Micro 285 - Time: The Distortion (Town Win)


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Post Post #525 (ISO) » Wed Jan 29, 2014 5:38 pm

Post by talah »

I'll get in on this too!

I read the setup, the variation, and noted the time mechanic, ignored or missed the fact that accuracy was a factor, and didn't click the bell-curve link.

Still haven't and I still don't really understand how it works given DOMO's fail-accuracy... feel like giving a tldr or something there Master EmmJay?

(heheh)
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Post Post #526 (ISO) » Wed Jan 29, 2014 5:39 pm

Post by fferyllt »

I saw my VT role pm and was delighted not to need to worry about any of that stuff.
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Post Post #527 (ISO) » Wed Jan 29, 2014 9:43 pm

Post by DOMO »

I'm not sure I do anything different if I do understand the mechanic... I mean it's random, right? So how can you strategise around a random event?
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Post Post #528 (ISO) » Wed Jan 29, 2014 9:54 pm

Post by talah »

In post 526, fferyllt wrote:I saw my VT role pm and was delighted not to need to worry about any of that stuff.
I can hear clear peals of joy and heads being tilted back to express such delight, ringing through the ages, perhaps a thousand years ago, perhaps a portent of tomorrow.
In post 527, DOMO wrote:I'm not sure I do anything different if I do understand the mechanic... I mean it's random, right? So how can you strategise around a random event?
I just wanna knoes how you ended up with such a shitty accuracy being so close to the peak.
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Post Post #529 (ISO) » Thu Jan 30, 2014 5:11 am

Post by DOMO »

In post 528, talah wrote:I just wanna knoes how you ended up with such a shitty accuracy being so close to the peak.
Yeah this is something that I'm curious about too. The fact that I tried to take out the cop's investigation means I'm in pretty good shape if I hit, although the required two mislynches was gonna be tough after AH claims cop. And I'm not killing him n2 unless he claims d2, so he might look at me if I have a bad d2, thus I don't think it's in the bag for me under normal conditions. I think I need to get catboi mislynched final day, which is gonna be tough as hell.
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Post Post #530 (ISO) » Thu Jan 30, 2014 5:13 am

Post by DOMO »

Also, I considered not killing anyone, but it totally didn't occur to me to roleblock instead of kill. That was a stupid oversight. Not killing is viable if I use my roleblocker.
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Post Post #531 (ISO) » Thu Jan 30, 2014 7:04 am

Post by Majiffy »

In post 525, talah wrote:Still haven't and I still don't really understand how it works given DOMO's fail-accuracy... feel like giving a tldr or something there Master EmmJay?
Each night has a randomized "peak", and percentages are allotted between the peak and the bookends of the night.

So, for example, Night 1's peak was 1 hour in. This means that 15 minutes after deadline has a 25% chance, 30 min has 50%, etc.
Meanwhile, there's 71 hours after the peak in the night phase, so 1 hour after is {100 - (1/71)}, 2 hours after is {100 - (2/71)}, etc.

Then there is a number drawn from 1-100 as the hit number. If the number is higher than the allotted accuracy percentage (see above), the action misses. If it is below, the action is successful.

Action resolution is in order of closest to peak -> furthest from peak.

In essence, I'm working on a way to make night actions largely unbreakable by adding enough elements of unpredictability (and a level of knowledge hidden from the players) such that in a larger game, you can't have a massclaim to try to win by breaking strategies.

Players are informed of the success of their action, but they are not informed of their order in resolution.
In post 527, DOMO wrote:I'm not sure I do anything different if I do understand the mechanic... I mean it's random, right? So how can you strategise around a random event?
The point.
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Post Post #532 (ISO) » Thu Jan 30, 2014 7:05 am

Post by Majiffy »

Basically this was a test run for the mechanic. I was hoping it'd come more into play, but I think it should work to a decent extent, as long as the players
remember that it's fucking part of the setup
. *angry glare*
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GTKAS Jerfy (The Sequel!)
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How To Win Every Game At Mafiascum (The Flowchart)
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Svenskt Stål (23:38) majiffy, worst mod on ms? we talk to a surviving victim of his game
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Post Post #533 (ISO) » Thu Jan 30, 2014 7:06 am

Post by Majiffy »

I'm running another Micro next to test the other mechanic I'm going to use in the to-be-made large sometime in the near future. I need to talk to the list mods and see if I'm actually going to be able to run it as a Micro or if I need to run it in Minis.
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GTKAS Jerfy (The Sequel!)
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How To Win Every Game At Mafiascum (The Flowchart)
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In case anyone was unsure...
Svenskt Stål (23:38) majiffy, worst mod on ms? we talk to a surviving victim of his game
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Post Post #534 (ISO) » Fri Jan 31, 2014 4:49 am

Post by DOMO »

In post 532, Majiffy wrote:Basically this was a test run for the mechanic. I was hoping it'd come more into play, but I think it should work to a decent extent, as long as the players remember that it's fucking part of the setup. *angry glare*
I'm only annoyed because I lost. Don't give me angry glares. Give random.org an angry glare for killing the game on n1!

It's an interesting mechanic, but I don't like it because it removes a huge part of scum strategy and replaces it with chance. It's a RNG that decided if I win or lose, which is not the reason I play mafia. I want to win or lose by being good or shit, not lucky or unlucky. Which is why I won't involve myself in such games in future. But I do think it's a workable mechanic. There's probably an optimal time to play, which is likely to be half way. I'm guessing, I'd be interested in the opinion of someone who is capable of and can be bothered to run a proper mathematical evaluation of this mechanic. And I'll probably watch your next micro if I notice it running, in fact if you pm me to let me know I can be a dead thread guest, so keep me informed of future games if you can be bothered.
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Post Post #535 (ISO) » Fri Jan 31, 2014 6:54 am

Post by Majiffy »

In post 534, DOMO wrote:It's an interesting mechanic, but I don't like it because it removes a huge part of scum strategy and replaces it with chance. It's a RNG that decided if I win or lose, which is not the reason I play mafia. I want to win or lose by being good or shit, not lucky or unlucky.
On the contrary, I think it creates more of a focus on proper scumhunting (and respectively, scum's ability to look town) by removing any night speculation and breaking strategies.

But I do understand where you're coming from.
In post 534, DOMO wrote: Which is why I won't involve myself in such games in future. But I do think it's a workable mechanic. There's probably an optimal time to play, which is likely to be half way.
:(

And yeah, probably.
In post 534, DOMO wrote:And I'll probably watch your next micro if I notice it running, in fact if you pm me to let me know I can be a dead thread guest, so keep me informed of future games if you can be bothered.
Will do.
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GTKAS Jiffy! (Part 1)
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GTKAS Jerfy (The Sequel!)
||
How To Win Every Game At Mafiascum (The Flowchart)
||
In case anyone was unsure...
Svenskt Stål (23:38) majiffy, worst mod on ms? we talk to a surviving victim of his game
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Post Post #536 (ISO) » Sun Mar 16, 2014 5:41 am

Post by quadz08 »

:nerd:
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