I don't know what that means.Fate wrote:GummyBear wrote:vote: Fate
You call this PTW?
Also, read the scum QT. It's fun stuff. It's also pretty obvious that we had no chance this game.
True. But since nobody ever hit the vest again, it didn't really end up mattering at all.AGar wrote:Reaper, only note I would make is in the future, a doc protect should override the BP vest, and one of those shots should've been negated by SG's protect, giving the vest a 66% chance with Farside.
Other than that, great game, but the town got STACKED.
Actually, town would have been fucked.AGar wrote:Reaper, only note I would make is in the future, a doc protect should override the BP vest, and one of those shots should've been negated by SG's protect, giving the vest a 66% chance with Farside.
Other than that, great game, but the town got STACKED.
If it had happened the way you said, which I agree with (doc protection comes before the bulletproof vest, we weren't wearing the vest, he was), then we would have died and then in the endgame everyone would have said "Oh terrible setup, it was stacked against the town!" In reality, this was a VERY balanced game. There are 2 night kills for scum (SK + Maf), a godfather to fuck with the cop, a framer to fuck with the cop, and a roleblocker to screw up every PR, and the SK was unkillable at night. Both the SK and the Maf had a good chance to win this setup. Town on the other hand had a modified BP vest, a modified and limited cop/watcher, a modified and limited vig, and a doctor. Town also had a good chance to win this setup.- Protect: You may choose to Protect someone each night, to attempt to save them from dying that night. You may not protect someone two nights in a row.If two killing actions target the player you chose to Protect, both you and the player will die.
Yet we protected Espeonage both N2 and N3 (saving him from kills both nights). Was this a mistake?Paramedic Role PM wrote:You may not protect someone two nights in a row.
ReaperCharlie wrote:True. But since nobody ever hit the vest again, it didn't really end up mattering at all.AGar wrote:Reaper, only note I would make is in the future, a doc protect should override the BP vest, and one of those shots should've been negated by SG's protect, giving the vest a 66% chance with Farside.
Other than that, great game, but the town got STACKED.
I find it hilarious that ShadowGuru stopped the Trifecta kill three times. If there was a scummy for "Best Doctor", I'd nominate him for it. And all things considered, I should probably nominate you guys for best town performance, eh? Or do you think it was more of a conglomeration of a stacked town versus a rather newer scumteam? Eh, I don't know. But what would be really cool though would be if one of the scum decided to nominate you guys (the townies) for it. Now that'd be sportsmanship.
Anyway, I will have to read over the game again and provide my thoughts when I have time.
Sadly I don't have much, atm.
Yeah... that was an oversight on my part, not specifically informing you that you got the vest. Days and nights were going so fast by that time though that I was a little lax in my rigid standards of making sure eeeevvveeeerrryyyything got taken care of. Sorry, my fault.ShadowGuru wrote:@Mod: I don't believe our account EVER got a PM telling us that we had a BP vest. Also, the Vig PM says he only has 2 shots, yet he used 3 in the game and said in the game that you PM'd him a correction with 3, which was it?
How do you think this could be fixed in the future?singersigner wrote:There were a lot of things I wasn't happy about this game, especially the fact that the game was broken as soon as we lost our roleblocker. It wasn't for lack of trying to fix that mistake, though. We were just wrong every night until last night. That didn't help either, lol.
As far as this goes, I like the veto idea. Also, maybe if the roleblocker blocks the player with the vest that night, the vest disappears altogether for the night and gets randomized the next night.And as for the BP vest, I think I'd change it around so that its distribution every night would be random, instead of directly player-directed (or at least semi-random... though I can't really figure out how to do this without having the player pick multiple choices and me random.org-ing between those two or three... which sounds like a lot of work. Maybe a better way would be to just have the current wearer be able to "Veto" two people, who can then NOT get the vest the following night... but it'll still be randomly given to one of the X players still left alive. I think I like that better). Either way, having it entirely player-directed is too broken in favor of the town, because unless the mafia wastes X number of shots on it, the town can quickly guarantee a win by playing follow-the-cop/doc but with BOTH of them having immunity at some points. That's too strong imo, and is one of the reasons town won so convincingly. Because they had a stone front that the mafia couldn't crack. And that's never good.
Make it into a closed setup. Also, let the BP vest N1 be randomized among ALL players to take away the town having a clear. Mafia can get it, PR's can get it, and townies can get it. Make it random.Another issue in this setup is mass-claim. What do you guys think would alleviate that problem? i.e. What's to stop all the town PRs from outing themselves ASAP and creating that brick wall like they did this game? I think full (or at least semi-, like the paragraph above explains) randomization of the BP vest would go a long way towards that. But I'd like to hear other ideas.
Also, the vig PM being different from the wiki was a mistake on my part as well. I had tuned it differently so that the vig would only have 2 shots, but had forgotten to change it on the wiki. Instead of admit mid-game that it was an official mod-error (i.e. directly confirming Esp as the vig), I just PM'd him and let him say it in thread if he wished... more WIFOM for everyone that way. But the fact that there were basically no counter-claims possible in this setup (and obviously no fake-claims were given) kind of narrowed that down anyway. Sooo that was another mistake on my part.
ALSO, THIS:Also, another role that I think I'd change if I ran this again would be farside's role. I think that's pretty strong. 2x Cop and 2x Watcher if I remember correctly. I think I should have made it instead: 3 of one or the other, but no more than 2 of either. Meaning it could possibly 2x Cop+1x Watcher, or 2x Watcher+1x Cop. I did want them to be able to have both abilities, and I wanted them to be able to choose, and be able to WIFOM scum what they'd do and who they'd do it to, in case they were outed (just like farside did ) but I don't want that role to be able to last quite as long as it did in this game. I want them to run out of usefulness eventually, y'know?
Yet we protected Espeonage both N2 and N3 (saving him from kills both nights). Was this a mistake?Paramedic Role PM wrote:You may not protect someone two nights in a row.
As far as this goes, I like the veto idea. Also, maybe if the roleblocker blocks the player with the vest that night, the vest disappears altogether for the night and gets randomized the next night.And as for the BP vest, I think I'd change it around so that its distribution every night would be random, instead of directly player-directed (or at least semi-random... though I can't really figure out how to do this without having the player pick multiple choices and me random.org-ing between those two or three... which sounds like a lot of work. Maybe a better way would be to just have the current wearer be able to "Veto" two people, who can then NOT get the vest the following night... but it'll still be randomly given to one of the X players still left alive. I think I like that better). Either way, having it entirely player-directed is too broken in favor of the town, because unless the mafia wastes X number of shots on it, the town can quickly guarantee a win by playing follow-the-cop/doc but with BOTH of them having immunity at some points. That's too strong imo, and is one of the reasons town won so convincingly. Because they had a stone front that the mafia couldn't crack. And that's never good.
Make it into a closed setup. Also, let the BP vest N1 be randomized among ALL players to take away the town having a clear. Mafia can get it, PR's can get it, and townies can get it. Make it random.Another issue in this setup is mass-claim. What do you guys think would alleviate that problem? i.e. What's to stop all the town PRs from outing themselves ASAP and creating that brick wall like they did this game? I think full (or at least semi-, like the paragraph above explains) randomization of the BP vest would go a long way towards that. But I'd like to hear other ideas.
Also, the vig PM being different from the wiki was a mistake on my part as well. I had tuned it differently so that the vig would only have 2 shots, but had forgotten to change it on the wiki. Instead of admit mid-game that it was an official mod-error (i.e. directly confirming Esp as the vig), I just PM'd him and let him say it in thread if he wished... more WIFOM for everyone that way. But the fact that there were basically no counter-claims possible in this setup (and obviously no fake-claims were given) kind of narrowed that down anyway. Sooo that was another mistake on my part.
Also, another role that I think I'd change if I ran this again would be farside's role. I think that's pretty strong. 2x Cop and 2x Watcher if I remember correctly. I think I should have made it instead: 3 of one or the other, but no more than 2 of either. Meaning it could possibly 2x Cop+1x Watcher, or 2x Watcher+1x Cop. I did want them to be able to have both abilities, and I wanted them to be able to choose, and be able to WIFOM scum what they'd do and who they'd do it to, in case they were outed (just like farside did ) but I don't want that role to be able to last quite as long as it did in this game. I want them to run out of usefulness eventually, y'know?
Yet we protected Espeonage both N2 and N3 (saving him from kills both nights). Was this a mistake?Paramedic Role PM wrote:You may not protect someone two nights in a row.
This...because it was a semi-open set-up, you could've easily let that be one of the changed mechanics. The mechanics in the role PMs shouldn't have changed, especially if it was your original intent to let happen. Three town night kills was pretty powerful in a set-up that was broken as soon as the roleblocker died.ReaperCharlie wrote:Also, the vig PM being different from the wiki was a mistake on my part as well. I had tuned it differently so that the vig would only have 2 shots, but had forgotten to change it on the wiki. Instead of admit mid-game that it was an official mod-error (i.e. directly confirming Esp as the vig), I just PM'd him and let him say it in thread if he wished... more WIFOM for everyone that way. But the fact that there were basically no counter-claims possible in this setup (and obviously no fake-claims were given) kind of narrowed that down anyway. Sooo that was another mistake on my part.
Well, in a way you are correct. If random.org had targeted anyone BUT AGar, then both AGar AND ShadowGuru would have died (in addition to malthusis, whom Espeonage vigged). As a result of having no doc, then the other PRs would have been significantly less forthcoming with their roles, which would have significantly decreased any kind of town cohesion. And even if everything else would have played out exactly the same, you'd still never have gotten blocked by ShadowGuru's protection, which would have increased your chances greatly.singersigner wrote:I think the PR v scum roles were fairly balanced, but the mechanics of the game is what caused it to get really swingy (that and random.org--I'll go to my grave saying that's what fucked us, lol).