Knuffeldraak wrote:Tbh, this is more something that has to do with the meta rather than how roles originally work. It is very hard to work around the tp/lo jailor meta.
I think the problem lies at that there is always a guaranteed jailor. Imo, it should be 2 town killing rather than a guaranteed jailor.
Flake wrote:Kombinator1991 wrote:I would remove an RT or TI, and switch it into any.
I too want the outcome of a supposedly competitive game mode to be strongly impacted by random chance. Why this is even STILL a debate, I don't know.
I can honestly see why devs are scared to take on the opinions of the ToS community.
wozearly wrote:Flake wrote:Kombinator1991 wrote:I would remove an RT or TI, and switch it into any.
I too want the outcome of a supposedly competitive game mode to be strongly impacted by random chance. Why this is even STILL a debate, I don't know.
I can honestly see why devs are scared to take on the opinions of the ToS community.
Ah, Flake, you know I respect ya...but it's still a debate because it holds merits as well as flaws. The negative and positive impacts of random chance, for individuals, cancel out over the long-term precisely because of the nature of random chance.
In the short-term, it remains a relatively straightforward change that would disrupt elements of the Town meta that rely overmuch on predictability of roles as well as the more nebulous issues around confirmability. I agree that there are alternative ways to get to the same place by different means, but these typically involve drastic surgery to the balancing and/or alignment of multiple roles and require further reworks to the rolelist; the epic rebalancing rework thread built by yourself and Basic4Life is a case in point. There is a risk that the perfect becomes the enemy of the good in such a situation.
There's also a more fundamental question about what type of game ToS is, and the role of randomness within it, which has a huge impact on how people view balancing. Some would prefer it to be more like chess - a fundamentally even starting point where predictable individual player actions will dictate victory in the overwhelming majority of circumstances. Others consider it to be more like poker - where an uneven starting point is expected and chance plays a pivotal role, with the way you act, react, interpret, guess and influence using the hand you're dealt against the hands you're facing is a key determinant of success.
Both are, objectively, competitive games and both have an entirely different relationship with chance. It's entirely reasonable to make the case for turning Ranked in ToS more towards the Chess model, but it's always been a false argument to say that competitiveness can only be achieved if randomness is eliminated.
panapparos wrote:With the exception of Town having Retri and / or multiple easily-confirmed TS as RTs, I think claims of Town being OP are exaggerated. In fact, if there aren't multiple TS / retri, there are even scenarios were evils start with an advantage such as if Witch is NE and / or jani + consort combo and / or SK as NK.
Don't get me wrong I agree that most of the RMs' abilities are next to useless and I want both them and Mafia in general to be buffed a bit. Still, claims like mafia can't win or it's only through luck are overplayed (unless luck refers to the role list)
Regarding Jailor Meta I would propose this:
Make it so it is harder for Townies to save Jailor from getting killed (something already done to a small degree with the Arso change). This can include:
- Making BGs unable to guard the Jailor either permanently or for the first 1 - 2 nights (BG can still go on Jailor but it has no effect). Jailor at d1 doesn't know if the TP is BG or Doc so he won't claim.
- Making BGs and / or Docs unable to protect Jailor for N1 and / or N2. He can still be transported to safety but transpo isn't guaranteed so Jailors wouldn't claim
The above would also help reduce overall meta and Vfr since outing the jailor through Vfr on day 2 when town can't protect him would be really bad for town.
fwogcarf wrote:Mafia doesn't need to be buffed. End of discussion.
BasicFourLife wrote:It can only impact the game negatively. There are absolutely zero positives to it and anyone even considering should seriously take a deep breath and think about what the fuck is wrong with them.
panapparos wrote:With the exception of Town having Retri and / or multiple easily-confirmed TS as RTs, I think claims of Town being OP are exaggerated. In fact, if there aren't multiple TS / retri, there are even scenarios were evils start with an advantage such as if Witch is NE and / or jani + consort combo and / or SK as NK.
Flake wrote:-snip-
Flake wrote:The argument that the impacts of random chance will "cancel out" in the long-term is not correct in this case. It is true that the impact which a player's skill has on their win rate over a large period of games will converge to something which is indicative of their skill level; however, it is not true to say that, with this random chance, a player's skill will have an equal quantity of impact on their long-term win rate than if this random chance were not to be there. So long as this is the case, the impacts of random chance when added to the game will certainly not cancel out in the long-term.
panapparos wrote:With the exception of Town having Retri and / or multiple easily-confirmed TS as RTs, I think claims of Town being OP are exaggerated. In fact, if there aren't multiple TS / retri, there are even scenarios were evils start with an advantage such as if Witch is NE and / or jani + consort combo and / or SK as NK.
Don't get me wrong I agree that most of the RMs' abilities are next to useless and I want both them and Mafia in general to be buffed a bit. Still, claims like mafia can't win or it's only through luck are overplayed (unless luck refers to the role list)
Regarding Jailor Meta I would propose this:
Make it so it is harder for Townies to save Jailor from getting killed (something already done to a small degree with the Arso change). This can include:
- Making BGs unable to guard the Jailor either permanently or for the first 1 - 2 nights (BG can still go on Jailor but it has no effect). Jailor at d1 doesn't know if the TP is BG or Doc so he won't claim.
- Making BGs and / or Docs unable to protect Jailor for N1 and / or N2. He can still be transported to safety but transpo isn't guaranteed so Jailors wouldn't claim
The above would also help reduce overall meta and Vfr since outing the jailor through Vfr on day 2 when town can't protect him would be really bad for town.
MoustachioMario wrote:panapparos wrote:With the exception of Town having Retri and / or multiple easily-confirmed TS as RTs, I think claims of Town being OP are exaggerated. In fact, if there aren't multiple TS / retri, there are even scenarios were evils start with an advantage such as if Witch is NE and / or jani + consort combo and / or SK as NK.
Don't get me wrong I agree that most of the RMs' abilities are next to useless and I want both them and Mafia in general to be buffed a bit. Still, claims like mafia can't win or it's only through luck are overplayed (unless luck refers to the role list)
Regarding Jailor Meta I would propose this:
Make it so it is harder for Townies to save Jailor from getting killed (something already done to a small degree with the Arso change). This can include:
- Making BGs unable to guard the Jailor either permanently or for the first 1 - 2 nights (BG can still go on Jailor but it has no effect). Jailor at d1 doesn't know if the TP is BG or Doc so he won't claim.
- Making BGs and / or Docs unable to protect Jailor for N1 and / or N2. He can still be transported to safety but transpo isn't guaranteed so Jailors wouldn't claim
The above would also help reduce overall meta and Vfr since outing the jailor through Vfr on day 2 when town can't protect him would be really bad for town.
I like the idea of making Jailor untargetable by bg and have mayor untargetable by doc
Flake wrote:MicrowavedSalad wrote:I think the other way around, the mafia has a massive benefit over the town: knowing for sure who is on your side, and who isn't.
The mafia can easily take over a town (in ranked anyway) if the jailor/tk isn't too bright. And sadly, iv'e seen my town go to hell immediately after the one or two smart people who actually ask questions die.
Trying to draw a conclusion on the overall utility of Town and Mafia based on low level of play from either or both sides is quite silly. The inherent advantages or disadvantages of either faction are going to be most apparent at a high level of play, so it makes far more sense to draw a conclusion based on the assumption that all players are highly and equally skilled. It is easy to see that Town has far higher inherent potential utility than the Mafia by looking at higher levels of play.
Flake wrote:MicrowavedSalad wrote:I guess that makes sense, but I still feel that it's balanced enough to have a fair game (given that everyone is exerting the same levels of skill and wit) between the fact that townies have trouble confirming each other and mafia is good at fitting in with the townies.
Yikes. Have you played Ranked before?
MicrowavedSalad wrote:Flake wrote:MicrowavedSalad wrote:I guess that makes sense, but I still feel that it's balanced enough to have a fair game (given that everyone is exerting the same levels of skill and wit) between the fact that townies have trouble confirming each other and mafia is good at fitting in with the townies.
Yikes. Have you played Ranked before?
lol yeah just that (for me) the town ends up going dumb and killing themselves off while the mafia blends in naturally until its 4v4 and town accepts their doom
MicrowavedSalad wrote:Flake wrote:MicrowavedSalad wrote:I guess that makes sense, but I still feel that it's balanced enough to have a fair game (given that everyone is exerting the same levels of skill and wit) between the fact that townies have trouble confirming each other and mafia is good at fitting in with the townies.
Yikes. Have you played Ranked before?
lol yeah just that (for me) the town ends up going dumb and killing themselves off while the mafia blends in naturally until its 4v4 and town accepts their doom
Knuffeldraak wrote:Tbh, this is more something that has to do with the meta rather than how roles originally work. It is very hard to work around the tp/lo jailor meta.
I think the problem lies at that there is always a guaranteed jailor. Imo, it should be 2 town killing rather than a guaranteed jailor.
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