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Less double lynches, less mad hatters, less Town PMs. More Vigilantes, more Serial Killers. Thanks.
Trying to read the last few games to find out what makes sense is ridiculous. You're killing skill levels giving the Town, and in some instances Mafia these stupid crutches. Let people get better by actually having to put some thought into actions.
No more voting threads unless your game has a lot of players. I don't think people actually realize scumhunting works when you force players to take a stance with their vote. Keep the game in the thread if you want a better game.
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On January 03 2011 04:54 Ace wrote: Less double lynches, less mad hatters, less Town PMs. More Vigilantes, more Serial Killers. Thanks.
Trying to read the last few games to find out what makes sense is ridiculous. You're killing skill levels giving the Town, and in some instances Mafia these stupid crutches. Let people get better by actually having to put some thought into actions.
No more voting threads unless your game has a lot of players. I don't think people actually realize scumhunting works when you force players to take a stance with their vote. Keep the game in the thread if you want a better game.
Brilliant, I would really like to see town PMs go away, as the last two games i've played in, the majority of play has gone on in PM land. I like voting threads though, as you can go to one thread and easily see who people have voted for/unvoted for
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Technically hosts are supposed to update the thread with Vote Counts. For small-medium games there isn't really a need for a voting thread. Players have enough trouble trying to do basic scum hunting as it is.
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FREEAGLELAND26781 Posts
Definitely in the works (well didn't think about SKs but everything else). Voting threads are so much less hassle on the host though, though for future games I suppose I could do so considering I can filter posts.
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How do serial killers help game play? They seem to just add volatility and not much else to the whole game dynamic.
Flamewheel you're probably one of the only hosts who has filter powers. And I hope 30 player games count as "large" because if it doesn't then I don't know what is.
The problem with people not getting better is that people don't want to get better, or think there is a magical way to get better overnight. Sadly there isn't. I don't think removing DLs and MHs is going to change much.
The biggest problem I see with people not being able to scumhunt is that while some people are clueless, some people have a general idea but don't know how to execute strategy and get things done. Its like people are shocked and don't know what to do when they are forced into a position where they are the top player in the game.
Player apathy also seems to be high recently. Which is why explaining votes isn't going to happen.
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yeah, uh why do you want more SK's? I do agree that DL's are kind of a town crutch. I know as a mafia every time a double lynch is activated it becomes really hard to come out with all of our members alive, and if we do chances are we revealed ourselves in an obvious way for any townies with half a grain of skill.
You think Vigi's require more skill then hatters though?
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Serial Killers up the game KP and allow for more situations where pressure to claim happens. As it is now just look at the way most lynches occur. There isn't even pressure voting to claim or trying to figure stuff out. Put an SK in the game and when the multiple night kills start happening Vigilante hunting becomes important.
Double Lynches and Mad Hatters are imo just terrible mechanics. Downright awful. Double lynching doesn't encourage scum hunting. I mean seriously - you get to lynch two people who you think are scummy when majority of the time they can't even figure out 1. So the town gets to lynch their way to LYLO faster without even thinking. Did we just lynch a townie because of a dumb wagon? Vote for Double Lynch! Did our DT just get night killed? Vote for Double Lynch! Do we have anything better to do? No. Vote for Double Lynch! Why is this stupid mechanic used? In a game for experienced players it's broken, and in a game with newer players they aren't really good at scumhunting so it's a killer.
Mad Hatters are just terrible for a different reason. Why oh why does a Townie need to kill himself? Even worse the MH unlike the Vigi is a roleclaim that for all intents and purposes not only has no counter-claim but Mafia can't even deal with it. But ok, the MH places bombs on targets. Role claims and says LYNCH ME! This isn't strategic at all. Then add in that you get to vote for a Double Lynch and the silliness continues. Thankfully most Town players don't realize that voting for Double Lynch Day 1 and having their Mad Hatters role claim would allow them to carpet bomb their way to victory. No need to actually look for Mafia when you can almost over power them through sheer KP and numbers.
But I'm glad I've never actually drawn MH because I'd be pretty upset that I'd need to kill myself to use my KP as Town. Vigilantes are just flat out better in every way than this useless role. They can self-confirm without dying, they can pressure vote after a role-claim and threaten people and still have their vote count. Mafia and especially SKs can fake claim the role and hey - it's a valid claim! Not to mention they don't have to role claim and get lynched to be effective. They also clean up the bad townies/anti-town players ASAP which is the real benefit of them. Mad Hatters can't do this because well - they suck.
Rol: Vigis require far more skill than Hatters. Ask yourself how many people you've ever seen on this forum play Vigilante really well to the point of being effective. Then look at the amount of games we've had Hatters just carpet bomb their way through Town or Scum and it was just "oh well, thats how Hatters are" stances. The role is completely garbage.
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Mad Hatters do have one important characteristic in PM games.
Just simply claim that you will, or you did place a bomb on someone during the night. You don't even have to be a MH to do that, but it does make people panic.
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Well PM games are terrible too.
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good points Ace. One thing though.
Serial Killers up the game KP and allow for more situations where pressure to claim happens. As it is now just look at the way most lynches occur. There isn't even pressure voting to claim or trying to figure stuff out. Put an SK in the game and when the multiple night kills start happening Vigilante hunting becomes important. Why would vigilante hunting become more important because of an SK? Can you elaborate on that a little more?
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Voting threads are pretty much going to happen for games with more than ~15 players. It is too hard on the host to not have them. More vote counts in the main thread would be nice though.
I think the reason we have been using Hatters is because Vigis are just ridiculous in PM games. If your game has PMs, you should not be using Vigis. It is too strong for them to just call out their hit and then form a PM circle.
I disagree completely with your statement that Vigis take more skill to play than Hatters. I don't think we have seen more than 1 instance of the Hatter role being used correctly actually (dreamflower in Mafia XV). The thing is, if the Hatter is lynched, the town is wasting KP. It might be appropriate to change the role so they have 1 bomb instead of 2 to avoid the carpet bombing effect, but it is a lot harder to draw out a hit from the mafia while placing your bomb correctly than it is to survive for a day or two and then take a shot.
We don't have the hatter roleclaim and double lynch immediately in an attempt to "carpet bomb our way to victory" because that's actually the easiest way for the town to lose. The town would rather use their KP when their information roles have had a little time to point out scum. Throwing KP at early game suspects is an easy way to kill townies and put the town into a big hole. Sure they might get lucky from time to time, but it just isn't a consistently effective strategy.
Why can't SK or Mafia pretend to be a Hatter? Because they're afraid of a lynch? That is a ridiculous waste. If they have managed to make themselves suspicious enough that they are worried they cannot dodge a lynch with a Hatter claim when they probably could survive with a Vigi claim, they probably screwed up anyways. Also, this isn't really that much of a problem because a lot of the games have the Vigi role on the role list and it just isn't used. The whole point of it being there is so the Mafia/SK can roleclaim it.
I'm with Incognito. I don't think your proposed changes really do much for the player skill level. It won't increase because people don't want to get better.
DrH, mandatory smurfing is just a bad idea. The games become more about figuring out who is which smurf than they do about finding scum.
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On January 04 2011 00:17 Qatol wrote: Voting threads are pretty much going to happen for games with more than ~15 players. It is too hard on the host to not have them. More vote counts in the main thread would be nice though.
I think the reason we have been using Hatters is because Vigis are just ridiculous in PM games. If your game has PMs, you should not be using Vigis. It is too strong for them to just call out their hit and then form a PM circle.
I disagree completely with your statement that Vigis take more skill to play than Hatters. I don't think we have seen more than 1 instance of the Hatter role being used correctly actually (dreamflower in Mafia XV). The thing is, if the Hatter is lynched, the town is wasting KP. It might be appropriate to change the role so they have 1 bomb instead of 2 to avoid the carpet bombing effect, but it is a lot harder to draw out a hit from the mafia while placing your bomb correctly than it is to survive for a day or two and then take a shot.
We don't have the hatter roleclaim and double lynch immediately in an attempt to "carpet bomb our way to victory" because that's actually the easiest way for the town to lose. The town would rather use their KP when their information roles have had a little time to point out scum. Throwing KP at early game suspects is an easy way to kill townies and put the town into a big hole. Sure they might get lucky from time to time, but it just isn't a consistently effective strategy.
Why can't SK or Mafia pretend to be a Hatter? Because they're afraid of a lynch? That is a ridiculous waste. If they have managed to make themselves suspicious enough that they are worried they cannot dodge a lynch with a Hatter claim when they probably could survive with a Vigi claim, they probably screwed up anyways. Also, this isn't really that much of a problem because a lot of the games have the Vigi role on the role list and it just isn't used. The whole point of it being there is so the Mafia/SK can roleclaim it.
I'm with Incognito. I don't think your proposed changes really do much for the player skill level. It won't increase because people don't want to get better.
DrH, mandatory smurfing is just a bad idea. The games become more about figuring out who is which smurf than they do about finding scum.
I know that would happen but it would be nice if it didn't. I hate metagaming and it's mostly very misleading (player x is usually SO ACTIVE why did he not post immediately 10 minutes after the game started omg lynch him)
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Canada7170 Posts
On January 03 2011 11:12 DoctorHelvetica wrote: mandatory smurfing imo This is a nightmare for staff, I think there was a problem with RebirthofLegend and Plexa and I had to tell the rest of the staff why smurfing in mafia was necessary for that game.
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yeah that was a nightmare, I ended up not even getting into that game because a mod banned my account after one post and it took WAY too long for them to unban it. The staff didn't want to allow smurfing for mafia? I mean I know quite a few users who have 2 accounts and don't get banned for it. What was this an issue for Plexa?
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On January 04 2011 05:05 mikeymoo wrote:This is a nightmare for staff, I think there was a problem with RebirthofLegend and Plexa and I had to tell the rest of the staff why smurfing in mafia was necessary for that game. :O What are you doing back in the mafia forum? Here we were getting used to being unsupervised and then you and TheMango suddenly show up!
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I know. I try to hide here so I can avoid bans for at least every 1000 posts. Then all of a sudden we have mango and mikey up in here. I was tempted to push mango day 1 just to get rid of the ban thread
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On January 04 2011 07:10 RebirthOfLeGenD wrote:I know. I try to hide here so I can avoid bans for at least every 1000 posts. Then all of a sudden we have mango and mikey up in here. I was tempted to push mango day 1 just to get rid of the ban thread  No taking away my power grab! I will continue to rule the mafia forum with an iron fist!
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I approve of that! You are like a father to us, a father who beats his children. While at time we hate you and your belt (banlist) at the end of the day we can't help but love your tireless work banning inactives, making us a better game in the end, even if its at the cost of a healthy relationship.
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FREEAGLELAND26781 Posts
On January 04 2011 05:05 mikeymoo wrote:This is a nightmare for staff, I think there was a problem with RebirthofLegend and Plexa and I had to tell the rest of the staff why smurfing in mafia was necessary for that game. Smurfing bad.
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On January 04 2011 07:59 flamewheel wrote:Show nested quote +On January 04 2011 05:05 mikeymoo wrote:On January 03 2011 11:12 DoctorHelvetica wrote: mandatory smurfing imo This is a nightmare for staff, I think there was a problem with RebirthofLegend and Plexa and I had to tell the rest of the staff why smurfing in mafia was necessary for that game. Smurfing bad. Smurfing bad.
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For what it's worth, I agree with axing double lynch and town pms. Even though I like using town pms, I think they get misused mostly.
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Inspired by Foolishness and this hilarious post from Rebirthoflegend,
On January 04 2011 07:30 RebirthOfLeGenD wrote: I approve of that! You are like a father to us, a father who beats his children. While at time we hate you and your belt (banlist) at the end of the day we can't help but love your tireless work banning inactives, making us a better game in the end, even if its at the cost of a healthy relationship.
I made this banner for Qatol.
![[image loading]](http://i499.photobucket.com/albums/rr355/maidenofmystery/Images/Qatol.jpg)
The green face is from the Qatol card in L5R. Forgive my poor Photoshopping skills, not to mention this brief derailment of Ace's thread. Sometimes, having a funny inspiration and wanting a break from work can do funny things to one's mind.
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I have to ask... why am I a captain again? The father thing at least makes sense (in a twisted sort of way, but thanks for the laugh RoL).
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<3 perhaps you are our leader in the war against the inactives?
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I say you quickly make TMM3 a ban list game
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On January 04 2011 00:17 Qatol wrote:
I disagree completely with your statement that Vigis take more skill to play than Hatters. I don't think we have seen more than 1 instance of the Hatter role being used correctly actually (dreamflower in Mafia XV). The thing is, if the Hatter is lynched, the town is wasting KP. It might be appropriate to change the role so they have 1 bomb instead of 2 to avoid the carpet bombing effect, but it is a lot harder to draw out a hit from the mafia while placing your bomb correctly than it is to survive for a day or two and then take a shot.
Whether the Hatter dies by lynch or NK he/she has fulfilled their job: dying to kill other players. I agree that via lynch the town has wasted KP but we have seen many times where the town purposefully lynches a claimed Hatter. Scum and SKs can not claim Hatter because of this. The Hatter's job is to die. They don't want to die. If they claim it the town will ask where the bombs are and when is it a good time to lynch you. 2 things neither of those players want to deal with. It's one of the best Pro-Town claims ever because there is no counter claiming it.
We don't have the hatter roleclaim and double lynch immediately in an attempt to "carpet bomb our way to victory" because that's actually the easiest way for the town to lose. The town would rather use their KP when their information roles have had a little time to point out scum. Throwing KP at early game suspects is an easy way to kill townies and put the town into a big hole. Sure they might get lucky from time to time, but it just isn't a consistently effective strategy.
Well you can't bomb your way to victory Day 1 anyway. But by Day 3 when some investigative results and lynches are resolved the town should just have their hatters claim. Really what are the Mafia going to do? Kill you?
Why can't SK or Mafia pretend to be a Hatter? Because they're afraid of a lynch? That is a ridiculous waste. If they have managed to make themselves suspicious enough that they are worried they cannot dodge a lynch with a Hatter claim when they probably could survive with a Vigi claim, they probably screwed up anyways. Also, this isn't really that much of a problem because a lot of the games have the Vigi role on the role list and it just isn't used. The whole point of it being there is so the Mafia/SK can roleclaim it.
I'm with Incognito. I don't think your proposed changes really do much for the player skill level. It won't increase because people don't want to get better.
DrH, mandatory smurfing is just a bad idea. The games become more about figuring out who is which smurf than they do about finding scum.
As said before, Mafia and SK can't pretend to be MH because the role is designed to die. The Town will lynch a MH just as fast as they sometimes lynch Vanilla Townies or unclaimed Blue roles on the chopping block. The difference here is the Town clearly thinks killing the MH is an immediate advantage. As you asked - being afraid of the lynch? Yes. Because unlike any other Power Role this is the one the Town WILL lynch even knowing it's a Townie.
I don't know who is modding games with Vigis there just as a prop. It is imo one of the best roles, if not the best even without SK and Scum fake claims taken into account. I pointed out in my previous post why but to sum it up: Vigis add much more depth and rewards Scum hunting better than Mad Hatters can. If I'm good at finding Scum why would I want to have to kill myself to take out people? I'd rather kill them and stay alive to find more scum.
I still think forcing the game to be played like most other places with in thread voting and no PMs will up the skill level whether people want to get better or not. Read through the past games with Private Messages and look at how terrible some of the players are doing. It's not even always their fault because they honestly have no idea what is going because half the information that would help them is missing.
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No PMS is yes. i have held the same thoughts about PM games for some time now, but would keep playing because "maybe this time will be different." i gave up on that though. no-PM games only for me. Heck, even though Pokemafia wasnt exactly a blockbuster, it was still better than it would have been if PMs were allowed.
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The whole PM issue is one that has gone back and forth for awhile, some for some against. I think it comes down to not so much the hating of PM's but how they are used.
When the games first started circles were formed in them, but the pming also heavily relied on what I like to think of as an "idea circle" or anything on those lines.
People would get together, fully expecting 1 or more of the people they are talking to to be mafia. Rather than discussing role distribution, the group would talk about strategies that could be used, behavioural analyze as a group, clue analyze as a group. There was alot of information being shared, and due to the nature of the group everyone had to participate somehow. Eventually people may end up claiming, but the idea was more on finding reds than confirming town.
I am not sure where this whole stance of confirming town circles and just offing people came from (an active mafia team should easily destroy this unless game is horrrribly town favoured).
If pm's were used as they were in the past, or as the people I routinely pm'd in games did, I believe the skill level would rise.
I could be horribly wrong on this, but I just think the concept of how to use pm's got lost somewhere along the way.
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^^The thing is, how do we regulate the way people use PMs? we can't, other than ban PMs. I completely agree that PMs are an extremely useful tool - for circumnavigating a spammy town environment - for pressuring lurkers or mafia suspects to vote with the town - for analyzing with a select group - ultimately, for scumhunting.
However, I also completely agree that the way they are used right now makes me feel left out of half the conversation in a game, with less info to analyse and less connection to what's happening. Although, lately it seems like PM's are always getting posted in the thread anyway lol...irc logs too now rofl.
I suppose some people will decide they are ok with pms, some people (myself included) will prefer no pms. There will likely still be games with and without, so everyone should/can be happy.
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The PTI or PTN (Pro-Town Information group or Pro-Town Network) was and, depending on the host, still is a big problem where I play.
It was winning game after game, and frustrating many people. If you were town, you followed them. If you were mafia, you died fast. If you were in the PTN, you had all the fun.
Hosts started to take measures against this. In a game called 'Netherworld', a pro town group formed. It comprised of the detectives and two doctors. It was later joined by myself and another person.
I was part of the mafia, a 5 man team in this game. I had a traitor role, if I could kill 4 people, I would break off and form my own mafia, directly against my old teammates. I pursued this objective, infiltrating the pro town group. It was, however, also infiltrated by a guy named TinCow, who was revealed as the serial killer, but passed himself off as pro town. He got 4 kills, formed his own mafia, killed the PTN from the inside, and won the game.
Different people restrict it in different ways. A game just finished had three tiers of investigations and players could change alignments. Thats a common form, as is the nerfing down of detectives.
Its up to the host to take into account the likelihood of a PTN forming, and counter-balance it, or don't let it form.
I don't believe removing PMs is the best way, and it has always been a big part of how we play.
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On January 06 2011 14:06 pevergreen wrote: The PTI or PTN (Pro-Town Information group or Pro-Town Network) was and, depending on the host, still is a big problem where I play.
It was winning game after game, and frustrating many people. If you were town, you followed them. If you were mafia, you died fast. If you were in the PTN, you had all the fun.
Hosts started to take measures against this. In a game called 'Netherworld', a pro town group formed. It comprised of the detectives and two doctors. It was later joined by myself and another person.
I was part of the mafia, a 5 man team in this game. I had a traitor role, if I could kill 4 people, I would break off and form my own mafia, directly against my old teammates. I pursued this objective, infiltrating the pro town group. It was, however, also infiltrated by a guy named TinCow, who was revealed as the serial killer, but passed himself off as pro town. He got 4 kills, formed his own mafia, killed the PTN from the inside, and won the game.
Different people restrict it in different ways. A game just finished had three tiers of investigations and players could change alignments. Thats a common form, as is the nerfing down of detectives.
Its up to the host to take into account the likelihood of a PTN forming, and counter-balance it, or don't let it form.
I don't believe removing PMs is the best way, and it has always been a big part of how we play. I don't think you're understanding the problem that people have with the PM networks. I don't think a single person here is complaining that they are too strong. That is because bad things tend to happen to people who form PM circles.
The biggest problem that someone like Ace has with this is that townies tend to be careless when working in PM circles and they wind up giving up their roles for no reason. There is inevitably a leak and then they wind up killing each other and looking silly in the process.
The other problem people complain of is that if you are in the PM network, you feel like you are playing the whole game by yourself and the town is a bunch of lazy players piggybacking off your work. If you aren't in the circle, you are pretty bored because the circle doesn't trust you and all they want you to do is vote the way they tell you to vote.
Personally, I think that it is okay to leave in PM networks, but the skill level of the players needs to be increased to do so. PMs can be very strong analysis tools and a good way to persuade the town towards your point of view is used correctly. But not enough players actually use PM networks correctly, getting themselves in trouble instead. If players are not willing to improve, then PMs are a bad idea.
Honestly, I think this is best solved by having PMs only used occasionally, mostly in Boot Camp setups. Most players just aren't ready for them yet.
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The other problem people complain of is that if you are in the PM network, you feel like you are playing the whole game by yourself and the town is a bunch of lazy players piggybacking off your work. If you aren't in the circle, you are pretty bored because the circle doesn't trust you and all they want you to do is vote the way they tell you to vote.
I could not agree more with this. I remember the first few mafia games I played this is exactly how I felt. The issue is kind of remedied when you start being aggressive about what you want to do. By being active you generally either don't give a shit about PM circles or get into/create one. I mean hey if you aren't in one, then just start PMing people. Its what I do. But it definitely turned me off at first and felt like it was basically the good players/friends vs the mafia and I was kind of there watching. I think when I host XXXVII I am definitely going to include a big advice section on what to/not to do in a PM game and what to consider.
I think we have never really taken the initiate to put in a games OP what exactly everyone should be thinking. Its good to have some guidelines or some ideas to keep in mind going into it, some stuff to keep newer players from getting discouraged which can happen all too easy in PM games. It sucks thinking there must be so much going on you just have no idea about. Its one of the reasons I like no PM set ups from an analytical perspective. I know everything is exactly how it seems in the thread and don't have to wonder if people are saying things I don't know. For example OpZ and another player plotting my death in XXXV
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Stop playing with detectives that rolecheck and PMs won't form game deciding circles. Compensate by giving town abilities that need to be properly used, like vig hits.
The games typically run along the Day 1) Random lynch. Day 2) Lynch an idiot. Day 3) Lynch whomever the DT/blue claimant has fingered route, and as such we see huge drops in activity midway through day 2, as there's nothing for most townies to add to the game at that point, regardless of if there's a townie circle or not.
Also, regardless of the role setup, even in no PM games, most games do devolve into setups wherein a very select few people do the hard lifting, push conversation and actively scumhunt while the majority of town sits back and chimes in from time to time. That's not a game problem, its a time management issue from the players. Not everyone's going to have the time to push their agenda, and even 2-3 superb posts by a time stripped town player can be chumpposted and ignored if mafia are on the ball.
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On January 07 2011 19:03 L wrote: Stop playing with detectives that rolecheck and PMs won't form game deciding circles. Compensate by giving town abilities that need to be properly used, like vig hits.
The games typically run along the Day 1) Random lynch. Day 2) Lynch an idiot. Day 3) Lynch whomever the DT/blue claimant has fingered route, and as such we see huge drops in activity midway through day 2, as there's nothing for most townies to add to the game at that point, regardless of if there's a townie circle or not.
Also, regardless of the role setup, even in no PM games, most games do devolve into setups wherein a very select few people do the hard lifting, push conversation and actively scumhunt while the majority of town sits back and chimes in from time to time. That's not a game problem, its a time management issue from the players. Not everyone's going to have the time to push their agenda, and even 2-3 superb posts by a time stripped town player can be chumpposted and ignored if mafia are on the ball. Amusingly, this happened in Mafia XXXV (which was going on when you made this post). Instead, there were 3 Vets and a Vigi. Most of the town players spent a good portion of the game complaining about how worthless the DT was. More mini games without DTs might be interesting.
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Here's a few ideas for XXXVI
24hour Night Zero. (No kill). This will just be a period where alignment PMs are sent out, and for the mods to ask people about their profiles. No voting can be done, but essentially it extends day one by 24 hours.
Extensive replacement list filled with active vets. This way as the game progresses, the town's inactive players can be replaced with people will be more active and the quality of discussion will still remain high
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On January 19 2011 02:19 Qatol wrote:Show nested quote +On January 07 2011 19:03 L wrote: Stop playing with detectives that rolecheck and PMs won't form game deciding circles. Compensate by giving town abilities that need to be properly used, like vig hits.
The games typically run along the Day 1) Random lynch. Day 2) Lynch an idiot. Day 3) Lynch whomever the DT/blue claimant has fingered route, and as such we see huge drops in activity midway through day 2, as there's nothing for most townies to add to the game at that point, regardless of if there's a townie circle or not.
Also, regardless of the role setup, even in no PM games, most games do devolve into setups wherein a very select few people do the hard lifting, push conversation and actively scumhunt while the majority of town sits back and chimes in from time to time. That's not a game problem, its a time management issue from the players. Not everyone's going to have the time to push their agenda, and even 2-3 superb posts by a time stripped town player can be chumpposted and ignored if mafia are on the ball. Amusingly, this happened in Mafia XXXV (which was going on when you made this post). Instead, there were 3 Vets and a Vigi. Most of the town players spent a good portion of the game complaining about how worthless the DT was. More mini games without DTs might be interesting. As an aside, vet is also a terrible role.
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Now that Mafia XXXVI is over (and talking about this cannot affect the game in any way), I'd like to bring up the problems I have with the Serial Killer role:
1. It is a ridiculously hard role to win with. The margin for error is much smaller than Town or Mafia, and I think that can make getting the role extremely frustrating.
2. More importantly, all too often it sets up a situation in which Town/Mafia/or the SK cannot win. Instead, they are able to decide which of the other two sides will win the game. I don't think it is fair to the members of the other two sides because they become reliant upon the actions of people who no longer have a stake in the game.
Examples: a. In PYP3, deconduo as mafia was forced into a situation he could not win unless JimboSIlvers (the SK) decided to forfeit the game by saving deconduo from a lynch. However, JimboSilvers was reliant upon deconduo to use his night hit on a player other than JimboSilvers or the bulletproof player. JimboSilvers only won the game because a player got himself modkilled. Otherwise, deconduo's decision to not hit anyone would have given the game to the town.
b. In Mafia XXXVI, LunarDestiny was exposed as a SK relatively early in the game, but he was not lynched. At this point, he has lost. The town and the mafia will unite to take him down later in the game. There is no way for him to win. However, he can still significantly affect the outcome of game by either hitting town members or mafia members before he gets himself lynched. This is particularly frustrating for the mafia because if LunarDestiny decides to side with the town, the mafia have no way of eliminating him from the game because Serial Killers are immune to night kills.
c. This has not happened yet, but imagine an end game scenario with 2 greens, a SK, and a mafia. It is day. For simplicity's sake, assume that everyone knows the alignment of everyone else. If the townies both decide to vote for the SK, then the mafia member wins. Otherwise the SK wins.
Now you might argue that the player/faction should just play better to avoid this problem. However, I think that the current design of the SK role invites these situations, especially if the Serial Killer survives into the late game because it is in the Serial Killer's best interest to keep at least 1 mafia member alive for the extra KP. Additionally, the mafia cannot usually eliminate a SK without the help of the town.
I have a solution to this problem, a role which we used in Mafia XXII and then never used again for some reason: the Assassin.
Assassin The Assassin is this game's third party candidate! Except for, there may be more than one? To complete his/her win objective, the Assassin is to find and kill all the other Assassins in the game. Assassins will be told in their role PMs how many Assassins there are in the game, but nobody beyond them will know. Assassins show up as Assassins to role checks. To clarify the Assassin's win objectives: The Assassin wins alone, and must complete his mission before the war between the town and the mafia ends. The Assassin counts toward the number of town-aligned people for counting town vs. mafia purposes.
In order to kill his targets/competitors, the Assassin is a combination of vigilante and detective. Each Assassin will have two role checks to use per game, and two night kills per game. You may only use one of each per night. If you manage to kill another Assassin with your night kill, it will be refunded. We can definitely tweak the basic version of the role (making it bulletproof to non-assassins at night, taking away the rolechecks, letting them kill every night, doing whatever), but I think the basic objective helps to remove both of my concerns without detracting from the basic game environment.
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Foolishness
United States3044 Posts
^^ I'll second that motion. Doesn't the winning assassin get taken out of the game as soon as he's the winner?
However I am of the opinion that 3rd party roles should just be taken out altogether. That includes roles like village idiot.
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I agree with 1.) but not A.) and certainly not 2.
Mafia, even if they know the presence of an SK don't have to Night Kill anyone if they don't want to. Sure, deconduo NKing someone makes it easier for the SK to win but Mafia aren't forced to NK. The role is hard to win with because it requires a balancing act and some luck. This is exactly why SKs are bulletproof and show up innocent. If we could go back in time I still wouldn't force deconduo to NK if he didn't want to. Also JimboSilvers was still in decent position to win as the Town was still in LYLO. He had options for sure.
As for 2 that doesn't happen often. SKs are rarely outted early on unless it's known there is one in the game or they do something to make themselves known. That could be getting caught in a lie about being a Vigilante, attracting too much NK attention and living, or even playing in a funny way. Even so when they mess up I rarely see them screw the other 2 sides over apart from maybe 2 games on TL. Those few instances where SKs sell their services in attempt to screw the Town/Mafia are hard to moderate since the SKs may be thinking they can live longer and in fact further their Win Condition. Otherwise a hidden SK that outs himself purposely to screw over one of the other factions should be modkilled and this won't be an issue.
b.) is what I was just talking about (in Insane Mafia I think). Really though Town should just lynch an SK at that point. Part of it can be blamed on LD I guess, but most of the blame has to go on town at that point for being so damn stupid.
If c.) happens oh well. If it gets down to 4 players with a known SK then really what happened before that to let an outted SK live so long?
If the SK lives to the late game then they deserve it. Assassin was just a boring role. I think I was in a game with them and really didn't care about their WC. It was also a broken role that could affect the game just as much as an SK could. Having a game within a game doesn't seem to work well in Mafia imo.
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Agree with Foolishness here. Third parties just add too much volatility to the game that imo don't help gameplay too much. Distracts town from actually knowing what their win condition is, and just makes town hope SK does the dirty work for them. Just look at PYP3. Besides BC, town didn't deserve to win anything. Yet they still got close because SK was being pro-town. At the same time, mafia just has to hope SK isn't smart enough to target them, since they're pretty much powerless to eliminate the SK even if they know who he is. The only way to eliminate him is by lynch, and most times town isn't going to be up for letting that happen.
Also as with Qatol's first point, its really hard to win with SK. If I got an SK in a 30 person game, I wouldn't be too inclined to play seriously. So many things can go wrong, and I'm going to have an extremely difficult time trying to make everything play out the right way. It will take days/weeks of effort to actually win, but if anything goes wrong, my chances of winning could vaporize in an instant. With this sort of payoff, is it worth it? Probably not. Might as well mess around and just get a good laugh out of it instead of potentially getting an ulcer trying to win the game.
If SK is actually trying to win the game, then the SK has a balancing effect on the game. If town is doing poorly, SK is going to be pro-town. If mafia is getting obliterated, SK is going to try to shoot some townies. Which gives town/mafia the option of playing a mediocre game and still getting away with it. So in essence, smart serious SK allows the rest of the town/mafia to slack off and play a mediocre game and still be ok, while a non-serious SK just makes the game volatile. No reason to have SKs imo.
As for assassins, I'm not sure how this mechanic helps the game. First, it adds a bunch of KP to the game, making it volatile. Second, if they're made bulletproof, thats just disadvantageous for the mafia, since now theres around 2-4 non-hittable 3rd party characters, 2 potential medic prot targets and potentially a vet. No point in either mafia or town finding assassins either, so basically this just creates two games, which doesn't improve gameplay imo.
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for what its worth, i quite liked the three faction setup from haunted, although neither "mafia" could be considered the third party, since they were basically two competing scum teams.
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On February 11 2011 15:27 Incognito wrote: Agree with Foolishness here. Third parties just add too much volatility to the game that imo don't help gameplay too much. Distracts town from actually knowing what their win condition is, and just makes town hope SK does the dirty work for them. Just look at PYP3. Besides BC, town didn't deserve to win anything. Yet they still got close because SK was being pro-town. At the same time, mafia just has to hope SK isn't smart enough to target them, since they're pretty much powerless to eliminate the SK even if they know who he is. The only way to eliminate him is by lynch, and most times town isn't going to be up for letting that happen.
Also as with Qatol's first point, its really hard to win with SK. If I got an SK in a 30 person game, I wouldn't be too inclined to play seriously. So many things can go wrong, and I'm going to have an extremely difficult time trying to make everything play out the right way. It will take days/weeks of effort to actually win, but if anything goes wrong, my chances of winning could vaporize in an instant. With this sort of payoff, is it worth it? Probably not. Might as well mess around and just get a good laugh out of it instead of potentially getting an ulcer trying to win the game.
If SK is actually trying to win the game, then the SK has a balancing effect on the game. If town is doing poorly, SK is going to be pro-town. If mafia is getting obliterated, SK is going to try to shoot some townies. Which gives town/mafia the option of playing a mediocre game and still getting away with it. So in essence, smart serious SK allows the rest of the town/mafia to slack off and play a mediocre game and still be ok, while a non-serious SK just makes the game volatile. No reason to have SKs imo.
As for assassins, I'm not sure how this mechanic helps the game. First, it adds a bunch of KP to the game, making it volatile. Second, if they're made bulletproof, thats just disadvantageous for the mafia, since now theres around 2-4 non-hittable 3rd party characters, 2 potential medic prot targets and potentially a vet. No point in either mafia or town finding assassins either, so basically this just creates two games, which doesn't improve gameplay imo.
You are assuming that every SK is going to be in a position to know who is Town and who is Scum. This rarely happens even up to end game scenarios.
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On February 11 2011 16:23 Ace wrote:Show nested quote +On February 11 2011 15:27 Incognito wrote: Agree with Foolishness here. Third parties just add too much volatility to the game that imo don't help gameplay too much. Distracts town from actually knowing what their win condition is, and just makes town hope SK does the dirty work for them. Just look at PYP3. Besides BC, town didn't deserve to win anything. Yet they still got close because SK was being pro-town. At the same time, mafia just has to hope SK isn't smart enough to target them, since they're pretty much powerless to eliminate the SK even if they know who he is. The only way to eliminate him is by lynch, and most times town isn't going to be up for letting that happen.
Also as with Qatol's first point, its really hard to win with SK. If I got an SK in a 30 person game, I wouldn't be too inclined to play seriously. So many things can go wrong, and I'm going to have an extremely difficult time trying to make everything play out the right way. It will take days/weeks of effort to actually win, but if anything goes wrong, my chances of winning could vaporize in an instant. With this sort of payoff, is it worth it? Probably not. Might as well mess around and just get a good laugh out of it instead of potentially getting an ulcer trying to win the game.
If SK is actually trying to win the game, then the SK has a balancing effect on the game. If town is doing poorly, SK is going to be pro-town. If mafia is getting obliterated, SK is going to try to shoot some townies. Which gives town/mafia the option of playing a mediocre game and still getting away with it. So in essence, smart serious SK allows the rest of the town/mafia to slack off and play a mediocre game and still be ok, while a non-serious SK just makes the game volatile. No reason to have SKs imo.
As for assassins, I'm not sure how this mechanic helps the game. First, it adds a bunch of KP to the game, making it volatile. Second, if they're made bulletproof, thats just disadvantageous for the mafia, since now theres around 2-4 non-hittable 3rd party characters, 2 potential medic prot targets and potentially a vet. No point in either mafia or town finding assassins either, so basically this just creates two games, which doesn't improve gameplay imo. You are assuming that every SK is going to be in a position to know who is Town and who is Scum. This rarely happens even up to end game scenarios.
If the SK is good, he can have a general idea of who is who. If the SK isn't good and is still trying to win, then this just gets to the volatility thing. Could throw the game either way depending on who the hits are. Even if SK has some reasonably informed hits, it still allows the possibility that the losing side gets a big break.
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Even good SKs rarely get all their reads correct. Even so a 3rd faction killing both sides isn't an issue to me. The Town, a long with the Mafia don't change up their methods of winning because an SK exists.
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On February 11 2011 14:51 Ace wrote: I agree with 1.) but not A.) and certainly not 2.
Mafia, even if they know the presence of an SK don't have to Night Kill anyone if they don't want to. Sure, deconduo NKing someone makes it easier for the SK to win but Mafia aren't forced to NK. The role is hard to win with because it requires a balancing act and some luck. This is exactly why SKs are bulletproof and show up innocent. If we could go back in time I still wouldn't force deconduo to NK if he didn't want to. Also JimboSilvers was still in decent position to win as the Town was still in LYLO. He had options for sure.
As for 2 that doesn't happen often. SKs are rarely outted early on unless it's known there is one in the game or they do something to make themselves known. That could be getting caught in a lie about being a Vigilante, attracting too much NK attention and living, or even playing in a funny way. Even so when they mess up I rarely see them screw the other 2 sides over apart from maybe 2 games on TL. Those few instances where SKs sell their services in attempt to screw the Town/Mafia are hard to moderate since the SKs may be thinking they can live longer and in fact further their Win Condition. Otherwise a hidden SK that outs himself purposely to screw over one of the other factions should be modkilled and this won't be an issue.
b.) is what I was just talking about (in Insane Mafia I think). Really though Town should just lynch an SK at that point. Part of it can be blamed on LD I guess, but most of the blame has to go on town at that point for being so damn stupid.
If c.) happens oh well. If it gets down to 4 players with a known SK then really what happened before that to let an outted SK live so long?
If the SK lives to the late game then they deserve it. Assassin was just a boring role. I think I was in a game with them and really didn't care about their WC. It was also a broken role that could affect the game just as much as an SK could. Having a game within a game doesn't seem to work well in Mafia imo. b. Seems to be the most common occurrence. It just comes down to how the town decides to deal with the situation. That is the difference between PYP2 and Mafia XXXVI. In one, the town just lynched the SK. In the other, they let him live (which I agree probably wasn't the right move).
c. This was just a hypothetical example, but there is no reason the mafia couldn't have just outed the SK the day/night before (they would know because they tried to hit him) or someone like BC from PYP3 didn't just step up and figure it all out. I was just trying to make the point that there can be situations in which each of the three factions cannot win but they have the chance to decide who the winner will be. I think we should make an effort to minimize these situations.
The reason that I suggested Assassins is twofold: 1. In your OP you wanted more SKs. I assume this is to force players to do more analysis. I was countering by saying I would rather have Assassins than more SKs. They still add KP to the game without giving it to the town or mafia, they still require analysis to use correctly (forcing people to develop healthy habits), especially if you take away the rolecheck ability, but they don't have quite as devastating an effect on the end game.
2. The trend in current games seems to be towards including SKs. I think this is a better alternative for the host who already has decided they want to add third party players to their game. I agree with Incognito that making them bulletproof might not be the best idea. That was just a random suggestion to point out that they can act very similar to SKs, but without the flaws that I pointed out earlier (at least not to the same extent).
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Well I would definitely agree with losing the role check ability if you want Assassins. I'm still not sure about their objective though. If they end up killing random people I'm fine with that if it leads to more thinking.
I don't know why everyone is including SKs now They are imo better used once in a while. 3rd party is ok, but SKs themselves every game can be annoying. So I think we'd both agree on that.
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I know i'm retarded, but I accidently roleclaimed in orgah mafia in a pm which is against the rules. In orgah, you cannot reveal or even claim anything about your role, but you can do it in the thread. Also in orgah, there are no flips. i was having a hard time trying to contribute anything in the thread and I felt like I might get more done in PM, which was when I accidently sent a message about my abilities. I think either no pms, or free open pms are the best way to go.
The other thing is that PM's encourage game play. Like when I feel I'm involved and in direct communication with someone, then I am more encouraged to play. In a game with no information revealed upon death, I think being able to communicate freely and openly behind the scenes is fun and really makes the game more interesting.
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kitaman27
United States9244 Posts
This isn't really related to future game setup, rather a request for future hosts. Would you guys mind trying to remember to update the OP at the conclusion of the game with the role lists? Having to dig through the last 10 pages of a thread trying to look up a certain players role or alignment during a past game can sometimes get rather tedious, especially if there are multiple games to look up. Thanks!
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100% agreed, thats why I started doing that in my games. Put them in spoilers too so people reading the game don't see the results unless they want to.
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I just link to the wrapup posts in the OP. People can click the link if they want the spoiler.
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