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bler144: Jumping in is ok, just be prepared that some people may either be overly tentative or just ask 1,000 questions ;)
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Krypsyn: One thing you might be able to answer for me: were the daykills allowed to queue up, or were they reset after each attempt? For instance, say the game starts, and both Player A and Player B both send in a daykill within a minute of each other, was the daykill by Player B discarded, or was it used in the event Player A fails?
Just reading through the games now, they stack the kills. So if the kill fails the next one is used rather than discarded if they were submitted together.

Edit: Scratch that, the second game does it the other way (I think, it's hard to follow, just a load of people shouting shoot XD)

Seems simple enough to me... the bulletproof role in one of the games was broken, I wouldn't use that. Just go 2 (or 3?) scum and the rest plain town.
Post edited December 20, 2015 by adaliabooks
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adaliabooks: Just reading through the games now, they stack the kills. So if the kill fails the next one is used rather than discarded if they were submitted together.

Edit: Scratch that, the second game does it the other way (I think, it's hard to follow, just a load of people shouting shoot XD)
I was thinking to allow the daykills to stack up. It seems to be a better fit for GOG and the time-frames we are looking at. It could possibly be exploited a little bit, but I can't think of any major problem with it.

edit:
"Exploited" in the sense that certain people may not get to daykill if they can't be around for the start of the round. Perhaps it is bad terminology, in this case. I am not sure if 6 people will all jump in with a daykill anyway (seems unlikely), and after the first few rounds it will cease to be an issue regardless.

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adaliabooks: Seems simple enough to me... the bulletproof role in one of the games was broken, I wouldn't use that. Just go 2 (or 3?) scum and the rest plain town.
I was planning on 8 vanilla Town and 2 Mafia. It seems to be by what the first game had in mind, at any rate.
Post edited December 20, 2015 by Krypsyn
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yogsloth: I haven't fully decided yet. But I'll contemplate it today during our annual Christmas party, when we invite 100 of our closest friends to invade my house, eat all the good food I'm not allowed to have, and break my shit. Starts in about 15 minutes.
Heh, good luck with that!

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adaliabooks: Edit: Scratch that, the second game does it the other way (I think, it's hard to follow, just a load of people shouting shoot XD)

Seems simple enough to me... the bulletproof role in one of the games was broken, I wouldn't use that. Just go 2 (or 3?) scum and the rest plain town.
Yeah, I was a little confused, but they seemed to queue up the first 6 votes, and then run through them til something hit, then reset.

I think you'd want a reset of all shots after a vote anyway. The thing I'm not clear on is whether one can abandon one's shot after placing it but before the whole thing goes off, and if so, how does that impact the rest of the queue. E.g. if I give up my 2 in 6 shot, but there's already a 3 in 6 vote on the table, am I barred from backing out? Or if I can back out, does the 2 in 6 spot open up, or does the 3 in 6 fall back to the 2 in 6?

From the wiki originally I thought people just took turns firing rather than a set queue with the days' queue all run at once.

And I agree, the bulletproof thing seems a bit broken or at least needs to be balanced carefully. But could be useful/necessary if the ratio was otherwise skewed to scum (3 scum, 6 vanilla town, 1 bulletproof town). I
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Krypsyn: I was thinking to allow the daykills to stack up. It seems to be a better fit for GOG and the time-frames we are looking at. It could possibly be exploited a little bit, but I can't think of any major problem with it.

edit:
"Exploited" in the sense that certain people may not get to daykill if they can't be around for the start of the round. Perhaps it is bad terminology, in this case. I am not sure if 6 people will all jump in with a daykill anyway (seems unlikely), and after the first few rounds it will cease to be an issue regardless.

I was planning on 8 vanilla Town and 2 Mafia. It seems to be by what the first game had in mind, at any rate.
Yeah, I think allowing them to stack (presumably reset after an actual kill is achieved) is a better fit for here... probably.

It does depend whether everyone just immediately tries to shoot a player as soon as day starts (which is how the second game worked), in which case allowing stacking means all the shots will get used and the sixth one at the very least will be a guaranteed kill (assuming a kill wasn't achieved first)...
But not allowing stacking means it's literally first come first served, so if you're not on when the mod roles and finalises the shot then you will probably never have a chance to shoot...

8 v 2 sounds about right.
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Krypsyn: I was planning on 8 vanilla Town and 2 Mafia. It seems to be by what the first game had in mind, at any rate.
Could in theory make it an open setup with 1 of the scum the one-shot bulletproof as a counter-balance, rather than a town. They won't claim it, and once it goes off it'll be clear to town who it is, but does spare them for a round of votes, anyway.
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bler144: The thing I'm not clear on is whether one can abandon one's shot after placing it but before the whole thing goes off, and if so, how does that impact the rest of the queue.
This was another mechanic I was mulling over. I can see pluses and minuses to both options. The biggest issue would be if that person that drops out can immediately re-shoot to get a better percentage. I am thinking of the last two shots here; trading a 50/50 shot for a sure thing.

edit:
Of course, the person swapped with could just swap right back. It would just end up being a race against moderator timing. Maybe it isn't that bad after all. Anyone see any other problems that could arise?

edit2:
After more thought, I think having the game turn into a swap-a-thon is a bad idea. I don't want people feeling they must sit at the keyboard and wait for a moderator to finalize things (although, that might be a danger anyway). I am fairly against allowing folks to drop out of the queue, unless someone can give me a good counterbalancing reason to allow it.
Post edited December 20, 2015 by Krypsyn
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cristigale: If there's room for more, add me. If not, that is fine.
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Krypsyn: Well, I dunno... you are pinging my scumdar really hard. Why did you wait until the last minute? Scared that you might be taking the last spot away from your scumbuddy or something?!

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You get the last spot. Assuming drealmer7's partner let's him play, that is.

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Now accepting alternates and/or overflow for yogsloth's game.
I now feel it's my duty to ping your scumdar as much as possible. ;-)

Seriously, I saw it during the first hour and assumed you'd start right away. I'm traveling on Monday and was concerned to be gone during a potentially key time.

The next time I checked, you indicated the start would occur after the weekend. If the game doesn't start until Monday, I should be able to join by Monday evening. Other than Christmas stuff, the rest of the week is open.
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cristigale: The next time I checked, you indicated the start would occur after the weekend. If the game doesn't start until Monday, I should be able to join by Monday evening. Other than Christmas stuff, the rest of the week is open.
I am going to start the game on Monday. I may start the game early, but then limit shootings until 6pm UTC (this has the added bonus of giving Mafia a little time to plan in their chat, if they want). Opinions on the matter are welcome.

You are in California, right? Or am I confusing you with someone else? Does me having the Days start/end at 10am your time (if someone hasn't been killed by that point) cause any problems?

The extremes of the player's time zones, correct me if I am wrong, are California (UTC - 8) on the West and Bulgaria on the East (UTC +2). This made 6pm UTC seem like a good compromise, unless dedoporno is okay with having the days end later (he should be able to take part in the start of the next day, if he wants, as well).
Post edited December 20, 2015 by Krypsyn
I suggest letting shots queue up, and just resolve the queue whenever you're online. If the queue empties with no kill, the Day continues. If someone gets shot, empty the queue and start the next Day. To prevent queue hopping, place a shot request restriction, like a player can't request another shot for X hours (possible exception: unless the queue is empty) though they can retract their shot at any time if the Mod hasn't resolved the queue. If you resolve shots at unspecified, arbitrary times, that should help keep people honest.

You could add a second shooting criteria to keep things moving: a player may shoot again if everyone else has taken a shot OR their previous shot post reads at least "1 day ago" by GOG's timing. Keep the game moving, just for fun. If we finish fast, maybe we can just restart in the same game thread. Keep this mess running until people start dropping out or January hits!

Also, BANG BANG!
Oh, and BTW, I am going to do the rolls a bit differently than how mafiascum.net did theirs. At the start of each cycle, I'll just roll a d6 to determine which shot has the killing bullet. That way I can post it in the moderator chat and Adaliabooks will know what to look for. He can do the same thing if a cycle starts when he is around to start it. It should work out the same from the player's point of view (as well as simulating actual Russian Roulette more exactly), but I figured I would mention it here.
*yawn* I need a break from mafia. Too many video games to play. Point me towards the observer thread.
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Bookwyrm627: I suggest letting shots queue up, and just resolve the queue whenever you're online. If the queue empties with no kill, the Day continues. If someone gets shot, empty the queue and start the next Day. To prevent queue hopping, place a shot request restriction, like a player can't request another shot for X hours (possible exception: unless the queue is empty) though they can retract their shot at any time if the Mod hasn't resolved the queue. If you resolve shots at unspecified, arbitrary times, that should help keep people honest.
I thought of this, and it is certainly something I am contemplating. Perhaps they should wait until their retraction post reads '2 hours ago'. This should be enough time. Thoughts?

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Bookwyrm627: You could add a second shooting criteria to keep things moving: a player may shoot again if everyone else has taken a shot OR their previous shot post reads at least "1 day ago" by GOG's timing. Keep the game moving, just for fun. If we finish fast, maybe we can just restart in the same game thread. Keep this mess running until people start dropping out or January hits!
In later 'Days', being able to shoot multiple times during a day might even be required to make a successful kill. When only 5 people remains, there is always the chance that the killing shot won't occur until the 6th bullet. In earlier 'Days' it is a non-issue, since if the time runs out, and there are still shots int he gun, someone who hasn't already attempted a shot will be randomly killed; it is the entire reason for a 'Day' deadline.

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Bookwyrm627: Also, BANG BANG!
Yes, I think you have mentioned that before. ;)
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Krypsyn: I thought of this, and it is certainly something I am contemplating. Perhaps they should wait until their retraction post reads '2 hours ago'. This should be enough time. Thoughts?
I was thinking more like 4 or 6, to give others more of a chance to check in. Perhaps 2 would be enough, with a 24 hour deadline.
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Bookwyrm627: I was thinking more like 4 or 6, to give others more of a chance to check in. Perhaps 2 would be enough, with a 24 hour deadline.
I want to leave it as a valid strategy, but I also want to make it risky enough that it shouldn't happen too often. A lot can happen in 90 minutes (which is when I think the "2 hours ago" notification appears), so I think it is fair enough.

I figure tomorrow should be a day that everyone can get their two cents in, and we can polish any rough edges that arise. Nothing is written in stone yet, from my stand point. A few things are written in blood, but it isn't dried yet...
Post edited December 20, 2015 by Krypsyn
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Krypsyn: You are in California, right? Or am I confusing you with someone else? Does me having the Days start/end at 10am your time (if someone hasn't been killed by that point) cause any problems?

The extremes of the player's time zones, correct me if I am wrong, are California (UTC - 8) on the West and Bulgaria on the East (UTC +2). This made 6pm UTC seem like a good compromise, unless dedoporno is okay with having the days end later (he should be able to take part in the start of the next day, if he wants, as well).
This would be a great time to be in California, but no, I'm in Kansas (UTC-6 ). Starting the days at 6 PM (UTC) should be fine. I'll be taking my mom out for lunch each day right about that time. If something significant is going down, I can check my phone.