I think you should be aiming for the low 40s at least for a nightless vengeful.
Posted: Fri Jun 18, 2021 6:41 pm
by Jingle
^Agreed. EV is a bad metric for nightless vengeful but I'd probably want 35-45%.
In post 1174, Gypyx wrote:original crossfire had only the first hammer resolve, no simultaneous stuff
In post 1170, Ruby Red wrote:Votes are not reset after an elim occurs (so combo elims can occur if someone else was on L-1 with the person who was eliminated not voting for that person).
Posted: Fri Jun 18, 2021 7:45 pm
by Gypyx
In post 1176, Jingle wrote:^Agreed. EV is a bad metric for nightless vengeful but I'd probably want 35-45%.
In post 1174, Gypyx wrote:original crossfire had only the first hammer resolve, no simultaneous stuff
In post 1170, Ruby Red wrote:Votes are not reset after an elim occurs (so combo elims can occur if someone else was on L-1 with the person who was eliminated not voting for that person).
i mean yes but like, imagine this scenario :
player 1 (2) player 2 ; 3
player 2 (2) player 3 ; 4
player 3/4/5/6 (0)
if player 6 posts
VOTE: player 2 VOTE: player 1
player 1 wouldn't get hammered as player 2's vote goes away
Like, if I set up a situation where a vote hammered someone which then hammered someone else which then hammered someone else, would the hammers all resolve and then the venges or would the venges resolve between each vote count check?
venge resolves first
Posted: Fri Jun 18, 2021 7:58 pm
by Jingle
But that isn't the question?
C wrote:VOTE: A
A dies, now B is at majority. If venge first, A can kill D and save B. If lim first, B dies and only C and D are alive. It gets even wonkier if you add in a situation where C votes A and B.
PEdit: Thanks. What if C voted both A and B in my above example?
Posted: Fri Jun 18, 2021 8:04 pm
by Jingle
My intention here is to determine if it's possible to force a simultaneous killing of all living slots and thus a townwin, btw.
Posted: Fri Jun 18, 2021 8:15 pm
by Ruby Red
votes are counted sequentially within posts, so a dies first and gets a venge and then the rest resolves with c's vote on b if the game is still going on
wagon ties are always resolved by seniority if the numbers for a maj change such that multiple wagons are hammered
Posted: Fri Jun 18, 2021 8:34 pm
by Jingle
Are vengekills compulsive?
Posted: Fri Jun 18, 2021 8:38 pm
by Ruby Red
yep
Posted: Thu Jun 24, 2021 3:27 am
by MURDERCAT
Just wanted to document this somewhere other than discord because I might run it as a memey micro. Could also be a fun marathon game.
Posted: Thu Jun 24, 2021 2:59 pm
by Jingle
My guess is that setup is scumsided, MC, but it's also probably fast enough that if you run it as a blitz/marathon people won't care that it's scumsided.
Posted: Thu Jun 24, 2021 3:13 pm
by MURDERCAT
I'm ok with a scum winrate of like 60%, you think it's in that ballpark or much worse?
Posted: Fri Jun 25, 2021 7:10 am
by Kerset
In post 1184, MURDERCAT wrote:If, at any point, the number of town is 1 greater than the number of mafia, the game returns to normal day voting rules. If a member of the mafia is eliminated while in this state, the potato passing rules begin again.
In post 1184, MURDERCAT wrote:During the day there is no voting. Instead, if a player holds the potato for more than 12 hours, is holding it when the day ends, or receives it after the predetermined number of passes, they are eliminated.
so the potato passing happens only on parity? It feels confusing
Posted: Fri Jun 25, 2021 7:11 am
by MURDERCAT
Potato passing happens any time you are not in Elo
Posted: Sun Jun 27, 2021 12:36 pm
by Jingle
In post 1186, MURDERCAT wrote:I'm ok with a scum winrate of like 60%, you think it's in that ballpark or much worse?
The issue is that based on the impact of scum choosing # of passes we don't really know how the setup will pan out. There's a bit of play in that metric for how much it benefits town or scum and without seeing it be played all I can give you is gut instinct. I'd guess it's somewhere in the ballpark of 60%, but I honestly don't know a setup similar enough to draw a parallel to, so you kind of have to run it to find out.
With that said, experimental blitz games are usually pretty enjoyable, so balance is kind of a secondary concern, and I think the answer to "Is it likely to be fun" is yes.
In post 1191, Sirius9121 wrote:this is very unfair in terms of timezones tho
imagine recieving the pootato at 9:30pm and waking up 9:31 am
The blitz timing would be made clear in sign ups so people know they need to check in every 12 hours.
During the day there is no voting. Instead, if a player holds the potato for more than 12 hours, is holding it when the day ends, or receives it after the predetermined number of passes, they are eliminated.
Passing the potato with less than 12 hours left in the deadline adds 3 hours to the deadline.
lets assume the timer is 12:01
player passes potato
then after 11:59 the player passes it again
that makes the 'i need to check in' timer 3 hours and 2 minutes.
Posted: Mon Jun 28, 2021 1:23 am
by MURDERCAT
There's always a need to check in close to deadlines in games if you let it get close, that's a feature not a bug.
Posted: Mon Jun 28, 2021 1:38 am
by Sirius9121
In post 1198, MURDERCAT wrote:There's always a need to check in close to deadlines in games if you let it get close, that's a feature not a bug.
my timezone be like BRRRRRRRRRRRRRRRRRRRRRRRRRR and the deadline changes often how are we going to prepare xD