Page 22 of 54

Posted: Thu Nov 21, 2013 4:48 pm
by pieceofpecanpie
@Hoopla
I appear to be hanging around in this thread more than I anticipated. Do you want me to take this to the ideas and discussion thread, or elsewhere? I've been sick for a week, so I got pretty disheartened when this baby stalled a bit here and I considered scrapping it altogether, but now I'm feeling a bit better and resolved to patch this up and run it as a game eventually. I'm determined to make this mechanic work. Scum must feel the burden of responsibility for their choice in victims! :)

Posted: Tue Dec 10, 2013 11:59 am
by BBmolla
Can we look at the newer open setups that have been tested and discuss them?

I keep seeing new ones popping up on the wiki and would like to discuss them.

Posted: Sat Dec 14, 2013 1:52 pm
by BBmolla
...I'll be more specific.

I've been roaming around the wiki lately,

On a tangent from setups themselves, navigating this thing is so wierd. So you start at Open Setups, which has four subcategories:
  • Category:Approved Open Setups
  • Category:Historical Open Setups
  • Category:Semi-Open Setups
  • Category:Setups Outside Rotation
First things first, why is Semi-Open Setups here? At the top of the page it mentions the other three, but for some reason, Semi-Opens are under this branch? (Also of note, this category is empty, leading me to believe it was something started but forgotten.)

Second thing. If I make a setup and want to put it on the wiki, where do I put it? It's probably not Approved, so not there. It's not Historical cause it hasn't been run. Setups Outside Rotation as a category is a wonky "Approved, but not for new people and not run very often" category. So where do you put a new setup you make? Or are you not allowed to unless it's "approved" (which I honestly don't even know what exactly qualifies as "approved") OR, does it just go under none of the sub-branches, only going instead under Open Setups? Semantics I know, but there is just some inconsistencies.

Mainly, I see some setups not in Approved Open Setups, but in the sub-categories of Large Open Setups, Mid Open Setups, Small Open Setups, and Untested Open Setups. Why is this? Because if I make a 6 player open setup and want to categorize it, what will I choose? Obviously it's a Small Open Setup and I put it under Open Setups. But as I've just shown, that makes the branches super wierd.

I guess my biggest complaint is that it's inconsistent, mainly due to a lack of consistency within categorization. Is this
really
that important? I guess no. But if we're going to be linking the wiki to players using the cards, on the off chance that any of them click the wiki to find a setup to play, I'd prefer it to be more consistent/navigatable.


Now, to setup specifics. Just looking at random setups.

I found Picking Simplicity hiding under Approved Setups > Large Open. This was brought up earlier in the thread and eventually Hoopla decided on approving with "(with Macho Cop)." The setup is still there without Macho Cop, so I'm just double checking to make sure this was just a change that never made it. Because I can't imagine a large with follow-the-cop being easily done being approved? Unless I'm missing something.


Faith Plus One has yet to have a town win, and I absolutely hate open setups with random chances so I was wondering if we could try to rework this a bit. I don't have anything great to suggest as of yet, but I definitely love the "If both Docs protect the cop, their protection fails" element of the setup. Or, it's entirely possible the setup is fine as is and I'm just being a loser. Looking back, people seem to have commented on enjoying the setup:
In post 190, Amrun wrote:
In post 183, DarthYoshi wrote:
Faith Plus One
- This setup has four variants, so we really ought to just pick one and use it if people like it. I know it was played recently. Is there anyone here that played or read the game? What did they think of the setup? To me, it doesn't have that X-factor about it, and I think there are some people who think %-based roles are kind of meh. It feels a little scum-sided too. Again, would like others to weigh in on this one.
Speaking as the setup creator--the reason it was made was back in the spring when people discussed the brokenness of the basic 12p, I wanted to make a setup that allowed for both cop + doc roles without having to fall back on more cliched counters like maf roleblockers, macho cops, etc. Faith +1 is what resulted from that. If I had to pick one variant to go with, it'd be 1 doc + 1 ineffective doc + 1 cop. If it feels a little scum-sided, I am happy to work on that as well.

I played in the first time this was run and I really enjoyed the set up.

I think the 2 ineffective doc version (the one I played) was really interesting because we had to figure out how to try and protect the cop correctly without BOTH doing it (and I actually was protecting the cop the night he died, but my 50% failed).

I didn't see a problem with it, balance-wise. it was fun.
And here's my problem with it. Here you have a game completely changed because of the 50%. A cop living or dying randomly is
hugely
swingy.

Worst comes to worst, I might just take the "both docs protect X target is fails" concept and make a different setup.


Hard Boiled seems to have been better since the removal of Hider Tracker and +1 VT, but I don't really understand why you'd take Vig over Tracker, basically cause this. Also, IIRC, there was some strategy with Hider claiming d1 and tracker tracking them that basically makes choosing Vig almost gamethrowingly bad, no? So my question is, why is choosing Vig or choosing Tracker an option? I just don't really understand it, if someone could explain it to me, then that'd be grand.


Jungle Republic endgames need to be clarified imo, because situations like this are ridiculous. (Basically, Town couldn't win and were put in a Kingmaker situation.) Post game, Shadow Dancer addressed the points, but no clarification of win conditions really came of it. If you clarify those win conditions to avoid people playing out a game they already lost, it'd be great.


Semi related note, Jungle Anarchy is basically a fixed version of Jungle Republic due to the exclusion of the Seer and inclusion of the Vig, but the endgames are unclarified, and the Role PMs look inconsistent with the rest of the wiki. (This also begs the question: Do we want consistent role PMs throughout the wiki? I know I do, but I don't want to go changing it all without discussing it first.)


Masons and Monks has yet to have a town win, even since the added VT change. While the setup itself is very elegent in its simplicity, is it just all of the towns playing badly or is it scumsided? I actually don't know so I just thought I'd bring it up.


Cult Vengeful is barely mafia and just a worse version of vengeful, but I've discussed this with the setup creator and a few others and was disagreed with wholly so whatever. Mainly it has me asking: Can I make any setup and put it on the wiki? My big issue with it is that it's under Small Open Setups which is under Approved Open Setups which means it can be run in the open queue(I think?). I guess I'd just like higher ups to address this.


SCIENCE! has a hilarious 90% Mafia winrate. It was suggested that it be changed to 2:5:2 for balance reasons, but many liked the simplicity and Veto'd it. I'm fine keeping it as is mainly due to lack of 7 player setups, but I think the Encryptor needs to not be named so. I just think it'd be cleaner if there were 2 mafia goons and it was specified that they had daytalk. Just a visual change for clarity's sake I'd like to make. (People could get confused and think Encryptor dying stops masons from daytalking) If someone also thinks the 90% Mafia winrate is too absurd to keep it an approved 7p, I'd also be willing to talk about if it should be changed or even if there should just be a new setup with 2 mafia, 2 masons, and 5 vts.


Vengeful is beautiful as always, but is there a reason we're still calling the Godfather in this setup a Godfather? Is there a reason not to find another name for this role? I know it's a stupid detail, but I know I don't like to play this setup with cards simply because people get confused when I call the role a Godfather and have to go through explaining "it works not like a normal Godfather, if it's lynched then scum loses bla bla bla..."


We Need A Fifth is obviously a setup of my own devising that is obviously very similar to vengeful. It's debateably mafia, and because of that I wanted to just take a look and make sure it's fine as is. In order to get a lynch on someone atm, you need every other player to vote that player. Meaning for you to lynch scum the first day, you know that a partner bussed. I just wanted to run the idea of having it 2 votes to lynch. How would this affect the game? Does Bo Know brought up this point but I still wanted to get more feedback on the idea. For thoughts sake, both games run have been mafia wins where town was lynched day one and shot the other townie, but obviously the sample size is completely unreliable.


There are random setups everywhere in the open setups category. And mainly I see it because of unclear organization. Is there a reason we don't have an Unapproved section? Or is it correct for you to just try your luck in finding a setup of a certain size in the Open Setup category.


If the reasoning for disorganization is laziness, I can take it upon myself to organize things, that's no big deal. But I don't want to do that without a discussion first, it may be that things are running as intended and I just don't understand it.

Posted: Sat Dec 14, 2013 3:40 pm
by SalmonellaDreams
In post 527, BBmolla wrote:Faith Plus One has yet to have a town win, and I absolutely hate open setups with random chances so I was wondering if we could try to rework this a bit. I don't have anything great to suggest as of yet, but I definitely love the "If both Docs protect the cop, their protection fails" element of the setup. Or, it's entirely possible the setup is fine as is and I'm just being a loser. Looking back, people seem to have commented on enjoying the setup:
In post 190, Amrun wrote:
In post 183, DarthYoshi wrote:
Faith Plus One
- This setup has four variants, so we really ought to just pick one and use it if people like it. I know it was played recently. Is there anyone here that played or read the game? What did they think of the setup? To me, it doesn't have that X-factor about it, and I think there are some people who think %-based roles are kind of meh. It feels a little scum-sided too. Again, would like others to weigh in on this one.
Speaking as the setup creator--the reason it was made was back in the spring when people discussed the brokenness of the basic 12p, I wanted to make a setup that allowed for both cop + doc roles without having to fall back on more cliched counters like maf roleblockers, macho cops, etc. Faith +1 is what resulted from that. If I had to pick one variant to go with, it'd be 1 doc + 1 ineffective doc + 1 cop. If it feels a little scum-sided, I am happy to work on that as well.

I played in the first time this was run and I really enjoyed the set up.

I think the 2 ineffective doc version (the one I played) was really interesting because we had to figure out how to try and protect the cop correctly without BOTH doing it (and I actually was protecting the cop the night he died, but my 50% failed).

I didn't see a problem with it, balance-wise. it was fun.
And here's my problem with it. Here you have a game completely changed because of the 50%. A cop living or dying randomly is
hugely
swingy.

Worst comes to worst, I might just take the "both docs protect X target is fails" concept and make a different setup.
I'm still not that experienced with set-up design, but here's my two cents:

Keep the set-up the same, just adjust the mechanics. If both of the doctors target the same player, the protection fails. If one of the doctors dies, the other doctor will always fail when attempting to protect the cop, but will still be able to protect any other player without a chance of failure. The doctors will fail if they both target each other, but not if only one of the doctors protects the other doctor. I feel like this should maintain the balance, continue to keep "follow the cop" out of the picture, and eliminate the swinginess.

How's it sound?

Posted: Sat Dec 14, 2013 10:37 pm
by BBmolla
Yeah I was thinking something along those lines. Problem with what you suggested is that if day one a cop claims and a doc claims, then you have the unclaimed doc protect the claimed doc and the claimed doc protect the Cop.

I think something like this would be fun:
Hope Plus 1

13 Players:

3 Mafia Goons

7 Vanilla Townies
2 Macho Doctors
1 Cop

  • Daystart
  • If both Doctors target a player, the protection will fail.
  • If one Doctor dies, the Cop becomes Macho.


However, I know the intention of the original setup was to avoid using the Macho modifier. I just think the original setup, despite accomplishing what it sought to accomplish, is a bad setup due to random swinginess.

Posted: Sun Dec 15, 2013 7:42 pm
by LlamaFluff
Next week im (supposed) to not have to go into the office and im (supposed) to have everything all setup where im moving to so I am going to be trying to clean up a whole lot of the open queue stuff including wiki. If you want to help though im more than willing to take some offers.

Posted: Sun Dec 15, 2013 8:00 pm
by BBmolla
Please yes.

Posted: Fri Jan 10, 2014 2:10 pm
by Kcdaspot
In post 527, BBmolla wrote:Semi related note, Jungle Anarchy is basically a fixed version of Jungle Republic due to the exclusion of the Seer and inclusion of the Vig, but the endgames are unclarified, and the Role PMs look inconsistent with the rest of the wiki. (This also begs the question: Do we want consistent role PMs throughout the wiki? I know I do, but I don't want to go changing it all without discussing it first.)
Im quite satisfied with myself that i made this and its being discussed on this level

more srsly: can we find any games that played this yet?

Posted: Fri Jan 10, 2014 2:21 pm
by Kcdaspot
okay let me take a crack at this for jungle anarchy:

Town can only win if the mafia and the werewolves are gone. thats given.

Mafia win if they outnumber or equal the number of town + werewolves. so if if all mafia and all WW are in play but no or one town remain GG the only way that can change is if the vig is in. thats 2 killing roles still out there with no possible way to role block them both.

This is probably the biggest issue with this setup. imagine 1v2v3
the vig the ww and the maf are all in play... what happens? admittedly i shoulda took more time to think about that interaction.

I would at this point look at all the possibilites from this senario but im wrapping my head around how we would get ther in the first place... not to mention all the other scenarios that could pop up getting there.

@_@ I may need some time... or help :(

Posted: Mon Jan 20, 2014 4:13 pm
by Leafsnail
Re: Jungle Republic, I did have some ideas for making the win cons clearer and stopping stalemates a while ago. Since I wrote this I decided the best stalemate breaking system would be:
- If there's a no lynch followed by no nightkill, force a lynch on the next day
- If there's no nightkill followed by no lynch, force a nightkill on the next night
In post 6393, Leafsnail wrote:I'm intending to run an offsite Jungle Republic game, and I had a couple of ideas for rule changes/ clarifications. If anyone could give me their thoughts on them that would be great.

1. Win Conditions
The current Jungle Republic win conditions are a bit complicated, and also leave a case that I think is bad. Here is another version of the win cons that result in the same endgame rules except in that one case.

Town: You win if all threats are eliminated and at least one town player is alive. If you are the only surviving town player and there are still threats alive you will commit suicide. e: The suicide should probably only trigger in the morning to avoid changing some of the endgames too much.

Mafia: You win if at least half of the living players are mafia.

Wolf: You win if at least half of the living players are wolves, unless there are an equal number of wolves and mafia members alive.

The one situation that's changed by this is 2 mafia, 2 wolves, 1 townie. Previously the game would keep going and the townie could act as kingmaker (or the werewolves could shoot for a mafia member). Under these rules, it's a mafia victory, which seems more consistent with the wolf/mafia/townie endgame. This is a slight boost for the mafia, but I don't think it's too significant.

2. Lynching
Should lynching be compulsive even while there are still wolves alive? My instinct is yes, but I'm not sure if there are any absolute deadlock situations I've overlooked. If not, how does one resolve a stalemate?

Posted: Mon Jan 20, 2014 4:19 pm
by Leafsnail
As far as I can tell a 2-2-2 endgame is still perfectly winnable for town, although it does require them to work with mafia and then hope the wolves kill a mafia in the night.

Posted: Tue Jan 28, 2014 7:37 am
by kuribo
Olympus setup:

13 players

10 town-aligned Dreaming Gods
3 scum Dreaming Gods

Each player gets the names of 10 abilities and is not told what they do. They can choose one ability and one target each night.


I won't even pretend it's not swingy as hell.

Posted: Thu Jan 30, 2014 7:05 am
by pieceofpecanpie
@kuribo
The swing and balance is completely based on what those actual abilities are, so have you got some in mind?

@everyone
I'm back with a heavily revised version of my set-up idea that I had going last page, updated the wiki (http://wiki.mafiascum.net/index.php?tit ... ttle_Mafia) so feel free to check it out and comment.

Quick summary:
- Basic concept is the same eg. town are not aware of their roles at gamestart but get to use them if they're NK'd
- Introduced a mechanic where town players can learn their ability throughout the game (see "Living Rattle")
- Tweaked a bunch of roles/mechanics (including the whole scum team)
- Changed it to a 13-player day start (instead of 14 player night start)

That's all I can think of off the top of my head. I'd like to thank AV who once again patiently went through ideas and gave feedback so we could come up with a workable game without losing the basic concept. Unfortunately it appears he's taking a break from mafia for the time being, but we essentially got to the point where this game is looking very playable. A huge thank you to everyone who provided feedback here - especially Hoopla - who took the time to read, mull it over and deliver feedback on the concept. Every comment helped spawn these changes. Most importantly I think this is now a fun game for both town and scum (which seemed a major flaw previously) - mostly due to the "Living Rattle" mechanic - so I'm still keen to try running this some time. I'd really appreciate your thoughts.

Posted: Thu Jan 30, 2014 8:03 am
by BBmolla
In post 536, kuribo wrote:Olympus setup:

13 players

10 town-aligned Dreaming Gods
3 scum Dreaming Gods

Each player gets the names of 10 abilities and is not told what they do. They can choose one ability and one target each night.


I won't even pretend it's not swingy as hell.
Probably the best setup ever

Posted: Thu Jan 30, 2014 9:23 am
by callforjudgement
Btw, I'm pretty sure that if you have a targeted ability with no idea what it does, you should point it at a scumread. Not entirely sure if it should be aimed at your personal scumread, or the town's generic main scumread.

Posted: Sun Feb 09, 2014 11:17 am
by Tony PF
Has there been a decision as to whether Rebels in the Palace can be run by a new moderator? I'm already getting anxious to mod my first game even though I'm only in my first game, so I'd like to know.

Posted: Sun May 18, 2014 8:34 pm
by Kaiveran
Seeking official review and approval for this setup:

Jack Be Nimble
13 Players


1 Mafia JOAT (3 Powers)
2 Mafia Goons


2 Town JOATs (3 Powers)

8 Vanilla Townies


Mafia JOAT Powers are randomly selected from the following pool:
  • Roleblock
  • Strongman Kill (Variant: Protection/Bodyguard/PGO Immune)
  • Ninja Kill (Variant: Watcher/Roleblock Immune)
  • Bus Drive
  • Role Cop
Town JOAT Powers are randomly selected from the following pool:
  • Cop
  • Watcher
  • Jailkeeper
  • Friendly Neighbor
  • Bodyguard
  • Vigilante
  • Roleblocker
  • Commuter
  • Kidnapper
  • PGO
  • Vengeful Self (permanent)


This setup was previously looked at by LlamaFluff here.

The main points I think need to be addressed before this starts getting run:
  • Fluff indicates that he feels it might be slightly scum sided in theory, but it is counteracted by the Town JOATs being effectively conftown when they claim (barring a successful JOAT fakeclaim, which will be
    extremely
    difficult); is everyone else willing to give a pass on this? If not, perhaps one or two other VTs will help?
  • I still feel like the power pools might need some tweaking for maximum balance.

Posted: Tue May 27, 2014 3:50 pm
by Kaiveran
There are things that go bump in the night. And we are the ones who bump back.

Posted: Tue May 27, 2014 3:55 pm
by BBmolla
I mean the setup is kind of swingy to balance completely by nature of it being super semi open but here

Does PGO need to be activated?

Are all abilities one shot?

If so, does Kidnapper get used up if used one night and the JOAT doesn't die?

What are you attempting to accomplish with this setup?

If mafia could choose Town JOAT's abilities, which ones would they choose?

Posted: Tue May 27, 2014 5:10 pm
by Kaiveran
In post 543, BBmolla wrote:I mean the setup is kind of swingy to balance completely by nature of it being super semi open but here

Does PGO need to be activated?

Yes.


Are all abilities one shot?

Never seen a game where JOAT powers are not one shot. the answer is yes.


If so, does Kidnapper get used up if used one night and the JOAT doesn't die?

I suppose I should outline what the Kidnapper power here does since there's no wiki page for it. Kidnapping a player here is essentially a combination of Roleblocking the target and forcing the target to Hide behind you. Any role action that the target takes is blocked, any role action that would normally resolve on the target is blocked, and any action that affects the Kidnapper also affects the target. It is used up after one use. I was going to have it carry over to the next day so that his target dies if he gets lynched, but decided against it.


What are you attempting to accomplish with this setup?

I wanted to bring the variety of powers, and the "facing the unknowns" element of C9++ and family, to something that's as close to a "standard" set up as possible. The powers are unknown but concentrated in a small number of players relative to the team size.


If mafia could choose Town JOAT's abilities, which ones would they choose?

This is a hard question to answer because one, it's not the case, and two. I specifically aimed to pick powers that had more-or-less equal footing with each-other. I wouldn't know what to specifically choose until I had a player roster to deal with. However, looking at it now after a while, I would probably avoid choosing Cop and watcher in most circumstances. I guess that's supposed to mean they're unbalanced, but I'd like to hear more.

Posted: Tue May 27, 2014 6:47 pm
by Kaiveran
BTW sorry for not reviewing your Empires setup molla. I got sucked into that miserable hole called life.

Posted: Tue May 27, 2014 6:58 pm
by BBmolla
No worries it's chill

Posted: Tue May 27, 2014 7:11 pm
by BBmolla
Lemme think a bit.

Posted: Thu Jul 17, 2014 7:40 pm
by Kaiveran
As my turn in the Open queue is coming up soon and I've been working on this with LlamaFluffStuff, I would like to have a few more pairs of eyes on this semi-open multiball setup.
It's tentatively called
C18++
, but given how close the revisions have made it to its inspiration, I'd be willing to call it
Two-Fold C9++.


Wiki article here.

Posted: Thu Jul 17, 2014 9:17 pm
by reinoe
In post 548, Kaiveran wrote:As my turn in the Open queue is coming up soon and I've been working on this with LlamaFluffStuff, I would like to have a few more pairs of eyes on this semi-open multiball setup.
It's tentatively called
C18++
, but given how close the revisions have made it to its inspiration, I'd be willing to call it
Two-Fold C9++.


Wiki article here.

I have a problem with a setup that's not approved having it's own wiki page. Aren't there enough vanity Open setups that have only been used once or none clogging up the Open games setups?