I will not allow playing in multiple games, however if you are in Sleeper Cell or Survivor, feel free to sign up as they should end in time.
Is it all right if I play while hosting? >.> If so, /in.
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Node
United States2159 Posts
I will not allow playing in multiple games, however if you are in Sleeper Cell or Survivor, feel free to sign up as they should end in time. Is it all right if I play while hosting? >.> If so, /in. | ||
Node
United States2159 Posts
On May 09 2011 04:09 Xedat wrote: /in This is my first time playing, I played a few SC2 UMS games of mafia and am following the current "main" Mafia game. Do you think it is smart to play in this setup for the first time playing a proper forum mafia game? If not is there an estimated time when a more noob friendly game will be starting? Not to steal players from Ver, but if you're interested I'm definitely going to need replacements in XXXIX, and it might not be too hard for you to sub in since you're already following it. | ||
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On May 11 2011 17:33 VisceraEyes wrote: /in for Sub if sign-ups closed....let me know. all right, who's the mars volta fan with a smurf? | ||
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Actually, what are Moles considered in general alignment-wise? Do they ever become red? Do they start as green? Are they always something else entirely? | ||
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On May 12 2011 11:09 tnkted wrote: | ||
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DUN DUN DUUUUUNNNNNNNNN | ||
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On May 14 2011 09:58 GMarshal wrote: Alright, discussion time it is, before we start I want to preface this with something I picked up in PYP3 Show nested quote + On December 30 2010 16:32 Qatol wrote: 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. so, whatever you do, don't claim your numbers, we want to throw the mafia off, the last thing we want them is to be able to take two kp roles or something like that. Onto GM's Mafia Power denial plan. In this game there are several powers that are really, really anti town, and rather powerful, the GF's, the PoD and such. The easiest way to counter these powers is to know who has them, that way we avoid their usage by having someone responsible for them. For this reason I have created a draft of the most "anti-town" roles in the game and assigned numbers to pick them. If your number in the draft order coincides with this power then you *must* pick it, so we can control what roles the mafia has. 1-5- KP roles, America/CPR doc/inventor or roles you know you can use effectively (pupeteer, etc) I also advise that the MethMan be picked up there to encourage the mafia to not shoot into those roles. Position 6- Theif. We dont want the mafia to have this, since its even more anti-town than copycat in mafia hands, as it allows them to deny us a role and gain a powerful role. 7- Caller Godfather- since its extremely anti town and essentially adds a traitor to our ranks, its not something I want to worry about 8- PoD- again extremely anti town, lets deny its usage shall we? 9- vote rigger, like a pardoner on steroids, if a pardoner pardons we just lynch him, we have no way of catching the rigger, this way we know who he is from here on down people should choose what they feel they can use effectively and to the benefit of the town. By following this plan we eliminate the threat of 4 worrisome roles that can really hurt the town. This needs some refinement naturally, but it seems to me like a decent start. Also if any of these roles have been taken we know that the mafia is somewhere in the top five and *really* wants whatever role it is they took, thus we can focus our search on those Pardoner dosn't worry me as he must out himself to use his power and is then guaranteed to be made a pincushion by our vigis and other killing roles, and the threat of the copycat is nullified as long as we lynch someone low on the list. Just my initial thoughts, comments? I question whether it's a good idea to specifically deny the mafia powerful roles. There are certainly a few roles that would be extraordinarily powerful in the hands of the mafia, but there are enough good-to-very strong roles that if they didn't feel comfortable picking top-tier they could just go elsewhere. In addition, there's the more "quirky" roles where a well-executed tactic could be disastrous (for instance, check out the synergy between the mason and the agent of chaos) but difficult to predict and deny. I'd rather see the town prioritize the roles that would be really powerful in the hands of the town. For instance, the Assassin could basically be used as an alignment-checking DT that kills mafia when they find them. There's very little risk in having the role going to a townie. Other potentially good town roles include Cupid, Priest, and Jailkeeper. I haven't extensively gone into any other possibilities, but there's definitely good stuff out there. | ||
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On May 14 2011 13:28 Kavdragon wrote: I picked [1.5][0.5]. Am i doing it right? ...or we can get down to business: Node. Cool story. What role did you get? Show nested quote + On May 14 2011 10:19 Node wrote: On May 14 2011 09:58 GMarshal wrote: Alright, discussion time it is, before we start I want to preface this with something I picked up in PYP3 On December 30 2010 16:32 Qatol wrote: 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. so, whatever you do, don't claim your numbers, we want to throw the mafia off, the last thing we want them is to be able to take two kp roles or something like that. Onto GM's Mafia Power denial plan. In this game there are several powers that are really, really anti town, and rather powerful, the GF's, the PoD and such. The easiest way to counter these powers is to know who has them, that way we avoid their usage by having someone responsible for them. For this reason I have created a draft of the most "anti-town" roles in the game and assigned numbers to pick them. If your number in the draft order coincides with this power then you *must* pick it, so we can control what roles the mafia has. 1-5- KP roles, America/CPR doc/inventor or roles you know you can use effectively (pupeteer, etc) I also advise that the MethMan be picked up there to encourage the mafia to not shoot into those roles. Position 6- Theif. We dont want the mafia to have this, since its even more anti-town than copycat in mafia hands, as it allows them to deny us a role and gain a powerful role. 7- Caller Godfather- since its extremely anti town and essentially adds a traitor to our ranks, its not something I want to worry about 8- PoD- again extremely anti town, lets deny its usage shall we? 9- vote rigger, like a pardoner on steroids, if a pardoner pardons we just lynch him, we have no way of catching the rigger, this way we know who he is from here on down people should choose what they feel they can use effectively and to the benefit of the town. By following this plan we eliminate the threat of 4 worrisome roles that can really hurt the town. This needs some refinement naturally, but it seems to me like a decent start. Also if any of these roles have been taken we know that the mafia is somewhere in the top five and *really* wants whatever role it is they took, thus we can focus our search on those Pardoner dosn't worry me as he must out himself to use his power and is then guaranteed to be made a pincushion by our vigis and other killing roles, and the threat of the copycat is nullified as long as we lynch someone low on the list. Just my initial thoughts, comments? I question whether it's a good idea to specifically deny the mafia powerful roles. There are certainly a few roles that would be extraordinarily powerful in the hands of the mafia, but there are enough good-to-very strong roles that if they didn't feel comfortable picking top-tier they could just go elsewhere. In addition, there's the more "quirky" roles where a well-executed tactic could be disastrous (for instance, check out the synergy between the mason and the agent of chaos) but difficult to predict and deny. I'd rather see the town prioritize the roles that would be really powerful in the hands of the town. For instance, the Assassin could basically be used as an alignment-checking DT that kills mafia when they find them. There's very little risk in having the role going to a townie. Other potentially good town roles include Cupid, Priest, and Jailkeeper. I haven't extensively gone into any other possibilities, but there's definitely good stuff out there. Node's ideas are wrong, and wrong in a way that benefits mafia. Mafia wants to get the powerful roles, and the will try to get them. Anything beyond this is WIFOM. We can build a list of roles that the mafia will likely try to obtain, and have town go after those roles. If a townie and a mafia try to get the same role, town wins: The ratio of mafia to townies is 1/4, so if we send one townie to block a role that the mafia want, we only allocate 1/4 of the manpower that the mafia has to in order to try for the role, and they have no better chance of getting that power than the townie does. This is very similar to the reason that 1-1 trades work well. I'm not saying that we should not go for pro-town roles, but that we need to also go for anti town roles. We have a manpower advantage over the mafia, and we should utilize it. Compound this with the fact that node states his opinions very tentatively, and you've got yourself an FOS: node. Let me put it this way. There are over twenty roles with the power to kill. There are 7 - 10 (depending on how you define them) with the ability to kill or give somebody else the power to kill every cycle. There are at least 5 roles that are only powerful when used by the mafia. If you think we can realistically keep all of those out of the hands of the mafia, well, there's not much I can do for you. I think the courses that the other PYP games took show that it's pretty hard to make things go according to plan, and those had closer to 25 roles as opposed to the ~65 available here. Which is why I think it's important that instead of limiting the choices of the mafia (because they have enough choices that it's almost pointless to try aside from a select few really really powerful roles), it would be better to maximize the powers the town would have to work with. | ||
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I do think that it's a good idea to "forbid" a select few roles that are blatantly anti-town. However, I don't think it's really necessary to spell these out, since we're all smart enough to know that if Prince o' Darkness is rolechecked we've got scum on our hands. Also, is there anywhere we can see the numbers people have previously picked for the draft? I looked through the previous OPs, and they have the draft orders, but not the numbers themselves. | ||
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On May 15 2011 12:49 Kavdragon wrote: So... According to the OP the day posts come at 04:00 GMT (+00:00), which was about 2 hours ago. The way I understood the above post was that you would be posting the draft order 2 hours ago, right? Is it late, or should I expect it tomorrow? Offtopic, but you may have set your time zone wrong, as Ver is using the [ time] function. | ||
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On May 15 2011 13:43 Kavdragon wrote: So far I have: 1. Flamewheel 2. Scamp [7][11] 3. Caller 4. Barundar 5. Radfield 6. GMarshal 7. Deconduo 8. Foolishness 9. bumatlarge 10. Kavdragon [2][1] 11. Chaoser [2][x] 12. Fishball 13. KillerSOS 14. Eiii [6][x] 15. Infinitestory [6][10] 16. Dreamflower [4][1] 17. Mr.Wiggles [4][x] 18. Original Name[4][6] 19. tnkted [4][12] 20. Chezinu 21. Ace [9][9] 22. Kurumi [9][x] 23. Incognito[9][x] 24. Node [9][1] 25. kitaman27 [9][1] Just to note, this list isn't going to help all that much now, but hopefully later on after some mafia flip, we will be able to analyse the drafting behaviors. How do you figure that Ace picked [9][9]? | ||
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On May 16 2011 16:17 Scamp wrote: Show nested quote + On May 16 2011 16:15 KillerSOS wrote: I also believe that clashes in numbers won't be that useful this early in the game. I'm sure that the mafia are smart enough to grab some top slots, while at the same time randomizing the other half of their members. Why are you so sure, hmmmm? Also are you suggesting we should be looking at at least one person who picked a low first number? Basically, mafia could be anywhere on the list, and it would be foolish to assume that we can find mafia based on the numbers that are picked until we've actually deduced a pattern by killing mafia. The only thing that's even remotely safe to say is that mafia numbers probably wouldn't overlap, but even then that's pure WIFOM. Also, since Kurumi is the first person to get a vote, I'll say what I think of him. In TL Mafia XXXIX he got lynched day 1 because his posts were often confusing due to his lack of English skills and then even if you did figure out what he was trying to say it had little to no bearing on the game. That time, he was a townie. I do think after that experience he's smart enough to not do the same thing again, but just be aware that even though Kurumi can be confusing at times, it's not necessarily an indication that he's scum. Let's try to look for the intentions behind his posts instead. I would like to hear his thoughts now that roles have been handed out. | ||
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On May 16 2011 16:17 Scamp wrote: Also are you suggesting we should be looking at at least one person who picked a low first number? This looked like a more general question. Yes, I realize there's a "you" there, but a) it's relevant to how we collectively proceed and b) I don't see what you have to gain by having a specific person answer it. | ||
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On May 17 2011 08:44 deconduo wrote: Show nested quote + On May 17 2011 08:31 kitaman27 wrote: deconduo -Announces he will select the "fun role" rather than following any set plan -Makes no comments on the set-up, but promises to play "pro-town" later on -Claims to choose his numbers in order to appear at the middle/end of the draft -Publicly informs that he is considering traitor and VI. Then mentions that traitor is "too risk". Why does he find it necessary to inform us that he is considering taking a role mafia would never pick? -Weirdly defends Fishball above He has my vote for now. I'll post more later. Actually I think lynching me isn;t a bad idea. I have a feeling I'm a mole. Also I didn't get any role so I don't mind too much. I have no problem with giving people what they ask for. ##Vote deconduo | ||
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On May 17 2011 09:22 deconduo wrote: Show nested quote + On May 17 2011 09:19 infinitestory wrote: On May 17 2011 09:18 deconduo wrote: On May 17 2011 09:16 Kavdragon wrote: My gut reaction is to call Decon's bluff and lynch him. I think that he's obviously implying that he's the village idiot, but I doubt that he actually is. More likely he's mafia just trying to avoid a day one lynch. That being said, I think that the more reasonable course of action is to ignore him for now. If I was planning to pick VI I would hardly start off by saying 'I think I'll pick VI' I really am just a normal townie. Let's drop the WIFOM. Drop it like its hot? Back on track, I think scamp is pretty good lynch today. He's scummy in my eyes. Why? | ||
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On May 17 2011 13:21 Ace wrote: What chaoser is saying I think, is that if you go around trying to press everyone it's no longer really pressure. None of the cases are strong and you're trying to get reactions out of things that aren't a basis for reaction. So when people read the thread all they see is you throwing mass FoS around. You know who likes to do that? Scum. Under the basis of "scumhunting" by pointing fingers everywhere and hoping a band wagon forms. Checkmate. I thought you were playing Connect 4? | ||
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On May 17 2011 16:32 Barundar wrote: Great. Now it's 10 different people. You know if town sits and throws around random votes, mafia is going to do it as well, right? FoS: Caller And by doing this, you've continued the cycle! We could do this forever, man! | ||
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