The game of the year: town won!


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Post Post #4375 (ISO) » Wed Jul 25, 2012 1:34 pm

Post by MattP »

Kondi always calls townslips on scum it's his thing he has done it to me too
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Post Post #4376 (ISO) » Wed Jul 25, 2012 1:40 pm

Post by Feirei »

Good game. I only volunteered to replace in because alot of people wouldn't. I agree that the Hoopla lynch was retarded as fuck.

Nothing else to say.
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Post Post #4377 (ISO) » Wed Jul 25, 2012 1:44 pm

Post by petapan »

In post 4374, callforjudgement wrote:I think the setup for this was probably townsided

that's probably true assuming normal town play but man by the end there we were effectively at like 5 alive

anyway

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Post Post #4378 (ISO) » Wed Jul 25, 2012 1:45 pm

Post by mykonian »

well, this was a pleasure to mod after all. I struggled a bit during the opening of the game, but it became rather manageable later. Some players struggled with the amount of material, but a surprising amount was able to keep up and form reads.

As for the setup, I know a couple of you went in here thinking it would be a rather role heavy game. I fear that's not really my thing :D I thought esspecially dramonic's reaction to his (VT) rolepm rather funny. He made it clear he didn't exactly like that, had hoped for something more interesting. Sorry dram, there were 34 VT's in this game, the odds were against you.

A couple of you read the old thread where I got interested in the idea. It has since been eaten by the rollback, but anyway the general idea was to use a lot of kills. In my opinion that gives boring games for the majority of the game that cannot kill. You can participate in lynches, not in kills. The mechanic as used her was the first idea I had, and I kind of liked it. Lots of lynches could give a lot of fun. The vanilla scumteam against it was kept rather small because town was going to waste a lot of lynches for various reasons (among which simply not caring).

I thought a lot about roles, but most standard roles become really stupid when considering a game this large. A doc has impossible odds against him, not fun. Same goes for a RB. A cop is hugely swingy. When he lives for 7 nights, the game is already broken. Vigs, as said, are simply not fun, because killing people is only fun for the vig. Not for the town nor for the person shot. Masons and neighbourhoods were the ideas that stayed longest, but in the end didn't make it.

Then, considering the setup, there was one glaring problem. I know you a bit, and presented with such a multitude of lynches, people would start "trolling" or however you youngsters call it. People have the idea that random lynching might be an option, and that's not fun. I didn't mind a couple of policy lynches, but at some point people should start to hunt. I needed something to make you get serious, to get town on it's toes. The mimes. I love the role, I think it's a brilliant fix to the otherwise stupid jester role. In a way, this game, they did their job. The moment chesskid flips a lot of people suddenly realize it's serious. (this game just went mad, one of the reactions). It didn't have to be the first lynch, it just turned out that way.

It was a shame that some of the mimes were figured out so soon, I'd have loved to see town's reaction when they lynched the third mime (some of the lowest mime-count guesses were 3)... then the fourth... and the fifth. Each time thinking it might have been the last one. It was really a shame to see them go so soon. After the mimes went, town settled again, and up till the first scum lynch interest keeps dropping. That was a bit of a shame, having the mimes live longer or come really close would have kept town on their toes more.

In the end, Kairyuu's shot at the third lynch already was huge. The angels were there as a fixed governer (I'm of the opinion that an ordinary governer is an antitown role), to give town an option against the mimes. If town wouldn't have a kill of sorts, mimes could just claim and get lynched in lylo, effectively losing town a mislynch. The governer part is there to make the role work a bit more effectively perhaps, and it helps against a scum strategy where they'd all sit on a wagon since the lynch threshold was so low. They were put in a neighbourhood just to help avoid the case where they'd redirect the same kill. The actions were split over 3 players because it's rather stupid to give all power to one person in a 50p game. Everybody could die early, middle or lategame. It just increases swing, so it's important to make big strokes when making the setup, to spread the risk a bit.

Since town's interest clearly declined, I kinda wished for a semi random scum lynch. Lynching scum would get people on the track a bit, get a couple interested again. Well, it's obvious what you did there. Scum collapsed a bit and town dived on it. 4 straight lynches on scum was really good. After that, the game became really hard for scum, though they really tried and gave a good fight. Such a shame they didn't make the last 10, that would have been nice.



As for balance... well, everybody thinks their thing about it, I guess. There were 6 mimes, that sounds a lot. But town had only 3 possible kills, up till the now, scum had only 10 (and early they shouldn't be aiming for mimes, they are nice mislynch food and they mess with the towns head), while syndrome now was the 26th lynch. Yes, they had to dodge a couple of shots, but being on a quarter of the lynches (and there would have been a couple to come, and without the mimes mass leaving there would have been a few more as well) isn't that much to ask for a jester like role, imo. It isn't an easy job, I know that, but it can be done. Well, it worked out differently.

As for town-mafia balance... well, 11 townies left speaks a little against me, but a lot of things went the towns way, most importantly the early leaving of the mimes. With 13 antitown players at the start, I thought a lot of the early lynches would be rather contaminated with antitown votes. Mimes would have been some nice mislynches for scum, so them leaving on the 3rd lynch already left scum in a worse position, which they still could have won. The low scum to town ratio was rather inspired by the fact that town generally does bad in large games and does bad in games which are near vanilla, and for quite some time it seemed to go that way. Until town had a full day of scumlynches, and continued with the first lynch the next day. That was huge as well, a shame for scum that they dropped a couple of associative tells.

In the end I think both antitown groups had just as much trouble with the size of the game as town did. I didn't think of that before the game.
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Post Post #4379 (ISO) » Wed Jul 25, 2012 1:50 pm

Post by kondi2424 »

@Matt: I've done it a total of two (2) times, and I didn't have any confidence in yours. Fuck off.
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Post Post #4380 (ISO) » Wed Jul 25, 2012 1:51 pm

Post by MattP »

;)
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Post Post #4381 (ISO) » Wed Jul 25, 2012 1:52 pm

Post by MattP »

Lighten up kondi
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Post Post #4382 (ISO) » Wed Jul 25, 2012 1:53 pm

Post by Jackal711 »

In post 4372, petapan wrote:eh he'd just led a lynch on scum after the general horribleness on part of everyone the day before

this was the worst lynch in the game:

hoopla (10): amrun, staeg, technowc, chronopie, jackal711, zajnet, kondi2424, deltawave, uberninja, PenegrineV


Looking back at it I have to agree. Still not sure what I saw as scummy enough to hop on that wagon.

Still surprised we won given how the final few days went.

Would like to see the scum QT.

Also: As crazy as it was, it was a decent game. Thanks for modding mykonian
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Post Post #4383 (ISO) » Wed Jul 25, 2012 1:53 pm

Post by kondi2424 »

Sorry, I'm incredibly pissed off right now, sorry if my post is mean.
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Post Post #4384 (ISO) » Wed Jul 25, 2012 1:56 pm

Post by Staeg »

I would probably remove 1 mime and maybe add a goon.
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Post Post #4385 (ISO) » Wed Jul 25, 2012 1:57 pm

Post by Shiidaji »

Day 3 was a glorious day. This was tons of fun to keep up with, haha.
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Post Post #4386 (ISO) » Wed Jul 25, 2012 1:58 pm

Post by mykonian »

and oh well, in the end everybody gets to say they played in a real 50p mafia game that was really mafia. I guess that counts for something

You were a particulary nice crowd as well. I didn't need to prod that much, only a small fraction of the game usually, and replacements stayed at a minimum. Thank you very much for that.
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Post Post #4387 (ISO) » Wed Jul 25, 2012 2:08 pm

Post by Mastermind of Sin »

This is the last time I make a deal to /in for a 50 player game lol
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Post Post #4388 (ISO) » Wed Jul 25, 2012 2:12 pm

Post by mykonian »

:P A couple of players might think the same way. Still a bit sorry for timeater, I don't think he exactly knew what he was crossreplacing in to, and I didn't waste any time when he said yes :P
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Post Post #4389 (ISO) » Wed Jul 25, 2012 2:26 pm

Post by SpyreX »

I dont feel bad about hoopla.

I said it.

I think the mimes flipping as mime and knowing what they did was a death knell.
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Post Post #4390 (ISO) » Wed Jul 25, 2012 2:27 pm

Post by Ser Arthur Dayne »

Awesome. Has finally ended. I still remember Zor saying this:

In post 45, zoraster wrote:fine. /in. Seems like a terrible idea. but it's a terrible idea I want to experience.

And it's true.

PS: That Spy lynch at the end was pretty horrible... And that Hoopla lynch :o
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Post Post #4391 (ISO) » Wed Jul 25, 2012 2:28 pm

Post by Regfan »

In post 4389, SpyreX wrote:I dont feel bad about hoopla. I said it.

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Post Post #4392 (ISO) » Wed Jul 25, 2012 2:28 pm

Post by Timeater »

Image

gee gee everyone.

sorry about da mislynches spyre cant help myself bro
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Post Post #4393 (ISO) » Wed Jul 25, 2012 2:29 pm

Post by Luffy »

In post 4390, Ser Arthur Dayne wrote:Awesome. Has finally ended. I still remember Zor saying this:

In post 45, zoraster wrote:fine. /in. Seems like a terrible idea. but it's a terrible idea I want to experience.

And it's true.

PS: That Spy lynch at the end was pretty horrible... And that Hoopla lynch :o

Whoops, meant to post that with this. You know, sticking to traditions, etc...
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Post Post #4394 (ISO) » Wed Jul 25, 2012 2:30 pm

Post by petapan »

In post 4389, SpyreX wrote:I dont feel bad about hoopla.

I said it.

I think the mimes flipping as mime and knowing what they did was a death knell.

pretty much this, it made people really paranoid but it was easy to pick out a few obvious ones and even if the angels hadn't shot right away you could form enough connections that they didn't stand a chance
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Post Post #4395 (ISO) » Wed Jul 25, 2012 2:31 pm

Post by SpyreX »

There's a special place in hell for you.


Yea it was this game BAZINGA

No, early in the waaaay beforetimes when i was trying to help develop direction and the things Fritz was doing to Hoopla were bordering on illegal in public Hoop not only didn't bat an eye but started in on SpyreX was weeeird - without really pushing it but it always being there.

In a game of this magnitude that connection didn't make sense and I was rock hard sold on one of them (if not both) being scum. I just let ~meta~ creep in because I've played much more with Hoop and that knowledge made it even more weird that she wasn't even put off by it a little.
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Post Post #4396 (ISO) » Wed Jul 25, 2012 2:32 pm

Post by Timeater »

mimes were pretty screwed from the start
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Post Post #4397 (ISO) » Wed Jul 25, 2012 2:35 pm

Post by SpyreX »

Yep.

HEY TIME

QUIT LYNCHIN ME NOW
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Post Post #4398 (ISO) » Wed Jul 25, 2012 2:36 pm

Post by Ser Arthur Dayne »

Myko, scum QT (not that I'm prob gonna get through it, but still...)?
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Post Post #4399 (ISO) » Wed Jul 25, 2012 2:42 pm

Post by petapan »

did mimes have a QT

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