Search Results - SC2 Mafia
Register

Search:

Type: Posts; User: Grakylan

Page 1 of 7 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    52
    Views
    40,759

    ►►Re: S-FM 345: Hypixel-SC2Mafia Cross Community Game◄◄

    Quote Originally Posted by Tauntshaman View Post
    I'm confused. How do you play if the roles are not known?
    I guess you will just have to assume anything is possible :shrug:

    Although moderators might outline a few exceptions like "no sharp mechanics such as jester"
  2. Replies
    52
    Views
    40,759

    ►►Re: S-FM 345: Hypixel-SC2Mafia Cross Community Game◄◄

    Same as Martin, I might /in once I have a better idea of what to expect from my college semester (August 22nd)

    You can put me as /in if this game will start before that day (seems unlikely at this rate), otherwise /backup tier 2.
  3. Forum:Punished Players & Appeals

    Thread:Tookie: 1-S2-1-10543498

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    2
    Views
    242

    {Watch List} ►►Tookie: 1-S2-1-10543498◄◄

    Account Name: Tookie
    Account ID: 1-S2-1-10543498
    In Game Name: tookie (2)

    Crimes: Game-Throwing

    Your Account Name: Grakylan
    Your Account ID: 1-S2-1-6796502
    Your In Game Name: Brenton Tarrant (3)

    Summary:

    Game starts with tookie going with the same name for in-game, rolling SK, and IMMEDIATELY ROLEQUITTING.

    Funnily enough, b/c rolequitters are usually doc or BG, I lured 2 to me as Enchantress expecting a heal. I instead got stabbed....

    ...WHO THE FUCK ROLEQUITS SERIAL KILLER, SERIOUSLY?
  4. Replies
    19
    Views
    2,053

    [Role Change] ►►Re: Cult should convert night immune NKs◄◄

    Quote Originally Posted by Frinckles View Post
    I mean isn't that just a fundamental issue with how cult mechanics work? I added the cult leader option so that it's possible for a killing role to dismantle the entire cult by finding the original one.
    its why cult needs a complete overhaul wink wink nudge nudge
  5. Forum:Research and Development

    Thread:Grakylan's Cult role dump

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    16
    Views
    2,739

    [New Role] ►►Re: Grakylan's Cult role dump◄◄

    Change of Role Possibilities

    Pair Soldato with Crusader, due to simply being a killer (and a domestic terrorist too).
    Pair 49er with Jinxer, as 49er limits their victim's ability to conduct work similar to Jinxer.
    Pair Electromaniac with Crusader, due to simply being a killer.
    Pair Caporegime with Necromancer, since Caporegime interacts with role changes.
    Pair Easter Bunny/Caroler (seasonal roles that visit someone and gives them three player numbers, one of which is non-town) with Mystic, as EB/Caroler is an investigative-ish role like Mystic. Yes I have to account for killy's saves...
    Move Auditor and Blackmailer/Silencer from Cultist to Jinxer, as Auditor and BMer/Silencer limit their victim's ability to conduct work similar to Jinxer.

    Slight changes
    - Witch Doctor can now heal just about anybody. Masons and Mason Leader would accept the heal but find out your identity. You won't be able to convert NKs, Mafia/Triad, or anyone protected by a Doc, BG, or a vest if they get attacked and saved by you.

    Too lazy to update OP
  6. Replies
    11
    Views
    1,665

    [Role Change] ►►Re: Poisoner and Electromaniac need Night Immunity◄◄

    Quote Originally Posted by Exeter350 View Post
    NI - ON/OFF
    Ignores immunity - ON/OFF

    With the wide variety of setups possible, you can leave it to individual hosts to balance their saves.
    Atleast do this instead of forcing certain options on us

    so much for muh player agency!!!11

    I'm aware the roles were recently patched. I have yet to play the game post-patch, and I'm sure I might find the fixes enough to restore balance, but there's nothing wrong with delegating tricky issues like these to the players themselves
  7. Replies
    19
    Views
    2,053

    [Role Change] ►►Re: Cult should convert night immune NKs◄◄

    Quote Originally Posted by GiskardReventlov View Post
    Dedicated cult saves generally have one neutral killer. The Cult should not be able to convert Town roles that are night immune, like people protected by Bodyguard or Armorsmith's vest, or Citizen vesting, but they should be able to convert night immune neutral roles. Especially NKs because they otherwise have a hard time winning against both Cult and Town.
    I see no reason to make NK susceptible to culting.

    Think of Cult in a dedicated Cult save as like a Mafia, but instead of killing people, they corrupt them. Instead of reducing the town, they assimilate the town slowly but surely.

    In both mafia/triad saves and cult saves, NKs are there to balance things out, introduce a third faction that goes against both the town and the "informed minority" faction whatever that be mafia triad or cult, and to provide another thorn on the informed minority's side.

    Cult being able to take NK out of the game via simple culting is terrible. Cult snowballs as is in cult saves, especially those without Mason Leader (I would know b/c I hosted such a save 2 or 3 times before deciding to scrap it). If Mafia/Triad can't shoot down an NK at night (exceptions apply to Poisoner and Electromaniac but that's a different story), Cult shouldn't be able to eliminate an NK at night ez pz either.

    I still have my grievances with Cult that were seldom addressed (too much effort expended on it xd). Cult needs more fun and unique roles to flesh them out, not nonsensical band-aids like these.
  8. Replies
    21
    Views
    2,858

    ►►Re: Meta Definition // Highlights // State of the Game◄◄

    Quote Originally Posted by Frinckles View Post
    In the meanwhile, keep shooting ideas. I'm lurkin
    Heartbreaker/Swinger being forced into a "borrowed time" situation regarding what they can claim once their victim yells about them is unfun
  9. Replies
    21
    Views
    2,858

    ►►Re: Meta Definition // Highlights // State of the Game◄◄

    Quote Originally Posted by Voss View Post
    It's insulting that you think my legitimate suggestion is mocking. Why can't I say:

    I prefer OP Doctor over UP doctor where you are 90% likely to fail or be meaningless/useless due to the innate weakness of Doctor.
    Condescending and unhelpful mockery aside, Doctor is supposed to team up with like 8 other people atleast, and when the town does form a "core" the Doctor becomes useful.

    In regards to neutral killers, they usually are a loner. Maybe in a good game they might find one or two other neutrals to ally. Neutral killing roles (or neutral roles in general really aside from cult) should be able to fun to play by yourself. Mafia+triad roles should work within the framework of an informed minority. Town roles should work within the framework of an uninformed majority. Stop putting words in my mouth.
  10. Replies
    21
    Views
    2,858

    ►►Re: Meta Definition // Highlights // State of the Game◄◄

    Quote Originally Posted by Renegade View Post
    They make Arson look OP.
    I never understood why people think Arson is "underpowered". Sure it has the same flaw as Electromaniac where a series of unfortunate and unlucky events can result in all your targets prematurely dying, but the payoff is way more immense and satisifying, and can deliver an easy win in late game, provided that none of your victims figured out who you are and visits you...
  11. Replies
    21
    Views
    2,858

    ►►Re: Meta Definition // Highlights // State of the Game◄◄

    Quote Originally Posted by Drizzt View Post
    The only thing I'll say about electromaniac is that it is very difficult to achieve the shock value, pun intended, of the electromaniac role with only 1 electromaniac. There needs to be at least 2 running around charging people to have a noticeable effect on town and the other factions.
    Ooor you can give Electro 2 targets a night so that he can still fit in a 8331/933 AND be more powerful. Damn the consequences, I prefer OP roles over roles where you are 90% likely to fail or be meaningless/useless due to the innate weakness of your role.
  12. [Role Change] ►►Re: Beguiler should be allowed to safely beguile to Vet wihout dying.◄◄

    Quote Originally Posted by Lumi View Post
    If the person that visited the beguiler left a last will then what does the beguiler do?
    If they claim veteran then the actual veteran can counter claim because they're the one that actually had the visitor feedback and made the kill. And so the beguiler is outted.

    Which means the beguiler has to just claim that a witch redirected to veteran, but that doesn't work if multiple people got redirected or if witch isn't possible because of dead neutrals. And people generally ignore witch defenses anyway.

    It's still a buff since being outted is better than being dead, but I don't think it will counter the veteran as much as you say.
    It doesn't necessarily have to insta-out the beguiler. If the victim didnt leave a LW, Beguiler can claim Vet. If the Beguiler does -colors after a vetkill (during night) to determine who died, Beguiller can say "im vet i killed so and so" on the first second of the day before the victim even shows up as dead to everyone (this is a tactic I often use to confirm myself as vet in case my victims provide no LWs). Actually, someone who tried to visit the Beguiler but gets beguiled to veteran will prob end up leaving a LW outting you as the "veteran". In that case, real veteran actually has less leads confirming him, and people can and will treat the Beguiler as the "real" Veteran, especially if there's not a single hint of witch or bus driver.

    If the current situation is egregiously close, having two vets claim with no LWs confirming one or the other can confuse town long enough into a critical mislynch that gives evils majority.
  13. Replies
    21
    Views
    2,858

    ►►Re: Meta Definition // Highlights // State of the Game◄◄

    Quote Originally Posted by Guy View Post
    First and foremost, Starcraft 2 itself is outdated. Very few new players are actively joining the Arcade, and I think everyone knows this. There isn't really a solution to this, SC2 has been neglected by Blizzard Admins for a few years now, and auto-bot moderation has taken over any sort of moderation that was going on. The best thing i can think of for -Mafia- community to survive LONG TERM is porting ourselves as a F2P game on Steam. Not only a logistical challenge, but we as the -Mafia- community enjoy a certain aspect of liberty and freedom of speech in our games. If we were to be assimilated into the corporate Hiveminds of Steam, Origin, etc., we would lose a lot of that autonomy that we enjoy.
    This I absolutely agree with. Funny thing, I was introduced to Town of Salem by my friends back in late 2014 - early 2015. Back then it was very much in Beta. When I was snooping around its item shop, I saw "DarkRevenant" skin, and wondering if that was a YouTuber, found out he made the game that inspired Town of Salem: SC2 Mafia. Since I was also getting into Starcraft at the same time, I decided to give it a try. Even back in 2015, lobby wait times were long, and they were definitely a LOT more restrictive with saves despite the greater degree of freedom you had for save-making. In 2015 ToS, "rainbow" saves and 15 Any saves were the norm in custom lobbies which everyone loved. When I tried to host a rainbow save in 2015 SC2Mafia, I got leavetrained.

    Now, Town of Salem has grown into a much larger game, has taken a much more different direction from SC2Mafia, adding some microtransactions, and made it as family-friendly as possible. You could still speak literal hate speech back in 2015 Town of Salem without any repercussions, but that's certainly not the case in modern ToS. Despite all the new additions to ToS I think I still prefer SC2Mafia but that's probably b/c I have played SC2Mafia for so long with a lot of familiar names while I barely tried to re-enter ToS b/c the "false similarities" btwn ToS and SC2Mafia have become too jarring on top of the world of mechanical differences and mindsets btwn playerbases.

    I think if we tried to do a seperate Mafia game on Steam, we would be safe from the decay of SC2, but we would need to go full politically-correct (which I am sure like the majority of SC2Mafia community will protest) in order to compete with Town of Salem for the favor of YouTubers and megacorps. But honestly, I think most of us wouldn't mind if the game just exists under the radar in a state of "more open to noobs than inside SC2 while not trying to sell out our beliefs for fame". And considering that SC2Mafia is previously free, a high enough paywall would piss off many people. Although I would be willing to pay 5-10$ to play our standalone Mafia game if the majority of the community follows long.

    Quote Originally Posted by Guy View Post
    Party Host in general is seen with loads of distaste in the -Mafia- community, simply because it's mechanics just aren't helpful to the town as a whole. Hosting parties is a good way to keep dialogue between townies going, especially when there is a government role. Party Host has very little practical applications. The best way i've been Party Host used is by hosting parties to confirm themselves. While i think the Party Host is a flavorful role, i don't think it has any business being in a traditional 8331 or 933 setups. A maximum of two parties means on average a party is hosted N1 78.2% of the time. This means on average a party host will have 1-2 parties left to play around with in a given setup. Assuming they don't die, the odds of a Party Host attempting to userp the position of a dead Government, are 0%. Especially if there are other townies who outclass the Party Host in terms of raw strength, like a Veteran or Vigilante.
    Party Host is pretty good at shutting down evil night chats. He shuts down Judge, he shuts down Mafia/Triad chat, he shuts down Cult chat.
    That atleast puts a stop to them coordinating, and if evils were able to say something to their compadres at the first second of the night only to be caught saying something incriminating in front of the town, that is even better...

    Which is why its better for PH to party mid-game. But the players have not realized that yet, and blow off their load on N1 when evils have now adjusted to the possibility of N1 Party, and when mafia/cult/triad dont coordinate as much on N1 as they do later on.
    But as you said, the meta will adjust for that soon enough. I don't recall seeing distaste for Party Host as a role. I just think most people can play it better, and I can and I will. Hope you learn from the example.

    Quote Originally Posted by Guy View Post
    Tying into the dislike of Party Host, the number of Town roles has increased by 6. This affects the 'Role Pool' significantly, it means every role has a less % chance to spawn on average. This means that the number of town roles that don't spawn increases. Some roles are present every game, and that's important for the stability of the meta. The -Mafia- meta has undergone some changes since I started playing, generally there was a shift from 933 to 8331 because of the extra diversity and freedom the "Any Random" slot allowed in terms of both assigning roles to the town, and evil roles capability to forge claims. The addition of new roles, while positively welcome, has overall had a detrimental effect on the stability of the meta thanks to there being too much diversity on the side of the Town. The new roles are great, and they each are fun to play, but they don't Synergize very well together.
    One, I think I influenced a lot of the shift because in a time where 933 was dominant, I hosted 8331. The funny thing about my 8331 that draws a lot of people's ire is that my Any Random allows for a fourth member of the dominant gang to show up. And later on it allowed a lone member of the rival gang to show up. At first, my 8331 was a Triad save, and my Any Random started out as allowing Town/Neut/Triad with no killers or Mafia. But then as I realized the potential of lone mafia as a way to introduce more diversity into a save, I started having my Any Random include basically anything under the sun (except cult,SK,MM,arso due to them being individually very powerful and too destabilizing for my admittedly intentionally-chaotic save). And then when I learned that Triad will always win a Mafia vs Triad tie, I swapped the factions: now the Mafia is the dominant gang and the lone rival is Triad, which is definitely a huge change for my save that more or less stayed the same aside from minor changes since 2016 or so. Yes my 8331 is older than the 8331 meta itself.

    Which is why I genuinely think that anyone who basically makes their Any Randoms Town/Neutral no killers without adjusting neutral weight are basically meta-following NPCs. Lone Triad in a 8331 is a still very novel concept that I think I only got correct so far, adding in the fun triad roles without the ability to turn to enforcer to have them play as Neutral Evils that can not under any circumstance let Mafia win in lategame. There's a lot of potential for interesting games there (probably helped that I did play a lone Interrogator in a Mafia 8331 once and almost won) but people complain about it and it rarely shows up anyways.

    That is the eternal problem with SC2Mafia. The community doesn't like to experiment, and if the meta does shift than it tries to stay as close to the previous status quo as possible.

    Quote Originally Posted by Guy View Post
    The Oracle, one of the magical support roles, does absolutely NOTHING 'support' related. Comparing Oracle to Street Racer is like comparing Investigator to Bus Driver. Each of the Support roles does something specific, like the Escort, or the Street Racer, that usually involve some type of manipulation not found in any other role. The Oracle serves more in line with Investigative roles, except its WORSE because the Oracle needs to die in order to actually be of any use. I would argue that a mechanic that requires a player to die in order to work isn't very fun to play around with.
    Street Racer is a fucking trash role. It's infinitely more useless than Oracle. Investigators (unless the save somehow allows Exact Role Detect + makes GF/DH not detect immune) can't find GF/DH but Oracles can with a bit of intuition for the actual finding part and a bit of manipulation of others or plain luck for the revealing part. Street Racer does nothing except prevent 1 or 2 Mafia/NK kills by sheer fucking luck and manipulation that looks similar to vetbait, and the town rewards street racer claims with just plain lynching b/c its an easy cop-out for evils AND useless for town. It's no wonder I make Street Racer fucking 0% in every single one of my saves. Hell I would probably rolequit it if I ever got it.

    "A mechanic that requires a player to die isn't fun", go tell that to the Bodyguard.

    Quote Originally Posted by Guy View Post
    (Caporegime has unfortunately suffered from the problem above. He takes up a very valuable slot as the third mafia member, and he sucks in the sense that swapping other mafia's roles is such a niche ability, it rarely ever plays out in favor of the Mafia.)
    Eh. I haven't experienced Caporegime enough times to make remarks on it other than the fact that I have to exclude it in my Gang War saves (8-2-2-2-1) since my Any Rand excludes Mafia/Triad (whatever gang earns the 3rd member gains a unfairly huge advantage, even more so than 4 triad/mafia in a 8331), making Caporegime a waste of space.

    Quote Originally Posted by Guy View Post
    COLOR="#ADD8E6"]Swinger[/COLOR], Heartbreaker, and Lover are not in good positions in the current meta. Lover, as I have explained before, is bad. Very bad. The problem with Lover lies in its ability. The Lover MUST fall in love with another player. If the Lover does not pick a target N1, they will suicide. And that's the "Lover" experience. If you were AFK while the game started and missed n1, sorry bro, no game for you. If you got redirected, manipulated, or otherwise, sorry bro, no game for you.
    Falling in Love also presents its own problem. You tie your hitbox to another player. You essentially make any player that is alive in the game and double the chance for him to die at night. If you die, the other will die, and vice versa. While it's a good idea on paper, and even better considering it mirrors an already existing role, Executioner, in practice it's just the absolute WORST role you can get assigned. And i feel partially responsible for that since I threw the idea out there in the first place.

    If you are a Lover, and you end up falling in love with a Veteran, you just killed 2 people.
    Now imagine you pick another player, let's say you land on the Arsonist. Sure, the Arsonist is now disillusioned to dousing you, but now you've essentially nullified the Immunity a killing role possessed. If you fall in love with a role which has night immunity, you just stripped them of their night immunity.
    The best way for a Lover to play the game, right now, is to just afk and not love anyone n1. This way, you're eliminating yourself from the game without taking anyone with you, and you're allowing the town to cross off the potential Benign role.

    It's also worth mentioning that Heartbreaker and Swinger suffer from this problem too, they don't really do anything in the games they exist in. It's actually the meta right now to completely AFK and focus on fabricating a good fake role claim rather than use your ability as Swinger/HeartBreaker, because the role is just so underwhelming and underpowered, its best to just not interact with it at all.
    When I first came back and saw Lover, HBer, and Swinger, the first two things I suggested are as such:
    - Give Lover, HBer, and Swinger until like N3 to be able to decide on who to love. That gives them much more agency as they can figure out much better whos surviving and whos not, whos evil and whos town gov, and side accordingly for maximum extortion.
    - Do not notify HBer/Swinger's victim that they have been loved. Otherwise the victim would start yapping about HBer/Swinger and put them on borrowed time.

    Alternatively Lover should be able to wait as long as they want to Love someone, but if they haven't Loved anyone by the end of the game they lose.

    If those 2 or 3 suggestions were added, those roles would suddenly be a lot more fun to play and I wouldn't feel compelled to remove them from my saves constantly. But as I mentioned earlier, the SC2Mafia community is very conservative about mechanics, and they also have some horrendously shit takes about mechanics, so alas the devs refuse to fix Swinger/HBer/Lover b/c their beliefs say otherwise.

    Quote Originally Posted by Guy View Post
    Poisoner and Electromancer are fun roles to play with, but in the setting of 8331/933, Poisoner and Electromancer DO NOT have the ability to win games by themselves in ways that SK/Arso/MM usually do, and this is because of the lack of immunity. As frinkies has stated, giving those roles immunity might actually make them too strong for the town to handle, which is understandable thanks to the Poisoners similarity to 'dousing' and nigh-unblockable kill.
    If Poisoner got lucky and dodged all the "killed by mafia/triad n1" fates that seem to happen so often to Poisoner, than they could be pretty powerful. But they almost never get to that step. Unfortunately the vast majority of people don't want Night Immunity for Poisoner but refuse to elaborate on any alternative mechanic to improve Poisoner's defense. His lack of defense alone already makes Poisoner a much weaker NK than SK/Arso/MM despite his offense being very strong. At one point I excluded Poisoner from the NK slot and only allowed him to spawn from Any Rands with a very low chance. Actually in my Gang Wars save which has no NK slot and never intends to have SK/Arso/MM I still allow Poisoner to have a very small chance of slipping through the cracks via Any Rand.

    Electromaniac is just sad. A single electromaniac is the most ineffective NK ever. I thought Poisoner was weak, but you just have to feel pity for the lone Electromaniac. Maybe giving him two targets instead of one per night like with Witch would help a lot as it gives him second chances should his targets keep dying and lets him cover more of the lobby up. rn in a game completely favourable to him, 1-target lone electro can only get 1 or 2 pairs of people killed, but give him 2 targets a night and he would become way more of a menace.

    The 3-electro save in Chaos Mode is actually pretty fun and is where Electromaniac really gets to shine, although its hard for the 3 Electros to really communicate beyond as-cryptic-as-possible deathnotes. Oh wait I'm not sure Electro and Poisoner even have access to -dn. Last time I checked it didn't seem like they did.




    I am glad you made this effortpost, Guy.
  14. [Role Change] ►►Beguiler should be allowed to safely beguile to Vet wihout dying.◄◄

    There has been roles that can safely "nest" inside the Veteran like Lookout and that can safely visit the veteran like Witch, they come visit him then come out of his alert unscathed.

    https://drive.google.com/file/d/1gS7...ew?usp=sharing
    (sorry, default attachment manager is not working at all right now so i had to use google drive to share the replay)
    The replay attached here serves as a fine example. Witch fed an executioner to veteran, and lives. Lookout could watch over the veteran and live.

    So how come the beguiler/deceiver, when he visits the veteran, successfully redirects visitors to the vet (exemplified by the Oracle in the replay being beguiled to read me the beguiler as the vet I made him visit) at the cost of himself? I think beguiler should be able to walk out of beguiling to a veteran unscathed. It provides a vulnerability to veteran, especially one that instantly confirms themselves to the town and takes leadership, and allows mafia/triad to have another counterplay option against veteran besides "wait until we gain majority" that won't have a chance of backfiring on mafia. Also to keep it consistent with other roles such as Lookout and Witch, and to make Beguiler/Deceiver a more approachable role for most as it gives a "jumping off" point to understand the role better, something that I think is lacking right now with the role specifically.
  15. Replies
    1
    Views
    696

    [Text] ►►Party night chat just repeats messages from Day 1◄◄

    This is the second time this has happened to me in a game. I think it may have to do with me being spy? I don't remember if I was spy the first time this happened.

    Basically when a party is occurring and someone says something in night chat, a random message from Day 1 or the setup plays instead. I guess this has to do with pointers relating to spy's removed ability to read maf/triad chat?
  16. Replies
    7
    Views
    1,283

    [Misc. Suggestion] ►►Re: Mafia 2.0 Feedback list, and suggestions (Part 1?)◄◄

    Quote Originally Posted by Oberon View Post
    As an aside, I've always wanted to play as a Neutral Evil Jailor.
    This is why I'm placing more emphasis on lone triad possibilities in my 8331 saves. Triad wins tie over mafia, so I upped the chance of certain triad roles spawning in as effective neutral evils who cant win with mafia but can win in a tie with them.

    Yes that means I finally replaced triad with mafia as the dominant faction after many years of using triad in my classic 8331. End of an era.
  17. Replies
    1
    Views
    506

    [Role Change] ►►Re: Party Host and Jailor interaction◄◄

    +support
  18. Forum:Research and Development

    Thread:Chaos Mode: True Chaos

    Thread Author:ChannelMiner

    Post Author:Grakylan

    Replies
    1
    Views
    619

    [Other Change] ►►Re: Chaos Mode: True Chaos◄◄

    True Chaos is 15 unrestricted Any Randoms. It used to be popular in Town of Salem when I briefly played it before finding out SC2Mafia (aka back in 2015).
  19. Replies
    4
    Views
    855

    [Other Change] ►►Re: [META] Stop giving new players complex roles◄◄

    Quote Originally Posted by CaNNoN View Post
    Set point minimums on complex roles.

    Minimum 500 for vet/mayor
    Minimum 1k for jailor/vig
    Minimum 2k? 5k? for constable/marshall.

    Brand new? You can roll Sheriff, Doctor, Investigator, or Detective, maybe Escort (but they have to be good at lying, because Escort is quite often mistaken for liaison/consort).

    Oracle may not seem complex, but it requires a lot of thinking to choose correctly & argue their existence.
    5k is way too high for constable and marshall I think, despite the challenge those roles have. I have played SC2Mafia for years starting in 2015 and it took me until 2020 to get to 4k points without any roulettes, without any achievement games, and with me constantly leaving games early if I die or lose early (therefore no points). Granted, I often had to switch PCs which meant backing up banks.

    And I don't think Oracle needs to be locked behind points. Meanwhile veteran is pretty fucking brainless to play.

    I suggest a 500 point threshold to play more complex roles, period. Nothing higher.
  20. Replies
    44
    Views
    8,223

    ►►Re: Extreme Policing by Staff of Legitimate Play◄◄

    Quote Originally Posted by Oberon View Post
    The question staff should be asking themself is whether it's worth it to start punishing people more now, seeing as SC2 is dying. Some of these punishments I am pretty sure I have never heard of before and I've been here a long time.

    Exeter got infracted for leaving multiple lobbies because he didn't like the save. He specifically said in discord he might stop playing now. So that's one more player that's not coming back, in an already dying game. That's not to mention the myriad players who got banned for pedophiliac and racist names (lol). Maybe I'm just a retard, but I'm there to play the game; I don't give a rat's ass about some guy with Tourette's spamming dumb shit in the game. I play Mafia to win
    Exactly. I already saw one community I was involved in for years (DivinityRP in Gmod) die off b/c of admins focusing on the wrong issues consistently and alienating the regulars of the community (who themselves constantly alienated the newcomers). I fear the same fate for SC2Mafia.
  21. Replies
    44
    Views
    8,223

    ►►Re: Extreme Policing by Staff of Legitimate Play◄◄

    Quote Originally Posted by Marshmallow Marshall View Post
    @Renegade , your post reads exactly like American politics: you call those with whom you disagree extremists and dangerous, and then proceed to scream in capital letters things that NOBODY SAID IN THAT THREAD (just use ctrl + f for proof...). I let you draw your own conclusions about who you're acting like right now. Clue: he looks like an old silly blonde carrot.
    Renegade is like the DNC-worshipping plebbitor on /r/politics screaming about the incoming fascist takeover of America
  22. Replies
    5
    Views
    1,258

    [New Mechanic] ►►Re: Give disturbing the peace to all night speakers◄◄

    -support for sticking DoP on factional night chats. We just gave Mafia and Triad freedom from the town and we want to put them right back in their hole of forced silence again?

    I just don't see a reason for this suggestion in general.
  23. Forum:Archived S-FMs

    Thread:S-FM 339: ?KRC, M-FM edition

    Thread Author:Lumi

    Post Author:Grakylan

    Replies
    4,998
    Views
    146,551

    ►►Re: S-FM 339: ?KRC, M-FM edition◄◄

    Comrade PickleRadish here.

    Turns out I really can be good at FM despite this only being my second game :P

    So I was right about Purple, Kitty Cat Dance, DarkUnicorn, and Myopia being scum, but genuinely thought Mr Pain was town power. Well played to Martin.

    Its a shame Myopia happens to RB visitors tho, without that, Purple would have unwittingly gotten his scum teammate killed since I used the art Purple sold to me to steal HIS poison dart, that I would have used on Myopia.

    My one big misplay however was not understanding on EOD1 that successfully acquiring art = vote whoever you want. I thought I still needed to vote someone with a painting, which led to the Eyes-Myopia tiebreaker.
  24. Replies
    3
    Views
    441

    [Role Change] ►►Re: Neutral Evil Roles Defense◄◄

    Judge doesn't need a fucking buff, jesus.

    Auditor and Witch's problems aren't that they die "too easily" at night. I don't usually see that happening as accidential Maf/Triad or NK kills frequently enough, and obv they should be exposed to vig kills, otherwise vig would be kinda useless.

    big fat

    -support
  25. [New Role] ►►Re: The Thief and the Repoman: 2 roles that kinda follow the concept of the elector and armorsmith◄◄

    Ok considering Elector got removed, Repoman isn't gonna be a thing at all. And I was considering just letting these role ideas die off.

    But I think Thief still has potential.

    Will repost rolecard with several gameplay changes and more flavor.

    Thief
    (Neutral Evil)
    (or Neutral Benign?)

    You are a burglar looking to seize the material wealth of others.

    Spoiler : Thief :

    You do not care who wins.

    Night Ability 1: Steal someone's belongings.
    - The ability will be taken at the end of the night, occuring at the same time as bussing and witching in the OoO, meaning you wont be able to use that stolen ability until the next night.
    - If your target has no night ability, nothing happens.
    - If your target has an unlimited night ability (ex: Sheriff), you will steal his ability to be used only once, and they will be roleblocked. This will go through any anti-roleblock passives such as RB Immunity, arso auto-dousing RBers, or SK auto-killing RBers.
    - If your target has a limited night ability (ex: Vigilante), you will steal his ability to be used only once, and he loses one use of his ability.
    - If your target is protected by a Bodyguard, then you and the Bodyguard will enter a shootout as par the course for the Bodyguard's job.

    Night Ability 2: Make use of your stolen goods.
    - Use the ability you have just stolen.
    - There would be no indication for anyone that they were targeted by a Thief instead of the real role.
    - For example, if you stole a Vig ability, you can use it once to Vig-kill someone: with the Vig death message, Vig death sound, and all.

    Attributes:
    - You can not steal and use ability at the same night.
    - Roles you can't affect by any means: Cultist, Witch Doctor, Enforcer/Mafioso, Jester, Exe, Amne, Judge, Spy, Party Host, Oracle, Citizen if no vest, Marsh, Crier, Mayor, Mason, Mason Leader.

    ROLE OPTIONS:
    Target is notified: YES/NO {Default: NO}
    Can't revisit: YES/KILLERS/NO {Default: KILLERS}
    - If YES: you can visit each person only once.
    - If KILLERS: you can visit any non-killing role any number of times, but any killing role only once.
    - If NO: you can visit anyone any number of times.
    Immunity prevents burglary: YES/NO {Default: YES}
    - If YES: can't steal from DH/GF, neutral killers, and vested targets.
    - If NO: can steal from DH/GF, neutral killers, and vested targets.
    Can steal 2/3/4/Unlimited Times {Default: 3}
    Failed Burglarys are void: YES/NO {Default: YES}
    - If YES: then targeting a NI or no-action role will result in your use being wasted.
    - If NO: then targeting a NI or no-action role will not use up your burglary.

    Night Messages
    A Thief burglarized your home. You have been roleblocked.
    Notification for victim with an unlimited ability, with "Target is notified" on. Otherwise, with "Target is notified" off, they would get no message.
    A Thief burglarized your home. You have # uses left.
    Notification for victim with a limited ability, with "Target is notified" on. Otherwise, the count of abilities left to you won't be shown until you use up the real last use.
    Your Target had nothing worth stealing.
    Notification for Thief if they target someone who can't be burglarized b/c they are one of the select roles who can't be burglarized no matter what.
    Your Target was too intimidating to steal from.
    Notification for Thief if they target someone who can't be burglarized due to night immunity (if Immunity prevents burglary = ON)
    You have successfully stolen a [item]. You now have # [role] action.
    Message thief receives upon successful robbery. See Thief Possibilities at bottom of post.
    Example:
    You have successfully stolen a six-shot revolver. You now have 1 Vigilante action.

    You plan to use [previous victim #]'s [role] item on [victim #]
    What the Thief sees when choosing to use a stolen ability on someone.
    Example:
    You plan to use (9) Orfeo's Vigilante item on (12) Orfeo the Weak.


    some thief gui concept art:
    Spoiler : CONCEPT ART :


    Steal Mode. Click the red button next to your name to switch to Ability Mode.


    Ability Mode. Red buttons show up next to people you successfully stole from. You click red button first then green buttons to target someone with that ability.


    What role a Thief can steal from and what item they get

    TEMPLATE IS:

    Role = "item flavor" (action action)

    This does NOT account for Immunity prevents burglary = ON
    Spoiler : THIEF POSSIBILITIES :

    Citizen = "Bulletproof vest" (vest)
    Crier = Unrobbable
    Marshall = Unrobbable
    Mayor = Unrobbable
    Mason = Unrobbable
    Mason Leader = Unrobbable
    Constable = Unrobbable

    Coroner = "Autopsy kit" (visit a dead body for leads) [This will ALWAYS give all possible info even if some leads are disabled by the save.]
    Detective = "GPS Tracker" (follow someone)
    Investigator = "List of criminal records" (investigate someone's crimes) [This will always detect exact role even if Detect Exact Role = OFF for Investigator.]
    Lookout = "Binoculars" (watch someone)
    Sheriff = "Background check form" (check someone's alignment) [This will be able to detect every alignment possible even if some alignments are set to be undetectable by Sheriff.]

    Bodyguard = "Riot shield and a baton" (bodyguard someone)
    Jailor = "Keychain and a rifle" (1 jail and 1 execute)
    Veteran = "An assault rifle and a bag of grenades" (1 alert)
    Vigilante = "six-shot revolver" (1 vig kill)

    Bus Driver = "Ignition keys for a school bus" (1 bus)
    Spy = Unrobbable
    Enchantress = "A strange book with indescribable writings" (1 lure, 1 repel)
    Party Host = Unrobbable

    Doctor = "Medical kit" (1 heal)
    Armorsmith = "Bulletproof vest" (vest)

    Escort = "A bag of very peculiarly fun items" (1 roleblock)
    Street Racer = "Ignition keys for a race car" (1 drift away from town)
    Oracle = "A horoscopic ball" (1 visit to someone to reveal their role when you die)

    Mafioso/Enforcer = "A submachine gun" (1 gf/dh kill) only if gf/dh is dead or sends maf/enf to kill in their place. Otherwise they are Unrobbable.
    Godfather/Dragon Head = "A submachine gun" (1 gf/dh kill), only if they kill their targets themselves. Otherwise they are Unrobbable.
    Disguiser/Informant = "A silenced pistol" (1 disguise) [Note that you still keep your Thief role and your other robbed items after you disguise]
    Kidnapper/Interrogator = "Keychain and a rifle" (1 jail and 1 execute)
    Heartbreaker/Swinger = Unrobbable

    Actress/Diva = Unrobbable
    Beguiler/Deceiver = "Misplaced directional signs" (1 deceive/beguile/redirect for your visitors)
    Framer/Forger = "Counterfeit archival paperwork" (1 frame)
    Janitor/Incense Master = "Duffel bag and a lighter" (1 clean)

    Agent/Vanguard = "A GPS Tracker and a pair of binoculars" (1 follow+watch combo)
    Blackmailer/Silencer = "Very incriminating documents" (1 blackmail)
    Consigliere/Administrator = "List of criminal records" (investigate someone's crimes) [This will always detect exact role even if Detect Exact Role = OFF for Consigliere and/or Administrator.]
    Consort/Liaison = "A bag of very peculiarly fun items" (1 roleblock)

    Caporegime = Unrobbable
    Double Flower = "A heavily-modded sniper rifle" (1 DF shot for during the day)

    Serial Killer = "A very bloody knife" (1 SK Kill)
    Arsonist = "A gas canister" (1 Douse, probably no ignite)
    Mass Murderer = "A chainsaw" (1 MM kill)
    Poisoner = "Tampered packets of ricin disguised as stevia" (1 poison) (also breaking bad reference xd)

    Cultist = Unrobbable
    Cult Leader = Unrobbable
    Witch Doctor = Unrobbable

    Auditor = "Tax records" (1 audit)
    Witch = "A voodoo doll" (1 witching, a victim and a target)
    Judge = Unrobbable
    Scumbag = Unrobbable

    Amnesiac = Unrobbable
    Executioner = Unrobbable
    Jester = Unrobbable
    Survivor = "Bulletproof Vest" (Vest)
    Lover = Unrobbable

  26. Replies
    10
    Views
    2,226

    [New Role] ►►Re: Infiltrator [Mafia Support]◄◄

    Quote Originally Posted by RufusPL View Post
    A bit of a resurrection but i would love some kind of role to counter the pm confirmed town meta. I wouldn't necessarily let it read all the pms sent during the day but i would make it a day use ability to pick 1 player anytime during a day to read all pms sent and received by him (with the recipients/senders) after using the ability, maybe he could also get access to the following night chat of that person (altho that would probably need to be anonymous). Could be unlimited uses or with a decent limit like 4 with a daily cooldown. That way people are not scared to send a pm once in a while because it's impossible to predict but a gov/vet/ph/whatever else can't just abuse pms d2. Could add to him some other ability on top to give it a bit more flexibility. Picking a player at night to read his saved lw if he didn't use the pm reading ability during the day could be interesting choice for that. Mafia/Triad is obviously best fit for this kind of role.

    Sure u can say that not all saves have pms or lws enabled but realistically it's very niche to not have that and it's not like we don't have roles that are useless in certain setups. Like ML/Mason are basically useless without Cult, Auditor or Citizens. Spy is useless without Mafia/Triad. Sheriff could be made useless by altering it's settings enough, plenty of examples to find. It should be responsibility of the host to ensure he didn't put a useless role in his setup.
    took me a while to deliberate ever responding to this

    only thing i gotta say for now is that the wiretap ability can still be salvaged. although the way you put it is a bit more intuitive. question is if you could even see whos talking to who or if its "anonymous (no #) is pming your target", b/c if you get to learn who everyone is, thats kinda strong, even for a mafia ability.
  27. Forum:Research and Development

    Thread:Time Traveler

    Thread Author:Space Milk

    Post Author:Grakylan

    Replies
    14
    Views
    1,578

    [New Role] ►►Re: Time Traveler◄◄

    Quote Originally Posted by Exeter350 View Post
    Fascinating idea, kind of like a reverse Executioner.
    Alternatively Creditor hunting a Debtor. He needs the Debtor to pay his debts or the Creditor will go bankrupt. Upon the Debtor's death, the Creditor hangs himself.

    The target would receive a message like "Your past is catching up to you" or something.
    This. Idk how to feel about the role itself yet, but the one glaring thing is that time-travel isnt quite a fitting theme for SC2Mafia, theres no futuristic role themes. Although we do have magic and witchcraft present, but that's besides the point. The credditor vs the debbtor flavor is pretty good. It might even make redditors seethe.
  28. Replies
    11
    Views
    1,379

    [New Role] ►►Re: Cult Replacement Suggestion: Demagogue◄◄

    My Cult Update is still better imho. We both went for the same ideas for a New Cult (assimilation of abilities into a new wincon, focus on conversion). And I can see how keeping the abilities exactly the same (while my idea distorts the abilities into something twisted to further the Cult's conversion methods) could work with staving off major design flaws with current cult. But the demagogue only having 3 flags period (not replenishable when his followers die) and this ill-fitting and OP suicide bomb ability really tanks this suggestion.
  29. [Role Change] ►►Re: Witch is extremely weak and underwhelming, propose that Witch sees their target's feedback◄◄

    I agree with the spirit of the idea, but Witch shouldn't be told exact feedback, to account for concerns of Witch just grabbing really strong claims and becoming "brainless" as Rufus puts it. When I suggested the same idea a while back I merely suggested "tell the Witch if their target actually visit anyone", b/c it just says "You controlled # to visit #" which can be said even if you control a non-visiting role.

    But one thing people tend to forget about Witch is that Witch can actually make non-visiting roles visit people. This is a feature no one is able to exploit b/c its so unknown and so situational. Or maybe because I'm wrong about it all along and I was just hallucinating. So any "witch knows some sort of feedback" suggestion needs to account for that in mind and have messages that reflect that.

    "Your target, #, normally gets out. You controlled them to go to #." at end of the night, if the person you are witching to visit is a visiting role.
    "Your target, #, usually isolates themselves. You controlled them to go to #." at end of the night, if the person you are witching to visit is a non-visiting role forced into action to visit someone.

    And if your witching causes a self-visit, then it will say "Your target, #, blah blah, to go to (same #)". no change in message's wording.
  30. Forum:Punished Players & Appeals

    Thread:Mabriss: 1-S2-1-11578651

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    3
    Views
    483

    {Watch List} ►►Re: Mabriss: 1-S2-1-11578651◄◄

    "Mabriss does not come up as a new player."

    The New Player alert has never worked in 2.0.
  31. Forum:Research and Development

    Thread:Repick Train Issue

    Thread Author:Exeter350

    Post Author:Grakylan

    Replies
    23
    Views
    2,753

    ►►Re: Repick Train Issue◄◄

    I don't think repick requirement should be reverted back. and SC2mafia vets are usually 100% willing to stay in the lobby even if hosts are getting repicked left and right, b/c eventually a save will be agreed on, and they know that if they were the only ones to leave, they will end up sitting in a lobby with nothing to do for 20 more minutes.

    I advocated for lower repick requirements. There were always issues with higher repick requirements even back in 1.0, such as AFK hosts being hard to remove, or saves that are so shit yet so on-par with the meta that they weren't repicked, causing people to suffer through a shit save. And worse case scenario, an extremely shit save went through despite babyrage from most, b/c repick requirements were SO high, causing a leavetrain and another period of waiting for a new lobby to slowly regrow its strength (although the boost from players in previous lobby might be enough to cause new lobby to start easily).

    Issues with higher repicks have become even more glaring as Chaos Mode was added. Its novelty yet similarity to standard saves meant people started hosting them, and as people found out that Chaos Mode is practically rigged in favor of shitty modes with imbalanced evil factions and/or completely bullshit RNG mechanics that can steal wins without anyone's input on a whim, people (including me) started leavetraining it once a bad Chaos mode was selected; because, guess what, repick requirements were still too high to let those shitty "Chaos" modes get repicked outta the sky before disaster occurs!

    The idea with lower repick requirements (of which I should suggest 8/15, or as close to 50% as possible), is that with higher repick requirements, repick votes are weaker, meaning bad hosts are more likely to send their troll saves through, necessitating a leavetrain, and both the current lobby and the future lobby to be grabbing those refugees to be enveloped in chaos. Reports, kicks, bickering ensue. Beefs fester.

    With lower repick requirements, bad saves will be repicked, we will eventually and assuredly end up on a host with a good save or who is willing to just calm the lobby down and compromise on a standard save. Lobbies continue as normal. No chaos, no leavetrains, no grudges developed further as disputes regarding saves were handled quickly and in civil manner.

    Quote Originally Posted by MrMostache View Post
    I don't think they reduced it. What happened, is that Frinckles inflated the points gain during beta testing. A lot of people managed to reached 20k points for double repick power.
    God damn it, so thats why everyone is 100x richer than me. I held my hiatus from SC2Mafia (beginning somewhere btwn June-August 2020) just as a long period of extra points began.

    But hold on. Pause. Repick Power? Are we really letting super-rich veteran players have more power with their repicks than new players? New players NEVER naturally outnumbered veterans inside a lobby at any point in time. In fact, veterans who aren't super-rich are the most disadvantaged by this repick system: we know that save is absolute dogshit, but we don't have enough points for our repick vote to magically matter much, especially if the rich veterans are not repicking. Oh well, time to leave or conform.

    The Repick System as it stands had and always was a broken system, and the small adjustment to the repick requirement isn't enough.

    I agree with Exeter's 2nd proposal: after 3-5 repicks in a row, the save should default to a Standard 8331 or 933.

    But I have more proposals:

    1. Equal Repick Votes. No matter how new you are to the game or how rich you are, your repick vote has the same weight.

    2. A repick counter. Everytime someone types -repick or -default, a message should play in the chat, saying "# more votes needed to pick a new/default save.". This lets people know that their repick votes are ACTUALLY fucking working, and further encourages repick trains.

    3. Allow all players to be able to click through the rolelist during the setup. What this means is that they can click through the alignment, roles, and categories sections to the left of the Roleslist, and click on roles/categories to see the Weight and Role Options of any role they wish. Hopefully this can be clientside allowing 15 people to seperately see through the roleslist and come to their own conclusions quickly, but more realistically its likely that were this feature be added, it might actually hijack the Host's ability to adjust stuff during the Lobby (which is on him, he's expected to work and tinker his save on his own time.). Irregardless, checkboxes and sliders are greyed out, so the roles and other settings can be viewed but not edited. This will make for more informed lobbies who can easily expose any tomfoolery the host might try pulling, and -repick in due time.
  32. Forum:Research and Development

    Thread:A -setcount command

    Thread Author:Grakylan

    Post Author:Grakylan

    Replies
    2
    Views
    505

    [New Mechanic] ►►A -setcount command◄◄

    When making saves involving an Any Random, having only limited Exclude options for the Random Slots and Weight sliders is not enough when one wants to do some very esoteric setups such as "Lone kidnapper or poisoner can spawn out of an Triad 8331 with an Any Rand that allows killing roles to spawn" without having the possibility of a second and unwanted SK/Arso/MM to spawn in.

    A suggested command called -setcount will remedy this problem. For example, -setcount Arsonist 1 will allow the number of Arsos to spawn to be hardcapped at 1 even if theres opportunities for multiple Arsonists to spawn. or -setcount Sheriff 3 to set the max possible spawns of Sheriff to 3 even if theres opportunity for 4 or more Sheriffs to spawn. This command can not work on unique roles, so no 2 Judges or 2 Mayors lol.
  33. [Misc. Suggestion] ►►Change Standard 933/8331's vote mode from Ballot/Trial to Lynch/Trial◄◄

    Title says it all. People would be more willing to play Standard if the vote mode was not off-meta.
  34. Replies
    18
    Views
    2,084

    [Role Change] ►►Re: Jailor/Interrogator/Kidnapper Rework◄◄

    When I suggested something in vain of this rework 2.5 years ago, I envisioned it only for the Jailor as a way for him to not rely too much on his N1 jail (hard-countered by constant lynching as RufusPL puts it) but I vaguely remember mentioning "just keep kidnapper/interro the same way"
  35. Replies
    18
    Views
    2,084

    [Role Change] ►►Re: Jailor/Interrogator/Kidnapper Rework◄◄

    the anime: this

    the manga: https://www.sc2mafia.com/forum/showt...r-Interrogator

    i +support
  36. Replies
    1
    Views
    477

    [Role Change] ►►Seperate the Mafia/Triad detect options for Sheriff◄◄

    minor change. but considering Auditor, an evil role, has separate options for Mafia and Triad interactions, I don't get why Sheriff can't have the same.

    It would make the rare 8331 save with the lone rival gang (3 triad save with a lone mafia possibility, or 3 maf save with a lone triad possibility) a bit more bearable for the lone rival, since people can make Sheriff detect the dominant gang but not the lone rival.
  37. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    To clarify, if Constable reveals during a -court but doesn't shoot the Judge, instead shooting someone else, then he's out in the open during an unimpeded court and will soon be dead meat. High risk, high reward. Do not attempt unless you really know what you're doing.
  38. Forum:Research and Development

    Thread:Ventriloquist

    Thread Author:Veliaire

    Post Author:Grakylan

    Replies
    9
    Views
    1,446

    [New Role] ►►Re: Ventriloquist◄◄

    Quote Originally Posted by Veliaire View Post
    Maybe the ability to pm could be toggled on or off via the settings. I can see how the role would be OP if you could also PM.
    and if its off then you are fucked. Even if gov is capped, a confirmed town, any role, can still start a rolecall and fuck you over, like "why are you publicly declaring your role instead of just pming me? 🤨"

    interesting role concept but the tricky thing about PMs will make or break the role in the eyes of many.
  39. Forum:Research and Development

    Thread:Point Reward Suggestions

    Thread Author:Frinckles

    Post Author:Grakylan

    Replies
    19
    Views
    2,562

    Sticky: ►►Re: Point Reward Suggestions◄◄

    Quote Originally Posted by JeremiahSablan View Post
    Custom song tracks for Party Host
    Underrated suggestion. I think the only two non-holiday song tracks that exist for PH are Give It To Me Baby (I think thats the song title?) and that Hava Nagila techno remix (unless that counted as "Holiday theme" b/c Hannukhah). As a Jew, I would love to have my parties be blaring Hava Nagila every time.

    And more Party Host song choices to go along with it.

    I would even suggest once you get 20k or 30k points you can input your own custom song for Party Host via pasting YouTube link, but that will prob lead to copyright infringement strikes so prob not a good idea.
  40. ►►Vests prevent death from poison AND sends confusing feedback.◄◄

    This is a HUGE bug considering that poisoner is the Neutral Killer in most modern Mafia games.

    My save had all options for Poisoners off. This means no notifs of poison, poisoned people die 1 night later, and Poison should NOT be cured by Doctors. That last part is important.

    Now, from the POV of the Poisoner: 4, here's who he poisoned by day.

    N1: Poison 15
    N2: Poison 12. 15 dies to poison.
    N3: Poison 3. 12 dies to poison.
    N4: Poison 1. 3 DOES NOT DIE TO POISON.

    Game ends on Day 5 with Poisoner being lynched by 1 and 3.

    1 was a Doc, so let's see what he (or rather, I) did.

    N1: Heal 12. 12 not targeted by poisoner yet.
    N2: Heal 15. "Your target was attacked!", 15 dies to poison.
    N3: Heal 3. "You have cured your target of poison!" "Your target was attacked tonight!"
    N4: Heal 3 again. "You have cured your target of poison!"

    So it appears that 15 couldn't be cured, but 3 was somehow? 3, the Town Constable with the LARPy Nazi Name, is causing glitches on his end, so lets analyze his actions.

    N1: Nothing.
    N2: Nothing.
    N3: Attacked by triad, healed by 1 the Doc. Given a vest.
    N4: Puts on the vest. Nothing else happens.

    Ok so now lets compare what happened in the last 3 nights.

    Night 2: The doc heals 15, who was poisoned. 15 dies to poison anyways.
    Night 3: The doc heals 3, who was attacked by triad. The doc is told that 3 is "cured".
    Night 4: 3 vests, therefore stopping his poison-induced death. The doc is told that 3 is "cured".

    Verdict:
    Vests prevent your death from poisoner. Any feedback regarding vests triggers the "cure" feedback for doctors whenever targetting those with vests who are targetted by poisoner.

    This goes against the very idea of Poisoner being able to go through night immunity. The Godfather isn't safe, but a dude with a bulletproof vest is? Vests can't prevent poison irl. Please fix this.
  41. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by Takumi Fujiwara View Post
    I genuinely like the idea. I just worry it would be another "gotcha" for scum players to worry about a la party host.
    Party Host gotcha could be circumvented by just waiting a second before entering that message you have already typed up or copypasted for a minute now
  42. Replies
    3
    Views
    1,089

    ►►Re: OFFICIAL 2.0 Setup of the Day Submission Thread!◄◄

    Realm of Grakylan

    Roles List
    Normally I would list them as such
    Spoiler : Usual Rolelist :
    1. Town Government
    2. Town Power
    3. Town Killing
    4. Town Protective
    5. Town Investigative
    6. Town Support
    7. Town Random
    8. Town Random

    9. Dragon Head
    10. Triad Random
    11. Triad Random

    12. Neutral Killing
    13. Neutral Random
    14. Neutral Random

    15. Any Random


    But in accordance with SOTD rules, I will attempt to order them as such. However, you are welcome to take discretion and re-order the list for the sake of better balance as I am not experienced with ordering saves like these.

    Spoiler : SOTD-compliant Role List :
    1. Dragon Head
    2. Town Investigative
    3. Town Protective
    4. Town Support
    5. Triad Random
    6. Town Power
    7. Neutral Random
    8. Town Government
    9. Town Random
    10. Neutral Killing
    11. Triad Random
    12. Town Killing
    13. Town Random
    14. Neutral Random
    15. Any Random


    Minimum Player Count
    13 to ensure the experience to still be somewhat intact. But let's be real, 15 is the one and only standard.

    Time Setup
    Spoiler : Time Setup :

    Day Length: 2.0 minutes
    Game Start: Day w/ No Lynch
    Discussion: ENABLED
    Discussion Time: 1.0 minutes
    Day Type: Trial
    Trial Pauses Day: ENABLED
    Trial Defense: ENABLED

    Night Length: 1.0 minutes
    End of Night: Night Sequence

    Last Wills: ENABLED
    PMs: ENABLED
    Choose Names: ENABLED


    Non-Default Options
    There are a LOT of these.

    Spoiler : Non-Default Options for Random Slots :

    Any Random excludes Killing Roles.
    Town Random excludes Government Roles.
    Town Government excludes Citizen, Mason, Mason Leader, and Crier.
    Town Investigative excludes Coroner
    Neutral Random excludes Killing and Cult


    Spoiler : Options for Town :

    Citizen's weight is to be set to 0.0 . However, they still have one vest, and can win ties against the Triad and/or Mafia.

    Mason and Mason Leader are to be set to weight 0.0 to make them impossible.
    Mayor has 4 votes, but loses those votes if his role changes, and can not be healed.
    Marshall has 2 group executions, of 4 lynches each.
    Crier's weight is to be set to 0.0.

    Sheriff can detect Mafia, Triad, Serial Killers, Arsonists, and Mass Murderers. He can NOT detect Poisoners.
    Investigator does NOT detect Exact Role.
    Detective ignores detection immunity.
    Lookout ignores detection immunity, and can target self.
    Coroner, although excluded from Town Investigative, can still spawn naturally. He discovers all targets, last will, death types, and visitor roles.

    Bus Driver can self-target.
    Bodyguard ignores night-immunity, and can not be healed.
    Doctor knows if target is attacked.
    Enchantress will know if Repel Target is visited. Lure victim will know they are controlled. Repel Target will self-target if visitng. She will have 4 spells.
    Armorsmith can give out 4 vests.

    Jailor can make 3 executions.
    Vigilante can make 4 kills.
    Veteran has 3 alerts, and ignores night-immunity.

    Spy can see all Mafia/Triad targets as well as their kill.
    Escort can NOT be roleblocked, and can detect RB-Immunity.
    Street Racer's weight is to be set to 0.0.
    Oracle is RB-Immune.
    Party Host has 2 parties.



    Spoiler : Options for Triad and Mafia :

    For the lone mafia possibily spawning out of Any Random, you can add a few nominally weak/simple roles like Agent, Framer, Janitor, and Blackmailer. Each of them have a weight of 0.3, and they all become Mafioso if alone. This technically would become the only killing role able to spawn out of Any Random due to their non-killing start.

    Consigliere can also spawn out of the Any Random with a weight of 0.3. It does not become Mafioso if alone, but replaces the Godfather. If this doesn't result in Consig becoming GF on Night 1, then set Consig weight to 0.0.


    Enforcer's weight is set to 0.0.
    The Dragon Head is night-immune, RB-immune, detection-immune, and can kill without Enforcer.

    Informant cleans the target's role, and becomes Enforcer if alone.
    Interrogator can kidnap Triad members, and their execution is unstoppable. However, they become Enforcer if alone.
    Double Flower becomes Enforcer if alone.

    Liaison becomes Enforcer if alone, is RB-immune, and detects RB-immunity.
    Administrator replaces the Dragon Head, and detects Exact Role.
    Silencer becomes Enforcer if alone. Their victim can NOT talk during trial.
    Vanguard becomes Enforcer when alone, but has no cooldown between shadowings.
    Swinger becomes Enforcer if alone.

    Forger is immune to detection, and becomes Enforcer if alone.
    Incense Master has 3 cleans, and becomes Enforcer if alone.
    Deceiver becomes Enforcer if alone. They can hide behind 4 times, even behind Triad, without notifying anyone.
    Diva has 4 copies, and learns the target's role. However, they become Enforcer if alone.



    Spoiler : Options for Neutrals :

    Amnesiac's role is revealed to town. They can become any role.
    Witch Doctor and Cultist will have their weights set to 0.0, making them impossible.
    Executioner becomes Jester upon failure, and must survive to the end. Their target, however, can be anyone.
    Survivor has 4 bulletproof vests.

    Judge has 2 court calls, with 1 day cooldown mandated between court calls. His vote counts as 4, and he can speak at night as the Crier.
    Auditor has 3 conversions, and will be able to convert Mafia and Triad to their basic roles. Immunity prevents conversion.
    Witch can cause self targets, and their target will not be notified of being witched.

    Poisoner does not notify target. Their target dies one night later, and can not be healed by Doctors.
    Mass Murderer is Night Immune and can self-visit. However, he is NOT immune to detection, and has 1 night between multi-kill sprees.
    Arsonist is Night Immune and douses roleblockers. His ignition always kills, and will also kill the victim's targets. However, his day burn is disabled at the moment due to a gamebreaking bug.
    Serial Killer is Night Immune and kills roleblockers. He wins ties over Arsonist. But he is NOT immune to detection.


    Setup Summary

    One of the oldest 8331 saves in SC2Mafia history, having existed in some form since around 2015-2017, when 933 Saves were still in the meta. Because of its storied history, the save has been fine-tuned over time to be both a heavily optimized 8331, as well as an ultimately chaotic one that still stands out even as 8331 has long since became the meta. With many more possibilities for setups than usual 8331 saves, the Realm of Grakylan has order in disorder, and variety in what kind of games are played.

    The point of the save is to offer a typical 8331 experience, while greatly broadening the types of games you can get without going too horribly off meta. This is a save that is both familiar and "safe" yet exciting and variable.

    Any Random can be anything except a Killing Role, meaning that other than the typical 9th town or 4th neutral, there can also be a 4th triad, or even a lone mafia (which will still convert to Mafioso, circumventing the No Killing Role rule that blocks more powerful killers). Random slots are maximized to the extent allowed without creating a heavily imbalanced save. Town will always have one of each role category. Roles are maximized to be as powerful as they reasonably can be, to allow for a wide variety of role interactions, deception, randomness, and most importantly, skillful play.

    Setup Code
    Spoiler : Setup Code :

    Save 1
    Author:
    Save Name:
    str1: 1211001111 11 111110 1111 0 11 0001 1 11 1 1111 111 1011 001 001 1 11 011 0 0101 1 0 1 1 11101 01 0 0 0 0 0 0 11110 111 110 11 1001 11 10 011 100 10101 10101 0 0 0
    str3: 2.02 0.98 1.01 1.03
    str4: 1110 0001 1 101 111010 101 1000 1101 11100 0100 11101 110011 0 0000 01011 0 10000 010000 0 110110 10000 0000 0000 00000 00000 000000 000000 0000 11000 00000 0 000000 000000 00000 1001 10000
    str5: 0 11110 111 110 11 1001 10 11 111 100 10101 10101 1 1 0
    str2: 4 4 4 4 4 4 4 4 5 4 4 4 4 4 4
    str0: 4 8 7 6 5 20 2 2 2 15 15 12 19 19 1
    str6: 0 2 2 2 2 2 0 2 2 2 2 2 2 0 2 2 2 0 2 0 0 2 2 2 2 2 2 2 2 2 0.2756 0.2756 0.3151 0.2756 0.3151 0.2756 0.3151 0.2756 0.2756 0.315 0.2756 0 0 0 0
    str7: 2 2 2 2 2 2 2 0 2 0 2 2 0 2 0 2
    str8: 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2
  43. Forum:Mafia Discussion

    Thread:Every new role is fun except....

    Thread Author:PrinceKO

    Post Author:Grakylan

    Replies
    6
    Views
    1,219

    ►►Re: Every new role is fun except....◄◄

    "Street racer is strong" lol no

    Lover is just bad luck role, but once your guy survives n1 (best chances would be a town gov or even a triad or NK) then it becomes a fun game of trying to help your love's alignment win without getting either you or the love endangered. Had a game as Triad where Lover basically subbed in for a triad who died n1, b/c they loved me.
  44. Forum:Research and Development

    Thread:setup selection in lobby

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    5
    Views
    821

    [Other Change] ►►Re: setup selection in lobby◄◄

    oh boy another 8331 vs 933 argument

    brief dip on that debate, but i prefer 8331s myself. I was an early trendsetter of 8331 alongside Distorted back when 933 was still meta. I was one of the few people hosting 8331s back then. Hell, I even have my Any Random include anything except killing roles, broadening the possibilities compared to most other 8331s. 8331 has higher skill ceiling due to the extra randomness added which you fellas have to solve and counter.

    But to get to the issue of OP

    Quote Originally Posted by OzyWho View Post
    Get in a game
    host do the "pick a default setup and switch to Save setup to start very quick"
    no time to repick and 15 players are somewhat forced whatever the 1 host wants to play.
    We do this Default->Custom switcharoo b/c otherwise we have to spam the fucking start button for 15 seconds before starting the 10-second "Save is Starting" phase while the game complains about "WAAAAAAH YOU ARE TRYING TO START TOO FAST". If we don't feel like stalling around in lobby any longer, we do that to start the game quickly. Of course that has the side effect of fucking up repick votes.

    But I noticed that even with people not quick-starting with the switcharoo, only about 10% of repick votes actually work. People might be hooting and hollering about it, the save might be the trolliest shit to ever exist, there might even be a "Some people have repicked" and "Some people want to use a default save" message at the same fucking time and the troll host wouldn't be repicked. Nobody knows just how far the repicking campaign has progressed b/c votes are hidden AND rigged in favor of veteran players in general. I brought this issue up to Frinckles on the sc2maf discord and he promises to rework the repicking system on February. Hopefully we can get "# more votes needed to repick" announcements to let people know that repicking isnt a hopeless cause.
  45. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by Takumi Fujiwara View Post
    So, stop it how? Players begin typing with the names again? Votes become not anonymous? Would courted marshal lynch still continue?
    What I mean is that once the Judge dies to Constable/DF shot or Arso day burn, or lynched by Marshall during a courted group lynch, the names and votes stop being anonymous.
  46. [New Mechanic] ►►Re: Constable should be able to stop a -court if he one-shots the Judge◄◄

    Quote Originally Posted by RufusPL View Post
    The question rather would be should the Judge court stop if he manages to die in any way before it's fully resolved (DF shot, Constable shot, Marshall lynch, Arso burn), i don't see a reason to make a Constable only mechanic when it's already a strong role.
    Im fine with evils being able to cuck Judge that way too. Judge is the strongest Neut Evil by far no matter how hes played, and there needs to be more weak spots in him.
  47. [New Mechanic] ►►Constable should be able to stop a -court if he one-shots the Judge◄◄

    Title is self-explanatory. I think it would make for a fun counter to Judge based on deduction or pure luck.
  48. Forum:Research and Development

    Thread:Remove JUDGE night chat?

    Thread Author:Arrow

    Post Author:Grakylan

    Replies
    28
    Views
    3,263

    [Role Change] ►►Re: Remove JUDGE night chat?◄◄

    As for the actual Judge night chat. It's fine as it is, although I wouldn't mind it saying "Judge" instead of "Crier". I just disagree with removing it.

    As Judge you have two strategies you can do:

    You can start talking and coordinating with evil from the very first night. This suppresses potential town leaders and investigatives, pressuring them not to reveal themselves or their leads, since you will guarantee the wrath of a united evil vote on their ass.

    ooooor

    You can not talk at all, meaning no coordination with evils and leaving them exposed to town, and you run the risk of being mistakingly shot by a fellow evil. However, this makes it harder for town to find out who the Neutral Evil is at first, since you wouldn't be speaking and making yourself known, allowing for more possible townies or NBs to be mislynched before you court. The best part about this strategy however is that you can lull the town into a false sense of security, and ambush the first townie to dare out an evil or take leadership of the town. The evils will still be united in voting them out anyways.

    Me personally, I play the second strategy. But there is a lot of merit to the first strategy and it comes down to personal perference or what strategy genuinely is better for a certain game. We should not be restricting the strategies you can play with a role.

    Nothing's wrong with Judge. In all actuality, a lot of things are wrong with Crier, and at the very least, before we could agree on a rework, we could atleast agree on making Judge night chat say "Judge" instead of "Crier", since it wouldn't change ability to do the above two strats while giving Crier some sort of a chance.
  49. Forum:Research and Development

    Thread:Remove JUDGE night chat?

    Thread Author:Arrow

    Post Author:Grakylan

    Replies
    28
    Views
    3,263

    [Role Change] ►►Re: Remove JUDGE night chat?◄◄

    Quote Originally Posted by Frinckles View Post
    That's basically Journalist. I'd rather have that be it's own role.

    I'll post my thoughts on changing crier later.
    Then what do you have in mind for a Crier rework? B/c making a potential rework of Crier be its separate role isn't helping the Crier role itself.
  50. Forum:Research and Development

    Thread:Street Racer

    Thread Author:OzyWho

    Post Author:Grakylan

    Replies
    18
    Views
    2,695

    ►►Re: Street Racer◄◄

    Quote Originally Posted by rumox View Post
    Well now that your perceived weakest role weakest role is removed, what's your new weakest role? Are you going to remove that role too?

    [snip]

    It's why roles like Doctor, Citizen, etc are loathed relentlessly despite them being probably the most played/used roles in Mafia outside of the custom map game.
    Citizen doesn't usually spawn naturally from saves, although if they do then the save creator usually just forgot to account for Citizen weight and its like 2-5% chance. But irregardless, Citizen atleast has a vest, meaning Mafia, Triad, and NKs won't bother hitting them earlygame, which is dangerous for them to do if the citizen survives to final 2, winning in a tiebreaker against Mafia or Triad. Atleast he has that.

    As for roles like Doctors and Bodyguards, which some people might rolequit (and they get reported if they do), but most don't, simply because the role is actually good for the town in the right hands. Sure, the scum usually claim doc or BG pretty frequently, but that is offset by the absolute utility those two have in protecting town leaders, town investigatives, or even other town categories. BG can even massively change the balance of the game on N1 in favor of town by correctly guessing the target of the DH/GF or NK.

    If I were to 0% the shit out of SR and Crier, which I have, as well as Citizen, which is buffed to have vest and tiebreaker and will spawn out of Auditors anyways, I won't 0% any other town role simply because they actually have better utility for the town, even the "next weakest role" naturally spawning in that situation would be far better for town than a Crier, an SR, or a Citizen naturally spawning.

    Quote Originally Posted by rumox View Post
    Maybe try to think of Street Racer as an off-shoot Veteran? The playstyle is basically the same, you WANT evils to visit you when you can drift.
    Hmm let's see...

    spam a fucking bunch on Day 1. People will know its vetbait, meaning townies and mafia/triad alike (smart ones atleast) will hesitate to visit you, especially if you have a colored name while doing so. Ok, but say a dumb maf/triad falls for the "vetbait" and visits you N1 when you drift?....Ok, you accomplished basically nothing besides averting a town kill. If they are exceptionally retarded they might fall for it again N2 b/c they think the game is glitched or you got healed or something. You probably saved the lives of 1 to 2 townies, but this requires a lot of factors outside of your control to pull off. And with some of the retarded towns I've seen since my return, all the effort you put in by faking vet and getting lucky with having retarded evils will be for nothing, b/c the evils are not going to speak up about you somehow drifting away from them lol. Best case scenario for you is that a gullible but not dumb townie visits you N1, gets no feedback, and pipes up about you, allowing you the opportunity (not guarantee) to confirm yourself as SR and start leading town.

    Or stay silent which is current SR meta and we go back to Square One with the problems I have described with SR.
Results 1 to 50 of 344
Page 1 of 7 1 2 3 4