Newbie Setup (Matrix6 implemented)

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Post Post #625 (ISO) » Fri Mar 01, 2013 7:33 pm

Post by Cheery Dog »

I'll go with the solution of alphabetical order, so if we're doing that, JK resolves first. (but onl if they're targetting each other, a roleblocked jk not targeting the roleblocker should still get blocked.
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Post Post #626 (ISO) » Fri Mar 01, 2013 7:40 pm

Post by Zachrulez »

Not sure upping the SE volume in newbie games to 3 in combination with upping the requirements it going to be a great thing. Why not temporarily put more in and then go back to 2 when the queue empties out? Changing the layout to a 5:3:1 seems like it's going to invite an SE shortage in the near future.

Upping the SE requirements alone seems fine to me. (At the very least it's probably worth seeing what the effect of upping the SE requirement to 3 games does to the backlog.)
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Post Post #627 (ISO) » Fri Mar 01, 2013 8:18 pm

Post by singersigner »

Hmm...that's a good point about the requirement v. count. I just thought upping the count PLUS extra experience for all of them was a good compromise to not adding another IC if having experienced players was still an issue, especially if we're going to try to be more strict with IC requirements.
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Post Post #628 (ISO) » Sat Mar 02, 2013 6:07 am

Post by Ether »

Uh...so what is the proposed newbie setup right now? I really think you're overcomplicating it to hell with strongmen and such. (I liked simple semiopens like F11 when I did play, but I haven't actually played in almost a year, so I admit that maybe I am not the ideal audience.)

I still feel strongly that there should be more ICs per game, and putting in more SEs is not solving that problem. I am not really opposed to throwing in more SEs, but they are not role models. They are random people with a minimum standard of three games which might or might not still be ongoing.

I think it would be interesting to PM a survey to every single first-time player as soon as it dies/replaces out/its game ends. I guess that could be a new mod duty? That's distinct from retention rates, though.

What kind of concrete standards can we implement, that don't rely as heavily on my subjective judgement?
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Post Post #629 (ISO) » Sat Mar 02, 2013 6:12 am

Post by quadz08 »

I think the current proposed setup is Quilford's:

Mafia GoonMafia GoonTown Cop
Town JailkeeperTown RoleblockerMafia 1-Shot Strongman
Mafia RolecopTown TrackerTown Doctor

Pick any row, column, or diagonal with three cells.

Add Mafia Goons and Vanilla Townies as necessary for 2:7.
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Post Post #630 (ISO) » Sat Mar 02, 2013 6:20 am

Post by Ether »

Well now that's just tacky.
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Post Post #631 (ISO) » Sat Mar 02, 2013 6:32 am

Post by quadz08 »

I think it's quite elegant.
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Post Post #632 (ISO) » Sat Mar 02, 2013 7:31 am

Post by BBmolla »

I like it.

Need to specify how Roleblocker vs. Jailkeeper works out though.
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Post Post #633 (ISO) » Sat Mar 02, 2013 7:59 am

Post by Remembrance »

I like it too.

I mean, I think it works and I want to see how the tracker class works in a newbie game. I also like the other newbie rules that are coming into effect. The 1-shot strongman is my only *ehhhhhhh* feeling as far as the frame work goes.

We can check the statistics to see how it goes after, if it doesn't work out the mods can always change it.
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Post Post #634 (ISO) » Sat Mar 02, 2013 10:14 am

Post by RichardGHP »

In post 632, BBmolla wrote:I like it.

Need to specify how Roleblocker vs. Jailkeeper works out though.


It should work as I outlined a long time ago: roleblocks cancel each other out; JK's protect still works.
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Post Post #635 (ISO) » Sat Mar 02, 2013 10:22 am

Post by zoraster »

i think it's elegant, easy to understand, and pretty brilliant.

goon, goon cop is just fine.

the only one that's concerning to me is roleblocker, cop vs. rolecop. that's a lot of town power.
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Post Post #636 (ISO) » Sat Mar 02, 2013 10:45 am

Post by Human Destroyer »

In post 629, quadz08 wrote:I think the current proposed setup is Quilford's:

Mafia GoonMafia GoonTown Cop
Town JailkeeperTown RoleblockerMafia 1-Shot Strongman
Mafia RolecopTown TrackerTown Doctor

Pick any row, column, or diagonal with three cells.

Add Mafia Goons and Vanilla Townies as necessary for 2:7.


A friend of mine and I were talking and we were thinking that JK and RB should be switched, same with Cop/Doc; allows for avoiding RB/Cop vs. Rolecop, which is horribly townsided.
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Post Post #637 (ISO) » Sat Mar 02, 2013 10:51 am

Post by quadz08 »

I think the balance issues are of relatively limited importance in a newbie. *shrug*

Also, singer and I have discussed it, and we've decided that in the case that the Jailkeeper and Roleblocker target one another, the Jailkeeper will take priority. This means the Roleblocker will be roleblocked and protected from a non-strongman kill, effectively turning it into a Doc-VT situation for the night.


P-Edit: Doc/JK vs Rolecop is actually incredibly townsided. See the newbie setup data on 2of4.
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Post Post #638 (ISO) » Sat Mar 02, 2013 10:58 am

Post by Cogito Ergo Sum »

I like Quilford's.

Doc/JK, beyond being townsided, also leads to annoyingly drawn out games.
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Post Post #639 (ISO) » Sat Mar 02, 2013 11:12 am

Post by zoraster »

that's a weird solution. it seems like the RB should get priority over a JK if anyone does, but i guess so long as there's a policy.
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Post Post #640 (ISO) » Sat Mar 02, 2013 11:14 am

Post by zoraster »

maybe the solution is just to get rid of the diagonals? I don't think you lose anything by getting rid of goon, rb, doctor vs. goon and you avoid RB, Cop vs. rolecop

What should the setup be called? Matrix6?
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Post Post #641 (ISO) » Sat Mar 02, 2013 11:16 am

Post by Ether »

Unless there's something I'm missing--and I acknowledge that I haven't played or looked at Little Italy in a long time--I just don't really think the strongman has any place in a newbie game.
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Post Post #642 (ISO) » Sat Mar 02, 2013 11:20 am

Post by Faraday »

Why? (What defines what place a role has?)
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Post Post #643 (ISO) » Sat Mar 02, 2013 11:20 am

Post by Faraday »

In post 640, zoraster wrote:that's a weird solution. it seems like the RB should get priority over a JK if anyone does, but i guess so long as there's a policy.

(Agreed here, doesn't seem to make a major difference other way as it seems to only apply to when they target each other, I think?)

Presumably the jailer doesn't get priority in a roleblock chain?
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Post Post #644 (ISO) » Sat Mar 02, 2013 11:26 am

Post by quadz08 »

In post 641, zoraster wrote:maybe the solution is just to get rid of the diagonals? I don't think you lose anything by getting rid of goon, rb, doctor vs. goon and you avoid RB, Cop vs. rolecop

What should the setup be called? Matrix6?

Removing the diags is worth thinking about. Singer and I will brain at it later.

Singer called it "Queueb" (pronounced 'cube') in discussion with Quilford last night.

In post 642, Ether wrote:Unless there's something I'm missing--and I acknowledge that I haven't played or looked at Little Italy in a long time--I just don't really think the strongman has any place in a newbie game.


Strongman is becoming more common in the site meta (in my experience, at least), and I don't think there's a reason it
shouldn't
be in a newbie game. *shrug*
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Post Post #645 (ISO) » Sat Mar 02, 2013 11:27 am

Post by quadz08 »

In post 644, Faraday wrote:
In post 640, zoraster wrote:that's a weird solution. it seems like the RB should get priority over a JK if anyone does, but i guess so long as there's a policy.

(Agreed here, doesn't seem to make a major difference other way as it seems to only apply to when they target each other, I think?)

Presumably the jailer doesn't get priority in a roleblock chain?

What do you mean in a roleblock chain?

If there's a chain of JK targets RB target Goon, then the Jailkeeper's action resolves first because it's at the top of the chain. If it's RB targets JK targets Goon, the RB's action resolves first because it's at the top of the chain. *shrug*
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Post Post #646 (ISO) » Sat Mar 02, 2013 11:29 am

Post by Faraday »

I mean exactly what you just explained. Yes.
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Post Post #647 (ISO) » Sat Mar 02, 2013 11:29 am

Post by Faraday »

Strongman isn't particularly common, but I don't think that really matters that much?
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Post Post #648 (ISO) » Sat Mar 02, 2013 11:32 am

Post by Ether »

Half the people I mentioned this thread to asked me to clarify what a strongman even is. These are, like, class of 2005-2007 types. I kind of think that says something about the role's normality. Like I said, if every other Little Italy game has them these days and I'm just letting my old age shine through, I guess that's one thing, but if they're not in vogue there yet, I don't think it's the Road to Rome's place to toss them into 1/4th of all games for newbies.
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Post Post #649 (ISO) » Sat Mar 02, 2013 11:33 am

Post by quadz08 »

Do you have a suggestion to replace it with?
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