Greeting's Mini Normal Review, February 2022


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Post Post #3 (isolation #0) » Tue Feb 01, 2022 8:55 pm

Post by mastina »

Rule thing; hydras are not allowed in Normals.

Rule advice: I would discourage telling the town that there's precisely four town PRs. Telling the town that there's three scum PRs is probably fine, but telling the town that there's four town PRs has the unfortunate side-effect where if there's precisely four PR claims, they're all conftown, and if there's five, it can force scum to 1v1 town.

When the town being 1v1'd are a friendly neighbor, a cop, a tracker, and a jailkeeper.
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Post Post #7 (isolation #1) » Thu Feb 03, 2022 2:02 pm

Post by mastina »

Scum killing roles are in fact not allowed in Normals.
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Post Post #15 (isolation #2) » Fri Feb 04, 2022 11:24 am

Post by mastina »

I'm not sure if I'm reading it correct so let me verify;
The setup you're proposing would be:

Town Cop, Town Tracker, Town Neighborizer, Town Friendly Neighbor

vs.

Mafia Roleblocker, Mafia Watcher, Mafia Mailman?
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Post Post #17 (isolation #3) » Fri Feb 04, 2022 4:42 pm

Post by mastina »

It's a little difficult to say for sure, but I would say "quite swingy, but loosely balanced".

The cop and tracker are incredibly strong (and the friendly neighbor is clearing), but the scum have a tool to identify TPRs and a tool to block them, with no possible interference with their nightkill, and decent ability to fakeclaim safely.

Double investigative with a conftown means that I'd probably give a
slight
edge to the town, ~55:45 imo (give or take 2.5%), which is within the acceptable balance margins even if it's slight townlean; if that's okay with you, then I would be okay with the setup.
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Post Post #20 (isolation #4) » Sat Feb 05, 2022 10:57 am

Post by mastina »

If Tracker's the role you want limited thanks to its potential lategame power, a potential solution instead of gating the uses to X-shot or nonconsecutive-nights would be making it a N1/N2/N3 Tracker. (Night-Specific is a whitelisted modifier and you're allowed to make the nights be more than one, so N1/N2/N3 Tracker would be a Tracker allowed to act on N1, N2, and N3.)
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Post Post #32 (isolation #5) » Wed Feb 09, 2022 12:32 am

Post by mastina »

1x Neighborizer is fine for balance imo. It already exists as a bit of an extra role to bolster the town's strength without making them overpowered, so gating it does not impact its strengths.

Can you do another, updated, post of:
-Roles
-Results
-Rules

So that I can give the updated versions a look?
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Post Post #43 (isolation #6) » Thu Feb 10, 2022 11:03 pm

Post by mastina »

You are a Town Neighborizer (one-shot).
Speaking of site standards, the site standard format for this would be modifier first, outside of parentheses:

Town One-Shot Neighborizer.

Make that change to that role and you're good to go.
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Post Post #48 (isolation #7) » Wed Mar 30, 2022 3:19 pm

Post by mastina »

Hey, so I am reading the game, and the players keep mentioning that they can't get the mod to clarify the difference between a mailman message and a friendly neighbor message.

But, per NRG standards, the two are in fact completely different.
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Post Post #49 (isolation #8) » Wed Mar 30, 2022 3:25 pm

Post by mastina »

In post 48, mastina wrote:Hey, so I am reading the game, and the players keep mentioning that they can't get the mod to clarify the difference between a mailman message and a friendly neighbor message.

But, per NRG standards, the two are in fact completely different.
As in, they should know and be informed that the fn is unambiguously a fn, not a messenger, and vice versa, too.

If they are confused, and ask for clarity, it should be given.
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Post Post #59 (isolation #9) » Thu Mar 31, 2022 2:26 pm

Post by mastina »

In post 50, Greeting wrote:They
are
visibly different in the game. The Mailman's role clearly states that they must be different.

I do not want to confirm this, because by doing that I will inadvertently confirm that there is a Mailman in the game, which I don't think I should be doing as a game mod.
That's the thing though.

A friendly neighbor, by design, NEEDS to be mod confirmed. It needs to be mod confirmed that it is NOT a mailman, that it IS a friendly neighbor.

Confirming that a friendly neighbor is a friendly neighbor and not a mailman does not imply one way or another the existence of a mailman. A mailman could exist, a mailman could not exist, it literally doesn't matter. The important thing is that a Friendly Neighbor result should never need to ask "hey is this from a mailman?" because they should know that, no, it is not, that yes, it is a mod confirmation that the player in question is town.

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