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mantlepiecek said:

The recent game was good example of nos but there shouldn't have been an SK imo.

If you have an SK, then reduce the no. of scum players or something.

Not really, remove the modkills this game and town would have had a very comfortable win instead of a close call win.



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TruckOSaurus said:
mantlepiecek said:

The recent game was good example of nos but there shouldn't have been an SK imo.

If you have an SK, then reduce the no. of scum players or something.

Not really, remove the modkills this game and town would have had a very comfortable win instead of a close call win.

That is because the town played really, really well. They were in MYLO since day 4 and endured it for 3 days.

All because of modkills and SK. Sure without modkills town would have had a better time, but without modkills there would have been some lynches too and I think there would have been some mislynches as well.



Also on VGC for some weird reason there is always modkills on town side in bigger games.



My policy on Modkills for next game will be explicitly stated in the OP, so it won't come as a surprise to anyone, and no-one can argue with it.

I will post that the day is about to end and you have entered twilight. At which point players should stop posting. Roughly 15 minutes later I will end the game, and anyone posting after will be modkilled. The first player to post will get a warning though.
This 15 minute gap means players who have long posts will post before the day ends and see the warning post and won't be modkilled unknowingly. Any player who doesn't bother to check after this has been stated in the OP only has themselves to blame.



So hyped for Rome 2: Total War

Check Round 26 for why you DON'T remove a mafia member just because there's a SK. SKs make games swingier, but in terms of numbers they shouldn't affect the balance. Rather there should be powers to account for the additional threat to other factions.(the BP of the godfather, commuter, doctor)



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The round I host will also be strict in terms of day ending. Hopefully your(DT) round will help get the message across.



To scum's benefit, if I were to include an SK and reduce their no. then I would severely weaken town's power. Town doesn't need night powers as much as they may think.

 

Or maybe I won't. We will see what happens in the next game.



Humm...
So I am discussing balancing with myself (looking at the fact, that I will host Round 54 soon™)

So... right now I am thinking about calculating balancing like this (a maximum deviation of -1 or +1 is allowed):

Scum Player: -3
Scum Power: -1
Scum Power-Nerf: +0,5
Scum Negative-Power: +1 - +2
Town Player: +1
Town Power: +1
Town Power-Nerf: -0,5
Town Negative-Power: -0,5
3rd Party Survivor: 0
3rd Party Others: -2

To the definition of what I consider a nerfed power:
The possibility to get a wrong result, limited shots (well, limited shots depends on the power...), 2 powers - when you have to choose among them at night.

Of course it is hard to number the balancing like this and individual outcome calculation has to be done...



I think this might work pretty well for a game without third party. Perhaps third party survivor would work.

I think whenever you start throwing in a 3rd party who can harm both town and scum, then it screws up the balancing. By your table a third party other would require an extra 2 town players/powers, but that harms scum quite significantly. Just look at my game last round, I added in a tracker because of the Gravemind and it just nailed scum's coffin.



So hyped for Rome 2: Total War

Claiming round 59