Changes to Normal Games (update September 2022)

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Post Post #1100 (ISO) » Sat Jul 08, 2023 6:52 pm

Post by implosion »

In post 1097, Cook wrote: are/should Earls (named townies that know they are named townies) be normal?

you can emulate them with an Informed Backup X, where the information is "You are a Named Townie".
I don't especially see the need. There are plenty of roles and ways to make roles that exist right now that functionally do almost nothing and I don't think adding an explicit named townie would be encouraging good design patterns that don't already happen.
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Probably not. If there were very clear consensus from the normal game player base that they wanted this then I'd definitely consider it but I am doubtful this consensus exists. In my mind, SKs and multiball are both sort of not really normal; they break conventional scumhunting because, e.g., partner tells are no longer necessarily meaningful and someone could be meaningfully scumhunting while also scum, etc. The reason that they're allowed in large games is because of a sort of necessity - a 21 player game with 1 kill per night that goes to 3p eLo will last 10 game days, which is untenable as something to happen frequently on this site because of the nature of how long games take and how hard it is to fill replacements for games that are that long. So you need multiple ways to have multiple kills per night.
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Post Post #1101 (ISO) » Sat Jul 08, 2023 7:12 pm

Post by TemporalLich »

imo,
Earl
would be more elegant than 0-shot Friendly Neighbor or Negative Infinity-shot Friendly Neighbor for a Named Townie that tells Role Cops checking them they're a Named Townie.

As for
Named
as a role that is allowed for any alignment, Named doesn't really do anything except give Vanilla Cops and Neapolitans negative results.
Chocolate
would of course be an alias for this type of Named where Role Cops know they aren't Vanilla but have a role that does literally nothing. Of course, you could use 0-shot Roleblocker for this purpose (0-shot Cop and 0-shot Doctor would alter Gunsmith results), but Named as a role is more elegant.

That being said, Named roles require heavy setup spec to be interesting.




Finding out that Combined Neapolitan Backup Reporter isn't Normal because Backup and Combined are unresolvable is a shame... Combined Neapolitan Backup Reporter would be a role that checks for VT/not VT and checks if a player has acted or not if a non-Backup Reporter is dead in Theme design space. I can't really parse Combined Neapolitan Backup Reporter as something else other than a role that acts as a Neapolitan by default but starts acting as a Combined Neapolitan Reporter if a Reporter is dead.




I do think Multiball/SK presence should be announced in setups, as Multiball games don't work the same as standard alignment games and a game potentially being multiball has a large effect on strategy.

Another option worth considering: potentially allow
Mafia 1-shot Vigilante
(if you want a specific role name for this proposal, maybe
Fiend
?) in large normal games?
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Post Post #1102 (ISO) » Sat Jul 08, 2023 7:50 pm

Post by implosion »

Since the functionality already exists (or close enough to it), I see the main reason to add a named townie role as encouraging people to design setups with it. And I don't think it's an especially important design pattern to encourage people to use.

I think scum vigs will never have a place in normal games. It's important that players don't get caught off-guard by having been in eLo when they didn't think they were (or, in the case of a town vig misfiring, that it be the town's fault).
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Post Post #1103 (ISO) » Sat Jul 08, 2023 7:59 pm

Post by TemporalLich »

In post 1102, implosion wrote:I think scum vigs will never have a place in normal games. It's important that players don't get caught off-guard by having been in eLo when they didn't think they were (or, in the case of a town vig misfiring, that it be the town's fault).
I am not sure how I'd rework the
Fiend
proposal to avoid surprise endgames (which yeah, that does indeed make scum 1-shot Vigilante not Normal due to destroying the Normal metagame) elegantly.

I could say that a Fiend can't act if there are less than 3 more townies than scum, but it would lead to situations where a Fiend isn't aware they can't act (especially in games that have alignments other than Town and Mafia). Oh and a Town Vigilante and Mafia Fiend acting could still result in a surprise endgame even with this change.

So yeah... even if scum Vigilante could be changed enough to be Normal, it still would probably be about as Normal as multiball games are Normal, which is barely.

I do think Normal design space should be wide, but roles that warp the metagame aren't Normal (if a role potentially existing has a large impact on strategy (e.g. Supersaint, Framer, Bus Driver, Diplomat), it isn't Normal).
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Post Post #1104 (ISO) » Tue Jul 18, 2023 7:05 am

Post by camelCasedSnivy »

Are Monks Normal? And are Masonries that could have Werewolves in them Normal either?
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Post Post #1105 (ISO) » Tue Jul 18, 2023 7:15 am

Post by usesPython »

In post 1104, camelCasedSnivy wrote: Are Monks Normal? And are Masonries that could have Werewolves in them Normal either?
They're not
In Normal games, Masons are absolutely 100% Town
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Post Post #1106 (ISO) » Tue Jul 18, 2023 7:24 am

Post by usesPython »

Informed Neighbor is normal though and does basically the same thing
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Post Post #1107 (ISO) » Tue Jul 18, 2023 8:24 am

Post by camelCasedSnivy »

but what is informed isnt shown on death :(
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Post Post #1108 (ISO) » Tue Jul 18, 2023 12:38 pm

Post by Umlaut »

I think in normal games Monk is a legal variant name for a Mason, like using Gaoler instead of Jailkeeper. It's typically used in games with werewolf flavor but works identically, and in particular doesn't distinguish between Mafia and Werewolf factions in terms of how it works.
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Post Post #1109 (ISO) » Sun Jul 23, 2023 5:07 am

Post by Umlaut »

So I think everyone agrees that day talk is now the de facto standard for all games across the site. This is great because people clearly enjoy those games more, and ultimately we should be in the business of running games people want to play. That said it could present a bit of a problem for mods wanting to run closed setups that need to exclude it for a specific mechanical reason, such as doing something cute with Encryptors. Specifically, the very absence of day talk becomes a reliable signal that its presence would have either been impossible or at least had meaningful mechanical implications.

Would it be worth considering running some fraction of closed games (incl. closed normals) without day talk, just to reserve the right, so to speak? I don't think this is something that could be imposed from above, but maybe reviewers could request (but not demand) it from mods once in a while.
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Post Post #1110 (ISO) » Sun Jul 23, 2023 6:00 am

Post by Invisibility »

how many people want to do something cute with Encryptors?
Invisibility is actually AWESOME!
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Post Post #1111 (ISO) » Sun Jul 23, 2023 6:02 am

Post by camelCasedSnivy »

just make daytalk disabler a new role ez
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Post Post #1112 (ISO) » Sun Jul 23, 2023 6:02 am

Post by camelCasedSnivy »

omg thats the second post 1111 ive gotten now maybe I should hunt for those
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Post Post #1113 (ISO) » Mon Jul 24, 2023 9:00 pm

Post by Random Nurse »

I know that the wiki currently states that no role that targets itself may be considered Normal, but...

...is there any way this could be re-examined?

For example, how about a 1-Shot "Examiner" /whatever, and basically it tells the user (who targeted themselves) what other actions targeted them that Night. It doesn't seem broken, does it?
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Post Post #1114 (ISO) » Tue Jul 25, 2023 4:16 am

Post by camelCasedSnivy »

what happens if 2 lazy traitors are the last scum players alive? would they both be endgamed, or would 1 be endgamed while the other joins the scum PT?
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Post Post #1115 (ISO) » Wed Jul 26, 2023 5:15 pm

Post by Civil Scum »

Can anyone tell me what the typical Day length is on a Normal game?

Also am I the only person who hates mafia day-talk?
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Post Post #1116 (ISO) » Wed Jul 26, 2023 5:51 pm

Post by Alisae »

In post 1115, Civil Scum wrote: Can anyone tell me what the typical Day length is on a Normal game?

Also am I the only person who hates mafia day-talk?
10-14 days.

Curious about anti day-talk arguments.
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Post Post #1117 (ISO) » Thu Jul 27, 2023 4:24 am

Post by Civil Scum »

Thanks!

I just prefer the old way I guess. Agreeing on a general strategy each night and having to think and play off of each other on the fly and navigate the day time organically. Having a continual back channel just seems to take that aspect of being mafia away.
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Post Post #1118 (ISO) » Thu Jul 27, 2023 4:31 am

Post by Not_Mafia »

I'm an advocate for Dayshitposting, mafia can daytalk but can only shitpost uselss nonsense
Also, what is NM doing? Worst play I’ve ever seen.
I can't remember the last N_M post that wasn't bland, unimaginative and lame. Some shitposters are at least somewhat funny. You are the epitomy of the type of poster that nobody would miss if you were to suddenly disappear. You never add anything of value.
I'm guessing you haven't read the game and probably never will? Why even sign up to play?
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Post Post #1119 (ISO) » Thu Jul 27, 2023 4:39 am

Post by usesPython »

In post 1118, Not_Mafia wrote: I'm an advocate for Dayshitposting, mafia can daytalk but can only shitpost uselss nonsense
That's called the main thread
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Post Post #1120 (ISO) » Thu Jul 27, 2023 7:00 am

Post by biancospino »

In post 1116, Alisae wrote:
In post 1115, Civil Scum wrote: Can anyone tell me what the typical Day length is on a Normal game?

Also am I the only person who hates mafia day-talk?
10-14 days.

Curious about anti day-talk arguments.
10-14 might actually be a bit high of an estimate, at least 7-days Days are not uncommon for minis.
To be a bit more quantitative, assuming that I've not messed up the count:
  • Among all non-ongoing Mini Normals that ended in 2022 or later:
    • 10 had 10-days D1, and 7-days for other Days*
    • 6 had 7-days Days
    • 6 had 10-days Days
    • 4 had 10-days D1, and 8-days for other Days
    • 2 had 14-days D1, and 10-days for other Days
    • 2 had 14-days Days
    * one of those games actually also had 5-days Days in XLo. Curiously, another one of those games were the only one in this time period with 1-day Nights, instead of the far more common 2-days


    For those games as a whole, the D1 deadline was 238h24m on average, and the D2 deadline was 201h36m (around 8 days and a half) on average.

  • Among all non-ongoing Large Normals that ended in 2021 or later (there are a lot less of those, so I've picked a larger time period):
    • 4 had 10-days Days
    • 2 had 11-days Days
    • 2 had 14-days D1, and 10-days for other Days
    • 1 game each had 7,12,13,14-days Days
    • 1 game had 10-days D1 and 8-days for other Days
    • 1 game had 12-days D1, then 10-days for the next days, and 8-days Days since when <=10 players remained
    For those games as a whole, the D1 deadline was ~270h52m on average (a bit over 11 days), and the D2 deadline was ~250h17m (around 10 days and a half) on average.
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Post Post #1121 (ISO) » Thu Jul 27, 2023 7:21 am

Post by Skygazer »

It would be interesting to run a game where the deadlines are (# of living players + 1) days. Day one in a 13p mini would be 14 days, 3p elo would be 4 days...

Would a lack of deadlines be considered normal?
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Post Post #1122 (ISO) » Thu Jul 27, 2023 7:24 am

Post by usesPython »

In post 1121, Skygazer wrote: It would be interesting to run a game where the deadlines are (# of living players + 1) days. Day one in a 13p mini would be 14 days, 3p elo would be 4 days...

Would a lack of deadlines be considered normal?
Mechanical changes which must be announced beforehand include:
  • Day phase deadlines shorter than 1 week or longer than 3 weeks
If it's not normal to have no deadline just make the deadline like 10 years or something
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Post Post #1123 (ISO) » Thu Jul 27, 2023 8:07 am

Post by Civil Scum »

When I first played here in 2007 there were no deadlines except those imposed during the course of the game by the Mod to keep the game moving. A couple years later, the Newbie games (and possibly other games though I’m not sure) changed to a 3 week Day 1.

This always seemed to be pretty reasonable to me. 10 days on the other hand…with how much lurking and replacing happens especially in Newbie games… it seems very short to me and seems like scum can lurk through an entire daytime with only a handful of posts for people to go on.
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Post Post #1124 (ISO) » Thu Jul 27, 2023 8:11 am

Post by Datisi »

In post 1123, Civil Scum wrote: This always seemed to be pretty reasonable to me. 10 days on the other hand…with how much lurking and replacing happens especially in Newbie games… it seems very short to me and seems like scum can lurk through an entire daytime with only a handful of posts for people to go on.
town winrates in newbies actually increased when the deadline got shortened, iirc
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