[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1300 (ISO) » Tue Dec 12, 2023 1:56 pm

Post by Jingle »

In post 1299, Skygazer wrote: what if i removed the announcement of the recipient? so only the recipient and OSN (ole saint nick) know? would open up more interesting claiming situations and make the game slightly harder for town
Makes the game more interesting imo. Still probably a bit more townsided than desired, since 11v2 is almost balanced mountainous per observation. I'd give scum some small measure of means to find the Nick, probably a tracker or MD of some kind.
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Post Post #1301 (ISO) » Sat Jan 06, 2024 8:10 am

Post by DragonEater70 »

Had this idea, but I think it becomes unfun and possibly scumsided if scum just bus Day 1 or Day 2:

setup
  • 13 Players
  • 3 Mafia, 10 Town.
  • Mountainous.
  • If a townie gets hammered in a 7p ELo (but not in 5p or 3p ELo), then the mafia has to pick 2 members of the mafia to publicly reveal as mafia, and the game goes to Assassination Phase (like in Avalon).
  • In Assassination Phase, the hammered townie is the assassin, and gets one chance to assassinate the last (unrevealed) mafia member.
  • If they get it right, Town wins. Otherwise, Town loses.
  • 5p and 3p ELo are not impacted, so mafia are incentivized to bus before 7p ELo (or play really well in ELo).


Would like ideas on how to improve.
Last edited by DragonEater70 on Sat Jan 06, 2024 8:25 am, edited 1 time in total.
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Post Post #1302 (ISO) » Sat Jan 06, 2024 8:14 am

Post by Gamma Emerald »

I think adding a way to pass the assassination phase to 5p would help (3p wouldn’t work because it would be rough to try to play a scenario like that as scum)
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Post Post #1303 (ISO) » Sat Jan 06, 2024 8:19 am

Post by DragonEater70 »

Yeah

I had this idea, if anyone could calculate the EV it would help:

SETUP Version 2
  • 13 Players
  • 3 Mafia, 10 Town.
  • Mountainous.
  • If a townie gets hammered in a 7p ELo (but not in 5p or 3p ELo), then the mafia has to pick 2 members of the mafia to publicly reveal as mafia, and the game goes to Assassination Phase (like in Avalon).
  • In Assassination Phase, the hammered townie is the assassin, and gets one chance to assassinate the last (unrevealed) mafia member.
  • If they get it right, Town wins. Otherwise, Town loses.
  • If a townie is hammered in 5p ELo, no mafia is revealed, and the hammered townie has to submit a guess of BOTH living members of the mafia. If correct, town wins, otherwise town loses.
  • 3p ELo is not affected.
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Post Post #1304 (ISO) » Sat Jan 06, 2024 8:31 am

Post by Gamma Emerald »

Seems fine to me
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Post Post #1305 (ISO) » Sat Jan 06, 2024 9:57 am

Post by DragonEater70 »

Okay I didn't do the EV for the entire setup (because that's very hard to do manually and I would still appreciate if someone who knows how to automate it did it) but I just checked the EV for 5p ELo (23.33%) and for 7p ELo (24.29%), and I think these seem reasonable considering the usual EVs are 13.3% and 5.7% percent, respectively (and that these are the only things offsetting the setup from a very scumsided 3:10 mountainous).

One funny thing though is that it's actually slightly +EV (25% instead of 23.33%) for town to eliminate town in 7p ELo, which might make it more interesting.
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Post Post #1306 (ISO) » Sat Jan 06, 2024 10:48 am

Post by usesPython »

The real winrate should be slightly higher than expected for town since scum are forced to slowroll ELO instead of instantly quickhammering
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Post Post #1307 (ISO) » Sat Jan 06, 2024 10:51 am

Post by DragonEater70 »

Yep
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Post Post #1308 (ISO) » Sat Jan 06, 2024 10:52 am

Post by usesPython »

Also your 5p EV is wrong since:
  • Town gets limmed -> 25% chance to guess the scumteam
  • Scum gets limmed -> 3p ELO (33% town winrate)
It's impossible for the EV to be lower than 25% there
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Post Post #1309 (ISO) » Sat Jan 06, 2024 10:54 am

Post by DragonEater70 »

Hmm I calculated the 5p EV as 1/2 to choose one scum correctly * 1/3 to choose second scum correctly

Are you sure it's 25%? There are more than 4 configurations of 2 out of 4.
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Post Post #1310 (ISO) » Sat Jan 06, 2024 10:55 am

Post by DragonEater70 »

Yeah pretty sure town EV if town gets limmed is 1/6 and not 1/4
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Post Post #1311 (ISO) » Sat Jan 06, 2024 10:56 am

Post by usesPython »

In post 1309, DragonEater70 wrote: Hmm I calculated the 5p EV as 1/2 to choose one scum correctly * 1/3 to choose second scum correctly

Are you sure it's 25%? There are more than 4 configurations of 2 out of 4.
Wait no my math is wrong

Townie gets limmed, leaves 4 players two of which are scum

p1p2
p1p3
p1p4
p2p3
p2p4
p3p4

1/6 chance of guessing the team
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Post Post #1312 (ISO) » Sat Jan 06, 2024 11:03 am

Post by DragonEater70 »

Wow did I just outmath usesPython

On the same day of out-MafiaScum.netting biancospino

Feels super cool
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Post Post #1313 (ISO) » Tue Jan 09, 2024 10:34 am

Post by WeabooBob455 »

In post 1304, Gamma Emerald wrote: Seems fine to me
Yeah, agree! It's pretty fine
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Post Post #1314 (ISO) » Tue Jan 09, 2024 12:25 pm

Post by TemporalLich »

I want to balance this setup as it has a cool concept, and also create a mini variant maybe?:

Glimmer Of Hope
3 Mafia Goons

1 Town Exile

1 Town 1-shot Poison Doctor

12 Vanilla Townies


The Mafia knows the identity of the Exile.

The Mafia's factional actions depend on M, which is the amount of Mafia Goons and Exiles alive.

The Mafia have both a factional nightkill and a factional announcing poison (target will die the next night and will know they are poisoned) if M = 4.

The Mafia have a normal factional nightkill if M = 3.

The Mafia have only a factional announcing poison (target will die the next night and will know they are poisoned) if M = 2.

The game is nightless if M = 1.

The Mafia has daytalk.

The 1-shot Poison Doctor can cure poison (either on the night they are poisoned or the night they will die) once in the game.
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Post Post #1315 (ISO) » Thu Jan 11, 2024 3:30 pm

Post by Bingle »

How do additional exiles get made?
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Post Post #1316 (ISO) » Thu Jan 11, 2024 3:34 pm

Post by TemporalLich »

In post 1315, Bingle wrote: How do additional exiles get made?
there is only one exile in that setup

the idea of the exile is to make the mafia not want to nightkill a player

since the exile can just claim and self-vote, I'm tempted to have the exile revealed at game start, as the alternative would make the setup mechanically bastard
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Post Post #1317 (ISO) » Thu Jan 11, 2024 3:46 pm

Post by Bingle »

Oh, okay, M is goons+exiles. I was thinking it was just exiles and the mafia made more exiles as the game progressed.

First of all, I'm not a huge fan of negative feedback loops in opens. What I mean is that if you lim a Mafia, the game gets harder for mafia both because the mechanics favor town more AND because mafia have fewer voices. It tends to encourage landslide victories. Overall, I'd say the setup is probably pretty balanced (maybe a bit scumsided), but it'll likely end up running like nsg's arsonist game did where it was just a massive slog of a game.

Dropping the numbers would probably help with that, and my guess would be 10v2, Exile is the only PR, Poison->Kill->Nightless would be roughly equivalent.
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Post Post #1318 (ISO) » Thu Jan 11, 2024 3:54 pm

Post by TemporalLich »

so something like this?:

glimmer of hope is meant to have overpowered scum balanced by very strong positive feedback in town's favor (this is why the setup is named Glimmer of Hope fwiw)

Glimmer Of Hope v2
2 Mafia Goons

1 Town Exile

9 Vanilla Townies


The Mafia knows the identity of the Exile.

The Mafia's factional actions depend on M, which is the amount of Mafia Goons and Exiles alive.

The Mafia have both a factional nightkill and a factional announcing poison (target will die the next night and will know they are poisoned) if M = 3.

The Mafia have a normal factional nightkill if M = 2.

The game is nightless if M = 1.

The Mafia has daytalk.


still unsure what fix to Exile would be better: make the Exile receive a VT role PM (and thus make the setup technically mechanically bastard) or have the exile be revealed at game start, making this a IC setup?
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Post Post #1319 (ISO) » Thu Jan 11, 2024 4:01 pm

Post by Jingle »

I think conceit of game wise there's no reason not to make the Exile an IC. I think making the Exile a VT Role PM makes what already probably leans scum slightly that much more scumsided, and means that scum never really wants to kill the Exile.

And I figured the snowball effect was intentional, just sharing a bit of design philosophy as to why I dislike snowball style games in the first place. That's not to say other people always agree: God knows people enjoy Catan somehow.
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Post Post #1320 (ISO) » Thu Jan 11, 2024 4:06 pm

Post by TemporalLich »

alright I'll post glimmer of hope v2.1 in a new thread

would a "reverse glimmer of hope" setup probably called fading hope be a good idea, where a lower M means stronger scum (except maybe not start the game nightless)? basically the opposite concept of glimmer of hope - weak scum balanced by negative feedback in scum's favor
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Post Post #1321 (ISO) » Thu Jan 11, 2024 6:03 pm

Post by Jingle »

I do like helping the underdog, design wise. I could also see it going the opposite way, where scum loses power every time a townie is limmed. Up to you whether the inspiration strikes though.
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Post Post #1322 (ISO) » Thu Jan 11, 2024 6:22 pm

Post by TemporalLich »

The inverse of Glimmer of Hope - a setup that starts with weak scum but there is negative feedback that favors scum.

I created this setup within several minutes so idk if it is a good concept

Fading Hope
2 Mafia Goons

1 Mafia Traitor

10 Vanilla Townies


The Mafia's factional actions depend on M, which is the amount of Mafiosi alive.

The Mafia's factional ability is a silence when M = 3, making that player unable to post or vote for a day.

The Mafia have a normal factional nightkill if M = 2.

The Mafia have a double factional nightkill if M = 1.

The Mafia has daytalk and inherent multitasking.
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Post Post #1323 (ISO) » Tue Jan 16, 2024 11:45 am

Post by TemporalLich »

Marathon Night v2
7 players


2 Mafia

5 Townies


After Town/Mafia Role PMs are distributed but before Day 1, the thread is unlocked and a compulsive plurality vote decides what power roles to generate during a "role phase". The power roles will be given to random townies. After power roles are distributed (those who get power roles will get new role PMs), Day 1 begins as normal.

Role Phase Options are:

1
Publishing Cop
(checks alignment, mod will confirm that player's alignment inthread), 1
Mafia Rolestopper
(given to Mafia instead of a townie, renders target immune to all abilities)
1
Day Vigilante
(Publically shoots a player during the day), 1
Backup 1-shot Vigilante
(can act only if the day vigilante is dead, shoots a player during night but only works once)
2
Masons
(They gain a PT with daytalk to talk to each other)

Eliminations and nightkills are compulsive.

The Mafia PT has daytalk.
another setup I want to balance
Last edited by TemporalLich on Tue Jan 16, 2024 12:01 pm, edited 1 time in total.
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Post Post #1324 (ISO) » Tue Jan 16, 2024 11:58 am

Post by Gypyx »

public cop sounds really broken for town no? like, it will always have better/equal value that every other setup with a base value of 2 alignement confirmed players(cop claim + whoever they target N1) unless the rolestopper manages to be on point with his stops, which idk, maybe i'm underestimating scum players here

Meanwhile one of the main props of masons is pretty much not here (communication, assuming i correctly supposed that this is a marathon setup, it's gonna be hard for them to communication, even more when the whole game will revolve around scum hunting for them) and even if you consider the setup as basically double IC scum has quite some wiggle room

i'm otherwise bad at evaluating vig but i think it's roughly at the same level as 2 masons? which is good if that's what you aimed for
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