How to balance multiball games?

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Post Post #11 (isolation #0) » Tue Aug 29, 2023 4:57 am

Post by Thestatusquo »

I generally think that crosskills are a balancing mechanic and therefore multiball can and should have more scum in it than your average game.
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Post Post #12 (isolation #1) » Tue Aug 29, 2023 4:58 am

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I have also noticed in the course of running them that people will complain about their factions power level almost no matter what you do. In a 3 faction game I ran awhile back I think it was reasonably balanced with each side having roughly 25% chance of winning. However most people aren't used to having 25% chance of winning. Their faction will feel underpowered to them. They will complain.

I still think this is the right way to do things but in the moment people are going to be annoyed.
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Post Post #14 (isolation #2) » Tue Aug 29, 2023 7:18 am

Post by Thestatusquo »

In post 13, TemporalLich wrote:
In post 12, Thestatusquo wrote: I have also noticed in the course of running them that people will complain about their factions power level almost no matter what you do. In a 3 faction game I ran awhile back I think it was reasonably balanced with each side having roughly 25% chance of winning. However most people aren't used to having 25% chance of winning. Their faction will feel underpowered to them. They will complain.

I still think this is the right way to do things but in the moment people are going to be annoyed.
A 25% EV for three factions adds up to 75%, which while balanced has a non-negligible chance of a draw or complete loss. The game being multiball does have some expected endgames that are draws (1 mafia and 1 werewolf is a stalemate), but a 25% chance for no winners feels like there is too much of a chance for an unsatisfying endgame.

But yeah equal EVs are balanced, and you won't get 50% EV in a balanced multiball as you have more than two factions that can't win together.
3 non town factions.
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Post Post #15 (isolation #3) » Tue Aug 29, 2023 7:18 am

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I think you could have maybe assumed I know how to do basic math idk.
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Post Post #17 (isolation #4) » Tue Aug 29, 2023 7:40 am

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Yeah and I think that sometimes that's what town expects, but I don't think its right.
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Post Post #18 (isolation #5) » Tue Aug 29, 2023 7:41 am

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I think its ok to have somewhat unbalanced win% per faction, but not so drastically that the town wins the game half the time.

Like if you have like town wins 30% of the time each faction wins ~23% of the time that's probably fine.
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Post Post #19 (isolation #6) » Tue Aug 29, 2023 7:41 am

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Or like if you're working with a serial killer its usually pretty impossible to give them equal win chances.
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Post Post #23 (isolation #7) » Sat Sep 02, 2023 3:42 am

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In post 21, Zachrulez wrote: No matter how balanced something might seem in theory you still need to be ready for something like this to happen in practice.

The thing I don't really like about the idea of 10:3:3 is that the town could theoretically lose even with perfect play. I don't really like to say a setup is balanced if something like that is possible no matter how improbable it seems in theory.
Swing and balance are not the same thing
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