In post 184, Toomai wrote:Various notes from my unofficial position as stats guy:
- The general point of "statistically-significant" is 30. It will take several months to build up that many games. But also note that winrates may be skewed to start with simply because SEs/ICs don't know the setup as well yet.
- Because there are 12 subsetups, it will take quite a while before we'll have any significant per-subsetup stats (perhaps years). Even per-role/per-subsetup-group stats will take a long time to gather.
- Daytalk was strong in Matrix6 because the setup was originally designed without it. Since 3d3 was designed with daytalk in the first place, it should at least be reasonably more balanced.
- There is evidence that games with higher numbers of replacements are more likely to result in scum wins. I think the roles in this setup, plus adding daytalk, will result in fewer "lost interest" replacements.
- My stats spreadsheet, once it exists, will be using the subsetup representation in this post of mine because it's easy to implement mechanically and is simplistic visually. But if the official newbie queue post uses a different chart than the 3x3 matrix currently in the first post of this topic, then I guess I'll have to figure out how to match it.
As far as I know, the mafia win rate has been on the higher side of the scale in total if we are talking about Matrix6.
Matrix6 has also no daytalk and the Scum do not exactly know the setup, and fakeclaims are extremely unreliable.
Some of the possible setups in 3x3 feature a definitely less powerful town. Fakeclaims can stand for some time-but they will inevitably crumble.
AND there is daytalk.
All the evidence points towards some winrates to be lower. And no ppl will continue to replace out in newbie games.
So the evidence strongly suggests that the general setup might(
might, not will
) be too far on the evil side to be balanced, and that some setups have a
very high
possiblilty of town win rates lower than the lowest setup win ratio determined in the current setup, and those were according to something I read already at about 40%...
So I have to ask you question number 1: How is adding daytalk and more believable scumclaims and some weaker(for town) setups a good idea for balancing something that is already leaning on the side of evils?
Daytalk could help with scum retention possibly. But then again some newbies won't stay anyways...
Then there is the issue with the roleblock cycles and such. Complicated stuff. Then there is the high number of possible setups. Complicated.
Question 2: Are you sure that there will be a major dent in replacements?
And for win rates taking a long time to calculate...
Question 3: Are you comfortable with running a setup multiple players, including very experienced players, have stated concerns about being worse than the current setup, a setup that has 12 possibilities, making it difficult to see win rate flaws, or to identify poorly performing sub-setups... in the
player retention sensitive environment
of Newbie games?
Newbie games are supposed to be fun, easy to understand yet they are also supposed to help people with getting correct gameplay, especially gameplay without power roles, but also how to deal with power roles.
They should not be
-complicated(we already have something like this in Matrix 6 and now you make it worse)
-full of positive feedback(and no, the current setup isn't good on that account already, and the proposed one is worse)
-one-sided(I said enough about this, I hope)