No. It's been run before, though. Of course, that doesn't mean we can't run it again.In post 46, Invisibility wrote:1 vig 2 scum 6 town
did jingle post that I didn’t click on any of the links
Marathon Weekend Open Setup Group
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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EV is town 40%, scum 50%, paragon 20%.
I think it might be more fair to give the Paragons two guesses after a scum lynch. That moves the EVs to town 40%, scum 50%, paragon 30%, which seems about right to me (the Paragons now have a very strong incentive to get people to lynch scum D1).
I also think it might be interesting to not give the Paragons a vote D1, so that town's 40% win chance is entirely in their own hands.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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The paragon increase only comes from the case where scum have lost anyway (and town have won anyway). So it doesn't decrease the scum win chance.In post 73, Jingle wrote:Your numbers have to be off (paragon win increasing would by definition decrease scum win %). I'll look at it in a little bit to see where.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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Also, it's fairly clear that any potential imbalance in 8-ball would be related to either deadline mechanics (fixable), or the EV being in the wrong place (which would require a change in player count). The former is probably not a problem because a no-lynch does give the scum an advantage (having seen more discussion before making the 8-ball decision), and the latter would require gathering more data to be sure about (although the existing results are encouraging). So it's probably a good setup!scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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What numbers on that?In post 123, Jingle wrote:So I'm hearing a prein for a 45p mountainous nightless setup, in marathon, of course.
34:11 would be close to 50% EV, but I don't think EV is a useful measure for this. It's really unclear how the numbers should scale as scumteams get bigger, as we have very little evidence about what happens in a game with a very large scumteam; I can believe that 34:11 is anywhere from 99% town winrate in practice to 1% town winrate in practice.
Do it under marathon deadlines, though, and most players will miss most of the posts, so I'd expect scum to have a huge advantage in that they can be fairly brazen without most players noticing.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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We need as many as possible, really, the aim's to run untested Opens rapid-fire as fast as we can fill them. The more people, the faster they fill.In post 140, themilkcartonkid wrote:Is there room for me? Saw a lot of people already signed up
About the Nightless discussion, the real problem is probably running a game that runs to too many days. Grey Flag Nightless can't run beyond Day 4, which isn't too bad, but running much longer than that is pushing it because people can't stay online forever.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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I recommend you change the "24 hours" to something a bit lower! Apart from that, it should work, although it'll likely be a lot of effort for the mod.In post 182, BNL wrote:Before I forget, I want to run this game. It's suited for a marathon game.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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callforjudgement Microprocessor
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I did say I thought it would be a lot of effort for the mod!
If you're running it on a more normal timescale, instead of an autolock, you can just do "vote counts" once per day and do the daily decrement during the votecount. Managing a vote count every minute would be pretty difficult, though.scum· scam · seam · team · term · tern · torn ·town - callforjudgement
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