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Post #40 (isolation #0) » Wed Dec 19, 2012 9:33 am
Postby zoraster »
In post 23, StrangerCoug wrote:I kind of feel a bit insulted by Mr. Flay's implication that mods cannot be expected to actually randomize what roles are in a semi-open. By modding a semi-open, you agree to run whatever random.org gives you. If we're
THAT
concerned about whether or not assignments are random, have singersigner set up a reasonably foolproof system that proves the setup is randomly generated. Something like this:
First-time newbie mods set up a system of how they are going to determine what roles in the game—say, if we keep 2of4, the terms "cop", "doc", "JK", and "VT" go in the list randomizer and we pick the top two that come up.
singersigner approves the method.
We give her a screenshot of the result with a timestamp from
AFTER
her approval.
Once that's taken care of, we agree on how player assignments will work. I write my role PMs so that the names are replaced with the placeholders PLAYER_01, PLAYER_02, PLAYER_03, and so on as necessary.
Again, give her a screenshot of the random.org assignments from after she approved the system.
It's not perfect—someone who doesn't like the role/player assignments can just rerun the generator, for example—but I am against newbie games going to fully open setups just because some mods aren't playing by the rules.
As for ideas for a new newbie setup, I would be the wrong person to ask for a hard setup, but in my opinion newbie games suffer if they're needlessly complex. No setups that take longer than two or three sentences to explain should be allowed, and any permitted deviations from the basic investigative/protective/blocking roles should be allowed. (My main beef against a vigilante being allowed in a newbie stems more from the small game size than the likelihood that it'll be given to an inexperienced player.)
why? Why not just have singer assign them? This only increases the work. Here's how easy it is for her:
Have singer go to random.org. Generate 100 integers for the next 100 games. She has this list. When she PMs a mod to tell them its their turn to sign up, she tells them which setup to do. She doesn't even have to go to random.org again to do this.
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Post #42 (isolation #1) » Wed Dec 19, 2012 9:43 am
Postby zoraster »
It isn't that they're doing it to you in particular. They're doing it for us as a whole because we as a whole benefit from it.
We don't let people who have been here two weeks moderate large themes not because each individual one is incapable of doing so but because as a whole it's a bad idea.
And in this case you literally gain nothing doing it yourself if you're doing it honestly.
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Post #45 (isolation #2) » Wed Dec 19, 2012 10:00 am
Postby zoraster »
Well, we don't have the luxury of knowing who's doing it non-randomly, just that it's probably happening. As such, there's no way to tell those people they can't mod. As a result, our best solution is simply to have the listmod do it.
Here's the thing: mods DO NOT have the discretion at the moment. The only way they have any sort of discretion is if they're cheating. Period. So nothing is being taken away from them other than the ability to click on random.org.
I think mods should welcome it. It'll reassure players that there's nothing funky going on with the setups.
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Post #47 (isolation #3) » Wed Dec 19, 2012 10:05 am
Postby zoraster »
why should they? If semi-open as we do now is the best solution, there is no reason to use an open game when there is such a simple solution of having the listmod do it. If an open setup is BETTER, that's fine, but not using one just because you don't want a listmod telling you which randomly generated setup to use would be a terrible decision.
EDIT: To clarify: I'm not opposed to using an open setup at all. That'd at least be more similar to some games we run now outside of newbies (the percent of games that are semi-open in the style we use for newbies is negligible). I just don't think we should decide to do so because of an irrational desire not to have any listmod control.
If we can find a balanced open setup that is balanced time after time after time even without doubt about claims, etc. then sure, I'd be good with that.
Last edited by zoraster on Wed Dec 19, 2012 10:16 am, edited 1 time in total.
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Post #51 (isolation #4) » Wed Dec 19, 2012 10:22 am
Postby zoraster »
No. That's not what we're saying at all. We're saying a number of newbie mods are not randomizing. To prevent that from happening, we'll randomize for everyone. Why? Because it solves the problem at ZERO cost to anyone but the listmod, and there the cost is very low. Just because you have your setup given to you doesn't mean that you are not trusted individually. The obsession with being "trusted" is not appropriate for a mod.
View it as a cost/benefit equation. On the benefit side to the listmod doing it is that we assure random setups and slightly less work for mods. On the cost side we have a very slight increase in work for the listmod. To me it is clear which prevails.
P-edit: as for the role to player thing, yeah. That's a problem too, but I think it's one that involves a lot more work for the listmod, so it increases the cost there. At least this way we get SETUPS that are randomized appropriately so that the legitimacy of the entire overall semi-open setup is not called into question.
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Post #56 (isolation #6) » Wed Dec 19, 2012 10:31 am
Postby zoraster »
In post 53, Zachrulez wrote:Well I mean theoretically assigning setups eliminates setup rigging, but in practice, what's to stop the mod from running the setup they want anyway? If the games are all going to be the same size, it's likely the list mod won't find out until it's too late.
Edit: I'm not really up to speed on the two of four distribution numbers, but wasn't that setup supposed to be assigned to mods?
Yeah, the listmod may not find out, but the penalty is there. If you're caught, you'll be in some form of trouble. That should be enough to stop it.
In post 50, Zachrulez wrote:The thing about list mods assigning setups... if you believe mods are rigging the setup chosen for play, is there not reason to think that the mod might also be rigging the role assignment? If you think one is suspect then surely the other likely is too and the list mod should be doing both?
Just my thought on the matter.
This is a good point. If we're having problems with rigged games, why should the list mod randomize
ONLY
the setup? The list mod might as well do both, and then the newbie mods would serve to make singersigner's life easier and not have to watch over tons of games herself.
For those who don't get the joke: I'm against this, too, being more overkill than what has been suggested. This is only to prove a point.
Well, if it were really easy for the listmod, I'd have no problem with it. It is not a particularly extreme thing to do. But I think the increase in work for the listmod would make it not worth the effort.
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Post #95 (isolation #10) » Wed Dec 19, 2012 4:54 pm
Postby zoraster »
the problem is that balance isn't the only thing going on. You want to expose people to day play with a newbie game.
I have nothing against EM. Although few remember it, it's where I played most of my mafia in the early days of EM (back when there were only a handful of roles, no mods, disconnecting was a huge problem, etc.)
Last edited by zoraster on Wed Dec 19, 2012 4:55 pm, edited 1 time in total.
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Post #108 (isolation #14) » Wed Dec 19, 2012 5:09 pm
Postby zoraster »
Why
ARE
newbie games started in batches? the most important thing for newbie games is to get them going ASAP. A normal player will wait around, but newbies are momentum driven.
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Post #127 (isolation #17) » Thu Dec 20, 2012 6:07 am
Postby zoraster »
well i think the thought was that with a stable of opens that the listmod would choose one, but it'd still be public knowledge which open was being chosen.
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Post #129 (isolation #18) » Thu Dec 20, 2012 6:28 am
Postby zoraster »
hmm yeah. i guess i read that differently, but you may be right. I don't really support that, though. Seems like a hodge-podge attempt at semi-open in the end. I'd rather just have a rotating number of open games or something.
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Post #131 (isolation #19) » Thu Dec 20, 2012 8:28 am
Postby zoraster »
it just seems sloppy to me. If you're going to design a semi-open setup, do it, whether that's C9++++++++, F11, 2of4, or whatever. If you're going to use open games, do that instead. I don't see the advantage in shrouding an open game. And it makes it harder as of now to figure out win rates because an open game that is balanced as an open is no longer balanced as a semi-closed setup.
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Post #152 (isolation #21) » Fri Dec 21, 2012 6:40 am
Postby zoraster »
The only true statistic I care about with newbie games is the conversation statistic. In other words, how many players who play in a newbie game are here 6 months later actively playing the game?
Fun, balance, etc. all indirectly affect that, I think. So that's why those are important.
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Post #158 (isolation #22) » Fri Dec 21, 2012 9:40 am
Postby zoraster »
In post 154, Debonair Danny DiPietro wrote:If this is the prime mover than I think the biggest issue is the delay between sign-ups and games starting due to games being batch started as momentum seems to be particularly important for new players and not anything related to the games themselves.
newbie games started in batches? the most important thing for newbie games is to get them going ASAP. A normal player will wait around, but newbies are momentum driven.
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Post #176 (isolation #23) » Sun Dec 23, 2012 3:33 am
Postby zoraster »
It's fine if there's a buffer of two newbies or so, but ideally we'd never see two+ full games launching at the same time unless they all signed up that day.
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Post #215 (isolation #26) » Tue Dec 25, 2012 4:18 am
Postby zoraster »
How much does our IC situation rely on our primary ICs (e.g. nacho and thor)? If one were to take a break from the site or even just newbies, would we have a problem again?
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Post #226 (isolation #27) » Tue Dec 25, 2012 11:45 am
Postby zoraster »
that seems okay. the biggest part of newbie games is to get newbies playing and give them an environment where it's OKAY to be a newbie sometimes compared to the fairly ruthless world outside. Ratios, ICs, etc. just are gravy. More frequent games with active players is just more important, full stop.
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Post #265 (isolation #29) » Tue Jan 01, 2013 1:24 am
Postby zoraster »
disregard IC and SE players, count replacements and replaced as long as they were newbies.
but ideally you'd have more than a single month's data, and you'd compare it to other variables (e.g. how fast the game went up for sign ups, what setup was being used, how long the game lasted, who was the IC)
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Post #274 (isolation #31) » Wed Jan 02, 2013 3:33 am
Postby zoraster »
oh, one word of warning since you're somewhat new here, Rob: your data for newbies in December 2011ish will be kind of skewed because of the crash in late winter, early spring. That will almost assuredly lower the number of members who were posting 6 months later.
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Post #276 (isolation #32) » Wed Jan 02, 2013 4:06 am
Postby zoraster »
As it stands, the ICs aren't currently a problem (so I understand). I think the real problem is that we want to reduce the wait time for newbies, though obviously that sometimes falls to the wayside. And if you up it to 11, the first person to sign up will have to wait somewhat longer. The other reason for 9p is that it's shorter, and a short introduction is honestly what's needed in terms of instruction.
As an aside, upping it to 11 doesn't necessarily help the IC problem to the extent you might suspect it would. Upping it to 11 would mean games would last longer meaning ICs would be locked up, on average, for longer.
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Post #330 (isolation #40) » Sat Jan 05, 2013 12:01 pm
Postby zoraster »
The reason to have newbies is also in large part so that pure new players don't become the large contingent in our other queues. it's not a bad though, but I don't think it really does us much good. The way newbies work now is pretty good, I think?
In post 321, zoraster wrote:the goal isn't to exhaust our supplies of SEs and ICs. A long queue there is great.
Not so great for the players, though. It's difficult to know when you're going to reach the top of the queue, so it's difficult to know how much time you'll have on your plate when you reach there. It's kind of annoying. I never both with the SE queue because it's just too long and it always prevents me from adding on an extra game due to the uncertainty of when I'll be needed.
On a side note, the ability to /in twice or even more often into either the SE or IC queue is annoying to people who want to reach the top of the queue. It's silly that Nacho, for instance, is going to reach the top of the IC queue four times before I reach it once. It's not difficult to /in again as soon as you make it into a game and it will keep the wait time much lower than it is now (at least for the IC queue).
Sure, but again, our purpose isn't to give good games to these players. We have literally 6 other queues designed to do that.
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Post #363 (isolation #44) » Mon Jan 07, 2013 1:24 pm
Postby zoraster »
And given the pace that games are played, I'm not sure it's realistic to keep people in the "newbie basket" for a long time. To an extent, there is a trial by fire. The thing that makes it harder for people, though, is acting like everyone is out to get them. I don't mean to single you out on this at all as you aren't the only or worst example. You'll notice that there are quite a few newbies that acclimatize well, though, and they're the ones that are better at approximating whatever the je ne sais quoi is of the site.
edit: Also, what Faraday said. Some people fit and others do not. Many others don't fit until they do.
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Post #365 (isolation #45) » Mon Jan 07, 2013 1:28 pm
Postby zoraster »
oh yeah. i have no problem with zoidberg, other than he thinks my pointing out that he's been here for only a limited time and that comes with certain issues constitutes newbie harassment.
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Post #372 (isolation #46) » Mon Jan 07, 2013 2:37 pm
Postby zoraster »
also for what it's worth, i think opens, mini-normals and micros are easier to break into at first. large themes tend to be where a lot of the "cliques" go.
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Post #383 (isolation #47) » Tue Jan 08, 2013 10:00 am
Postby zoraster »
I don't know that competency is really all that big a goal for the players in the game other than the IC. Frankly, we could do away with SEs altogether as long as we're filling our games with newbies aplenty.
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Post #408 (isolation #54) » Wed Jan 09, 2013 5:03 am
Postby zoraster »
All Newbie games are the same, so there's no need for differentiation. Also, it's pretty much impossible to know what newbies are like before they play, so knowing the player list is unhelpful. Last, this way there's a steady flow of SEs and ICs.