Why isn't daytalking standard?

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Post Post #100 (ISO) » Thu Feb 03, 2011 2:03 am

Post by Mr. Flay »

ortolan wrote:
Mr. Flay wrote:Yes - when scum can't coordinate behind the scenes, they're a lot more likely to make trackable strategic votes.
no
What is this I don't even... can you offer some sort of rebuttal, at least? Are we using strategic in different ways. Do you disagree with the ways people have talked about daytalk being used to mask scumminess and votes? Throw me a bone here, ort.
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Post Post #101 (ISO) » Thu Feb 03, 2011 5:00 am

Post by Herodotus »

Nothing about the purpose nor the means of scum voting changes due to daytalk, unless they use votes as code. How do you think daytalk can mask votes?
"
vote: A
; but I have daytalk, so you can't see that I'm on this townie's wagon!"
Seems like a peculiar assertion that needs justification before ort will be able to rebut.
GreyICE wrote:Overall, they never have to coordinate bandwagon hopping where the town can see them - it means that their general behavior is lost in the noise.
I don't think I've ever tried to "coordinate bandwagon hopping". I don't even know what that means.
Maybe that's why I don't play scum as well as town.
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Post Post #102 (ISO) » Thu Feb 03, 2011 10:53 am

Post by popsofctown »

Mean Value Theorem:

Would a two man daytalking scumteam with no powers but nightkill have an be favored to win a 25 man game? No.

Would a nine man team with a doctor, a roleblock, and a godfather all with daytalk be favored to win a 25 man game? Yes.

Somewhere in between there a combination of scum population and townie population, powers and lack thereof, and daytalk and lack thereof that makes the setup balanced. Daytalk should be a popular item in the toolbox because it makes the game a lot more fun. That's like, the same reason the newbie setup is the way it is instead of a 10 man vanilla game. You add in fun things and adjust. Daytalk happens to be really, really fun, and undoubtedly increases the skill variable. I don't buy that it lets the best scum teammate paper over a bad teammate in a way that makes his skill matter less, he's going to seem to coached and have funny playstyle changes if coaching is heavily used and create a relation tell in that way.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #103 (ISO) » Thu Feb 03, 2011 1:53 pm

Post by Vi »

popsofctown wrote:I don't buy that it lets the best scum teammate paper over a bad teammate in a way that makes his skill matter less, he's going to seem to coached and have funny playstyle changes if coaching is heavily used and create a relation tell in that way.
Two words: Planned bussing.
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Post Post #104 (ISO) » Thu Feb 03, 2011 2:51 pm

Post by Mr. Flay »

Herodotus wrote:Nothing about the purpose nor the means of scum voting changes due to daytalk, unless they use votes as code. How do you think daytalk can mask votes?
"
vote: A
; but I have daytalk, so you can't see that I'm on this townie's wagon!"
Seems like a peculiar assertion that needs justification before ort will be able to rebut.
GreyICE wrote:Overall, they never have to coordinate bandwagon hopping where the town can see them - it means that their general behavior is lost in the noise.
I don't think I've ever tried to "coordinate bandwagon hopping". I don't even know what that means.
Maybe that's why I don't play scum as well as town.
Fine. It means scum never have to worry about hopping on a wagon to give it momentum, only to have their buddy do it five posts later. It means scum never have to worry about whether a quicklynch will work. It means scum will never have to worry about whether their buddy will flip out if they bus them. It means scum will never have to, in short, make
any mistakes
with respect to utilizing their votes (i.e. the main Day Power of the game) in a detectable way.
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Post Post #105 (ISO) » Thu Feb 03, 2011 3:51 pm

Post by popsofctown »

Vi wrote:
popsofctown wrote:I don't buy that it lets the best scum teammate paper over a bad teammate in a way that makes his skill matter less, he's going to seem to coached and have funny playstyle changes if coaching is heavily used and create a relation tell in that way.
Two words: Planned bussing.
You're going to have to explain that.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #106 (ISO) » Thu Feb 03, 2011 4:18 pm

Post by Vi »

popsofctown wrote:
Vi wrote:
popsofctown wrote:I don't buy that it lets the best scum teammate paper over a bad teammate in a way that makes his skill matter less, he's going to seem to coached and have funny playstyle changes if coaching is heavily used and create a relation tell in that way.
Two words: Planned bussing.
You're going to have to explain that.
*Scum starts to go down
*Immediate engineering begins to make the other scumpartners look as good as possible coming out of it
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Post Post #107 (ISO) » Thu Feb 03, 2011 6:45 pm

Post by popsofctown »

So the newbie's poor skill WAS punished because he started to go down in the first place. And it's still going to matter that he defends himself from bussers in the same manner he defends himself from townies. If he is hardcore fed lines to use, there's going to be major playstyle changes.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #108 (ISO) » Thu Feb 03, 2011 7:17 pm

Post by PranaDevil »

Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
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Post Post #109 (ISO) » Thu Feb 03, 2011 8:44 pm

Post by popsofctown »

Even plagiarized ideas can be tracked. You can identify strategies other players in the game would use.

It's not any harder to divine than someone's alignment.

You can give the new player a post to copy and paste, or you can give him a paragraph he should paraphrase, or you can suggest a specific strategy, or you can vaguely describe kinda sorta what the guy should be doing.

As the usefulness of the coaching increases, so does the ability for it to be traced. There's a tradeoff.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #110 (ISO) » Fri Feb 04, 2011 1:34 am

Post by Vi »

popsofctown wrote:So the newbie's poor skill WAS punished because he started to go down in the first place.
...Daytalk has nothing to do with that.

I would give an example but it's 21 pages long, so etc.
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Post Post #111 (ISO) » Fri Feb 04, 2011 2:20 am

Post by Cogito Ergo Sum »

PranaDevil wrote:Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
Prana, you're clearly not arguing from good faith. You've made up your mind already and are being unduly negative towards others.
Scumchat is awesome. Yarr!

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Post Post #112 (ISO) » Fri Feb 04, 2011 2:30 am

Post by Mr. Flay »

Mr. Flay wrote:We're kind of talking in circles here, Yos... you're starting from an assumption of no effect, and others are starting from an assumption of constant effect.
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Post Post #113 (ISO) » Fri Feb 04, 2011 6:51 am

Post by popsofctown »

Vi wrote:
popsofctown wrote:So the newbie's poor skill WAS punished because he started to go down in the first place.
...Daytalk has nothing to do with that.

I would give an example but it's 21 pages long, so etc.
No it doesn't have to do with daytalk, I was just trying to point out that the newbie still has facets of the game unaffected by daytalk in which he can fail.

In pure inhuman theory, scum can act exactly like townies and win games of random lynches every time, but due to psychology this doesn't happen. Daytalk fits the same mold, in pure inhuman theory a poor player can be instructed on what he would say if he were town so he can go say it in his or her own voice, but due to psychology that can't happen 100% of the time.

I think theoretical arguments against daytalking are worthless for this reason, but I
will
concede that
empirically
we could find that the psychological difficulties involved here are so much less, even for new players, that it does allow skilled scum players to white out most or too much of their teammate's inadequacies.

Unless this effect is proven horribly dramatic though, and even maybe if it is, I think it is great design for games because it's really fun, and it increases the skill factor. (though possibly mostly only that of the best scum teammate, as I admitted could be empirically demonstrated).


I don't think 1 game is enough evidence to say anything one way or another.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #114 (ISO) » Fri Feb 04, 2011 7:08 am

Post by Vi »

I think it's good (or at least interesting) design. We would have to throw out some of the nice things we give scum now to rebalance though. And daytalk is worthless against investigative roles.
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Post Post #115 (ISO) » Fri Feb 04, 2011 10:25 am

Post by ReaperCharlie »

The Fonz wrote:
ReaperCharlie wrote:
Vi wrote:
ReaperCharlie wrote:"No daytalk" seems like a balancing factor thrown into the system by a mod who didn't know how to properly balance the scum team.
Um... no.
Um... yes.

Not saying it can't also be useful. But this is not RL mafia, there is no need to restrict scum to speaking at night.
But it is based on it, so you would assume the default is to be reasonably similar. You suggested 'no daytalk' was an innovation by a mod to weaken the scum. This is emphatically not so. Daytalk was an innovation by mods to benefit the scum, not the converse.
Seeing as Meatworld mafia existed before Forum mafia, you are absolutely right.

I stand most thoroughly corrected.
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Post Post #116 (ISO) » Fri Feb 04, 2011 10:26 am

Post by The Fonz »

Hey guys. Someone admitted they were wrong in MD. When's the parade?
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Post Post #117 (ISO) » Fri Feb 04, 2011 10:26 am

Post by ReaperCharlie »

Vi wrote:I think it's good (or at least interesting) design. We would have to throw out some of the nice things we give scum now to rebalance though. And daytalk is worthless against investigative roles.
As scum, when I get daytalk it makes me want to

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Post Post #118 (ISO) » Fri Feb 04, 2011 10:29 am

Post by Yosarian2 »

Mr. Flay wrote:
Mr. Flay wrote:We're kind of talking in circles here, Yos... you're starting from an assumption of no effect, and others are starting from an assumption of constant effect.
I think I already clarified this, but it does have an effect. Just not one on the scale you're talking about.

With or without daytalk, town should be doing better then random on lynches and night actions. (If it's not, then the right stratagy becomes to just lynch with a dice roll or whatever, but I don't think anyone is arguing that.) Without daytalk, a setup might be balanced if town would win 35%-40% of the time with random lynches and targets; with daytalk, perhaps it should be bumped up to, I donno, 38%-43% random lynches or something like that. (I am assuming here that even with daytalk, town still lynch and use night actions better then random; I hope that's a good assumption to make, or frankly, the entire concept of mafia starts to look invalid.) It's a significant difference, but it's not a huge one; if a setup was balanced for 12 players, and you give the scum daytalk but add another vanilla townie in, the setup is probably either still balanced or now slightly town leaning.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
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Post Post #119 (ISO) » Fri Feb 04, 2011 12:21 pm

Post by PranaDevil »

Cogito Ergo Sum wrote:
PranaDevil wrote:Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
Prana, you're clearly not arguing from good faith. You've made up your mind already and are being unduly negative towards others.
Talking from experience does that to you, strangely enough.
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Post Post #120 (ISO) » Fri Feb 04, 2011 12:32 pm

Post by SensFan »

PranaDevil wrote:
Cogito Ergo Sum wrote:
PranaDevil wrote:Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
Prana, you're clearly not arguing from good faith. You've made up your mind already and are being unduly negative towards others.
Talking from experience does that to you, strangely enough.
Forgive me, but last time you claimed this 'experience', it eventually led to the fact that when you claimed that 'Scum won every game where they didn't screw up badly' was based on 'Town and scum each won the same number of games in my sample'.
(11:04:10 PM) senspizzaline: That's actually my bold prediction for the year
(11:04:19 PM) senspizzaline: Miami finishes 2nd in the AFCE.
(11:05:35 PM) jhawk01b: my bold prediction for the year is that whoever wins the NFC West will have a winning record
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Post Post #121 (ISO) » Fri Feb 04, 2011 12:49 pm

Post by Cogito Ergo Sum »

PranaDevil wrote:
Cogito Ergo Sum wrote:
PranaDevil wrote:Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
Prana, you're clearly not arguing from good faith. You've made up your mind already and are being unduly negative towards others.
Talking from experience does that to you, strangely enough.
The experience you described seems to match up fairly well to what I would expect to see happen whenever mafia is introduced to a new place. Playing scum half decently is easier than half decently scumhunting and it was fairly clear the townies had had little opportunity to really learn the latter. And that's not going into small sample size (3 games) and other potential factors that might apply in that forum that don't apply here (e.g. the set-ups used there may simply favoured scum and this was masked by initial bad play by scum.) I can see why you would think that daytalk
has
to be responsible, but really, your example is barely meaningful to this debate.
Scumchat is awesome. Yarr!

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Post Post #122 (ISO) » Fri Feb 04, 2011 2:24 pm

Post by PranaDevil »

SensFan wrote:
PranaDevil wrote:
Cogito Ergo Sum wrote:
PranaDevil wrote:Except only a really really stupid scum team would outright feed him lines. They would just tell him to post "something along these lines", and he'd word it in his own way. You're confusing a bad scum player taking advice from a good scum player with a bad scum player taking advice from a bad scum player.
Prana, you're clearly not arguing from good faith. You've made up your mind already and are being unduly negative towards others.
Talking from experience does that to you, strangely enough.
Forgive me, but last time you claimed this 'experience', it eventually led to the fact that when you claimed that 'Scum won every game where they didn't screw up badly' was based on 'Town and scum each won the same number of games in my sample'.
Except it only does if you go on the numbers, and not the additional information regarding the games. Numbers are only a small part of the equation, and to base the entire thing around that would lead to getting a false result.

But then, you know that already.
Cogito Ergo Sum wrote:I can see why you would think that daytalk
has
to be responsible, but really, your example is barely meaningful to this debate.
Ah yes, because you've seen the games in question... or you haven't and aren't getting it.

One of the more recent games (which I'd link you to, but the mod chose to use his own forum for the scum discussion rather than anything useful like QT, meaning it's shut off to all but those with accounts there) was decided on pretty much solely based on scum being able to co-ordinate things throughout the entire game, and not just through short periods at night. It's pretty much one of the main reasons that both myself and Nexus have come to the conclusion that daytalk has to stop on that forum, it's way, way too powerful, and is akin to giving the scum a victory now.

In fact, Nexus ran the last game. Scum had daytalk. Scum obliterated town, again.
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Post Post #123 (ISO) » Fri Feb 04, 2011 2:27 pm

Post by popsofctown »

Vi wrote:I think it's good (or at least interesting) design. We would have to throw out some of the nice things we give scum now to rebalance though. And daytalk is worthless against investigative roles.
Of course, that's what balancing is.

I don't understand the second comment. Are you saying it's good to add in investigative roles to thwart daytalkers, or..?
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"Well, I..."
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Post Post #124 (ISO) » Fri Feb 04, 2011 2:56 pm

Post by SensFan »

PranaDevil wrote:It's pretty much one of the main reasons that both myself and Nexus have come to the conclusion that daytalk has to stop on that forum, it's way, way too powerful, and is akin to giving the scum a victory now.
Pick one:
a) The level of play on that forum doesn't compare to the level of play on MafiaScum
b) You're completely and totally wrong about the effect that Daytalk had on those games

There's no third option. It has to be one of those two.
(11:04:10 PM) senspizzaline: That's actually my bold prediction for the year
(11:04:19 PM) senspizzaline: Miami finishes 2nd in the AFCE.
(11:05:35 PM) jhawk01b: my bold prediction for the year is that whoever wins the NFC West will have a winning record
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