[REVIEW] Open Setup Reviews
- Gypyx
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Gypyx She/HerSurvivor
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Is this just nightless mountanious or was there supposed to be more stuff to the setup?Show*hits survivor title*
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my goals go beyond your understeanding- Dunnstral
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Dunnstral he/himSurvivor
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I think a game with all survivors will run into some issues. First, whoever you eliminate can no longer win the game at all, so this type of game especially can lead to some hard feelings.- DragonEater70
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DragonEater70 He/HimJack of All Trades
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I will note that aside from the survivor issue, the way you phrased wincons, if town is eliminated in f3 the game becomes a stalemate as neither faction can achieve its wincondition.- usesPython
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usesPython They/ThemJack of All Trades
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It's nightless mafia except getting hard bussed goes against wincon so that changes ev to make the game more townsided and also makes the game a bit swingier due to encouraging hardcore powerwolfingIn post 1350, Gypyx wrote: Is this just nightless mountanious or was there supposed to be more stuff to the setup?
We basically just wanted the numbers checked
The perils of copy pasting wincon without proofreading, yeah that should be 50% parity for maf to winIn post 1352, DragonEater70 wrote: I will note that aside from the survivor issue, the way you phrased wincons, if town is eliminated in f3 the game becomes a stalemate as neither faction can achieve its wincondition.Plural- Gypyx
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Gypyx She/HerSurvivor
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i mean, getting hard bussed goes against your wincon, but it doesn't go against the busser's wincon, i agree that it could create toxic game patternsShow*hits survivor title*
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my goals go beyond your understeanding- Jingle
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Nightless EV is calculated by (Number of Townies - Number of Mafia)/(Number of Townies + Number of Mafia) so factional EV is about 33% town. Individual scum EV isn't something I'd know how to calculate without doing it iteratively off the top of my head. Town tends to massively outperform EV in practice in Nightless, especially with larger games. Nightless games with 12 people also tend to be a nightmare for replacements. 8:4 nightless has an observed town win rate of 87.5%. Nightless already heavily incentivizes not bussing (every scum lim adds two mislims to the clock).In post 1353, usesPython wrote: We basically just wanted the numbers checked
If you absolutely want to run this setup, I'd suggest running it as a micro at least. 6:3 gives you the same balance point with less investment, 5:3 is probably closer to fair to scum."i hate it, excellent work" ~xofelf- TemporalLich
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TemporalLich Grand Scheme
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- TemporalLich
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TemporalLich Grand Scheme
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another variant of IC Basic I want feedback on
another potential change to IC Basic signups - players must PM the moderator if they want to be the IC and must not post their decision publically in the queue thread.time will end- Gypyx
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Gypyx She/HerSurvivor
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isn't the 1-shot messenger quite a lot of conftowning power? Don't see how it's necessaryShow*hits survivor title*
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my goals go beyond your understeanding- TemporalLich
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TemporalLich Grand Scheme
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actually yeah this is a fully open setup so it's a FN in disguiseIn post 1358, Gypyx wrote: isn't the 1-shot messenger quite a lot of conftowning power? Don't see how it's necessary
just pretend it's another VTtime will end- Gypyx
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Gypyx She/HerSurvivor
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if you want it, you could have it assigned to a random player for funsies (town or scum), it would be a bit of swing but not too much since like, messenger isn't too strong to begin with lolShow*hits survivor title*
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my goals go beyond your understeanding- Jingle
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Jingle For Whom the Bell Trolls
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Presumably this should never happen, fwiw. Seems fine though.In post 1357, TemporalLich wrote: the Night after they are eliminated."i hate it, excellent work" ~xofelf- Skygazer
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Skygazer anyFor My Next Guest
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just a thought, mentioned it on discord yesterday:
all variations should have roughly the same balance. there's pluses and minuses for each: masons have communication but have to worry about associative tells; friendly neighbors have a little more behind-the-scenes sway in terms of strategically clearing themselves to individuals of their choice, but could out themselves to scum and also have some slight associate worries; activated innocent children have absolutely no uncertainty as they're mod-confirmed, and don't have to worry about associatives, but are in terms of game-sway are reliant on their voice alone until they decide to out.
i feel like the randomization process could be a little more elegant idk. i also feel like if you're in the mood for friends and enemies you could just play friends and enemies so this feels maybe pointless, but that won't stop my obsession with using the setup as a decent base for fun designs- DragonEater70
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DragonEater70 He/HimJack of All Trades
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I'd probably play this once- Jingle
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Jingle For Whom the Bell Trolls
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I think you should replace the goons with Ninjas."i hate it, excellent work" ~xofelf- DArby
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DArby He/HimMafia Scum
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Distrust Fall
Twelve players are locked in a room with no escape. Each is equipped with two halves of a gun and the knowledge that two of them are scum.
The idea is that each player, regardless of alignment, is a 2-shot half day vig in a nightless game. What does this mean? It means that in order to eliminate someone, two different people would need to vote to eliminate that player. (E.g. player x and y would vote for player z. Player z would be eliminated and role would be flipped). This is essentially creating a “complete vig”. Each player can do this twice. Scum cannot shoot together.
Town wins when all threats to the town have been eliminated. Scum wins if they have the majority of players who are alive or there are no possible shots for town to make while there is still scum alive.
The idea is 12 players with 2 scum but it’ll probably change if I can get it tested.If you spell my name as D’Arby. You get a free pocket from me for one (1) game.
Offer only valid once game ends and is only valid that game. Terms and conditions apply.- DragonEater70
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DragonEater70 He/HimJack of All Trades
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First of all, the idea sounds really fun. There are several problems though:
1. Numbers wise, this is extremely townsided, as it's basically a 2:10 nightless for EV purposes. I'd change it to 3:9 or even 4:8. Actually 4:8 would make the "mafia can't cooperate with mafia" aspect a lot more interesting for association analysis.
2. The 2-shot limit is a problem (though unlimited shots might also be a problem). How about changing it so that after you make a dayvig offer and it's accepted, you cannot make another offer before someone else's offer is accepted? (though you can still accept their offer)- DArby
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DArby He/HimMafia Scum
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Thanks for finding the idea fun! Would a 3/13 work? Or a 2/9?
And the idea of the two-shot limit was to make a more group involvement of what shots should be given out to whom. That way it could add an extra layer of association. Not to mention if in later game someone vigs someone with their two shots still intact, that could be seen as a scum indicative move, as it could hurt the towns chance of catching scum. What problem do you see with it?
I’m absolutely willing to come up with an alternative if it is unbalanced.If you spell my name as D’Arby. You get a free pocket from me for one (1) game.
Offer only valid once game ends and is only valid that game. Terms and conditions apply.- DragonEater70
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DragonEater70 He/HimJack of All Trades
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Yeah, I get that, but imagine a scenario like this:In post 1367, DArby wrote: And the idea of the two-shot limit was to make a more group involvement of what shots should be given out to whom
Players A, B, C, D and E are town. Players F and G are mafia.
Players A and B shoot players D and E in succession, and both flip town. Now the living players are A, B, C, F and G. But town cannot shoot mafia anymore even though there are more town than mafia. It's a problematic scenario, isn't it?- Jingle
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I see two solutions to the shot limit question:
Timed reset of shot limits or scum wins when town runs out of shots.
Optimal play is probably to force the second and third scummiest players to shoot the scummiest player and prove they're not both scum and make a bunch of "Can't be partners" pairs. Conftown in a nightless are disproportionately powerful and you have a high potential for conftown if one of those players then flips scum which is massively townsiding. I wouldn't consider running this as is with less than 2m=t ratio. With that said, I think this has a lot of potential as a marathon, F2F or blitz game specifically, potentially with lots of memeing. It's also notably going to be incredibly easy to mod."i hate it, excellent work" ~xofelf- DArby
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DArby He/HimMafia Scum
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Oh hey I’m back at this 3 weeks later, and I wanna try to make this a functional Sandbox game.
I’m thinking of making a sliding scale for the game and adding a specific role:
Mafia Cooperative Gunslinger: You have one shot you can shoot with a mafia partner, after that you become a normal mafia half vig.
7-8 players: 3 mafia half vigs
9-11: 2 mafia half vigs + 1 Co-Op Gunslinger
10-13: Either 3 mafia half vigs + 1 Co-Op Gunslinger OR 2 mafia half vigs + 2 Co-Op Gunslinger.
Hopefully that can address a lot of auto conf town.
I’m also thinking for the limited bullets problem some solutions could be:
1) instead of physically restricting the number of bullets, each (or some) town player will receive an [arch nemesis] that can either be town or scum. Scum will also receive the names of “arch nemesis” as well. You and your AN cannot shoot together. In <10 players, the AN can be pairs with one person potentially receiving a “no nemesis” role. And it could be a round robin approach in 10 or greater. (A is AN with B, and B is AN with C, so on until J who is AN with A). This means A cannot shoot with B or J. Balancing to the number of AN is not my area of expertise (yet!) but I think that could be a fun counter instead of limited bullets.
2) Town has a limited pool of bullets. Each time a T/S pair shoots, .5 bullets will be shot. Each time T/T shoot, 1 bullet will be shot. If S/S shoot then 0 bullets will be shot. After X number of paired shots happened (to only be 1-3 times a game), the number will be revealed. If town reaches 0 shots before catching scum, then town auto loses.If you spell my name as D’Arby. You get a free pocket from me for one (1) game.
Offer only valid once game ends and is only valid that game. Terms and conditions apply.- Gypyx
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Gypyx She/HerSurvivor
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Hi ! this is kind of a big one so i'm just gonna drop the raw google doc this a game with a lot of unique mechanics so i'm not expecting this to get to an absolute 50/50 but i'd still like some proofreading for bad interactions / broken stuff (feedback on the core mechanics is maybe a bit less useful as i'm probably not gonna fundamentally alter any of those but extra stuff can still be thrown in)
https://docs.google.com/document/d/1JxU ... sp=sharingShow*hits survivor title*
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my goals go beyond your understeanding- TemporalLich
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TemporalLich Grand Scheme
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This setup might be balanced? I just wanted to see if Wayfarer has potential to be in open setups.time will end- Bingle
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Bingle Survivor
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Probably balanced, yeah, but swingy. Kind of incentivizes a No Kill N1, and there's a breaking strategy of not claiming the PR but leashing it after Goon 1 flips, which is pretty bleh, but I could see it being popular with low power people."He brings the cool and the muscle" -FakeGod
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