June 19th, 2013, 06:29 PM
Just remembered I started a similar thread a while ago, here was the best response I found:
[QUOTE=Slaol;249227]This change would open a huge can of worms for everyone, like me, who find 1 of each random to not exactly match.
Vig/Jailor/Vet = high risk, high reward. BG = not.
Doctor/BG/Escort = stop attacks. BD = exchange who gets attacked
Sheriff/Invest/Detective = offensive. Lookout = reactant/defensive.
Sheriff/Doc/Citizen = original roles (Core). Mason = lol, not core at all.
They are better as is, not worrying about power or technical use.[/QUOTE]
Just remembered I started a similar thread a while ago, here was the best response I found:
Originally Posted by
Slaol
This change would open a huge can of worms for everyone, like me, who find 1 of each random to not exactly match.
Vig/Jailor/Vet = high risk, high reward. BG = not.
Doctor/BG/Escort = stop attacks. BD = exchange who gets attacked
Sheriff/Invest/Detective = offensive. Lookout = reactant/defensive.
Sheriff/Doc/Citizen = original roles (Core). Mason = lol, not core at all.
They are better as is, not worrying about power or technical use.
June 19th, 2013, 06:25 PM
I've raised this concern before: [url]https://www.sc2mafia.com/forum/showthread.php/13062-Role-Cards-for-Immune-to-Detection[/url] but people are more interested in adding new roles than fixing the role card.
I've raised this concern before: https://www.sc2mafia.com/forum/showth...e-to-Detection but people are more interested in adding new roles than fixing the role card.
June 18th, 2013, 07:50 PM
To me, removing marshall ability to reveal day 1 makes more sense than not letting vig shot n1.
To me, removing marshall ability to reveal day 1 makes more sense than not letting vig shot n1.
June 17th, 2013, 06:37 PM
[QUOTE=kyle1234513;337142]so to sum up your complaint, you want all neutral killers to be created equal. and you want a neutral killer option to exclude MM, exclude SK, exclude arson.
neut killer can only be 3 options. any exclusions = just make a confirmed NK of your choice into your save instead of using NK.
and if you actually want to make a formal change to any of the roles you should make something up yourself and suggest it.
otherwise.... its up to you alone to make your save fair and balanced based on already existing options. sheriff unable to detect arson is more than enough balance in favor of arson to give arson a strong fighting chance in the game.[/QUOTE]
If there are 3 roles and you can exclude one then there are still 2 roles the neutral could be. I would like to be able to setup a game with sk/mm and wd/cult/witch/arsonist instead of sk/mm/arsonist and wd/cult/witch so I don't have to switch between mass murderer and sk manually, It wouldn't even be a difficult option to add.
If I understand correctly yzb25's problem with arsonist isn't that he is harder to win than sk/mm but rather that his kpn is significantly smaller which results in town having more time to find mafia/cult/witch, making these roles (and not arsonist) harder to win with when the nk flips arsonist.
Originally Posted by
kyle1234513
so to sum up your complaint, you want all neutral killers to be created equal. and you want a neutral killer option to exclude MM, exclude SK, exclude arson.
neut killer can only be 3 options. any exclusions = just make a confirmed NK of your choice into your save instead of using NK.
and if you actually want to make a formal change to any of the roles you should make something up yourself and suggest it.
otherwise.... its up to you alone to make your save fair and balanced based on already existing options. sheriff unable to detect arson is more than enough balance in favor of arson to give arson a strong fighting chance in the game.
If there are 3 roles and you can exclude one then there are still 2 roles the neutral could be. I would like to be able to setup a game with sk/mm and wd/cult/witch/arsonist instead of sk/mm/arsonist and wd/cult/witch so I don't have to switch between mass murderer and sk manually, It wouldn't even be a difficult option to add.
If I understand correctly yzb25's problem with arsonist isn't that he is harder to win than sk/mm but rather that his kpn is significantly smaller which results in town having more time to find mafia/cult/witch, making these roles (and not arsonist) harder to win with when the nk flips arsonist.
June 16th, 2013, 09:20 AM
Has anyone actually mentioned a reason arsonist shouldn't be able to be excluded from random killing?
Has anyone actually mentioned a reason arsonist shouldn't be able to be excluded from random killing?
June 15th, 2013, 09:40 PM
You guys should really compare win/loss ratio for each side instead of just wins. Otherwise the results are heavily skewed by the roles available in the average setup (and it's worse once you get blacklist/prefer).
You guys should really compare win/loss ratio for each side instead of just wins. Otherwise the results are heavily skewed by the roles available in the average setup (and it's worse once you get blacklist/prefer).
June 15th, 2013, 09:33 PM
My main problem with arsonist is that his low/high averages too low because he quite simply kills less players on average compared to sk and mm. This seems due to 3 reasons:
1. The first night is "wasted" (douse vs attack)
2. Every time they decide to attack a player (burn) they are losing an attack (douse)
3. Some of arsonist's douses will die
Why not have arsonist be allowed them to burn (previously doused) and douse (new players) at the same time? Arsonist could then save up his douses and be in the same situation he is now but if he decides to burn every night he can, he won't attack <1/2 of what the sk does. Arsonist would still be slower than sk to react to accusations and can't kill n1 so this would raise his low. Considering MM kill 5+ players in one night often compared to arsonists (mm has a higher high) AND arsonists only kill 1 big group or 2 small groups while that mm can go on to kill (mm has a higher low) at least consider making this an option.
If not, at least let him douse 2 players n1.
My main problem with arsonist is that his low/high averages too low because he quite simply kills less players on average compared to sk and mm. This seems due to 3 reasons:
1. The first night is "wasted" (douse vs attack)
2. Every time they decide to attack a player (burn) they are losing an attack (douse)
3. Some of arsonist's douses will die
Why not have arsonist be allowed them to burn (previously doused) and douse (new players) at the same time? Arsonist could then save up his douses and be in the same situation he is now but if he decides to burn every night he can, he won't attack <1/2 of what the sk does. Arsonist would still be slower than sk to react to accusations and can't kill n1 so this would raise his low. Considering MM kill 5+ players in one night often compared to arsonists (mm has a higher high) AND arsonists only kill 1 big group or 2 small groups while that mm can go on to kill (mm has a higher low) at least consider making this an option.
If not, at least let him douse 2 players n1.
June 13th, 2013, 02:42 PM
[QUOTE=Kefka;335305]How about this. Ghosts can haunt people at night but they don't show up in lookout reports. All it does is display a message to the player saying they were haunted.[/QUOTE]
"Haunt me if 1 is mafia"
You have been Haunted 8 times.
Wouldn't mind if dead players could haunt their killer if they were killed by non-town.
Originally Posted by
Kefka
How about this. Ghosts can haunt people at night but they don't show up in lookout reports. All it does is display a message to the player saying they were haunted.
"Haunt me if 1 is mafia"
You have been Haunted 8 times.
Wouldn't mind if dead players could haunt their killer if they were killed by non-town.
June 12th, 2013, 11:21 AM
[QUOTE=kyle1234513;334809]it wouldn't be for nothing. its a great idea so long as it can have no impact on the ongoing game. extra work, ofc. but then again more options for the dead = more reasons for the dead to stay. instead of "I died, time to quit and join another match" or "I died, time to afk or alt tab"[/QUOTE]
I never understood why players care if dead players stay. If you want players to stay until the end, give them a legitimate reason to do so, such as a new game starting, don't rely on points and mini-games as much.
Originally Posted by
kyle1234513
it wouldn't be for nothing. its a great idea so long as it can have no impact on the ongoing game. extra work, ofc. but then again more options for the dead = more reasons for the dead to stay. instead of "I died, time to quit and join another match" or "I died, time to afk or alt tab"
I never understood why players care if dead players stay. If you want players to stay until the end, give them a legitimate reason to do so, such as a new game starting, don't rely on points and mini-games as much.
June 10th, 2013, 06:21 PM
Problem with coroner vs cult is
1) a cultist must be dead
2) only one cultist has to target for each recruit
3) it is unknown if the last target of cult was conversion or his original ability
Compared to sheriff/invest who can positively identify cultists just by investigating them, I would say coroner is a far lesser threat.
Problem with coroner vs cult is
1) a cultist must be dead
2) only one cultist has to target for each recruit
3) it is unknown if the last target of cult was conversion or his original ability
Compared to sheriff/invest who can positively identify cultists just by investigating them, I would say coroner is a far lesser threat.
June 10th, 2013, 12:21 PM
I would keep in mind that you are not trying to make sc2mafia but a new game, one that should be an overall improvement in terms of gameplay, not graphics.The biggest probelm with sc2mafia isn't that you have to play from sc2 but what limitations there are in making games in sc2.
1. There is a player limit of 15, I see no reason to enforce this in Town of Salem. Make the maximum lobby size huge and allow for players to decide a sensible size.
2. You cannot rejoin a game in sc2mafia. Instead if a player leaves then I recommend making them psuedostumps, no action or votes but they can be killed and lynched. When they come back let their role be restored.
3. The "host" does not setup a game before it fills but afterword, make it so players know the setup they are joining before they join it.
If you want to compete with epicmafia my advice would be to focus on server stability and stamping out gameplay bugs. However there are several things that are in epicmafia that I would like to see in this game. Epicmafia allows you to exclude or include any role into a setup, then it is possible to hover over an icon to see icons of all included roles. This allows for additional customization and quick reference for players. However a problem with epicmafia is that new players do not have icons memorized. sc2mafia uses a role list without icons which can be hovered over for additional information. I would like to see these two approaches combined.
On a side note I find the model's hands very disconcerting. Could you add an option where they put them in their pockets?
I would keep in mind that you are not trying to make sc2mafia but a new game, one that should be an overall improvement in terms of gameplay, not graphics.The biggest probelm with sc2mafia isn't that you have to play from sc2 but what limitations there are in making games in sc2.
1. There is a player limit of 15, I see no reason to enforce this in Town of Salem. Make the maximum lobby size huge and allow for players to decide a sensible size.
2. You cannot rejoin a game in sc2mafia. Instead if a player leaves then I recommend making them psuedostumps, no action or votes but they can be killed and lynched. When they come back let their role be restored.
3. The "host" does not setup a game before it fills but afterword, make it so players know the setup they are joining before they join it.
If you want to compete with epicmafia my advice would be to focus on server stability and stamping out gameplay bugs. However there are several things that are in epicmafia that I would like to see in this game. Epicmafia allows you to exclude or include any role into a setup, then it is possible to hover over an icon to see icons of all included roles. This allows for additional customization and quick reference for players. However a problem with epicmafia is that new players do not have icons memorized. sc2mafia uses a role list without icons which can be hovered over for additional information. I would like to see these two approaches combined.
On a side note I find the model's hands very disconcerting. Could you add an option where they put them in their pockets?
June 10th, 2013, 02:10 AM
My biggest issue are mayor/marshall who can autoconfirm and gather roles, which is a boring but efficent way to play these roles. I would add some danger to these options, either an evil role which can pretend to be mayor/marshall or a way for mafia to use information against them (like vent from epicmafia).
[QUOTE=Dagaen;333767]Obviously cheaters, leavers, trolls and people who can't read:P
Oh, mechanical-wise?
1. Marshall. The only proper way to use it is when town knows for sure that 2+ people are 100% bad guys. So in high levels game Marshall is just a Citizen with auto-confirm option, in every other it just helps Mafias. Now, I don't want to say that Marshall should be buffed, because weaker roles are fine with me (I love Citizens!), but Marshall just encourages town to random lynch and I don't think Town really needs it. Perhaps after revealing day should be prolonged so town doesn't feel forced to make rush decisions? Or if majority of lynched players were town-aligned random guilty voter will become demoted into Citizen? I really don't have better ideas now, but I hate Marshall for making random lynches easier.
2. Some roles from epicmafia are so awesome they should be implemented. E.g. Angel (neutral benign with superior healing ability who wins when person he's protecting survives till the end) or my favourite - Voodoo lady (at night choosing 4-letter word and target person, when this person says this word he dies instantly - in epicmafia it's Mafia role, but I think it should be evil neutral).
3. I wouldn't mind if Vigilante had dn option. I know it makes him easier to prove himself, but after being put in one group with SK and Mafioso I think he deserves it. Right now, after successful kill Vigilante can reveal himself and be proven town anyway, so why not?
4. I don't know if this was changed but I don't see Coroner in games anymore. Is that a bug? My Setup has few town randoms, Coroner is not excluded and after ~100 games I still haven't seen him once. Give me back my Coroner!:D
EDIT: I really had to force myself to think of those things. Obviously I also love the game as it is:P[/QUOTE]
1. The marshall is one of, if not the most powerful town role and does not need to be made stronger. You don't need to know multiple people are mafia, if there are conflicting reports or just not that many people he can be used to lynch both. As for making a random guiltier a citizen, I don't like the idea of randomizing it.
2. Wouldn't mind angel but voodoo, as it is in epicmafia, would result in good players talking in 3 letter words every game, which would just be annoying. It's why voodoo is not in any competitive epicmafia setups.
3. Anyone can claim they were the vig who shot unless there was a death note and I personally hate confirmed towns.
4. Add a confirmed janitor to your setups, coroners chance to spawn is increased with them.
[QUOTE=Boss;333822]+1 to the marshall idea,
and give more points to people who play citizens, might bring more balanced games back to sc2 mafia.[/QUOTE]
This was already implemented [url]https://wiki.sc2mafia.com/en/index.php/Citizen[/url]
My biggest issue are mayor/marshall who can autoconfirm and gather roles, which is a boring but efficent way to play these roles. I would add some danger to these options, either an evil role which can pretend to be mayor/marshall or a way for mafia to use information against them (like vent from epicmafia).
Originally Posted by
Dagaen
Obviously cheaters, leavers, trolls and people who can't read:P
Oh, mechanical-wise?
1. Marshall. The only proper way to use it is when town knows for sure that 2+ people are 100% bad guys. So in high levels game Marshall is just a Citizen with auto-confirm option, in every other it just helps Mafias. Now, I don't want to say that Marshall should be buffed, because weaker roles are fine with me (I love Citizens!), but Marshall just encourages town to random lynch and I don't think Town really needs it. Perhaps after revealing day should be prolonged so town doesn't feel forced to make rush decisions? Or if majority of lynched players were town-aligned random guilty voter will become demoted into Citizen? I really don't have better ideas now, but I hate Marshall for making random lynches easier.
2. Some roles from epicmafia are so awesome they should be implemented. E.g. Angel (neutral benign with superior healing ability who wins when person he's protecting survives till the end) or my favourite - Voodoo lady (at night choosing 4-letter word and target person, when this person says this word he dies instantly - in epicmafia it's Mafia role, but I think it should be evil neutral).
3. I wouldn't mind if Vigilante had dn option. I know it makes him easier to prove himself, but after being put in one group with SK and Mafioso I think he deserves it. Right now, after successful kill Vigilante can reveal himself and be proven town anyway, so why not?
4. I don't know if this was changed but I don't see Coroner in games anymore. Is that a bug? My Setup has few town randoms, Coroner is not excluded and after ~100 games I still haven't seen him once. Give me back my Coroner!
EDIT: I really had to force myself to think of those things. Obviously I also love the game as it is:P
1. The marshall is one of, if not the most powerful town role and does not need to be made stronger. You don't need to know multiple people are mafia, if there are conflicting reports or just not that many people he can be used to lynch both. As for making a random guiltier a citizen, I don't like the idea of randomizing it.
2. Wouldn't mind angel but voodoo, as it is in epicmafia, would result in good players talking in 3 letter words every game, which would just be annoying. It's why voodoo is not in any competitive epicmafia setups.
3. Anyone can claim they were the vig who shot unless there was a death note and I personally hate confirmed towns.
4. Add a confirmed janitor to your setups, coroners chance to spawn is increased with them.
Originally Posted by
Boss
+1 to the marshall idea,
and give more points to people who play citizens, might bring more balanced games back to sc2 mafia.
This was already implemented https://wiki.sc2mafia.com/en/index.php/Citizen
April 29th, 2013, 03:30 PM
In terms of advantages, if there is a gf & mafioso then if one is jailed the other will kill anyways. However this combo has the disadvantage that if there is a gf & mafioso then if the mafioso is rbed by escort the mafia will not kill, which seems strange. Personally rather than remove mafioso from setups i'd like to see him buffed by a) making him immune to role blocks/jails or b) giving him the one use ability to ignore heals/immunity.
In terms of advantages, if there is a gf & mafioso then if one is jailed the other will kill anyways. However this combo has the disadvantage that if there is a gf & mafioso then if the mafioso is rbed by escort the mafia will not kill, which seems strange. Personally rather than remove mafioso from setups i'd like to see him buffed by a) making him immune to role blocks/jails or b) giving him the one use ability to ignore heals/immunity.
April 27th, 2013, 07:43 PM
I suggested this when jester was paired with gf/mason leader/mayor and in light of the new pairing this thread no longer reflects my original intention. Please close it.
I suggested this when jester was paired with gf/mason leader/mayor and in light of the new pairing this thread no longer reflects my original intention. Please close it.
April 27th, 2013, 07:39 PM
If the eraser targets someone who would normally die, do they really die? If they really die then does the eraser clear role anyways? If the eraser effect fails does he use a charge?
If the eraser targets someone who would normally die, do they really die? If they really die then does the eraser clear role anyways? If the eraser effect fails does he use a charge?
April 25th, 2013, 02:35 AM
I feel like adding this option (Jester Option: Immune to Detection) would give hosts the ability to balance not suspicious roles on a setup to setup basis.
I feel like adding this option (Jester Option: Immune to Detection) would give hosts the ability to balance not suspicious roles on a setup to setup basis.
January 19th, 2013, 04:14 PM
The 5/15 players being mafia with powers is unfair. For instance consider what would happen if mafia had a framer who successfully framed a player n1.
n1: first player dies
d1: second player framed and lynched, (helped by the fact there are 5 mafia voting him up)
n2: third player dies, sheriff/invest is framed
d2: fourth player (sheriff/invest) lynched
n3: fifth player dies
and mafia is 1/2 of all players.
The 5/15 players being mafia with powers is unfair. For instance consider what would happen if mafia had a framer who successfully framed a player n1.
n1: first player dies
d1: second player framed and lynched, (helped by the fact there are 5 mafia voting him up)
n2: third player dies, sheriff/invest is framed
d2: fourth player (sheriff/invest) lynched
n3: fifth player dies
and mafia is 1/2 of all players.
December 10th, 2012, 12:17 AM
[b]Account Name:[/b] Frostwind
[b]Account ID:[/b] 1-S2-1-2029018
[b]In-Game Name:[/b] Meaning of "EZ" = Protoss
[b]Crimes Committed:[/b] Griefing/Game Throwing/Cheating
[b]Your Account Name:[/b] maccabbe
[b]Summary:[/b] Continuously heals mafia, defends them while accusing town, and not once votes to put up a single mafia against any evidence eventually costing town the game.
[b]Details:[/b]
Frostwind is a doctor:
Night 1: Heals 11 who is mafia
Night 2: Jailed claims doc
Day 3: Defends 11 who is mafia and accusing 8 of being executioner
Night 3: Heals 11 again
Night 3: In mafia 3 almost blackmails Frostwind but 6 tells him to instead blackmails someone else
Day 4: Defends 3 who is mafia and votes up 1 who is sheriff and has accused 3
Night 4: Heals 11 again while 3 is jailed and killed
Day 5: Ignores sheriff (now confirmed) who says 11 is mafia and votes up 13
Night 5: Heals 11 again
Day 6: refuses to vote up 11 and instead votes with mafia then against town
Night 6: Heals 11 again
Day 7: Refuses to put up 6 who is mafia even after he claims cit when cit is impossible
Account Name: Frostwind
Account ID: 1-S2-1-2029018
In-Game Name: Meaning of "EZ" = Protoss
Crimes Committed: Griefing/Game Throwing/Cheating
Your Account Name: maccabbe
Summary: Continuously heals mafia, defends them while accusing town, and not once votes to put up a single mafia against any evidence eventually costing town the game.
Details:
Frostwind is a doctor:
Night 1: Heals 11 who is mafia
Night 2: Jailed claims doc
Day 3: Defends 11 who is mafia and accusing 8 of being executioner
Night 3: Heals 11 again
Night 3: In mafia 3 almost blackmails Frostwind but 6 tells him to instead blackmails someone else
Day 4: Defends 3 who is mafia and votes up 1 who is sheriff and has accused 3
Night 4: Heals 11 again while 3 is jailed and killed
Day 5: Ignores sheriff (now confirmed) who says 11 is mafia and votes up 13
Night 5: Heals 11 again
Day 6: refuses to vote up 11 and instead votes with mafia then against town
Night 6: Heals 11 again
Day 7: Refuses to put up 6 who is mafia even after he claims cit when cit is impossible
December 7th, 2012, 07:09 PM
Actually for the roles since order doesn't matter (a save with cit gf = gf cit) so you have to do a combination with repetition. For 11 town, 3 maf, 2 neut that would be [(11+23-1) nCr 11] * [(3+12-1) nCr 3]*[(2+13-1) nCr 2] = 6.41 * 10^12 or 6.41 trillion.
This ignores a whole bunch of things such as mayors, masons leaders, and gf being unique.
Actually for the roles since order doesn't matter (a save with cit gf = gf cit) so you have to do a combination with repetition. For 11 town, 3 maf, 2 neut that would be [(11+23-1) nCr 11] * [(3+12-1) nCr 3]*[(2+13-1) nCr 2] = 6.41 * 10^12 or 6.41 trillion.
This ignores a whole bunch of things such as mayors, masons leaders, and gf being unique.
December 7th, 2012, 06:32 PM
[QUOTE=Chane;249017]imho this is a huge waste of coding space.[/QUOTE]
Actually this would be quite easy to do since there are currently only 3 options for neutral evil and neutral killer. Add exclude cultist to neutral evil and include cultist to neutral killer.
Originally Posted by
Chane
imho this is a huge waste of coding space.
Actually this would be quite easy to do since there are currently only 3 options for neutral evil and neutral killer. Add exclude cultist to neutral evil and include cultist to neutral killer.
December 7th, 2012, 09:09 AM
It seems like with the current randoms the standard save is 2 of the neutrals are sk/mm/arson (neutral killing) and witch/cult (neutral evil - all killing options) but arson+witch favors town while sk/mm+cult disfavors town.
Could you edit the randoms to allow sk/mm/cult and witch/arson?
It seems like with the current randoms the standard save is 2 of the neutrals are sk/mm/arson (neutral killing) and witch/cult (neutral evil - all killing options) but arson+witch favors town while sk/mm+cult disfavors town.
Could you edit the randoms to allow sk/mm/cult and witch/arson?
December 2nd, 2012, 05:31 PM
What is a VIP member?
What is a VIP member?
December 2nd, 2012, 04:01 AM
[b]Account Name:[/b] UnwashedBalls
[b]Account ID:[/b] 1-S2-1-511200
[b]In-Game Name:[/b] Stephano Travolta
[b]Crimes Committed:[/b] Game-Throwing
[b]Your Account Name:[/b] maccabbe
[b]Summary:[/b] Day 2 claimed to be sheriff and that he got mafia for 4 jailor, me, even though he was detective and followed 7. Admitted he was purposefully gamethrowing in jail and in his last will.
Account Name: UnwashedBalls
Account ID: 1-S2-1-511200
In-Game Name: Stephano Travolta
Crimes Committed: Game-Throwing
Your Account Name: maccabbe
Summary: Day 2 claimed to be sheriff and that he got mafia for 4 jailor, me, even though he was detective and followed 7. Admitted he was purposefully gamethrowing in jail and in his last will.