they will be influenced by what is said. Let's hope we have good blues this time around. So your saying that plans are bad? Interesting. Take my plan, what's bad about it? I agree that we should point to inactives if we have no other leads, but I'm saying to not just say "ok, let's find the inactives" right away. We have 48 hours to find candidates for lynch, no reason to dismiss the possibility of finding one right off the bat. I didn't say your plan was bad, seeing as you didn't really post a plan, nor did I say the word "plan" I was merely pointing out my own observations. What you had posted was good, it was vague, and a good general direction. Getting anymore specific than that at this point can be dangerous. On December 10 2010 09:40 Gabriel wrote:On December 10 2010 09:16 jcarlsoniv wrote: Also @LSB: I don't think we should say "we need to lynch inactives". While it may pressure scum to come out from hiding, I have seen it hit town more often than not. I think we need to deal with who is out and talking and giving us things to analyze rather than just blindly shooting into a room with a shotgun. I rather start the blind shoot into this small room with a shotgun. We are not getting analysis going too far away day one. Picking the right guy at the right time is picking a dead weight at first. How can you possibly say this? The game literally just started, and we have 48 hours to scumhunt. Again, I am going to say, there is no reason to dismiss the idea of finding a lynch candidate Day 1. You must understand. In order to make sure that people are active, we have to decide early that we going to punish people who are inactive. This way, people are going to be warned and hopefully people won't be inactive. Best case scenario we won't have to lynch an inactive person in the first place since everyone will contribute to the town. I notice you avoided discussion on my 'general direction.' Do you support it? Why? Do you now think we should give general directions to blues?
I don't not support it (if that makes any sense). I am going under the assumption that our blues are at least halfway competent players, and will be able to think for themselves to use their roles effectively. This may be very naive though.
I think general direction right now is fine for now, as long as we don't get too specific, especially Day 1. The last thing I want is for blues to be sniped right away. In this sense, I definitely agree with you that everyone should keep their roles secret for now.
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One of the biggest problems I have with lurkers/inactives is that when it gets to lategame, town NEEDS people who contribute badly. As was said above, maf have no incentive to hit lurkers so unless we lynch them they end up in the lategame.
+ Show Spoiler + There are some pros to medics/cops being inactive on purpose, as it lessens the chance for maf to target them. For cops however, it also means they are less likely to have medic protection. Its very hit and miss, but might be viable for NEWBIE cop/docs. Wouldn't mind if better players gave opinions on this.
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48 hours is not a long time to find scum. Let's start now.
LSB's blue plan is pretty meh. It's not a good plan of attack for our Zams to check lurkers and inactives; they should be checking people who could be scum, including whoever is contributing the most. Keep in mind that all the mafia needs to do is to distract and confuse the town enough so that they make poor decisions.
@Oceanic: Inactives don't pay attention to the thread and don't vote, and so the mafia can just target the active players until they have a decisive vote advantage. Most inactives that return late will have missed most of the arguments and will be too lazy to read through. And inactives that never show up are just modkilled.
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