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Mocsta
Profile Joined December 2012
Australia9388 Posts
February 10 2013 03:45 GMT
#261
Its Sunday 12pm for me right now; what time was we expecting this to start?
Mocsta
Profile Joined December 2012
Australia9388 Posts
February 10 2013 03:46 GMT
#262
Checked OP

was meant to start -3hrs ago.

do do do dod

(I will treat this as my first post, and shut up till Day post comes out)

/confirm
warbaby
Profile Joined May 2011
United States510 Posts
February 10 2013 03:51 GMT
#263
I don't see what you're talking about Mocsta. The deadline is 20:00 so the game should also start at 20:00 -- it's 12:48 right now. It's not even Sunday yet where I am
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
thrawn2112
Profile Blog Joined June 2010
United States6918 Posts
February 10 2013 03:52 GMT
#264
mocsta, have you set up your time zone preferences correctly? i think we had this problem in my game
"People think they know all these things about other people, and if you ask them why they think they know that, it'd be hard for them to be convincing." ES
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 10 2013 04:27 GMT
#265
Yah game starts in like... 20.5 hours I think? something like that.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Mocsta
Profile Joined December 2012
Australia9388 Posts
February 10 2013 04:28 GMT
#266
On February 07 2013 23:19 Acrofales wrote:
We have a full house. Prospected start: Sunday [unparsable timestamp format]. If you wanted to /in but see we're full up, we are happy to take on potential replacements


On preview, this shows as: " Prospected start: Sunday 09:00 AWST (+08:00)."

My time right now is:12:27PM +8GMT
warbaby
Profile Joined May 2011
United States510 Posts
February 10 2013 04:33 GMT
#267
On February 10 2013 13:27 Sn0_Man wrote:
Yah game starts in like... 20.5 hours I think? something like that.


I believe this is correct. Mocsta your time converter tool is trippin.
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
JacobStrangelove
Profile Joined August 2012
Australia1572 Posts
February 10 2013 04:49 GMT
#268
On February 10 2013 12:52 thrawn2112 wrote:
mocsta, have you set up your time zone preferences correctly? i think we had this problem in my game


It's the Australian settings. Messed me up last game, and it's normally always an hour behind. (without daylight savings)
JacobStrangelove
Profile Joined August 2012
Australia1572 Posts
February 10 2013 04:49 GMT
#269
Or two or several hours.
Mocsta
Profile Joined December 2012
Australia9388 Posts
February 10 2013 05:08 GMT
#270
Yeah mine is 1hr AHEAD (figured it was Daylight Savings)

i.e. it will say this post is 14:00.. but its actually 13:00

Anyways, so Monday 09:00am works fine for me (will be Sunday for the Americanos)

I shall be @ work, and it will be lynch deadline in my other game.

I prob will be very low activity for the first 12 hrs.. YOU HAVE BEEN WARNED about my absence.

Than if scum I shall lurk as hard as I can. knowing this is the (wood) bronze league, I know i can make it to end game with 1 post per cycle. Will prob make an association post containing everyones nationalities, I know from history this will keep me going to at least Day 2.

If town, I shall write my thoughts, and then do the opposite. This is guaranteed to lynch scum.
Perhaps that means if i write something, I WILL oppose and write NOTHING.

hmmm that will be my scummy lurker play though?

*sigh*
decisions what to do?

Maybe I just live thorugh my doppleganger, warbaby

YES

if warbaby does something scummy, you know he is acting on my behalf. LYNCH HIM, to save me!!
Acrofales
Profile Joined August 2010
Spain18114 Posts
February 10 2013 05:09 GMT
#271
Game is starting in 20 hours... then again, Im' drunk right now, so don't trust me!.
Mocsta
Profile Joined December 2012
Australia9388 Posts
February 10 2013 05:28 GMT
#272
IMPORTANT CASE

Guys this needs to be discussed before the game starts (so you do not question my intent etc)

Historically it is VERY difficult to lynch scum Day 1. It is not impossible, but odds are rarely in towns favour.

Why?
(1) Town out number Scum 10-3
(2) Day1 Agendas are identical for town/scum: As per Incognito guide - "Establish innocence" and then scumhunt.

Hence to catch scum day 1 you are relying on one of the two things:
  • REALLY bad scum that fucks up having to sit in the middle (rare occurrence), OR;
  • Bad townie that looks dead set to be scum - ohh wait, mislynch (common occurrence)

The Proposal
VOTE: RANDOM NUMBER GENERATOR (RNG) lynch.

On February 06 2013 18:09 phagga wrote:
I just want to add something shorty in terms of lynching lurkers: D1 lynches are often crapshots, Kitaman analysed in anohter thread that town would be better off RNG the D1 lynch generally than trying to analyse and find scum.


For those not in the know, Kitaman is a pretty damn fine mafia player. If he was in this game, i would be listening to him.

All his experience in the game, has suggested that Day1 scum hunting is unreliable for a scum hit.
Why go through the pain of mislynching and subsequently painting the mislynch pursuers as scum; resulting in an even worse position for town. (2 down from day/night cycle + more mislynch to follow).

We can avoid all this plain; the key is the RNG.

Its simple, someone screen records them going to randomnumbergenerator website; lists 1-13 as limits and receives a number. Posts it on youtube or whatever and links to the thread. That way we know they arent listing a number enforcing their agenda. If thats too hard, just use skype for vid feed whatever.

Point is; with RNG we have a guaranteed (3/13 = 23%) to lynch scum.
with scum hunting, it maybe be 0% if the mislynch bandwagons as quick as it normally does.


TL;DR
Day1 lynches typically result in a town mislynch, followed by a scum night kill.
Result, Day 2 starts, with town down by 2.

Why not just stop the bullshit, and RNG; it will set town up to start Day2 on an even 1-1 footing.

There is everything to gain, and NOTHING to lose.

Join me on this!

##Vote: RNG
warbaby
Profile Joined May 2011
United States510 Posts
February 10 2013 05:45 GMT
#273
I'm in favor of lynching any really egregious (but not modkillable) lurkers. That and scum, if we somehow catch one D1.

The problem I see with RNG is how can we trust somebody to do the RNG? What if they're scum and they just pick a random town? If we all RNG separately, the scums can pretend they happened to RNG the same number and drive a "RNG" lynch on a town.

I'm not against the idea, but if you want to RNG we need a method that isn't easy for scums to manipulate. If there are not any obvious scum or lurkers to lynch, it does make sense to have some kind of fall-back plan.
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
warbaby
Profile Joined May 2011
United States510 Posts
February 10 2013 05:47 GMT
#274
Perhaps we can RNG before the game starts, based on the numbered player list (any replacement just takes the same number as the replacee). Then if we decide on an RNG lynch later on, we can use the pregame one that's not influenced by alignment.

Would this be cheating?
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
warbaby
Profile Joined May 2011
United States510 Posts
Last Edited: 2013-02-10 06:05:24
February 10 2013 05:51 GMT
#275
On February 10 2013 14:28 Mocsta wrote:
Its simple, someone screen records them going to randomnumbergenerator website; lists 1-13 as limits and receives a number. Posts it on youtube or whatever and links to the thread. That way we know they arent listing a number enforcing their agenda. If thats too hard, just use skype for vid feed whatever.


I won't speak for others, but I could easily make a fake video of me using random.org to produce any number I want. It would take me less than half an hour, most likely. I could even do it live on skype and you would not be able to tell. Further this is probably against the No PM's rule in spirit. This is not an acceptable solution IMO.

e: If you're curious: wget -r random.org; edit the javascript to produce random numbers that do not correspond to a scum player; host the edited website in a vm; edit your 'hosts' file (or local dns server configuration) to point dns lookups to random.org at said vm. This will defeat even the most careful scrutiny during a live skype desktop share. Same technique can apply to flash random generators, although with more effort required to decompile the flash file and edit the actionscript.
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
geript
Profile Joined February 2013
10024 Posts
February 10 2013 06:01 GMT
#276
I'm against both random and the proof method.
Sylencia
Profile Joined November 2012
Australia1057 Posts
February 10 2013 06:14 GMT
#277
RNG lynch is pretty horrible, 77% chance you hit a non-scum and you get 0 info out of it whatsoever because there would be little reason to accuse people of anything. Blank day, waste of time and only really reduces town chance of winning
Rad
Profile Joined May 2010
United States935 Posts
February 10 2013 06:20 GMT
#278
Hope it's ok for me to jump in here, since the game hasn't started yet. It's probably not a good idea to make any decisions like this pre-game. Just play the game when the game is ready. This sort of decision is what makes the game fun, you get to see who suggests it, who agrees/disagrees, who spends a lot of time on it, who wants to stop talking about it, etc. Even if it was a 100% fool proof idea to catch a scum day 1 if talked about in the pre-game, what fun would that be? Playing the game is the point, winning is secondary.

Also /obs (maybe I'll keep up with this game this time! so busy)
warbaby
Profile Joined May 2011
United States510 Posts
February 10 2013 06:21 GMT
#279
If there's some way to do an unbiased RNG lynch (not possible for scum to manipulate it) then this is better than trying to lynch a scum D1 (because scums can manipulate the bandwagon so easily).

I agree with geript, with the exemption that some any super obvious scumslip on D1 should be lynchable. We can still "scumhunt" D1, but it is very probable we won't succeed.

With any luck there will be an obvious lurker and we can just lynch them D1. Lurking town is useless, and really terrible scum tend to lurk too.
It puts the GG in the basket. It does this whenever it's told or else it gets the Mutalisks again.
JacobStrangelove
Profile Joined August 2012
Australia1572 Posts
February 10 2013 06:35 GMT
#280
Probably best to talk about this in game (note I am not in the game) but yes if everyone does a random number and is told to post it at the same time then add them all up and then divide it.
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