ICECLIMBERS wrote:I think 45/45/10 is a roughly good ideal.
What does this have to do with anything?Kirize12 wrote:Would you rather have a million kids in cages or half a million kids in cages?
I think Brilliand is trying to say it should be 33/33/33.Kirize12 wrote:I’d rather have 45/45/10 than 67/25/8
ICECLIMBERS wrote:lol imagine saying that mafia wasn’t designed for equal village/scum winrates and expecting for people to take you seriously
From NK's perspective, it really isn't. 45/45/10 only gives NK a 2% higher win rate over 60/32/8. Any improvement for NK is a blessing, but to call this a "vast" improvement is a bit of an overstatement. NKs would still get shafted, and we'd see the same leavers ruin our day every time they roll NK.JustSomeOtherGuy wrote:His point is 45/45/10 is achievable, and 33/33/33 may not be. It's still a VAST improvement.Brilliand wrote:Yeah, what MysticMismagius said. 60/32/8 is a Schelling point - not a particularly good one perhaps, but it has a clear logic to it. 33/33/33 is also a Schelling point, and is also the best way to design the game, so far as I can tell. 45/45/10 is not a Schelling point, or at least I don't see the logic behind it - it just seems like an arbitrary set of numbers that has the same problems as 60/32/8 to a lesser degree.
Also since ICECLIMBERS said this:...I'm inclined to hold him to a higher standard than the rest of us. If he's going to espouse something even slightly proportional, he can have his own insult back.ICECLIMBERS wrote:lol imagine saying that mafia wasn’t designed for equal village/scum winrates and expecting for people to take you seriously
I'm just bringing it to light that the winrate suggested doesn't really change anything when looking from that point of view. NKs are important too, ya know.JustSomeOtherGuy wrote:Didn't specify NK. I said significant improvement generally.
That is true. I still think 10% winrate for NKs isn't ideal, but 33% isn't either.ICECLIMBERS wrote:In a longform, very vanilla game of mafia the setup should be balanced in a way that all factions have a chance of winning. This includes 3p kill-capable scum and even additional informed minorities. Town of Salem is rapidly paced and role madness. A great number of changes would be needed to achieve that balance in a game that appears to have been designed with the idea of NK being the underdog.
And, to be frank, people would complain if town won only 1/3 of the time.
Razbae wrote:Ret has always been OP but the only way to really nerf it is to get rid of it.
Razbae wrote:Ret has always been OP but the only way to really nerf it is to get rid of it. If BMG implements actual nerfs to the already one click warrior, it'll make the role even worse to play and have less impact in casual modes. BMG just needs to get it out of ranked, however, they won't. Why? idk but it's not rocket science like OP is trying to make this seem like so BMG obviously know it's op and have known for a long time. Good luck getting ret out of ranked.
SantanaTheSmall wrote:Note: the ret games only included games where the ret successfully pulled off a revive.
James2 wrote:SantanaTheSmall wrote:Note: the ret games only included games where the ret successfully pulled off a revive.
This is a systemic methodological flaw that invalidates your entire analysis.
MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
James2 wrote:MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
"In games where Plaguebearer becomes Pestilence, his winrate is too high"
"In games where Juggernaut advances to his final tier, his winrate is too high"
Etc.
It's an arbitrary criteria. The relevant winrate is the rate at which a Ret rolling leads to Town victory, not the rate at which a Ret rolling and the gameplay going in a certain way results in Town victory.
This pretty much says everything I was going to say in response to James2's comment.SantanaTheSmall wrote:There’s already been multiple analyses on that. I’m adding to the discussion by answering then question: “when ret DOES pull off a revive, what is town’s likelihood of winning?”James2 wrote:"In games where Plaguebearer becomes Pestilence, his winrate is too high"MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
"In games where Juggernaut advances to his final tier, his winrate is too high"
Etc.
It's an arbitrary criteria. The relevant winrate is the rate at which a Ret rolling leads to Town victory, not the rate at which a Ret rolling and the gameplay going in a certain way results in Town victory.
And honestly, if you see a small gap between ret’s existence and ret’s success in their ability’s use, that indicates that the percentage of rets that pull off their revive is high. So it’s NOT like plaguebearer or juggernaut, wherein their success is extremely low. It’s a false equivalence to compare them.
James2 wrote:MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
"In games where Plaguebearer becomes Pestilence, his winrate is too high"
"In games where Juggernaut advances to his final tier, his winrate is too high"
Etc.
It's an arbitrary criteria. The relevant winrate is the rate at which a Ret rolling leads to Town victory, not the rate at which a Ret rolling and the gameplay going in a certain way results in Town victory.
SantanaTheSmall wrote:James2 wrote:MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
"In games where Plaguebearer becomes Pestilence, his winrate is too high"
"In games where Juggernaut advances to his final tier, his winrate is too high"
Etc.
It's an arbitrary criteria. The relevant winrate is the rate at which a Ret rolling leads to Town victory, not the rate at which a Ret rolling and the gameplay going in a certain way results in Town victory.
There’s already been multiple analyses on that. I’m adding to the discussion by answering then question: “when ret DOES pull off a revive, what is town’s likelihood of winning?”
And honestly, if you see a small gap between ret’s existence and ret’s success in their ability’s use, that indicates that the percentage of rets that pull off their revive is high. So it’s NOT like plaguebearer or juggernaut, wherein their success is extremely low. It’s a false equivalence to compare them.
ElderSivart wrote:James2 wrote:MysticMismagius wrote:“In games where Retributionist revived someone, Town’s win rate is way too high”
"In games where Plaguebearer becomes Pestilence, his winrate is too high"
"In games where Juggernaut advances to his final tier, his winrate is too high"
Etc.
It's an arbitrary criteria. The relevant winrate is the rate at which a Ret rolling leads to Town victory, not the rate at which a Ret rolling and the gameplay going in a certain way results in Town victory.
In most games, Retributionist can revive night 2. It is generally most beneficial to the Town for them to do this.
Comparing it to Plaguebearer and Juggernaut, which usually do not achieve the conditions you mentioned until late in the game, is false equivalence in my eyes.
James2 wrote:The point wasn't the specific rates. The point was that whether or not ret successfully revives is a product of player skill. Since a successful revive selects (to some extent) for skill, the value of this data is substantially reduced.
...
A lot of rets wait to revive more important roles. Saying that it's possible for a ret to revive with relative ease doesn't mean it actually happens that way.
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