[REVIEW] Open Setup Reviews
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- Empking
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Obviously, they'll be a massclaim but I would not say that it increases town's win rate to unplayable levels. I know I'd play it.
(Also, on the last night (if they follow your plan) the Cops should circle investigate to force the townie kill.)Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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zoraster wrote:Empking wrote:zoraster wrote:how did you arrive at .4 EV, Emp?
Firstly, I said ish. I wrote down the possibilities that lead to a town win and added them up.
But what assumptions did you make? Because if it were just random lynch then you should have gotten 22.86% EV. Obviously an adjustment needs to be made for the masons, but how did you account for that?
1. If a mason is run up both masons claim.
2. Nobody else claims.
3. Masons automatically claim D2.
4. Scum kill any any claimed masons.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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Vi wrote:
I'm not ready to believe this is an optimal strategy. I'll test it later against:Empking wrote:
1. If a mason is run up both masons claim.zoraster wrote:Empking wrote:zoraster wrote:how did you arrive at .4 EV, Emp?
Firstly, I said ish. I wrote down the possibilities that lead to a town win and added them up.
But what assumptions did you make? Because if it were just random lynch then you should have gotten 22.86% EV. Obviously an adjustment needs to be made for the masons, but how did you account for that?
2. Nobody else claims.
3. Masons automatically claim D2.
4. Scum kill any any claimed masons.
1. If a Mason is run up, they claim.
2. If scum is run up, they will claim Mason.
3. If scum claims Mason, they will be counterclaimed.
4. A claimed Mason will not be lynched without a counterclaim.
5. A claimed Mason will die during the next Night (or as soon as possible in the case of multiple outed Masons)
6. Scum will not counterclaim Mason unless it would improve their win rate.
7. If there are multiple Masons alive, scum will only counterclaim at LyLo for a 50/50 shot at the win.
wrt 7, I'm pretty sure that that's not the optimum strategy. (2/3 compared to a 1/2 for scum).
In general though, I don't see that strategy you propose do much better then mine (It'll still be what I call 40ish).Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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GreyICE wrote:Can we just trash the science setup?
It adds nothing unique that friends and enemies doesn't add, and it's far too stupid a setup to argue about this much.
Its F&E, only better.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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Hoopla: Do players in general of open games have a hatred of pools?
Secondly, do you know anyone who prefers 9p games? If it got to the point where mods only run 9p games then we fet back to the point where a significant number of players aren't catered for. 9p might look similar to 7p but it plays completely differently.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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You're honestly saying that you think the leap between 8 and 9 is smaller than 9 and 10?
8>, 2 chances to hit scum.
9< loads of chances to hit scum. In that way they're extremely different. The sense of urgency is diferent.
To be honest an 8p game has a bit of a large D1 for me but its still radically dissimilar to a 9p.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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No we're comparing 9p to 10p since that's the guidelines as you presented them. Why is 10p a mid-size set up?
(I also love how in most cases an mid-size game will have three scum when in the set ups you approved that's only true for half.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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↑ Hoopla wrote:
I tend to agree - it's difficult to create a setup that is fair for the town that doesn't produce an optimal strategy or a boring/formulaic sequence of play. Town has no margin for error in 7p, so they do need a decent amount of power in catching scum and/or narrowing the lynch pool.
I thought they were the same as 9p ones?Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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But Max's ideas weren't really there to get a good game but to rehalibate the nightless mechanic. There's no point trying to rehalibate nightless if you need to gut it to do so.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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Why is Tread Carefully still asterisk'd? Its not broken, as far as we're aware its not imbalanced, it is exactly what it says on the tin. If mods want to mod it and players want to play it then surely there's nothing more to say.
Oh yeah, I value this setup highly and want to run it (But if its not allowed in the open set ups I want to get in the MT ASAP.)Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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↑ Hoopla wrote:
As I said just before, allowing mafia two kills per night (and from one goon) allows them to trade in one goon (or none) for two town players at night, which is a massive advantage in a 4:8 game. If town mislynches D1 and D2, they lose (even if you give town the best case scenario of one goon dying each night). I doubt it's balanced.
The game needs an extra VT and/or (with a preference for "and"), an alteration to the 2 kills per night rule. It's difficult to just change the rule to 1 kill per night, as it makes it a lot more difficult to get rid of PGO's, although there is no way to prove that you are a PGO, so it makes it a viable fakeclaim for scum and town will be forced to lynch PGO's sometimes. 1 kill per nightcouldwork...
↑ Empking wrote:Oh yeah, I value this setup highly and want to run it (But if its not allowed in the open set ups I want to get in the MT ASAP.)
The process I'm going to start using for running a new setup is;
1. Get it approved here
2. You (or another "experienced" mod) signup to run it in the Open Queue
3. If it goes well and people like it, it can be considered for regular rotation like the other games
So, if you have serious intentions of running it soon, I'll review it for you here.
Yesv I have serious intentions of running it soon.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Empking
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↑ Hoopla wrote:
In theory I don't have that any problems with letting this game run. It looks like it suffers similar problems as the 6P Lovers setup, though. Every town player needs to be correct and vote together to lynch a scum (assuming scum don't bus) - that's an awfully difficult prospect on D1 with no information. Gettingtwocorrect lynches requiring every townie to be right is going to be even harder, don't you think?
I think it'd be rather difficult to get three people not voting one another without making it rather obvious.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister LudiCopyright © MafiaScum. All rights reserved.
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