The New Newbie Game Setup
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Virtuoso Goon
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Realeo Jack of All Trades
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I think Toomai's explanation makes a lot of senses and ESL friendly.
@VirtuosoWhich part of the triangle setup doesn't makes senses, dear Think Big?"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
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PenguinPower He/Him.pengHe/Him
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The setup change is not being made toIn post 150, Virtuoso wrote:The primary reason we are having this discussion is to fix the BP claim strategy and the follow the tracker strategy. This setup does just that while keeping it simple enough for everyone to understand. I don't think we should deviate too far from the old setuponlyaddress the BP claim and follow the tracker strategy, but to create a variation in the setup that is new to newer players and experienced players alike. The ultimate goal of the Newbie Queue is to convert newer players to regular players, like all of us once were.<(") | (")>-
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Mulch Gotta Go Fast
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Alisae lolbalance
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mhsmith0 Balancing Act
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@NK15, re:
Spoiler:
Some thoughts...
1) I think you are pretty substantially underestimating the power of the town roleblocker here. Yes, the town roleblocker COULD screw with town power, but it’s numerically much likelier to screw with scum, and again this role becomes super OP given a day 1 scum lynch.
For instance, look at the pair with a cop…
Cop/TB/SB (cop / town roleblocker / scum roleblocker)
Or
Cop/T/SC (cop/tracker/scum roleblocker)
Barring crap like no lynch, there are just a handful out outcomes…
Scum roleblocker lynch
Here the tracker probably gets you a bit more value, because both PRs can fire risk free and scum can at best kill one of them (the roleblocker can HARD clear a slot, but if he dies you could always get something shitty like town roleblocker hitting the cop before dying n1)
Scum goon lynch
Here I’d say it’s the other way around. Scum roleblocker can shoot tracker and block cop, or vice-versa, and there’s nothing at all town can do about it (if scum can find the PRs anyway… but a goon should basically always be claiming PR day 1, so yeah that’s kinda likely). OTOH, the town roleblocker can actively block the scum kill, which is an extremely potent ability (and again, here it’s reasonably likely that town power has been outed to at least some extent before the scum lynch anyway).
Vanilla Townie lynch
Debatable. As with the goon lynch, scum can hit both town PRs potentially, and that gets into a nasty situation. OTOH, town roleblocker COULD block the cop and that gets messy too.
Town roleblocker/track lynch
Obvioulsy it doesn’t matter which of them it is here
Town cop lynch
Roleblocker here is WAY stronger. Roleblocker gets a substantially likely guilty most of the time if there’s no death, AND (in the event he gets a guilty and drives a d2 scum lynch) he gets a second shot to fire. Tracker can potentially get a guilty (and the upside here is he can see the roleblocker AND the goon making a kill), but scum have two chances to hit him (roleblock and kill), which isn’t really great odds.
2) Interestingly, in a micro 7/2 setup vs goons jailkeeper has proven substantially stronger than cop (newbie results are pretty clear on this point). partially because it basically becomes a super cop once the first scum dies (if scum have a roleblocker this is BADLY nerfed, but rolecop is funtionally like a goon in terms of usefulness, and as a side benefit, the jailkeeper can potentially block the rolecop's investigation)
3) I tend to agree that the town rolecop is generally worse than the doctor. HOWEVER, one inherent nature of this setup is that scum are pretty likely to be fakeclaiming power roles. As such, the rolecop can potentially hard clear or hard condemn any PR claims, which has a pretty non-trivial value. But in a world where it's two goons and the goons never claim town power, then yeah it's basically just a named townie.Showhttp://wiki.mafiascum.net/index.php?title=Mhsmith0
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BATMAN: Only jugg was the only one we didn’t scum read at least not me
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Toomai Goon
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Scum winrate over the last 25 completed games is 64%, but I think this is because replacement rate has skyrocketed to 4.84 players per game in that time, the highest it has ever been in the Matrix6 newbie queue (less than 50 games after it hit theIn post 145, PenguinPower wrote:What is the scum winrate over the past ~20 completed games?lowestpoint in history at 2.36).
I should be able to update my stats thread within 24 hours, but you can see these numbers in the raw spreadsheet yourself.This should be required reading for...everyone for anything, really.-
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Cogito Ergo Sum YARR!
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Firstly, I don't think adding scum daytalk is a good idea. I understand the appeal of it but we have done the experiment and the town win rates were horrid. I don't know why you'd want to have a set-up like Doctor-Tracker which already didn't have a stellar town rate (43.7%) and add scum daytalk and the potential for an easy scum fakeclaim.
Secondly, Doctor-Jailkeeper is just not a fun set-up and not appropriate. It's got too much appeal for frustration and weirdness.
Although this was run outside the Newbie Queue and had a kickass playerlist, it is worth noting that this game managed to go to Day 7 (!) and is one of the reasons I strongly advocated moving away from 2of4 and the possibility of Doctor-Jailkeeper set-ups at the time.In post 33, Virtuoso wrote:looking at the history it looks like it was only ran once?
viewtopic.php?t=18887
Thirdly, I think the easy scum fakeclaim thing is a little weird because while you can expect a scum SE or IC to take full advantage of it, I don't think it's going to be that obvious to Newbies, especially since there's the added wrinkle that if the scum have a PR, then it's quite risky for the non-PR to make the fake claim.
I also agree with N that the d3 motif seems more confusing than helpful.Scumchat is awesome. Yarr!
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RadiantCowbells He/himSmooth CriminalHe/him
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I mean I was never asked for feedback about this. You clearly have something that you want to put forward so go ahead and go with it. I think town winrates will fall hard.In post 145, PenguinPower wrote:I am intentionally hanging back right now, but I do value your input.
You would prefer to keep the setup the same? What changes would you propose? What is the scum winrate over the past ~20 completed games? You think this setup would make that worse? Why?
I'm glad for feedback, but make it constructive.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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Something_Smart He/himSomewhat_BalancedHe/him
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JaeReed Jack of All Trades
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I think scum daytalk will flatten ppl in newbies.
Think everything smith is balancing off is a d1 scum lynch and I don't ever think a set up should be balanced off that.-
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JaeReed Jack of All Trades
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Neither is having a like 20%* town winrate though.In post 159, Something_Smart wrote:Though having a balanced winrate isn't the primary goal of the Newbie Queue.
*number pulled out my ass-
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JaeReed Jack of All Trades
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Pretty much agree with this person.In post 157, Cogito Ergo Sum wrote:snip-
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Plotinus Kitten Caboodle
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daytalk helps retention and part of the newbie queue is getting people used to site norms. daytalk is very common outside of the newbie queue and it is more fun. I heard somewhere that giving scum daytalk is like adding an extra member to the scumteam. It's not a problem you just have to balance accordingly, giving town more power to counteract it.The failure mode of clever is asshole.
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RadiantCowbells He/himSmooth CriminalHe/him
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I think that overall
1) The setups are more scum favoured than the old ones. There are some worse than JK/BP/RB which is the current worst one, there are scum better, but overall I would say it's harder. I think you badly overestimate the power of a RB in a setup where a JK or a Doc exists. There's going to be virtually no info obtained. There's a reason that JK/BP is so much worse than just JK; yes roleblocker, but also now you don't know dick about whether your jailkeeping action actually prevented anything. That's huge.
2) Daytalk is big. Very big. Yes, it also increases retention of scum newbies: but at the same time I also think losing 80% of games hurts retention of town newbies
The games where I remember where newbies stuck around and became -ms- players were games that were super well played by one side or ones that their side won.
Games that scum just won because it was hard for town to deduce anything or get shit done didn't keep a lot of players.
3) Newbies are currently balanced around Mafia not having fakeclaims. In games with competent ICs it's extremely hard to get a fakeclaim to stick.
Only in 2/6 of games can fakeclaims be made and only 1/6 do any individual ones work. As a result, lynching PR claims early is a fucking terrible decision.
As soon as scum have viable fakeclaims this goes out the window: first scum wagoned can easily just claim PR and not be lynched.
So either lynching scum is going to become a fuckton harder on D1 or PRs are going to start getting lynched more, or both.
This is the #1 point to me and I think it alone represents like a 10-15% increase in scum winrate.
I would say that this proposal is at the moment so broken that I can't even just give constructive feedback: I'd rather stick with what we have.
This is both less town power and setups that give scum a lot more options.daytalk helps retention and part of the newbie queue is getting people used to site norms. daytalk is very common outside of the newbie queue and it is more fun. I heard somewhere that giving scum daytalk is like adding an extra member to the scumteam. It's not a problem you just have to balance accordingly, giving town more power to counteract it.Last edited by RadiantCowbells on Wed Sep 27, 2017 5:18 am, edited 1 time in total.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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RadiantCowbells He/himSmooth CriminalHe/him
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Like right now scum claims PR and they trade 1 for 1 with the PR. Sucks for the PR but still hurts scum.
You make that change and all of a sudden scum can claim PR D1 and avoid the lynch, then go on to get a different PR lynched later in the game. That's huge.
There's a reason that in multisets on EM the individual setups are pretty fucking easy for town.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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RadiantCowbells He/himSmooth CriminalHe/him
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Oh: and scum post change also have a shitload more information than they used to. They have their PR and they have a lot more information about the setup than town does.
There's definitely more overall -variety- in town to counteract that, but the difference in information between town and scum is far higher.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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Cogito Ergo Sum YARR!
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Taking 3d3 as a starting point, I did end up designing a new Matrix set-up though (I thought it might be easier to avoid dud set-ups if you restricted to one role from each row in addition to one from each column but it turns out that's just the same as the original matrix concept but formatted more confusingly), so if part of the issue is simply wanting to change, this can be my suggestion. I think it's probably a bit scum-sided given scum daytalk but I don't think more town power would be desirable and a bit town-sided without daytalk but possibly not overly so.
Pick a row or column:
Mafia Watcher Town Cop Town Roleblocker Town Jailkeeper Mafia 1-shot Role Cop 1-shot Friendly Neighbor Town Tracker Town Universal Backup Mafia Goon
Since it might not be entirely obvious how this relates to 3d3, I think it's worth spelling out: the 3rd column (Goon-Cop-Jailkeeper) is the same, the Mafia Rolecop becomes 1-shot but otherwise the 2nd column is also the same, the first column is completely different (Mafia Roleblocker-Doctor-Rolecop becomes Mafia Watcher-1shot Friendly Neighbor-Universal Backup) and you add the condition that you not only take only one role from each column but also one from each row - this ends up being equivalent to the above matrix.
The reasons I made the changes that I did are as follows:
1) Mafia Watcher replaced Mafia Roleblocker to weaken the mafia a bit and avoid crossblocking situations.
2) I got rid of Doctor because Doctor-Jailkeeper is horrible and Doctor-Cop doesn't really seem that desirable either.
3) I got rid of Town Rolecop mainly because it's just not intuitive in the set-up with 2 Goons and I think a newbie would be disappointed if e.g. they targeted scum but were never going to get information out of it.
4) I added the 1-shot Friendly Neighbor and Universal Back-up roles just because seemed reasonable. They're definitely the roles that could most easily be changed.
5) I added the row restriction, partly because I like symmetry, but mostly because this way you can avoid some more awkward set-ups (e.g. Roleblocker+Jailkeeper or Cop+Friendly Neighbor which has the potential to confirm too many players).Scumchat is awesome. Yarr!
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RadiantCowbells He/himSmooth CriminalHe/him
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Like you say that you're not looking for an entirely new setup or anything but you never gave me a chance to give feedback while this was in design.
So now you're coming out with it and telling me to be 'more constructive' when I'm seeing a finished work that I think is broken in several ways.
Which I think is kind of rude and not something that you should be doing.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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JaeReed Jack of All Trades
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Siding with RC on this.
If you're gonna have daytalk then you need to look at why daytalk wasn't implemented after the first test run of it.
Most of these setups are confusing for newbies I think too.
Pedit this is done without the last 2 posts in consideration and not reading those til later-
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Virtuoso Goon
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Virtuoso Goon
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Not Known 15 Mafia Scum
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Spoiler:
I removed the spoiler quote to my text in the quote above
1)As you can see I still somehow said "probably balanced enough" so there isnt much to worry about internally, we agree in this.
2) Hmm interesting. Probably because the death threat and the double effect hmm...this is still in the range of try out and adjust I guess
3)"one inherent nature of the setup is that scum are pretty likely to be fakeclaiming power roles"
In these setups, the goons know who they are NOT against. They are not against any Cop or Jailkeeper. Their enemies are tracker/rber and rolecop/Doctor
So they can only claim cop or jailkeeper unless they want to CC... but then again this setup has a 50% chance of rolecop. And with tracker or rber alive you do NOT want to die in a CC fight with the rolecop because then your win chances plummet. A 1v1 trade is not really a good thing for the evils. Because then there is only one scum, and that one has to fight long. Don't get me wrong... it is the possibility of the presence that will make scum hestiant to fakeclaim. But it will make scum even more hestiant to fakecounterclaim. Because THAT can swing the game largely in the favor of town.
And one last thing... with rolecop possibly present you will want to get wagons to L-2 now and then stop, waiting for 2 people to declare intent. Why? Because then they cannot sacrifice 1 scum into a power role, especially a roleblocker.
But ONE thing looks really like you totally underestimate the point. If Roleblocker blocks someone that one is either scum or... scum decided not to attack. If it is only the latter but not the former you will not only mislynch a townie but also die at night unless you find the right target. Tracker does at least not have that problem(although they can die easier)
EDIT: Yeah and Post164 from Radiant Cowbells sounds like good reasoning that this setup might be even a horrible idea. And I don't see any flaws in that reasoning...-
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Realeo Jack of All Trades
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If we are concerned that scum will roll town with day talk, should we start considering upgrading the player size from 7 v 2 to 9 v 2?
Please don't kill me"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
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Virtuoso Goon
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