TL Mafia Polls - Page 9
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[UoN]Sentinel
United States11320 Posts
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raynpelikonoshi
Cayman Islands1087 Posts
On October 26 2013 00:01 [UoN]Sentinel wrote: I loved the setup of Tunnel Rats (#2), we can clone that one and redo it unless we want to mix it up a bit? Unless i am mistaken the setup has been same (9 players) both times? :p Agreed that's probably the best number of players regarding balance. | ||
mkfuba07
United States1151 Posts
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marvellosity
United Kingdom36156 Posts
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mkfuba07
United States1151 Posts
Edit: looking at the previous resistance games, are they three weeks of no one dying, with less than 50 pages total? How? XD | ||
[UoN]Sentinel
United States11320 Posts
On October 26 2013 00:42 raynpelikonoshi wrote: Unless i am mistaken the setup has been same (9 players) both times? :p Agreed that's probably the best number of players regarding balance. If they were, then yeah. I've never checked the first one, I just remember the second one from personal experience, and although town won by a landslide it was still tightly won | ||
raynpelikoneet
Finland43188 Posts
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Dirkzor
Denmark1944 Posts
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[UoN]Sentinel
United States11320 Posts
On October 26 2013 01:40 raynpelikoneet wrote: Someone setup a Resistance game and let's play asap! I'll do it, but the [M][T] queue is backed up more than my toilet after taco night | ||
kitaman27
United States9244 Posts
Poll: What is your opinion on players with a high post-count playstyle? I'm capable of following the thread if it's within reason (<100 posts/5 filter pages per cycle) (8) I'm fine with it as long as they don't go overboard (<200 posts/10 filter pages per cycle) (7) I simply can't keep up and prefer a post count restriction (<50 posts/3 filter pages per cycle) (4) I have no issue with players making an unlimited number of posts (3) 22 total votes Your vote: What is your opinion on players with a high post-count playstyle? (Vote): I have no issue with players making an unlimited number of posts New poll time! I don't recall ever seeing a a follow-up poll for Sicilian, so here you go. This is clearly not a reference to any individual player or ongoing games. In no way was this inspired by a certain player's 350 post/18 page day one display. On one hand, I can see the merits of making an extreme number of posts. As town, it allows you to carry out a more natural conversation and pick up on information that you wouldn't have otherwise. As mafia, it can overwhelm anyone attempting to develop a read on you by sheer filter size. I have no doubt that individuals who use this play style are successful and it would be potentially unfair to tell them that they need to change the way that they play. On the other hand, it makes the thread much more difficult to follow. The majority of people have a limited amount of time they are able to spend on a game each day and if you are required to read a large amount of content each cycle, it is likely cutting into the amount of time you have to scumhunt as town or push an agenda as mafia. I've heard from multiple people who have said that they are discouraged from joining a game due to the size of a thread. In the past, we would commonly have large games that didn't reach 100 pages and now we commonly have large games that reach 100 pages by day one. I'm not going to make a judgement to which were necessarily better or worse, but they are definitely a different experience. | ||
[UoN]Sentinel
United States11320 Posts
I'm actually a little sad I missed Sicilian, I would have loved a game with postcount restriction. | ||
kitaman27
United States9244 Posts
Poll: Should behavioral modkills be enfoced at the expense of game balance? Yes, it should be clear that certain behaviors are unacceptable even if their death ruins the game (19) Yes, but only in extreme cases where a player is totally out of line (5) No, behavioral modkills are dumb and people need to learn be less offended (1) No, people should put up with it for the sake of the game and players should be punished postgame (0) 25 total votes Your vote: Should behavioral modkills be enfoced at the expense of game balance? (Vote): Yes, it should be clear that certain behaviors are unacceptable even if their death ruins the game Suppose a game has been going on for a couple weeks and multiple people start posting personal attacks, despite already being warned in the thread the previous day. It's unclear how offended people are by these attacks as it's pretty common from these players. Modkilling these players will totally ruin the game and result in a win for a faction that didn't necessarily deserve it. How should this be handled? | ||
Kurumi
Poland6130 Posts
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[UoN]Sentinel
United States11320 Posts
I'll post my comments on this after the game ends. | ||
WaveofShadow
Canada31494 Posts
I've said it before and I'll say it again: there needs to be a rules overhaul or at the very least a 'reimagining' in that some very specific guidelines/rules need to be laid out as to what is acceptable and what is not, both in terms of the player behaviour problem, as well as the lurker/playing against one's wincon problem. | ||
kitaman27
United States9244 Posts
On December 17 2013 02:09 [UoN]Sentinel wrote: Were you inspired by Titanic? I'll post my comments on this after the game ends. Heh no, I hadn't actually been following that one. Guess it could be inspired by most games | ||
iGrok
United States5142 Posts
I also think that games have gotten a little long (100pages D1 is too much, 40-50 is fine), but that is not a hosting problem so I don't really care too much as long as the players are fine with it. | ||
Mig
United States4714 Posts
I am in agreement with WoS that there should be a more clear set of rules regarding behavior and playing against win con. Perhaps we could form a small committee of people that everyone respects and they could form some clear guidelines. Then if there were a behavior issue in a game the people on the committee could talk to the hosts and help determine whether a modkill would be appropriate. Which would hopefully get around some of the host bias towards not modkilling to preserve their game. Another suggestion would be, if a game was completely ruined by modkills maybe we could have a rule in place where the hosts would have the option of cutting in line for the que and hosting the game again shortly after (maybe with a few modifications to keep the game appealing). Which would suck a bit for the people waiting in line but would prevent hosts from investing a huge amount of time in a game just to have it be for nothing. | ||
WaveofShadow
Canada31494 Posts
On December 17 2013 03:31 iGrok wrote: WoS is spot on. I hate modkilling someone in a game I've spent more than a hundred hours designing, testing, iterating, etc. I will still do it, but you'll get a lifetime ban from my games (which can be appealed - to me) in addition to your TLMafia punishment. Some players have consistently poor behavior. While that is ultimately on them, mods who are more active in the community than myself should have a good idea of problem players, and should exclude them from their games, or put them into roles that don't have balance importance (remember, I advocate RNG-then-fix instead of straight RNG). I've turned players down until they've gotten character references before. You owe it to your players and yourself to make the game enjoyable for all, and players with repeated behavior issues, even if they didn't get official warnings, can and should be dealt with. I also think that games have gotten a little long (100pages D1 is too much, 40-50 is fine), but that is not a hosting problem so I don't really care too much as long as the players are fine with it. Your solution is only partway elegant in that it solves the problem for you (and may run into your games eventually taking longer to fill in the future, but meh) but does nothing for TL Mafia as a whole. As far as Mig's reply, those are some good ideas but I'm not sure that the effort required for either of the solutions will be kept up for long. First of all, I would love to host PYP: LoL mafia again, (and I can, given that more than half the roles weren't used with some slight adjustments) but I won't, first of all because I know that due to the bad taste it has left in many people's mouths they will not want to play (nor I host it, really) and second of all because it is doubtful the interest will really be there. With a committee to decide on modkills that requires people to serve (and have extra responsibility, something which many people are not capable of for time reasons or otherwise), requires people to be prompt upon reaching such decisions which amy or may not need to happen often, and will require that such an effort be kept up consistently for quite a while which just doesn't seem likely. I am in agreement with parts of both of your posts: there are players I let into my game which I knew right away I shouldn't have (players that I wouldn't or don't enjoy playing with myself). If I had to do so again I would be much more strict in that regard---I mentioned earlier somewhere that I could probably make a mental list of the players currently on TL mafia that I am absolutely certain would not in anyway ruin a game or create an unenjoyable experience. As for the health of TL Mafia and the future of it, that absolutely does need to be considered going forward and I will admit to have being a little bit selfish in my moderation (as it was my first time and I spent a VERY long time on the setup)---this kind of thing is easily curbed by more stringent and forward-thinking rules. | ||
kitaman27
United States9244 Posts
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