[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1125 (ISO) » Tue Mar 30, 2021 8:23 am

Post by Gypyx »

mafia getting exed first sounds really harsh
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Post Post #1126 (ISO) » Tue Mar 30, 2021 8:47 am

Post by Isis »

Maybe vengecop only for townies?
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #1127 (ISO) » Tue Mar 30, 2021 8:50 am

Post by Gypyx »

that seems good to me

(not confident, would like other people's opinion)
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Post Post #1128 (ISO) » Tue Mar 30, 2021 1:32 pm

Post by Sirius9121 »

d1 - maf lim (1/3) :

20% maf winrate

d1 - town lim (2/3):

2 - 3
Chance of vengetown: 60%
2 - (2 + 1)
50 (1 - 3) - (25% maf win) / 50 (ins, maf win)

Chance of vengescum: 40%
1 - (3)
25% maf win

total:
maf winrate = (1/3*20+2/3*60*125/2/100+2/3*40*25/100)% = 38.33%
town winrate = (1/3*80+2/3*60*75/2/100+2/3*40*75/100)% = 61.67%

overly high town wr
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所以など行方知らず未知の病巣に臥す患者達
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Post Post #1129 (ISO) » Tue Mar 30, 2021 6:08 pm

Post by Jingle »

Also, town tends to overperform in nightless setups.

I’d be interested to see the math if the first town is a vengecop and the first scum is a vengekill. Might make it scumsided enough. Not gonna do the math while mobile though.
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Post Post #1130 (ISO) » Tue Mar 30, 2021 11:50 pm

Post by Sirius9121 »

Spoiler: 1st elim cop/kill
d1 - maf lim (1/3)

1 - 3
25% maf wr

d1 - town lim (2/3)

Chance of vengetown: 60%
2 - (2 + 1)
50 (1 - 3) - (25% maf win) / 50 (ins, maf win)

Chance of vengescum: 40%
1 - (3)
25% maf win

total:
maf winrate = (1/3*25+2/3*60*125/2/100+2/3*40*25/100)% = 40%
town winrate = (1/3*75+2/3*60*75/2/100+2/3*40*75/100)% = 60%
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #1131 (ISO) » Wed Mar 31, 2021 8:55 am

Post by Isis »

Is townplay onsite strong enough yet to just run 4:2 nightless? Lol.

I want there to be a good 6p setup with no flagbearer.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #1132 (ISO) » Wed Mar 31, 2021 9:18 am

Post by MURDERCAT »

4:2 nightless with town vengecop and a godfather?
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Post Post #1133 (ISO) » Wed Mar 31, 2021 9:50 am

Post by Gypyx »

4:2 nightless with an ic that dies at 4 players left maybe?
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Post Post #1134 (ISO) » Thu Apr 01, 2021 7:48 am

Post by Jingle »

In post 1131, Isis wrote:Is townplay onsite strong enough yet to just run 4:2 nightless? Lol.
Honestly? It might be. 6v2 is perfect EV, and towns do tend to do better than site meta in nightless games. I'd probably be more willing to play in a 4:2.
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Post Post #1135 (ISO) » Thu Apr 01, 2021 7:52 am

Post by MURDERCAT »

Town only gets 1 miselim though, and then you are forced to guess right. I don't think the "town does well in nightless" applies as you are getting so little info in comparison to a longer nightless game.
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Post Post #1136 (ISO) » Thu Apr 01, 2021 8:11 am

Post by PookyTheMagicalBear »

I think 2:5 Nightless with 2 Vengeful Mafia Goons would be fun
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Post Post #1137 (ISO) » Thu Apr 01, 2021 8:23 am

Post by Gypyx »

2:4 nightless, scum wins at two town left, if all executions are town, the last executed player may try to guess the scumteam for the win

random idea, how would it be?
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Post Post #1138 (ISO) » Thu Apr 01, 2021 11:53 am

Post by Jingle »

In post 1135, MURDERCAT wrote:Town only gets 1 miselim though, and then you are forced to guess right. I don't think the "town does well in nightless" applies as you are getting so little info in comparison to a longer nightless game.
That only applies to the case when scum get a perfect win (40% of games, tbf, but not all of the scum wins). If scum is ever eliminated, town nets another miselim.

EV on a vanilla 2:4 nightless is 67% scum win, which is undoubtedly high, but the lack of ability for scum to kill off particularly dangerous town voices is a large portion of the conventional wisdom on nightless setups being townsided.

I'm not saying it's a perfectly balanced game, but I would definitely be more interested in seeing it than a 2:6.
Gypyx wrote:2:4 nightless, scum wins at two town left, if all executions are town, the last executed player may try to guess the scumteam for the win

random idea, how would it be?
Only changes the above percentages in the case of a scum sweep, mathematically a hail mary guess and an elimination are identical if there's only one scum remaining. The new EV is 56.6% swumwin. I would wager that being able to just elim the strongest scumhunter on the first game-loseable elim would further skew results towards townwins based on subjective speculation, but it's within the realm of testable for sure.

PEdit: didn't realize the guess wouldn't happen if a scum elim had happened. It's actually 70% scumwin as you suggested it.
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Post Post #1139 (ISO) » Thu Apr 01, 2021 12:02 pm

Post by Jingle »

In post 1136, PookyTheMagicalBear wrote:I think 2:5 Nightless with 2 Vengeful Mafia Goons would be fun
Mathematically identical to 2:4 nightless with less of a townsiding bias introduced by the inability to kill. Probably better at 2:6, but you'd have to run the setup a few times to be sure. Doesn't seem like a bad setup to try a few times either way though.
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Post Post #1140 (ISO) » Thu Apr 01, 2021 7:44 pm

Post by Isis »

I swear I actually would have just run 2:4 nightless to see what would happen if I didn't get hit by closed setup inspiration X_X
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #1141 (ISO) » Thu Apr 08, 2021 12:31 am

Post by lendunistus »

In post 1116, lendunistus wrote:
Aliensitter Needed!


13 Players:

1x Town Lover Babysitter - https://wiki.mafiascum.net/index.php?title=Babysitter; can't self-target
1x Town Lover Alien - https://wiki.mafiascum.net/index.php?title=Alien_(role) protects from kills, can't self-target
1x Town Macho Psychologist - https://wiki.mafiascum.net/index.php?title=Psychologist
7x Vanilla Townie
1x Mafia Cowardly Encryptor - https://wiki.mafiascum.net/index.php?title=Encryptor
1x Mafia Motion Detector - https://wiki.mafiascum.net/index.php?ti ... n_Detector
1x Mafia 2-shot Roleblocker - https://wiki.mafiascum.net/index.php?title=Roleblocker

Lover - If a Lover dies by any means, their partner also dies instantly (this cannot be stopped). Lovers know each other's identity and have a PT, where they may talk at night.

Mafia daytalk is dependent on the survival of the Encryptor.

Cowardly - Unable to carry out the nightkill until they are the only mafia alive (which also means that Psychologist will yield a "not able to kill" result on them until that happens).

Macho - Any protective action targeted at this player (including abduction) will automatically fail.

Psychologist will yield a "can kill" result on the Babysitter.

If the Alien dies, the Babysitter's death will
not
trigger the death kill on their target.

Daystart. Mafia win upon parity with the town.

Mafia ARE NOT multitasking.


tweaked according to Jingle’s and BBMolla’s suggestions

few questions:

1. is it fine from a balance perspective to have both a false negative AND a false positive here for psych in terms of alignment?
2. is it customary on mafiascum to tell PRs that their action failed when they target a macho player?

abductions on psych would fail outright, not just go through without the protection
bringing this back to ask a question: is it fine for alien and babysitter to be able to target the same person consecutively here?

also bumping because of some clarifications that weren't included originally (mafia cannot multitask, alien and babysitter can't self-target)

also also would just like to get this double checked so I know it's playable
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Post Post #1142 (ISO) » Thu Apr 08, 2021 4:18 am

Post by Jingle »

Yes. Only one half of the masonry can be fully protected so it's a WIFOM game.

Definitely looks playable, although it might benefit from tweaks after being run once.
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Post Post #1143 (ISO) » Thu Apr 08, 2021 6:29 am

Post by lendunistus »

In post 1142, Jingle wrote:Yes. Only one half of the masonry can be fully protected so it's a WIFOM game.

Definitely looks playable, although it might benefit from tweaks after being run once.
yeah, the WIFOM is one of the aspects that came into mind
it inherently comes included with the pairing and since it's in the queue, I can't edit the roles too much right now since it'd kind of be a bait and switch

(the purple-named ducky already pre-inned btw so that's cool)
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Post Post #1144 (ISO) » Thu Apr 08, 2021 7:52 am

Post by Jingle »

I mean... you kinda have to run it in order to do tweaks after running it. I was telling you it looks fine as is.
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Post Post #1145 (ISO) » Fri May 28, 2021 5:57 am

Post by Jingle »

Subject: Mafia Are Masons
Jingle wrote:
2 Mafia A Goons
2 Mafia B Goons
4 VT

During Night 1, the first player to be eliminated chooses either Mafia A or Mafia B to be recruited to the town as a Mason Pair. The day 1 yeet is compulsive and defaults to plurality if no majority is reached. Standard yeet rules apply on future days.


Notes: Both Mafia groups will have access to a nightkill on N1, but neither will know whether they are going to be town or mafia at the end of the night.
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Post Post #1146 (ISO) » Fri May 28, 2021 2:32 pm

Post by callforjudgement »

5:1 night start (i.e. 6:1 with a scum kill) with a Mason pair and N0 vig shot is exceedingly townsided. As a consequence, if scum is eliminated day 1, they will recruit their buddy (and thus themself) to the town in order to try to maintain some sort of hope of winning.

A consequence of this is that town would prefer to eliminate a townie on day 1 than to eliminate scum (the setup ends up the same in either case, except that eliminating a townie gives you an extra Mason and eliminating scum gives you an extra VT), which is weird (especially in a setup where you're aiming for scum the rest of the days, so don't want to get rid of anyone who's
too
townish). In particular, I'm pretty sure that the optimal D1 strategy is to policy-eliminate the person with the most anti-town playstyle, without any discussion (to make it harder for the scum to aim their kill).

This probably isn't a desirable way to start off the setup.
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· scam · seam · team · term · tern · torn ·
town
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Post Post #1147 (ISO) » Sat May 29, 2021 6:31 am

Post by Jingle »

Responded-ish in setup thread, but at least the make it harder for the scum to aim their kill bit is wrong. Both scumteams should be shooting for the other team, so discussion/scumhunting is a net positive on D1.
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Post Post #1148 (ISO) » Thu Jun 03, 2021 3:11 am

Post by Hectic »

I want to run an achievement hunter style game, where you can get achievements (heroics) and then spend them on powers. Everyone is given a list of heroics which they can try and get by posting in the thread, clues are in the name. Heroics can be silver or gold, the latter being harder to achieve. For example:

no u
Spoiler:
OMGUSing someone (silver)

Happy Green
Spoiler:
Posting a :mrgreen: emoji (silver)

Did I stutter?
Spoiler:
Vote for a player you were already voting (silver)

An adaptation
Spoiler:
Quote another player's post and edit their words (gold)


Are these numbers balanced?

13 town
,
4 mafia


80 Silver Heroics

25 Gold Heroics


20 of those silvers, and 5 of those golds are only introduced on day 2.

3 Silver
= Nominate shot
5 Silver
= New Neighbourhood shot
6 Silver
= Add player to neighbourhood shot
3 Gold
= Jailkeeper shot
3 Gold
= Bulletproof vest (passive 1 shot)
5 Gold
= Day Vigilante shot

Setup specific rules:
  • Each day has a choose your own adventure question. There are 10 answers with 1 answer rewarding gold, 3 rewarding silver. Players are rewarded at the end of the day.
  • On even days, mafia must select 1/3 of the players (rounded up) to be available to be voted. Everyone else is immune from votes unless
    nominated.

  • Mafia may hunt for heroics in their scum PT if they wish to do so.
  • Town get executions and mafia get nightkills as normal.
Last edited by Hectic on Thu Jun 03, 2021 8:40 am, edited 1 time in total.
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Post Post #1149 (ISO) » Thu Jun 03, 2021 4:29 am

Post by Kerset »

There is a risk that someone might decide to spam the thread. The most effective counter measure to that would be a third category of hero - with negative utility. The risk of losing all of your goods is usually good argument to stop gambling.
giv me pagetop :(
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