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Posted: Fri Apr 01, 2016 8:33 am
by pisskop
They do, by setup elimination.

They had all the information to figure out what setup they were in in pregame, when they got their roles.

Posted: Fri Apr 01, 2016 8:33 am
by Titus
In post 1674, davesaz wrote:
In post 1666, pisskop wrote:I think I mentioned somewhere that I dont think enough players come into multiball really ready to wifom through it.


Did the setup seem balanced, or otherwise okay?

I disagreed with the ability of scum to use their own action plus the NK, when a partner exists to do the NK. Both teams seem to have identified the potential to nerf the tracker (and to a lesser extent JK) by having both actions submitted by the same player.

For this specific setup, I'm not sure about the balance of having two full RB's. It seems to leave town vulnerable, though maybe I'm thinking swing more than balance. Or maybe it just feels that way because so many roles got outed early.

A two wolf team knows for sure it's multiball, but do mafia also know? That could give wolves an advantage.


I'd assume they would based on the setup combinations.

Two full RBs is incredibly balanced but the cop being obvious so early just made the RB actions predictable.

Posted: Fri Apr 01, 2016 8:41 am
by acryon
In post 1676, Titus wrote:
In post 1674, davesaz wrote:
In post 1666, pisskop wrote:I think I mentioned somewhere that I dont think enough players come into multiball really ready to wifom through it.


Did the setup seem balanced, or otherwise okay?

I disagreed with the ability of scum to use their own action plus the NK, when a partner exists to do the NK. Both teams seem to have identified the potential to nerf the tracker (and to a lesser extent JK) by having both actions submitted by the same player.

For this specific setup, I'm not sure about the balance of having two full RB's. It seems to leave town vulnerable, though maybe I'm thinking swing more than balance. Or maybe it just feels that way because so many roles got outed early.

A two wolf team knows for sure it's multiball, but do mafia also know? That could give wolves an advantage.


I'd assume they would based on the setup combinations.

Two full RBs is incredibly balanced but the cop being obvious so early just made the RB actions predictable.

Yeah it wasn't particularly great that we had essentially 3 PRs outed day 1.

Posted: Fri Apr 01, 2016 8:56 am
by Titus
In post 1677, acryon wrote:
In post 1676, Titus wrote:
In post 1674, davesaz wrote:
In post 1666, pisskop wrote:I think I mentioned somewhere that I dont think enough players come into multiball really ready to wifom through it.


Did the setup seem balanced, or otherwise okay?

I disagreed with the ability of scum to use their own action plus the NK, when a partner exists to do the NK. Both teams seem to have identified the potential to nerf the tracker (and to a lesser extent JK) by having both actions submitted by the same player.

For this specific setup, I'm not sure about the balance of having two full RB's. It seems to leave town vulnerable, though maybe I'm thinking swing more than balance. Or maybe it just feels that way because so many roles got outed early.

A two wolf team knows for sure it's multiball, but do mafia also know? That could give wolves an advantage.


I'd assume they would based on the setup combinations.

Two full RBs is incredibly balanced but the cop being obvious so early just made the RB actions predictable.

Yeah it wasn't particularly great that we had essentially 3 PRs outed day 1.


It was from my perspective. But then again managed chaos is the name of the game for Scum!Titus

Posted: Fri Apr 01, 2016 8:57 am
by Titus
Once the cops were a limited problem, the solution became eliminating those who would lynch us.

Posted: Fri Apr 01, 2016 9:02 am
by Raskolnikov
:cry:

Posted: Fri Apr 01, 2016 9:07 am
by Titus


Was that really you posting when I thought it was RC Rask? If so, I'm sorry. :$

Posted: Fri Apr 01, 2016 9:48 am
by Ranger
I can't believe people didn't call me out on my BC interaction. I kept them in a position where I never needed to vote them: defending them when it was within reason to defend them, and when the tides turned against them for scummy content which was undeniably scummy (even if not impossible from town), scumreading them lightly without actually pushing them.

To be fair, I was legitimately scumhunting. I thought acryon was scum up until KainTepes flipped. I thought Kop was legitimately scum prior to that. (Not to mention, thinking chilledtea was scum until chilledtea claimed tracker; I thought Xtoxm was the tracker, or failing that, KainTepes.) Totally BSed my Almost50 read (and Almost50 actually correctly picked up on my scumtell: no listing!), but other than that I was being honest, so I suppose that helped. Being scum in multiball allows for a lot of similarity to my town game.

Titus wrote:Oh release mafia pt
Yeah, you have my authorization too.

Posted: Fri Apr 01, 2016 9:50 am
by pisskop

Posted: Fri Apr 01, 2016 11:51 am
by KainTepes
i KNEW BURNING CRYSTAL was bad!!!!!

VOTE: BURNING CRYSTAL

Posted: Fri Apr 01, 2016 7:43 pm
by Titus
I want to see your PT KT. :)

Posted: Fri Apr 01, 2016 8:23 pm
by pisskop
kain, do you consent to release your pt?

Posted: Fri Apr 01, 2016 9:11 pm
by Aneninen
As for the Setup.

Pisskop, I've been thinking. As I said, this Setup is very close to the one I designed (Matrix–14), although it seems to be based upon different things.
Doubling-up PRs in the table would result that the Setup could be solved later. Once a town-PR gets forced to out (just like in this game), things will be much easier for any scum faction(s). Unless it's Setup6 with 5 town-PRs: I don't think the scumteam could ever win that after a Day1 massclaim. (3 and 5 would be tricky, too). This is a common thing which could be improved.

Others too pointed it out that the Roleblocker being able to Block and Nightkill at the same time literally turns off a town-PR.

Almost every Setup has more than one Anti-Town faction, which makes the games very swingy. If any scum factions gets a good start at Day1, the Setup is pretty unforgiving for the town. And once some PRs are outed, the chance for a crosskill drops significantly... However, if a scum faction gets into trouble too early in a town-PR-heavy Setup, it's the opposite.

Maybe Daytalk is a thing which could be tinkered with. What if scum factions get Daytalk for ONE selected Day only?

Posted: Fri Apr 01, 2016 9:11 pm
by Aneninen
More thoughts later.

Posted: Fri Apr 01, 2016 10:41 pm
by KainTepes
YES I CONSENT.....!! but there is nothing INTERESTING........

Posted: Mon Apr 04, 2016 8:52 am
by chilledtea
Mafia PT?

Posted: Mon Apr 04, 2016 8:57 am
by pisskop

Posted: Mon Apr 04, 2016 9:33 am
by tn5421
I feel really bad for KainTepes now, having read the Mafia PT.

Posted: Mon Apr 04, 2016 9:34 am
by pisskop
Kain has potential

Posted: Mon Apr 04, 2016 10:33 am
by acryon
Eh I can't help but disagree. His playstyle, town or scum, makes the game less enjoyable for everyone in town. There are a million ways to play the game that don't have that effect on town. Maybe I'm a bit of a purist, but I don't like the idea of leading people astray based on something other than words.

Posted: Mon Apr 04, 2016 11:09 pm
by Kop
Good game werewolves.

I started to work out Xtom but I think it was too late.

Posted: Fri Apr 29, 2016 3:32 pm
by Titus
In post 1687, Aneninen wrote:As for the Setup.

Pisskop, I've been thinking. As I said, this Setup is very close to the one I designed (Matrix–14), although it seems to be based upon different things.
Doubling-up PRs in the table would result that the Setup could be solved later. Once a town-PR gets forced to out (just like in this game), things will be much easier for any scum faction(s). Unless it's Setup6 with 5 town-PRs: I don't think the scumteam could ever win that after a Day1 massclaim. (3 and 5 would be tricky, too). This is a common thing which could be improved.

Others too pointed it out that the Roleblocker being able to Block and Nightkill at the same time literally turns off a town-PR.

Almost every Setup has more than one Anti-Town faction, which makes the games very swingy. If any scum factions gets a good start at Day1, the Setup is pretty unforgiving for the town. And once some PRs are outed, the chance for a crosskill drops significantly... However, if a scum faction gets into trouble too early in a town-PR-heavy Setup, it's the opposite.

Maybe Daytalk is a thing which could be tinkered with. What if scum factions get Daytalk for ONE selected Day only?


I've been thinking about this with a few drinks in, but I'm thinking an encryptor role might be better.

Posted: Sat Apr 30, 2016 8:42 am
by Raskolnikov
Hey guys, I thought I'd just drop by to say
fuck multiball
(and game changing night action errors)

Posted: Sun May 01, 2016 10:21 am
by Ranger
Increasingly my opinion, yes. (Ironic since I really want to run a multiball setup.)

Posted: Sat Oct 01, 2016 9:09 am
by LlamaFluff
wrapped up