Cop is a terrible role.
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unwnd Jack of All Trades
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Cop loses his effectiveness immediately once he's outed, and he takes his results with him too. If you are a scumteam and feel a cop screwed you over, it's because you let him live long enough to do so. That being said, PR hunting is imo a trait that should be learned as with using a PR wisely
Cop teaches bothStop- Something_Smart
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If only there were a middle ground here...In post 24, unwnd wrote:Id take plain cop over x-shot even night compulsive amnesiac hated double voting [role] any dayIt's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- unwnd
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You may be right that there are some good alternatives for cop, but tracker and watcher are not that imo. Tracker changes the swinginess from “does the cop die early” to “do a lot of scum get limmed early” since tracker basically becomes a cop once there’s only 1 scum left. The swinginess of a watcher dying early is huge and it’s generally broken when ungated. When it’s gated it’s a matter of “did you guess the NK target correctly”.- TheGoldenParadox
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I think the ideas of swinginess and absolute information are being conflated here.
I think watcher and tracker are better because the info isn't absolute.- Infinity 324
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I think s_s made a good point about the absolute information thing. Yes scum can get out of a track/watch, but it’s quite rare. I was trying to look at cop vs. tracker/watcher in terms of overall game design and I don’t think the latter 2 (esp. watcher) are much better.- MURDERCAT
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I agree that is a good point, but I think I like the idea of information becoming more absolute as the game goes on. On N1, a tracker guilty allows for a decent amount of counterplay. A N1 tracker guilty also requires more skill from the town. Whereas a cop guilty doesn't require as much skill and is kind of static throughout the game.- FakeGod
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Scare people with godfathers!My favorite site mod is Zor Tester.
I have Brandi's autograph! I bet you're jealous.- Menalque
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then they should loseIn post 1, Happy Unbirthday Boon wrote:Because towns suck"we knew everything... And we knew nothing."- Menalque
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no, no, vig is greatIn post 5, TheGoldenParadox wrote:i generally hate vig, with a passion, almost as much as i hate cop, but that's a story for another day."we knew everything... And we knew nothing."- TheGoldenParadox
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you were in that fucking game menalqueIn post 36, Menalque wrote:
no, no, vig is greatIn post 5, TheGoldenParadox wrote:i generally hate vig, with a passion, almost as much as i hate cop, but that's a story for another day.- TheGoldenParadox
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watching the nightkill is generally pretty absolute. for a watch result on the nightkill target not to be the scum kill requires both another PR targeting the nightkill and scum having a ninja or scum's actual kill getting blocked and you watching a vigilante shot, neither of which are very probableIn post 31, MURDERCAT wrote:I think the ideas of swinginess and absolute information are being conflated here.
I think watcher and tracker are better because the info isn't absolute.- northsidegal
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anyways nuclear take, the only role better than cop is public cop- OkaPoka
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In post 43, northsidegal wrote:anyways nuclear take, the only role better than cop is public copthe whole playerlist of mafiascum proceeds to commit spontanous combustionWhite Flag : Carebear Edition is in signups ! (10/13) sign up if you want a low pressure, high friendliness game !
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Any role is inherently swingy.In post 8, Something_Smart wrote:I just typed out a full point-by-point response to the OP and then realized it was stupid.
tl;dr: Cops are not bad because they create innocents and guilties; all investigative roles with any strength at all can do that. Cops are bad because they're swingy. But people use cops because they're easy to understand and easy to balance, and they work in a variety of different contexts. These qualities do have merit, even though not everyone cares about them.Show"I'm sorry that you put asbestos in your coffee."
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It has the potential to create mechanical guilties, giving a scumplayer absolutely no way out.
There are definite ways to get out of a cop guilty, such as throwing shade and suspicion on the cop, suggesting that the cop was not sane, crumbing to be a miller then revealing it when the time was right, etc.
It can be replaced with a multitude of better roles, such as a pair of Masons, a Neapolitan, a Tracker, or a Watcher.
By what measuring stick are you saying that those roles are "better"?
It's unfun to play with. The mechanical innocents and guilties that cops create limit dayplay, they limit the unique plays that scum can pull off, they limit essentially everything about the game of mafia that we care about on this site, and at worst they can reduce the game to little more than a dice roll.
..Which is why the scum need to take caution whenever they play. This would be true no matter if there was a cop, doctor, roleblocker, or any other power role.
They're swingy and unbalanced. Ungated cops dying early can have huge negative impacts on the game, and ungated cops (protected by a doctor after their first guilty) catching multiple scum can win the game for town when scum otherwise outplayed them in every way.
This is an issue with how the design is set up, not with cops. If a particular role needs to play out in a certain way or else the game becomes unbalanced, then that is a setup design issue, not an issue with the cop itself.Show"I'm sorry that you put asbestos in your coffee."
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I mean, semantics. All roles add some amount of swing, but what you're doing is like responding to me talking about fast cars by going "any car is inherently fast." Obviously I mean it has a high level of swing relative to other roles.In post 46, Jake The Wolfie wrote:Any role is inherently swingy.It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!- Menalque
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ooi, where is the original of this from? it wasn't you, right, TGP?In post 38, TheGoldenParadox wrote:"we knew everything... And we knew nothing." - Menalque
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