Changes to Normal Games (update September 2022)

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Post Post #1225 (ISO) » Thu Sep 07, 2023 1:37 pm

Post by DkKoba »

In post 1224, Random Nurse wrote: It's a bad idea to remove multiball from Large normal games, period. You notice this site isn't nearly as busy as it was back in 2013; you remove multiball from Large Normals and you're putting another nail in the coffin.

Soon I'll be modding a Large Normal that is multiball. These types of games aren't as uncommon as you think they are.
they can always be run in the theme queue, look how long T3's took to fill.
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Post Post #1226 (ISO) » Thu Sep 07, 2023 1:38 pm

Post by DkKoba »

I would like to once again propose a modular addition to Normals that disables Nighttalk rather than Daytalk for non-Factional chats.
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Post Post #1227 (ISO) » Thu Sep 07, 2023 2:34 pm

Post by Cook »

In post 1226, DkKoba wrote: I would like to once again propose a modular addition to Normals that disables Nighttalk rather than Daytalk for non-Factional chats.
made a role for that in GIM
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Post Post #1228 (ISO) » Thu Sep 07, 2023 3:08 pm

Post by Random Nurse »

In post 1225, DkKoba wrote:
In post 1224, Random Nurse wrote: It's a bad idea to remove multiball from Large normal games, period. You notice this site isn't nearly as busy as it was back in 2013; you remove multiball from Large Normals and you're putting another nail in the coffin.

Soon I'll be modding a Large Normal that is multiball. These types of games aren't as uncommon as you think they are.
they can always be run in the theme queue, look how long T3's took to fill.

I believe a site-wide mass-ping by mod staff for Larges that have been in queue for over two months would help. I mass-pinged multiple times to get that Large filled.

When I ran my 50-player game years ago I took advantage of mass-pings and had over five players as pre-replacements.
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Post Post #1229 (ISO) » Thu Sep 07, 2023 4:39 pm

Post by Random Nurse »

What if there was a Town PR that can disable all Daytalk for whatever slot they target, for the rest if the Day, Day and Night, or permanently?
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Post Post #1230 (ISO) » Thu Sep 07, 2023 4:41 pm

Post by DkKoba »

In post 1229, Random Nurse wrote: What if there was a Town PR that can disable all Daytalk for whatever slot they target, for the rest if the Day, Day and Night, or permanently?
This kind of role goes into non-normal feeling functionality.

"Curfew Enforcer" as cook made in the GIM thread is a good name for the inverse of an encryptor that globally disables non factional night talk, which would also be cool.
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Post Post #1231 (ISO) » Thu Sep 07, 2023 5:22 pm

Post by Random Nurse »

What exactly makes it non-Normal?

I feel like most of my suggestions get shot down with little rationale behind it. What kind of bounds should I work within when trying to think up new Normal roles/modifiers?
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Post Post #1232 (ISO) » Thu Sep 07, 2023 6:27 pm

Post by DkKoba »

Its not a bad role idea, just feels a lot better as a theme game role
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Post Post #1233 (ISO) » Thu Sep 07, 2023 9:09 pm

Post by DragonEater70 »

In post 1228, Random Nurse wrote:
In post 1225, DkKoba wrote:
In post 1224, Random Nurse wrote: It's a bad idea to remove multiball from Large normal games, period. You notice this site isn't nearly as busy as it was back in 2013; you remove multiball from Large Normals and you're putting another nail in the coffin.

Soon I'll be modding a Large Normal that is multiball. These types of games aren't as uncommon as you think they are.
they can always be run in the theme queue, look how long T3's took to fill.

I believe a site-wide mass-ping by mod staff for Larges that have been in queue for over two months would help. I mass-pinged multiple times to get that Large filled.

When I ran my 50-player game years ago I took advantage of mass-pings and had over five players as pre-replacements.
I agree that pings are useful, but when you say mod staff do you mean like listmods? Because I thonk they shouldn't be pinging anyone, it should be done by the players or the game mod. IMO.
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Post Post #1234 (ISO) » Thu Sep 07, 2023 9:11 pm

Post by DragonEater70 »

In post 1231, Random Nurse wrote: What exactly makes it non-Normal?

I feel like most of my suggestions get shot down with little rationale behind it. What kind of bounds should I work within when trying to think up new Normal roles/modifiers?
It feels like a special mechanic that is interesting but hard to balance and potentially unfun, is what I would say makes this non-normal.
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Post Post #1235 (ISO) » Thu Sep 07, 2023 9:17 pm

Post by Random Nurse »

In post 1233, DragonEater70 wrote:
In post 1228, Random Nurse wrote:
In post 1225, DkKoba wrote:
In post 1224, Random Nurse wrote: It's a bad idea to remove multiball from Large normal games, period. You notice this site isn't nearly as busy as it was back in 2013; you remove multiball from Large Normals and you're putting another nail in the coffin.

Soon I'll be modding a Large Normal that is multiball. These types of games aren't as uncommon as you think they are.
they can always be run in the theme queue, look how long T3's took to fill.

I believe a site-wide mass-ping by mod staff for Larges that have been in queue for over two months would help. I mass-pinged multiple times to get that Large filled.

When I ran my 50-player game years ago I took advantage of mass-pings and had over five players as pre-replacements.
I agree that pings are useful, but when you say mod staff do you mean like listmods? Because I thonk they shouldn't be pinging anyone, it should be done by the players or the game mod. IMO.

I was more meaning by one of the admins. More like an emergency maneuver to help get Large Normal games out of queue Hell aftter two months. The last one that just got out of queue Hell was in queue for over four months: not a good sign. If any admin can do a site-wide mass-ping I am certain that Large Normal would fill rather quickly.
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Post Post #1236 (ISO) » Fri Sep 08, 2023 1:33 am

Post by T-Bone »

I think people know those games are there but the larger the playerlist the harder it is to fill a game. I don't recommend normals or themes go above 20 frankly.
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Post Post #1237 (ISO) » Fri Sep 08, 2023 1:40 am

Post by T-Bone »

I do want to announce also that I am looking to expand the Normal Review Group (NRG) as my actual official stamp on the Normal Queue before we appoint a new Listmod. If you think you'd be a good fit please DM me. I'm looking for players who enjoy normal games and want to contribute to the site. The NRG has three primary functions, reviewing games for normalcy, pre-designing normal games for new mods, and discussing the policy of normal games on MafiaScum.
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Post Post #1238 (ISO) » Fri Sep 08, 2023 5:12 am

Post by DragonEater70 »

In post 1236, T-Bone wrote: I think people know those games are there but the larger the playerlist the harder it is to fill a game. I don't recommend normals or themes go above 20 frankly.
Well there goes my plan for a 27p Large Normal

Just kidding I will mod it anyway cause it's such a good setup.
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Post Post #1239 (ISO) » Fri Sep 08, 2023 6:16 am

Post by T-Bone »

We won't stop anyone from trying.
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Post Post #1240 (ISO) » Fri Sep 08, 2023 12:01 pm

Post by Random Nurse »

I've done at least one 50-player game here.

It's possible, possibly tougher now, but mass-pings are essential.
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Post Post #1241 (ISO) » Thu Sep 14, 2023 5:27 pm

Post by Random Nurse »

Could we have a modifier created that removes all modifiers/PRs from a player at X-Day?

For example, a Bulletproof that loses its Bulletproof status at Day 4?
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Post Post #1242 (ISO) » Thu Sep 14, 2023 9:28 pm

Post by Gamma Emerald »

You could create a Night 1+2+3 Bulletproof and it’d be the same
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Post Post #1243 (ISO) » Thu Sep 14, 2023 9:33 pm

Post by Random Nurse »

In post 1242, Gamma Emerald wrote: You could create a Night 1+2+3 Bulletproof and it’d be the same

That's wordy tho.
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Post Post #1244 (ISO) » Thu Sep 14, 2023 11:14 pm

Post by Random Nurse »

If one were to make a multiball Large Normal game, is it possible to make an Informed Bulletproof Goon for each faction, and that they know the alignment/role of each other? That would be very interesting.

Is it possible to make a rule in a Large Normal game that Scum cannot openly share in-thread information they are Informed of?

That would make a much spicier Multiball game, where both Scum factions have a tiny bit of information on who their rivals are, and can draw associations from which players defend the Informed Goons.
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Post Post #1245 (ISO) » Thu Sep 14, 2023 11:28 pm

Post by Skygazer »

Informed Bulletproof Goon would be technically legal (although there would be a lot to consider there...). Post restrictions aren't normal, though. That sounds like a theme mechanic tbh

edit:
Post Restrictions (other than those included in the ruleset, such as "No quoting your Role PM").
That might actually be allowed, but it could probably be argued that such a mechanic goes beyond what one might expect in a typical game of mafia.
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Post Post #1246 (ISO) » Thu Sep 14, 2023 11:42 pm

Post by Skygazer »

One of the problems I can think of is that it might be advantageous to out the info, which the restriction is put in to prevent... but there are also probably situations (especially towards endgame) where it makes sense for scum to out it anyways and have their bp informed goon eat a modkill intentionally.
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Post Post #1247 (ISO) » Thu Sep 14, 2023 11:51 pm

Post by Random Nurse »

Hm...

I could inform a Townie or two that two rival Scum members know each other (roles and alignments).

For insurance I could inform each Scumteam that members of Town know about two Informed rival Scum members knowing each other.
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Post Post #1248 (ISO) » Fri Sep 15, 2023 12:27 am

Post by biancospino »

In post 1247, Random Nurse wrote: Hm...

I could inform a Townie or two that two rival Scum members know each other (roles and alignments).
At that point why not just have that as a public info instead, which you are allowed to do. Would greatly simplify matters by removing the need to inform scum that town is informed
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Post Post #1249 (ISO) » Fri Sep 15, 2023 9:01 am

Post by Skygazer »

I was thinking more along the lines of "either side can out a member of the other side to do a 1 for 1 trade" which could be useful if one scum team hasn't lost anyone and the other is down to just the informed BP.
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