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Not surprised, but I do feel bad. Town made one tactical mistake which was lynching CSP in Day 4, and that was absolutely my fault. I'd assessed correctly that it was CSP & Trent or Yog + Flub, but didn't consider that no-lynch was the safer play. Too distratcted in RL, and let myself get sucked into bickering with Trent.

Yog made two fabulous plays: 1) the claim, and 2) blowing up the Mexican standoff. Which is sad, because I really wanted a Mexican standoff.

Before I make any comment on the game itself, I'm still curious for an explanation from Vitek on what the hell happened to Trent's bomb. He wasn't blocked that I can see, nor was flub shielded. Even before the reveal it was clear that Cristi hadn't shielded him. An arsonist presumably isn't bomb-proof. So, uh...what happened?
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bler144: Which is sad, because I really wanted a Mexican standoff.
Why do you believe he actually break it? No-lynch was always achievable Today.

Trent's Bomb hit Flub's bomb defense:
Bomb Shelter – You have 1-time protection against explosive kills
Post edited July 29, 2015 by dedoporno
So I do have a question. Christi's Doctor power. What did that actually protect against? Other than a vig shot and Trent's bomb, the wording makes it appear to doesn't protect against Mafia NKs as they are not 1-shots. Is that correct?
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RWarehall: So I do have a question. Christi's Doctor power. What did that actually protect against? Other than a vig shot and Trent's bomb, the wording makes it appear to doesn't protect against Mafia NKs as they are not 1-shots. Is that correct?
It would protect against Krypsyn's vig and against Mafia's NK. Flub used fire and Trent had explosives.

If Krypsyn successfully hit the same person that Mafia NK'd, then Cristie's protection would not have saved that person because only the first shot is protected against.
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RWarehall: So I do have a question. Christi's Doctor power. What did that actually protect against? Other than a vig shot and Trent's bomb, the wording makes it appear to doesn't protect against Mafia NKs as they are not 1-shots. Is that correct?
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Bookwyrm627: It would protect against Krypsyn's vig and against Mafia's NK. Flub used fire and Trent had explosives.

If Krypsyn successfully hit the same person that Mafia NK'd, then Cristie's protection would not have saved that person because only the first shot is protected against.
But are you sure of that? The description claims it protects against "1-shot based kills" and the mafia NK is not a 1-shot. Plus, it doesn't say anything about fire going past it either. More curious if this was an intentional weakening of the doctor and backup doctor roles.

I'm also curious how I ended up being friends with Yogs since he blabbers about loving the big city and I hate those who go there. Guess it's an Oscar and Felix relationship...

Bomb Shelter – You have 1-time protection against explosive kills
No lynch was achievable, yes, but Yog blew up the likelihood it actually played out to town victory.

Thanks for the bomb shelter bit, I'd missed that.

Ok, here's a short list of beefs:

1) Town way too weak, especially if JMich wasn't even "really" town. Two investigative roles, one slightly gimped and one very gimped. A bomber who can't pick his target and where the prime target has double-layered protection even if Trent picks the right pool and gets the right role [edit - "RNG roll" not role]? That's just insane. We had a doctor - yay! - but she died trying to protect the guard protecting the SK.

People here and in the observer thread critiqued Sage bringing Kryp back, but with 3 people dying a day, what were the odds she was going to live long enough for the role to be useful down the road? Not very.

Vitek blasts town for weak play, but shit, both Trent and Kryp settled on correct targets and due to setup and RNG both fail. Why should town have assumed Flub's claim was crazy (esp. with a town guard) after Sage's claim and Kryp coming back to life?

2) Admittedly it didn't help that the newb got the stronger of the two roles. But parity cop was too weak for 3 factions, and at the very least needed some sort of 'Certificate of Sanity' to start the game or some sort of knowledge that there was no miller/godfather alignment screwage going to happen.

With 2 deaths a night this was going to be a short game even if town didn't lynch like crazy, and I had to waste N1 investigating Cristi precisely because I thought she WAS town. If I'd been able to freely investigate RW on N1 like I wanted, the game is entirely different.

I had to set up investigating Flub a night in advance, and thus wasted an investigation on agentcarr. I didn't bother investigating Yog, even though I thought it was likely he was guilty, because there was too high a risk he was godfather and that not only would I get nothing, I'd then have fucked up my baseline for the next night's investigation.

I don't think that was a miscalculation on my part, it's the limit of the role. Replay the game with me at least knowing I'm sane out of the gate, or that there are no roles with false alignment, and it's at least more balanced.

And that's the main reason I didn't stick to the Mexican standoff/no-lynch end. 10-2-1-1 seemed REALLY unlikely, but shit, my role sucked, and other than doctor I had the second best role. Which points back to point 1 - SK/mafia had a much better integrated set of roles.

3) Too much bad information.

The JMich town thing was only part of the mind-fuck.

Looking at the observer thread Vitek debated whether to reveal the "property owner" thing but it absolutely threw me way off track. Why? Because it was possible there were multiple properties and that even a non-town aligned arsonist might have an unrelated win condition of burning down all the buildings rather than SK. Vitek is clever and that would have been an awesome game design, wouldn't it?

Trent's flavor reveal even hinted he might be one as well ("bar owner" something).

It should also have been more clear Kryp was killed by Mafia given the 'incompetent' in his role. My sense of Sage's play was in part to help us get clarity on WTF happened N1. I don't blame her at all for that play.

4) As for town, the whole "No lynch on D1 is scummy and terrible!" thing is stupid. What did we learn from D1? We learned that maybe Trent looked scummy for hammering the way he did. And while he survived that day, the FoS never really shook off completely. Yes, that was really bleeping useful information.

I do get that sitting on your thumbs and just proclaiming no-lynch right off the bat doesn't help, so yes, that was a mistake on my part, but this insistence that someone must absolutely die Day 1 so we "know something" is just nuts. Especially given how several vets seem to spend D1 just goofing. If you don't have a great lead, let your investigators work, lengthen the game. I dunno, that seems pretty obvious to me.
Post edited July 29, 2015 by bler144
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bler144: If you don't have a great lead, let your investigators work, lengthen the game. I dunno, that seems pretty obvious to me.
WIFOM time.
If you know there are investigators, then yes, lengthening the game will help. How will you know there are investigators during Day 1? By being one yourself. Conclusion? If you want to prolong game length during Day 1, you most likely have an investigative role, thus you are a prime target for scum to Night Kill. So what do you do if you have a role that's important for town? You play as if you don't have one.
If there are claims of investigative roles, you can afford to lengthen the game. But doing it on Day 1 is a good way to advertise yourself as an investigative role.
WIFOM: Noone would act that way if he was one, so he obviously isn't. Unless he wants us to think he is not one, when he actually is. Continue as long as you want.
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bler144: If you don't have a great lead, let your investigators work, lengthen the game. I dunno, that seems pretty obvious to me.
And on D2 when a random townie died during the night and the investigator came with a townie result but is too afraid to share it what do you do? Rinse and repeat? For how long?
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RWarehall: But are you sure of that? The description claims it protects against "1-shot based kills" and the mafia NK is not a 1-shot.
Not "1-shot based" but "against 1 shot-based kills". It means against 1 kill made by shooting per night. If both Krypsyn and mafia targeted the same person the doctor would do nothing to prevent kill.
Post edited July 29, 2015 by Vitek
Hodor!
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Vitek: Not "1-shot based" but "against 1 shot-based kills". It means against 1 kill made by shooting per night. If both Krypsyn and mafia targeted the same person the doctor would do nothing to prevent kill.
Or if Yog sumo-ed them.
Well guess if town won every game it wouldn't be much fun would it? I'm also sad I never redirected somebody's action, I really did do nothing :(
The game certainly wasn't unfairly balanced against town. If you go by the math as has been linked before, with no investigative roles at all and random lynches, you should have square root of 14 scum. And splitting them up as was done, hurts mafia strength, not town strength because they can kill one another. Having a SK and the extra NK changes the math some, but...

Town had a cop and a watcher/tracker with a doctor and a backup doctor. That is a pretty strong setup. And you had the ability to bring back a dead investigative role to get their information after the fact...

The arsonist was rather protected as well, which balances it fairly well. The mafia team was rather weak, but that was compensated for the strength of the arsonist. Overall, it was a reasonably balanced game with all the crazy roles. Now, if Flub really had those abilities...

I just don't think you can expect Vitek to think town would fall for Flub's ploy
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RWarehall: Town had a cop and a watcher/tracker with a doctor and a backup doctor. That is a pretty strong setup. And you had the ability to bring back a dead investigative role to get their information after the fact...
If the watcher/tracker could control target and function, that would be strong. But as noted way back when we were lynching you, the role is weakened tremendously by not being able to control function. Pick the right target but flip the coin wrong and you've got nothing. Parity cop, as noted, is pretty sucktastic for a 3 faction game shortened by lotsa kills per cycle.

The only reason I could make a run at you, even having selected you as the highest priority target, is because my first two investigations conveniently happened to have died [Edit - N0/N1] and I used N1 setting up the most likely target to make that possible.

The design problem is that you can't make fewer, better roles, because the lynch/NK/SK mean there's too high a risk those roles get knocked out early.

That was one of the main arguments for arsonist as town - despite his compulsion he would have been our best role. Though I agree that, had we known for certain earlier that CSP was town it would have been more apparent town probably didn't have 3 investigative roles.

I hadn't even looked at Yog's role when I said Mafia was well balanced. Looking at his options, holy shit that's a strong role. I had thought his begging for investigation was scummy, and thought he probably had some immunity to investigation if he was scum (godfather), but holy frickin crap.

I'd wager if you could program this setup into a simulator, town would maybe win 1/5 to 1/4 of the time. Tweak Kryp's options to 100% kill with a night off, and 50% chance with no limitations, and it's at least a bit more balanced.
Post edited July 29, 2015 by bler144
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RWarehall: The game certainly wasn't unfairly balanced against town. If you go by the math as has been linked before, with no investigative roles at all and random lynches, you should have square root of 14 scum. And splitting them up as was done, hurts mafia strength, not town strength because they can kill one another. Having a SK and the extra NK changes the math some, but...

Town had a cop and a watcher/tracker with a doctor and a backup doctor. That is a pretty strong setup. And you had the ability to bring back a dead investigative role to get their information after the fact...

The arsonist was rather protected as well, which balances it fairly well. The mafia team was rather weak, but that was compensated for the strength of the arsonist. Overall, it was a reasonably balanced game with all the crazy roles. Now, if Flub really had those abilities...

I just don't think you can expect Vitek to think town would fall for Flub's ploy
Town had a weakened cop-esque role, especially if SK is considered an alignment different from Town or Mafia. The watcher/tracker was only semi-reliable, in that he didn't know which version he'd get on any given attempt, and the backup doctor was naive (so only fake protection). The one-shot reviver was nice, though.

Maybe it is "grass is greener" syndrome, but the mafia didn't seem very weak to me.

Edit: Ninja'd yet again. >.>
Attachments:
ninja.jpg (6 Kb)
Post edited July 29, 2015 by Bookwyrm627