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Beneather
Profile Joined March 2010
Canada451 Posts
December 28 2010 15:48 GMT
#81
alright, cool we got some noobies in this game so I hope this stays alive!
¯\_(ツ)_/¯ Day[9} <3
Ace
Profile Blog Joined October 2002
United States16096 Posts
December 28 2010 19:23 GMT
#82
ooohhh boy. This game would be very difficult for new players. I sincerely urge you to not only read the games linked in the OP but other games as well.
Math me up, scumboi. - Acrofales
LSB
Profile Blog Joined April 2010
United States5171 Posts
December 29 2010 03:07 GMT
#83
/in
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
HaploPaithan
Profile Joined September 2010
United States100 Posts
December 29 2010 06:29 GMT
#84
I'm new to playing on this forum. However I play with some friends on another forum and know how to play the game in general.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-12-29 09:34:37
December 29 2010 06:37 GMT
#85
On December 29 2010 04:23 Ace wrote:
ooohhh boy. This game would be very difficult for new players. I sincerely urge you to not only read the games linked in the OP but other games as well.

Some guides might help too
Mafia Guides:
Ace's Mafia Manifesto
Qatol's Mafia VII experience

Town Guides:
Ver's Mafia XXX analysis
Qatol's Mini Mafia 2 analysis
Uff Da
Ace
Profile Blog Joined October 2002
United States16096 Posts
December 29 2010 20:07 GMT
#86
Also if you're on the ban list you can't play in this game. If you're not on the ban list, but are known for going inactive during games you also can't play in this game.
Math me up, scumboi. - Acrofales
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
December 29 2010 20:44 GMT
#87
On December 30 2010 05:07 Ace wrote:
Also if you're on the ban list you can't play in this game. If you're not on the ban list, but are known for going inactive during games you also can't play in this game.

I like this policy.
Writerdamn, i was two days from retirement
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
December 30 2010 00:37 GMT
#88
Come on Ace don't let me down. Make this game work. I believe!!
Im not a n00b, I just play like one.
LSB
Profile Blog Joined April 2010
United States5171 Posts
December 30 2010 01:22 GMT
#89
It will work. I'll just run Radfields plan again.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Incognito
Profile Joined November 2008
United States2071 Posts
December 30 2010 03:16 GMT
#90
On December 30 2010 10:22 LSB wrote:
It will work. I'll just run Radfields plan again.


Run Qatol's plan its better.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
LSB
Profile Blog Joined April 2010
United States5171 Posts
December 30 2010 03:26 GMT
#91
Hmm... I like that
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2010-12-30 14:13:26
December 30 2010 07:32 GMT
#92
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.
Uff Da
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
December 30 2010 10:28 GMT
#93
Back /in again
GeorgeClooney
Profile Joined November 2010
34 Posts
December 30 2010 10:53 GMT
#94
/in if theres space
Fishball
Profile Joined December 2005
Canada4788 Posts
December 30 2010 14:46 GMT
#95
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.


Huh?
What are you smoking?
靈魂交響曲
LSB
Profile Blog Joined April 2010
United States5171 Posts
December 30 2010 15:29 GMT
#96
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.

Firstly, the mafia wasn't really able to control the draft, Radfield was the one.

When the plan was put in action, I'm pretty sure that people didn't RNG and just chose the best role for them.
So basically his plan was telling everyone what number to pick.

Now, there was no consideration for where mafia could be. So possibly this would be a change for the plan this game

The main weakness I see with his plan was
1) There were some green players due to role overlap. Maximal amount of blues would have been extreamly good for the town.
2) It should have been pretty obvious where the DT was. In fact mafia went after DT the first round. Given, they knew where the DT was because they attempted to take the DT spot but failed. And also the hit failed because the DT was the SK

Now, the good stuff with the plan
1) It got rid of the pretty dangerous roles quick. (This could be accomplished by assigning the copy-cat role earlier or later). One trouble in PYP1 was that the comp vig got lost.
2) Medics would have their jobs cut out for them. They know around where the mafia would hit. So possibly obvious blue roles isn't a bad thing.
3) It got an obscene amount of roles out, each incredibly useful.

Of course, I immediately see some irreparable weakness with both plans. Chiefly, the traitor messed things up real quick for a while, but then all was good. I'll try working on it, once I see the role list.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2011-01-01 03:24:50
January 01 2011 03:22 GMT
#97
On December 30 2010 23:46 Fishball wrote:
Show nested quote +
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.


Huh?
What are you smoking?

Did I stutter or something?

On December 31 2010 00:29 LSB wrote:
Show nested quote +
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.

Firstly, the mafia wasn't really able to control the draft, Radfield was the one.

When the plan was put in action, I'm pretty sure that people didn't RNG and just chose the best role for them.
So basically his plan was telling everyone what number to pick.

Now, there was no consideration for where mafia could be. So possibly this would be a change for the plan this game

The main weakness I see with his plan was
1) There were some green players due to role overlap. Maximal amount of blues would have been extreamly good for the town.
2) It should have been pretty obvious where the DT was. In fact mafia went after DT the first round. Given, they knew where the DT was because they attempted to take the DT spot but failed. And also the hit failed because the DT was the SK

Now, the good stuff with the plan
1) It got rid of the pretty dangerous roles quick. (This could be accomplished by assigning the copy-cat role earlier or later). One trouble in PYP1 was that the comp vig got lost.
2) Medics would have their jobs cut out for them. They know around where the mafia would hit. So possibly obvious blue roles isn't a bad thing.
3) It got an obscene amount of roles out, each incredibly useful.

Of course, I immediately see some irreparable weakness with both plans. Chiefly, the traitor messed things up real quick for a while, but then all was good. I'll try working on it, once I see the role list.

I think I said things in a slightly confusing manner. I'm not criticizing his plan for the role selection part of the draft phase, only for the number selection portion. If I'm not confused, the role assignment for the first few roles + the probabilities was already mostly figured out before the number selection phase was over. In addition, the way the town did the number selection was by publicly announcing their picks in an attempt to avoid conflicts. This allows the mafia to figure out what role they want to pick, and then make sure they are in the right position to get their desired roles. Just because they didn't do things that way doesn't mean the potential for abuse wasn't there.

Weaknesses:
1. I don't think this was too much of a problem. Overlaps will happen, and his decision to allow people to pick a role based on probabilities was a good way to try and make sure the important roles got selected and the number of blues was maximized.
2. With his kind of setup this is hard to avoid. I agree that this is a definite weakness to be improved upon.

Strengths:
1. This happened in PYP1 as well. And the comp-vig didn't get lost in PYP1. It was pretty much resolved by day 2 that Foolishness had that role. The major mistake we made with respect to that role was we didn't lynch him on day 2 to give the town more time.
2. Medics always have their jobs cut out for them. At least this way they had a short list of players who probably had the roles they wanted to protect. It makes the medic list much smaller. However, the medics are also easier to find which can be problematic.
3. I think both methods give a lot of blues. Remember that 1/3 of PYP1 didn't select a role at all, which was why there were so many greens.

The town was silly to even be looking for the traitor that early. If I recall correctly, they had the traitor down to something like 1 in 5 when the mafia : town ratio was 1 in 4. Let the mafia clear out the power roles before you look for the traitor like that.

Also, Radfield's list of role priorities was pretty bad. He had Veteran really really high and I think he had an important role ridiculously low.
Uff Da
LSB
Profile Blog Joined April 2010
United States5171 Posts
Last Edited: 2011-01-01 16:52:02
January 01 2011 16:51 GMT
#98
+ Show Spoiler +
Firstly, as always, I don't really start planning or scumhunting until I get my role PM. So I don't really want to get into too much detail about what I'm going to do


Number selection portion
I don't believe this area is enforceable. My first post in this game will probably be announcing I chose the numbers [5][1]

The thing that is able to be controlled is revealing the plan after the numbers were selected. This way, mafia maneuvers won't really matter.
Now, this is placing a significant amount of trust on one person. However, the Egyptian Pyramid Builder method works well here. All we do is kill me day one and see if I'm red or blue.

Role Selection Portion
Rastaban's plan was clearly superior in this field. Yes he probably placed importance on the wrong areas, but this can be fixed

When we look at PYP 2 we see that there actually wasn't that much clash
+ Show Spoiler +
rastaban - (CV)
chaoser-(Bad Santa)
LSB - (Traitor)
Hesmyrr (CV) - VT Inentional
zeks (Role Cop)
SouthRawrea (Traitor) - VT
Subversion (Role Cop)-VS
Fishball (Bullet Bill)
~Opz~ (Meth Man)
citi.zen (Tracker)
BrownBear (Meth Man) - VT
JeeJee (Doctor) - (rolled Normal)
DarthThienAn (CC)
siNiquity (Tracker) - VT
Divinek (DV)
Radfield (copy Cat) - VT
Bill Murray (Mason)
bumatlarge (watcher)
Pandain (Martyr)

We take out Hesmyrr, who intentionally clashed with someone else, and then we see that 3 people clashed.
This is a 3/18 rate. 17%


In PYP1, there was less roles, so yes there should be less clash. But the amount of people who actually choose roles was much less.
+ Show Spoiler +
Bill Murray (Inventor)
[NyC]HoBbes (Meth Man)
Radfield (SK) (floridian)
d3_crescentia (Doc - Weak)
8 Korynne (Vanilla Town)
10 Foolishness (scum) (CV)
11 JeeJee [6][1] (meth man)->(Vanilla)
12 sidesprang (scum) (Scum Weak Doctor)
13 Scamp (Doc - Normal)
14 ~Opz~ (CV) (Vanilla)
16 Qatol (CC) ->(Vanilla Town)
18 DarthThienAn (scum) (DV)
19 Zona (scum) (Pardoner)

We take out everyone who didn't chose a role, and see that there are 4 clashes
4/13 is a 31% rate.

The main issue with your plan Qatol is that it left a lot of townies to choose their roles up for themselves. And when this happened, it was left up to the dice. A lot of townies quickly tried to grab important roles, bumping into each other.

Radfield's plan was nice because it had significantly more roles. 9 roles Vrs. 16.
In reality. There were enough blues that the town didn't really need to scumhunt.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Barundar
Profile Joined May 2010
Denmark1582 Posts
January 01 2011 17:13 GMT
#99
/out of this untill I'm dead in Mafia xxxv, then I'll /in again!
Bartundar
Fishball
Profile Joined December 2005
Canada4788 Posts
Last Edited: 2011-01-01 19:23:48
January 01 2011 19:12 GMT
#100
On January 01 2011 12:22 Qatol wrote:
Show nested quote +
On December 30 2010 23:46 Fishball wrote:
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.


Huh?
What are you smoking?

Did I stutter or something?

Show nested quote +
On December 31 2010 00:29 LSB wrote:
On December 30 2010 16:32 Qatol wrote:
Wasn't Radfield's plan the one where the town assigned roles to certain spots and then the players picked an order so they wouldn't overlap? If so, why would you ever try to reproduce that? It lets the mafia control what their members pick, which is the worst thing that could happen to the town. The town wants overlaps so the mafia are either forced into early positions/ roles they cannot use effectively without becoming suspicious or positions later in the draft where the mafia cannot be sure their desired roles will be available. If I remember correctly, I thought Radfield was mafia for most of PYP2 because his plan was so anti-town.

Edit: I just realized that this came out really harsh, especially considering the town won PYP2. What I really meant was just as long as the town prevents the mafia from controlling the draft, they are in good shape. I don't think Radfield's method for doing so was as effective as it could have been, but it was certainly sufficient and he should be commended for coming forward and making sure the town tried to do something to take control of the drafting phase.

Firstly, the mafia wasn't really able to control the draft, Radfield was the one.

When the plan was put in action, I'm pretty sure that people didn't RNG and just chose the best role for them.
So basically his plan was telling everyone what number to pick.

Now, there was no consideration for where mafia could be. So possibly this would be a change for the plan this game

The main weakness I see with his plan was
1) There were some green players due to role overlap. Maximal amount of blues would have been extreamly good for the town.
2) It should have been pretty obvious where the DT was. In fact mafia went after DT the first round. Given, they knew where the DT was because they attempted to take the DT spot but failed. And also the hit failed because the DT was the SK

Now, the good stuff with the plan
1) It got rid of the pretty dangerous roles quick. (This could be accomplished by assigning the copy-cat role earlier or later). One trouble in PYP1 was that the comp vig got lost.
2) Medics would have their jobs cut out for them. They know around where the mafia would hit. So possibly obvious blue roles isn't a bad thing.
3) It got an obscene amount of roles out, each incredibly useful.

Of course, I immediately see some irreparable weakness with both plans. Chiefly, the traitor messed things up real quick for a while, but then all was good. I'll try working on it, once I see the role list.

I think I said things in a slightly confusing manner. I'm not criticizing his plan for the role selection part of the draft phase, only for the number selection portion. If I'm not confused, the role assignment for the first few roles + the probabilities was already mostly figured out before the number selection phase was over. In addition, the way the town did the number selection was by publicly announcing their picks in an attempt to avoid conflicts. This allows the mafia to figure out what role they want to pick, and then make sure they are in the right position to get their desired roles. Just because they didn't do things that way doesn't mean the potential for abuse wasn't there.

Weaknesses:
1. I don't think this was too much of a problem. Overlaps will happen, and his decision to allow people to pick a role based on probabilities was a good way to try and make sure the important roles got selected and the number of blues was maximized.
2. With his kind of setup this is hard to avoid. I agree that this is a definite weakness to be improved upon.

Strengths:
1. This happened in PYP1 as well. And the comp-vig didn't get lost in PYP1. It was pretty much resolved by day 2 that Foolishness had that role. The major mistake we made with respect to that role was we didn't lynch him on day 2 to give the town more time.
2. Medics always have their jobs cut out for them. At least this way they had a short list of players who probably had the roles they wanted to protect. It makes the medic list much smaller. However, the medics are also easier to find which can be problematic.
3. I think both methods give a lot of blues. Remember that 1/3 of PYP1 didn't select a role at all, which was why there were so many greens.

The town was silly to even be looking for the traitor that early. If I recall correctly, they had the traitor down to something like 1 in 5 when the mafia : town ratio was 1 in 4. Let the mafia clear out the power roles before you look for the traitor like that.

Also, Radfield's list of role priorities was pretty bad. He had Veteran really really high and I think he had an important role ridiculously low.


I try not to remember much from this game, because this was the most frustrating game I've ever played. One man Mafia team with 1 KP against entire town? Yeah.

I thought Radfield's plan was alright. It limited our options, but we were somewhat ready for it (Somewhat due to our minimal coordination).

As for the other details you're trying to debate with LSB; Sure, the plan has it's weakness, but I have no comment here since I don't really want to stick my nose in. Just keep in mind it was almost a unanimous decision for the players to go with Radfield's plan. There were people that disagreed, but no one else were able to throw out a better plan. Definitely not from the Mafia at the very least.

I wouldn't go as far to call his plan anti-town at all (from your first post).
靈魂交響曲
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