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The TL [N][M] - Page 3

Forum Index > TL Mafia
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Crossfire99
Profile Joined March 2011
United States1529 Posts
December 30 2013 22:59 GMT
#41
Minis are generally 16 or less. Anything else is a "large" game.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
December 30 2013 23:01 GMT
#42
Hmm. Interesting.

I've always felt that 20 person games and 30 person games had a completely different feel to them.

I guess I'll start putting them in the normal slot from now on (except for Titanics )
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
December 30 2013 23:06 GMT
#43
20 person games certainly feel different than 30+-- it's the difference between Medium and Large I guess. But neither are independently so common and popular that they deserve their own category imo; the "mini vs non-mini" distinction is more important.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DarthPunk
Profile Blog Joined July 2010
Australia10857 Posts
December 31 2013 00:15 GMT
#44
Blazinghand? Is there any way you could make a 12 player version of your GSL setup?
"If I wanted your opinion, I'd have told you what it was."
kushm4sta
Profile Blog Joined July 2011
United States8878 Posts
December 31 2013 03:25 GMT
#45
wasn't gsl instant majority though?
OMGUS.net, kush sex blogs every friday night
DarthPunk
Profile Blog Joined July 2010
Australia10857 Posts
December 31 2013 03:28 GMT
#46
On December 31 2013 12:25 kushm4sta wrote:
wasn't gsl instant majority though?


Yeah but it doesn't have to be.
"If I wanted your opinion, I'd have told you what it was."
phagga
Profile Joined February 2012
Switzerland2194 Posts
December 31 2013 09:18 GMT
#47
On December 31 2013 07:15 Foolishness wrote:
Show nested quote +
On December 31 2013 04:59 Dandel Ion wrote:
Honestly the simplest solution is to agree on "normal mini" roles, and hosts just determine them "however they want to" (as long as it keeps in line with a rough balance I guess)
If you control it in too much detail, it'll be ez to game the setup.

Hey...
That's pretty much how it is already!

I agree, but that doesn't mean we can't come up with the exclusive "TL Mafia Normal Mini" setup (with a catchier name of course). I wouldn't force the normal mini queue to just be only this type of game if it existed. This would serve as more of a default setup or go-to setup, with hosts having the power to tweak numbers/roles if they so desire for their own game.

I agree. If we want to constantly run minis, we need a default setup that any host can use immediatly. With this, we avoid a situation where a new game is delayed because there is no host who has a setup ready.

If someone wants to use his own setup (eg. Blazinghands GSL setup), then he is free to do so.
"A person who does not concern himself with politics has already made the political choice he was so anxious to spare himself: he is serving the ruling party." - Max Frisch
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
Last Edited: 2013-12-31 10:43:21
December 31 2013 10:42 GMT
#48
? I'm not saying we shouldn't necessarily have a setup "ready", but it takes a few minutes to balance a normal mini setup...

edit: mostly because unlike larger games and/or themed, you have the 1kp/night standard, which makes it extremely easy to deal with
[15:15] <Palmar> and yes marv, you're a total hottie
phagga
Profile Joined February 2012
Switzerland2194 Posts
December 31 2013 12:36 GMT
#49
On December 31 2013 19:42 marvellosity wrote:
? I'm not saying we shouldn't necessarily have a setup "ready", but it takes a few minutes to balance a normal mini setup...

edit: mostly because unlike larger games and/or themed, you have the 1kp/night standard, which makes it extremely easy to deal with


Then I misunderstood you, disregard my comment.
"A person who does not concern himself with politics has already made the political choice he was so anxious to spare himself: he is serving the ruling party." - Max Frisch
Promethelax
Profile Joined February 2012
Canada7089 Posts
Last Edited: 2014-01-03 07:11:09
January 01 2014 21:19 GMT
#50
So my understanding of the agreements reached herein:
12 players
Mafia kp is 1
Mafia kp is deliverable
9 town 3 scum

Mafia roles: GF, RB, mason, tracker, vig, framer and goon
Town roles: RB, cop (sane), parity cop, miller, doc, JK, tracker, watcher, vig, masoner, mason pair, vet, nosy neighbour

Notifications
Roleblock: yes
Doc save: no
Vet hit: yes


Does anyone disagree with the above? Of not we should move to create some form of point system similar to Xatalos' with which to balance the games easily and independently of needing to submit them to the balance team every time. We could then have the TL normal mini as a setup which did not need balance approval making it quick and easy to run. Any variations would need to be approved by a member of the balance team.
Thoughts?
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
January 01 2014 21:33 GMT
#51
mason (and masons), scum tracker (scum vig maybe) I'd consider normal too.
A backwards poet writes inverse.
DarthPunk
Profile Blog Joined July 2010
Australia10857 Posts
January 01 2014 23:18 GMT
#52
I think a mason pair is a role that should be used more.
"If I wanted your opinion, I'd have told you what it was."
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2014-01-02 02:18:19
January 02 2014 02:17 GMT
#53
I would posit that Minis, while traditionally run as 15-16 or under, should be capped at 13 if they are to take a constant, recurring slot.

You may have already reached this conclusion, I'm not caught up, just throwing that out there.

Also, Nosy Neighbor should be a role.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Promethelax
Profile Joined February 2012
Canada7089 Posts
January 03 2014 07:12 GMT
#54
On January 02 2014 06:19 Promethelax wrote:
So my understanding of the agreements reached herein:
12 players
Mafia kp is 1
Mafia kp is deliverable
9 town 3 scum

Mafia roles: GF, RB, mason, tracker, vig, framer and goon
Town roles: RB, cop (sane), parity cop, miller, doc, JK, tracker, watcher, vig, masoner, mason pair, vet, nosy neighbour

Notifications
Roleblock: yes
Doc save: no
Vet hit: yes


Does anyone disagree with the above? Of not we should move to create some form of point system similar to Xatalos' with which to balance the games easily and independently of needing to submit them to the balance team every time. We could then have the TL normal mini as a setup which did not need balance approval making it quick and easy to run. Any variations would need to be approved by a member of the balance team.
Thoughts?


Does anyone disagree with this post? If not ill start working on a simple balancing act based around this set-up.

Your input will improve TL mafia! Think of the glory, the adoring fans, the supermodels!
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
LSB
Profile Blog Joined April 2010
United States5171 Posts
January 03 2014 15:54 GMT
#55
On January 02 2014 06:19 Promethelax wrote:
So my understanding of the agreements reached herein:
12 players
Mafia kp is 1
Mafia kp is deliverable
9 town 3 scum

Mafia roles: GF, RB, mason, tracker, vig, framer and goon
Town roles: RB, cop (sane), parity cop, miller, doc, JK, tracker, watcher, vig, masoner, mason pair, vet, nosy neighbour

Notifications
Roleblock: yes
Doc save: no
Vet hit: yes


Does anyone disagree with the above? Of not we should move to create some form of point system similar to Xatalos' with which to balance the games easily and independently of needing to submit them to the balance team every time. We could then have the TL normal mini as a setup which did not need balance approval making it quick and easy to run. Any variations would need to be approved by a member of the balance team.
Thoughts?

Mason Pair seems pretty OP, especially in a mini. Having two easily conformable townies is pretty risky.

I also feel like masoner is a little to exotic as a role to be considered a mini mafia setup and shouldn't be considered standard.

The point system is all right, however I would like for the host to be able to assign points totals to fit in a range, probably from -2 to +2, in order to make fakeclaiming easier.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
January 03 2014 17:40 GMT
#56
Mason pair is easily balanceable in minis.
A backwards poet writes inverse.
Xatalos
Profile Joined January 2011
Finland9675 Posts
January 03 2014 18:16 GMT
#57
On January 03 2014 16:12 Promethelax wrote:
Show nested quote +
On January 02 2014 06:19 Promethelax wrote:
So my understanding of the agreements reached herein:
12 players
Mafia kp is 1
Mafia kp is deliverable
9 town 3 scum

Mafia roles: GF, RB, mason, tracker, vig, framer and goon
Town roles: RB, cop (sane), parity cop, miller, doc, JK, tracker, watcher, vig, masoner, mason pair, vet, nosy neighbour

Notifications
Roleblock: yes
Doc save: no
Vet hit: yes


Does anyone disagree with the above? Of not we should move to create some form of point system similar to Xatalos' with which to balance the games easily and independently of needing to submit them to the balance team every time. We could then have the TL normal mini as a setup which did not need balance approval making it quick and easy to run. Any variations would need to be approved by a member of the balance team.
Thoughts?


Does anyone disagree with this post? If not ill start working on a simple balancing act based around this set-up.

Your input will improve TL mafia! Think of the glory, the adoring fans, the supermodels!


It's nice that you mention my balance tester, but I wouldn't say it's the optimal way for creating a super balanced / standard setup... It's more like a guideline for creating decently balanced setups very fast and easily. I don't think it's possible to create a point system like that where the resulting setups wouldn't need at least a quick review by a human. There are just too many variables (role interactions etc.) to make any automatic method 100% accurate.

If you want to have a "standard" setup that wouldn't need any further review, I think the best option might be to create a large amount of very balanced setups and to only reveal some basic facts about the setup (such as possible roles) before the game starts. Then the actual setup is randomized from a list of possible setups. That way you could have a very balanced "default" setup while retaining the mystery of not knowing the exact setup.

It's a slight problem, though, that the longer the game goes on, it becomes easier to deduce the setup being used in that particular game (especially for Mafia since they have extra information about the roles in the game). That's why I think it'd be best to have a very large amount of these possible setups with slight variations - so many that it'd become fruitless to even think about basing your reads on setup speculation.

I think your proposed basic facts about a setup for 12 players are good (9 town, 3 scum, 1 KP etc.). Out of curiosity, I checked what was the default suggested setup for 12 players in the balance tester, and it's very similar:

Vanilla Townie
Vanilla Townie
Vanilla Townie
Vanilla Townie
Vanilla Townie
Vanilla Townie
Vanilla Townie
Doctor (no self-save)
Cop
Mafia Goon
Mafia Goon
Mafia Roleblocker

Balance score: -0.5 (very trivially in favor of Mafia)

Town victory odds: 49.12%
Mafia victory odds: 50.88%
"The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself." - Sun Tzu
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
January 04 2014 05:55 GMT
#58
My concerns are the following:

1. Follow-the-cop needs to be hard or impossible to achieve. Usually the only way this will work in a mini is by removing the doctor role and replacing it with JK, or ensuring that doctor and cop cannot be present simultaneously. One could argue that you could leave it in the game by just having a scum RB but I would say even that is questionable, given that the loss of the RB generally means the loss of the team as a whole. I think if the setup degenerates that easily to follow-the-cop then it inherently is not balanced. Thus I would strongly be against the inclusion of any normal medic/doctor type role in normal minis, even though the role itself is "normal".

2. I would advocate for making 13p minis and 9p minis standard. I can't for the life of me find the article on mafiawiki that explained why mafiascum switched from 12p minis to 13p minis in 2011 (look at this list: http://wiki.mafiascum.net/index.php?title=List_of_Mini_Normals ) but when I was researching C9++ I came across the rationale for that and agreed with it myself pretty strongly. I think mafia might have been winning too many games or something like that.

It could very well be possible that 12p normals are more balanced than 13p normals. At a glance it would seem that way, given that both sides need the same number of lynches to win. In 13p games mafia need one extra lynch that town does not need (or a no-lynch on a particular day).

If 12p normals are standardized then I would suggest removing the no-lynch option-this (if I calculated it out right) forces the game to end after one side has achieved 3 "correct" lynches. Then ties would work like this:

If #mafia = #town, mafia wins. Otherwise, if two candidates have the same # of votes, then the first to reach the max dies.
(you could make a normal "twist" mini by making double or even triple lynch possible in the case of ties)

With C9++ in particular I think 13 players are necessary because of the possibility of more (and more powerful) blues. By including additional scum/town powers I think you need to dilute the pool with an extra vanilla player, but you also need to include a no-lynch option. The game becomes slower and lasts longer, which should usually favor town a bit more than a 12p mini that will basically end after 3 mislynches or 3 scum lynches.
Aquanim
Profile Joined November 2012
Australia2849 Posts
Last Edited: 2014-01-04 08:21:21
January 04 2014 07:07 GMT
#59
...I can't for the life of me find the article on mafiawiki that explained why mafiascum switched from 12p minis to 13p minis in 2011


I found it... eventually.

http://forum.mafiascum.net/viewtopic.php?f=5&t=14635&start=0

EDIT: In reference to this:
Thus I would strongly be against the inclusion of any normal medic/doctor type role in normal minis, even though the role itself is "normal".

Do you feel that making a doctor unable to protect the same target twice in a row is sufficient to solve the problems with the role? I have my doubts, but it is at least a step in the right direction.
Aquanim
Profile Joined November 2012
Australia2849 Posts
Last Edited: 2014-01-04 08:44:46
January 04 2014 07:52 GMT
#60
I'll throw an idea out here. Even if it turns out to be fatally flawed, or just not fun-looking, or not your own idea so obviously it's no good , it'll give us a place to start talking.




Hypothetical Standard Normal Mini

13 players: 10 town, 3 mafia, no 3P.
+ Show Spoiler +
Doubtless you could modify the setup to possibly include 3P but I'm against making that possibility the standard.


Basic Idea:
+ Show Spoiler +

Town get 1 or 2 power roles from the following list: EDIT: Whether this is 1 or 2 is randomly determined, probably a coinflip.

Sane Cop
Jailkeeper
X-Shot Vigilante (1 or 2, leaning towards the latter)

Mafia get an equal number of roles from the following list:

Godfather
Roleblocker
Role Cop

The idea behind these choices is that all available roles are of at least comparable power with no especially powerful synergies, so that any combination of them can be used. (For example, scum having both a Framer and a Godfather is probably much different to only having one or the other. Same for Doctor and Cop - or Doctor and anything with a power, really.)

I think most possible combinations will be more-or-less balanced, or at least have similar balance to each other. Balance can be adjusted with the changes suggested below, or other changes entirely.

Possible Changes:
+ Show Spoiler +

  • Changing the number of shots available to the Vigilante. More shots probably favours town.
  • Give town a named townie when they have only one power role à la GSL. Change favours town.
  • Give town a 50% or whatever chance of having a miller, in addition to PRs. If un-self-aware, change favours mafia. If self-aware, change is indeterminate.
  • Further restrict mafia roles: e.g. they always get a Godfather, and get a Roleblocker in addition if the town has 2 roles. Restricts the setup a lot.
  • Add a mason pair to the possible town roles. I'm not sure if I like masons, and in any case leaving masons to non-standard normal games is probably OK. It's a possibility, anyway. Effects will vary.
  • Add some other role to the list e.g. tracker, masoner. Effects depends on role, but this may make it easier for scum to fakeclaim.
  • Change cop to parity cop, of either kind. Probably favours mafia.
  • Allow duplicate town roles. Change probably favours mafia and will alter the metagame somewhat.
  • Alter roleblock priority rules to adjust balance, e.g. mafia roleblock takes place before jailkeeper block. Depends on alteration made.
  • Prevent the JK from jailing the same player twice in a row. Favours mafia.


My Concerns:
+ Show Spoiler +

  • There's no possibility of a Doctor, or various other simple town roles. This was the simplest way I could think of to eliminate follow-the-doctor shenanigans - see Bugs' post above. The other obvious alternative is Macho Cops, but that's a little artifical for my taste. Enforcing that the same player can't be protected twice in a row might be enough to fix this but I'm not convinced.
  • The rigidity of the setup means it might be exploitable, but that's true of basically all setups that aren't decided by the whim of a host. I like this setup because a lot of stuff is independent; if I'm a cop I don't know if town has another role or what it is, or what mafia's roles could be, simply based on what my role is (though it could adjust the probabilities slightly). There are much more rigid, yet quite playable setups out there.
  • 1 power role for each team is less than average I think, but it's a normal game - deal with it.
  • Mafia Rolecop isn't really normal on TL but I kind of like the role. It could be replaced by a Framer or something I guess.
  • Tracker isn't so popular a role that I feel it needs to be included in a standard normal template. YMMV.
  • The number of roles scum get will allow them to draw conclusions about the number of town roles. In particular, if they get one role they will know it is safer to fakeclaim than otherwise. I'm not sure this is a bad thing; scum draw conclusions from the strength of the roles they receive anyway, and if the setup is balanced the mafia's conclusions should be somewhat accurate no matter what setup you run. Knowing they can fakeclaim more safely is part of the compensation for having less powers, I guess.


I'll edit this if anything else occurs to me.
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