Starting at night or with day?

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As a general rule, should a game start at night or with day?

Day
31
46%
Night
15
22%
There should be no presumption either way
22
32%
 
Total votes: 68

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Zindaras
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Post Post #2 (isolation #0) » Fri Dec 15, 2006 5:08 am

Post by Zindaras »

I prefer something in between, a setup I use myself: First 72 hours for confirming and posting some early stuff, then a forced No Lynch and Night. Makes Night 1 not completely random.

Not that a Night start is that important. I have some statistics that show that an insane amount of Day 1's lead to scum death, even with Day start.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #7 (isolation #1) » Fri Dec 15, 2006 6:25 am

Post by Zindaras »

Dead Rikimaru wrote:Day starts are boring, and their lynches are random (even if Mafia is killed).
After a Night 0 the town have an idea on the number of killing groups involved and the kind of roles that are in the game.
As I said, I've got the stats that scum deaths happen a lot Day One, and that's not something you'd expect if you randomly lynch.
Isn't the idea of the mafia game to find the criminals and bring justice to them? Why lynch someone before a crime has even been commited (like when the game start in Day).
In most games, there is a crime detailed in the story.

Personally, every game I hosted that started with Night saw my favourite roles dying N0, so I'm not going to do that anymore.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #16 (isolation #2) » Fri Dec 15, 2006 11:23 am

Post by Zindaras »

Dead Rikimaru wrote:Why not? If it's random...
Scum won't vote other scum in the random phase. This is something I've seen on another site where Day 1 truly
is
random. Everyone votes randomly. (then again, the setup is 24 hours=1 day)
But seriously Nighteless Day Ones tend to be loooooooong. People don't know what to do. Have no idea about the set up. The ends by deadline and the lynch tend to be random.
Lynches are definitely not random Day One.
When you are making the set up that start at night you must take Night0 deaths in consideration.
Of course I do, but that won't make me happier when my favourite role dies.
And not all games have a story.
I think all games should have.
Kelly Chen wrote:This doesn't seem promising to me, because in this first lynch-free Day no one has much ability to do anything that helps or hurts the town. I guess a player could post something scummy, or roleclaim...

Maybe it is of interest who gets killed N0 (but this takes metagaming skill I think). I'm not sure I've been in a game where that was much discussed. I don't like, though, the possibility that role info is outed immediately on D1, preventing the random voting stage. (An example would be Adele's recent open role game, where D1 started with the tracker informing the town that the blocker had targeted him.)
Other people are using the setup right now, and I'm watching with much interest.

Another option is to let the players decide, in a preliminary vote.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #45 (isolation #3) » Mon Feb 12, 2007 11:06 am

Post by Zindaras »

If you'll look at statistics (I've gathered them not on this site, admittedly, but a comparable one), you'll find that, very often, the scum lynch percentage Day One is higher than randomness prescribes.

Starting on Day is not something which screws the town. Also, EmpTyger, your view on Night-kills, good. I see it as a compliment a lot as well. But when you get killed Night 0 every bloody time, it starts to get real annoying.

That's also a reason why I'm a fan of Day-starts.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Zindaras
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Post Post #53 (isolation #4) » Tue Feb 13, 2007 11:15 am

Post by Zindaras »

Norinel wrote:
Zindaras wrote:If you'll look at statistics (I've gathered them not on this site, admittedly, but a comparable one), you'll find that, very often, the scum lynch percentage Day One is higher than randomness prescribes.
I believe there was some analysis of Newbie games not long ago when the reverse was found. Of course, there are the factors of day start, openish setup, and being played by newbies, but I'm not sure which one is the biggest cause of that.
If my memory's serving me well, it showed the same. Town was lynching slightly better on Day One than they should if it was random.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed

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