Author
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Topic: UBB Gaming discussion thread Part I.
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thror Member
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posted April 11, 2010 06:48 PM
quote: Originally posted by Liq: Small Town USA. Modern Times or Gangster Era (1920's/1930's).
Milkman. __________________ "He fights you not because you have wronged him, but because you are there."
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PlasteredDragon Member
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posted April 11, 2010 07:19 PM
quote: Originally posted by Liq: Small Town USA. Modern Times or Gangster Era (1920's/1930's).
If it's the roaring 20's I'll be a seamstress turned flapper girl (yeah you heard that right), and if it is the 30's I'll be a panhandler.EDIT: If it's modern times I'll be the proprietor of a coffee shop.
[Edited 1 times, lastly by PlasteredDragon on April 11, 2010]
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Liq Member
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posted April 12, 2010 11:44 AM
I was talking more about generic roles for the entire cast of players.A grip of possibilities to choose from would be nice to have. __________________ <Jazaray> LIQ! <Jazaray> you broke MOTL <Liq> totally <BoltBait> Don't make me kick you <Slinga> Have no fear, MOTL's janitor is here! <nderdog> So we're all agreed, it's Liq's fault, right? <Leshrac> let me deal with that * Liq has been banned
[Edited 1 times, lastly by Liq on April 12, 2010]
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MasterWolf Member
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posted April 12, 2010 11:57 AM
Don / Capo / Button ManSpeakeasy Owner Police Captain Detective Dock Worker Seamstress Labor Organizer Factory Worker Factory Owner Milkman Farmer
__________________ Tha Gunslinga: People are moron. ----------------- nderdog: Why do I have a feeling that people wouldn't be so interested in checking out new hobbies if it didn't involve boobies? ----------------- Co-Champion - 2009 MOTL Fantasy Football 2nd Place - 2003 MOTL Fantasy Football
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hilikuS Member
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posted April 12, 2010 01:10 PM
Gotta have an electrician in there somewhere. Maybe a telephone operator.
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PlasteredDragon Member
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posted April 12, 2010 02:13 PM
Stock Broker Cigarette Girl Dentist Haberdasher Cobbler Butcher General Store Owner Schoolmarm Librarian Florist Panhandler Secretary Automobile Factory Worker
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Montague Member
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posted April 12, 2010 02:16 PM
No love for accountants?
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PlasteredDragon Member
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posted April 12, 2010 03:48 PM
quote: Originally posted by Montague: No love for accountants?
There's no accounting for taste.
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Montague Member
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posted April 12, 2010 04:09 PM
quote: Originally posted by PlasteredDragon: [QUOTE]Originally posted by Montague: No love for accountants?
There's no accounting for taste.[/QUOTE]Are you trying to say that Accountants are boring PD?
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PlasteredDragon Member
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posted April 12, 2010 04:37 PM
quote: Originally posted by Montague: Are you trying to say that Accountants are boring PD?
No you silly person, I'm making a joke based on the common turn of phrase "there's no ACCOUNTING for taste".http://www.youtube.com/watch?v=7YUiBBltOg4
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AlmasterGM Member
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posted April 18, 2010 10:45 PM
Just saw this thread article and discussion thread on mafiascum about how to analyze nightkills. I was quite interesting (if you like mafia theory), and since games here have a night start and the NK is often a starting ground for discussion, I thought it would be applicable to repost.
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Liq Member
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posted May 01, 2010 12:16 AM
Any other role suggestions before the start of the new game?__________________ <Jazaray> LIQ! <Jazaray> you broke MOTL <Liq> totally <BoltBait> Don't make me kick you <Slinga> Have no fear, MOTL's janitor is here! <nderdog> So we're all agreed, it's Liq's fault, right? <Leshrac> let me deal with that * Liq has been banned
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dakrum Member
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posted May 01, 2010 08:32 AM
quote: Originally posted by AlmasterGM: Just saw this thread article and discussion thread on mafiascum about how to analyze nightkills. I was quite interesting (if you like mafia theory), and since games here have a night start and the NK is often a starting ground for discussion, I thought it would be applicable to repost.
Thanks for the link - I actually wasn't too worried about the NKs for the game I was in until I read this - pretty darn insightful if you ask me. @Liq - the only one I can think of are masons.
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Gawain Member
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posted May 01, 2010 08:50 AM
I think alterations need to occur with the existing rules/roles. This past game was the first chance I had to play as a baddie, and let me tell you, it really gave me some insight into just how powerful communication is. There were 3 of us, and we could actually react, sometimes even in real time, to changes in the game! It was HUGE MAN!So, I propose that there be a small amount of communication allowed in the villagers/citizens/motlers side of things. I think that either the Cop should be allowed to contact and communicate with citizens as he clears their names, or that the cop and the doctor should be allowed to communicate. Let's face it, the Cits have lost EVERY GAME for the past several, and the last two were clean sweeps by the baddies. To put this in perspective, I am a semi-experienced player, and had never been a baddie before; Tran is very smart, but not very experienced in UBB games, and OGB is pretty new as well. We completely swept the boards, and aside from a few tense moments, we did it with a fair bit of ease. That shouldn't be the case. The Vigilante is all well and good, but too erratic and potentially disastrous for the Cits. They need something more solid, consistent and reliable.
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dakrum Member
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posted May 01, 2010 09:03 AM
quote: Originally posted by Gawain: I think that either the Cop should be allowed to contact and communicate with citizens as he clears their names, or that the cop and the doctor should be allowed to communicate.
Josh had proposed that the cop should be able to talk to their investigations in the ZC, but I think that it turns the role into a mason-maker as there is practically no incentive for the cop to actually scry mafia. With Josh's rules of "anybody posing as anybody", finding the cop round 2 and beyond essentially becomes finding a needle in one of two haystacks. I don't think the balance would entirely tip the other way unless they got lucky and the game should almost never boil down to pure luck. If that was going to happen, I think you have to limit it to one mason-making investigation only or just create a group of three masons right off the bat so that the mafia have to try to react to an identity that can react back immediately. I think we should look for a 50/50-ish balance and find something that promotes skill and always encourages players to get better.
[Edited 2 times, lastly by dakrum on May 01, 2010]
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Gawain Member
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posted May 01, 2010 11:11 AM
quote: Originally posted by dakrum: Josh had proposed that the cop should be able to talk to their investigations in the ZC, but I think that it turns the role into a mason-maker as there is practically no incentive for the cop to actually scry mafia. With Josh's rules of "anybody posing as anybody", finding the cop round 2 and beyond essentially becomes finding a needle in one of two haystacks. I don't think the balance would entirely tip the other way unless they got lucky and the game should almost never boil down to pure luck.If that was going to happen, I think you have to limit it to one mason-making investigation only or just create a group of three masons right off the bat so that the mafia have to try to react to an identity that can react back immediately. I think we should look for a 50/50-ish balance and find something that promotes skill and always encourages players to get better.
I don't know what Masons are, I'll have to read up on it. I don't really care what we do, we just need to do something, or the Cits are just gonna keep getting screwed.
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Liq Member
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posted May 01, 2010 11:56 AM
I was refering to flavor roles rather than game roles.Gangster Era (circa mid 1920's) - Seems to general consenus. __________________ <Jazaray> LIQ! <Jazaray> you broke MOTL <Liq> totally <BoltBait> Don't make me kick you <Slinga> Have no fear, MOTL's janitor is here! <nderdog> So we're all agreed, it's Liq's fault, right? <Leshrac> let me deal with that * Liq has been banned
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thror Member
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posted May 28, 2010 09:38 PM
Bump time. Almost all players will agree that the Win/Loss ratio of the cits has been terrible these past 9 months (0-X). What can we change to give the cits a little help?Also, from the time I started playing/watching last October until now, the doctor has made Zero saves. Obviously useful if he actually makes a save (+1 round), it doesn't happen nearly enough to come into play ever. At least the cop has a 3/X chance to identify mafia, while with the doctor it is less than 1/X, because if he chooses to save mafia he automatically wasted his round. Maybe for rounds 1-3, let him attempt to save 2 names?? We've seen the vigilante a little bit. And damn is he dangerous. At best, he kills mafia and himself, resulting in NO rounds gained for the cits. At worst, he completely wipes out a round killing 2 cits. I do not believe this is a role that adds %'s to cit win rate.
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dakrum Member
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posted May 29, 2010 05:03 AM
quote: Originally posted by thror: Also, from the time I started playing/watching last October until now, the doctor has made Zero saves. Obviously useful if he actually makes a save (+1 round), it doesn't happen nearly enough to come into play ever. At least the cop has a 3/X chance to identify mafia, while with the doctor it is less than 1/X, because if he chooses to save mafia he automatically wasted his round. Maybe for rounds 1-3, let him attempt to save 2 names??
What I've noticed in the past few rounds about doctors are two huge fundamental mistakes:
1) They are immediately choosing who to save instead of waiting until the night phase action has ended (this is risky but the reward is high). 2) They aren't making an attempt to save the cop during the critical rounds (or the cop dies before then). Once the cop reveals, the chance of a doctor getting a save skyrockets. In regular mafia games, the doctor is the most important cit role of all because they can make saves from TWO entities - but in this game they only have to make saves from one entity. Doctors shouldn't be playing this game for the "right now" - they should be playing it for the later rounds. In the past few games, I can count 3 effortless doctor saves.
[Edited 1 times, lastly by dakrum on May 29, 2010]
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Gawain Member
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posted May 29, 2010 05:22 AM
quote: Originally posted by dakrum:
What I've noticed in the past few rounds about doctors are two huge fundamental mistakes:1) They are immediately choosing who to save instead of waiting until the night phase action has ended (this is risky but the reward is high). 2) They aren't making an attempt to save the cop during the critical rounds (or the cop dies before then). Once the cop reveals, the chance of a doctor getting a save skyrockets. In regular mafia games, the doctor is the most important cit role of all because they can make saves from TWO entities - but in this game they only have to make saves from one entity. Doctors shouldn't be playing this game for the "right now" - they should be playing it for the later rounds. In the past few games, I can count 3 effortless doctor saves.
Could you point them out? I've felt for some time that the Doctor is (as currently formatted) a next to useless role. I have seen plenty of very, very good/intelligent players saddled with the role, and as was mentioned earlier, a doctor hasn't gotten a save in as long as I can remember. I think that an interesting change would be if the Doctor and Cop start off knowing who each other are, and can communicate. As the Cop starts clearing names, the Doctor gets a better idea of who to try and save and who not to bother with.
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dakrum Member
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posted May 29, 2010 07:52 AM
quote: Originally posted by Gawain: Could you point them out? I've felt for some time that the Doctor is (as currently formatted) a next to useless role. I have seen plenty of very, very good/intelligent players saddled with the role, and as was mentioned earlier, a doctor hasn't gotten a save in as long as I can remember.I think that an interesting change would be if the Doctor and Cop start off knowing who each other are, and can communicate. As the Cop starts clearing names, the Doctor gets a better idea of who to try and save and who not to bother with.
I stand corrected on two accounts - I think the first NK after OGB revealed PD, MW, and Gawain in the one mafia game probably shouldn't count (that was the 3rd I was referring to). I thought that you were the best option, but I don't think it should count because it's not an easy choice. Keep in mind that if XplicitR went with the flow and NKed OGB, there would have been a doctor save. The second correction is that they aren't effortless picks. I apologize for my terrible usage of language and implication that the players of this game aren't incredibly smart. The two examples I have in mind are these: Mafia 11 nightkill two: OGB MOTLS nightkill four: dakrum Those were easy picks considering the information that was available, but they were only easy picks if you waited to send in the name. Truthfully, I think we should come to a conclusion about how we should or shouldn't talk during the night phases. The biggest problem I have with letting the cop and doctor communicate with each other is this - you have to throw the ability of the doctor to save the cop away because once the cop reaches round two safely, the cits have a huge advantage. The cop will almost certainly reach round three due to the save and the cits might possibly learn the identities of FIVE players. I don't know if I like adding a feature that could completely sway the balance in the other direction.
If you remove that stipulation, I like the idea.
[Edited 1 times, lastly by dakrum on May 29, 2010]
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Tranderas Member
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posted May 29, 2010 09:32 AM
I shared the entire 179-email log of my communication with Gawain and OGB from the MOTLS game with JoshSherman.My logic is this: Since the communication was used within a game, it belongs to the person who ran the game, to do with as he wishes. I hope it sheds some insight into what might need to be fixed in future games, giving maf's play by play account of what's going on in our heads.
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PlasteredDragon Member
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posted May 29, 2010 10:41 AM
quote: Originally posted by Liq: Any other role suggestions before the start of the new game?
There's a werewolf variant that uses "spirits" which allows dead players to take part in the game. That looked pretty interesting. I'll see if I can dig it up.
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Gawain Member
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posted May 29, 2010 10:51 AM
quote: Originally posted by dakrum:
Those were easy picks considering the information that was available, but they were only easy picks if you waited to send in the name. Truthfully, I think we should come to a conclusion about how we should or shouldn't talk during the night phases. The biggest problem I have with letting the cop and doctor communicate with each other is this - you have to throw the ability of the doctor to save the cop away because once the cop reaches round two safely, the cits have a huge advantage. The cop will almost certainly reach round three due to the save and the cits might possibly learn the identities of FIVE players. I don't know if I like adding a feature that could completely sway the balance in the other direction.
If you remove that stipulation, I like the idea.
I agree that an out of game consensus regarding whether Cits should speak during a night phase or not is a good idea. I for one think that it's not necessarily bad for Cits to do so, but that if they do, it might be best for many if not all of them to do it, or none at all. When only one or two people speak up, it's too easy for the baddies to manipulate what they say to better position themselves for the coming rounds. I agree that the doctor/cop communication could swing things too far in favor of the Cits, but bear in mind that the game you mentioned in which PD, myself and MW were all revealed as Cits, we thought we had gained a serious advantage from the Cop reveal, and ended up losing anyway. Tranderas keeps bringing up the MOTLs game wherein OGB, myself and he were the baddies, and I think he's right to do so; I had never been a baddie before, neither had he, and I think OGB had only once before that and was lynched early. Sooo....we basically had not a bit of tangible experience as a bad guy team between the lot of us, and still pulled a clean victory. Now part of that was due to smart play on our parts, I'll happily toot our horns on that one, but part of it was just due to how HUGE an advantage communication and role knowledge are. I think the only way you're going to balance that advantage is to make sure that both teams have it. However, I recognize that the Mafia are then seriously outnumbered with no distinct advantage beyond the NK, so there should be some sort of mitigating factor. Maybe you're right in that the Doctor should not be able to save the Cop if they know each other and communicate; you're not really crippling the Doctor that much by doing so, because he/she can save the Cop right now, and never manages to.
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thror Member
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posted May 29, 2010 10:35 PM
IDEA FOR THE Seer - However, this only makes flavor sense in Werewolf, not in mafia...If the Seer has not revealed him/her self AND is NightKilled, they may reveal the identity of ONE player they scryed. (Flavor - spiritual visit or whatever)
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