James2 wrote:Yes, the Jailor and Mayor can exert considerable influence using brute force alone. Everyone else is dependent on their charisma and will power.
No. Jailor and mayor are not somehow distinctly the only powerful roles on account of your believing them to be. Arguing that a role's power is dependent on the player's charisma and willpower is stupid because it can apply to every role. Obviously we're talking within the context of an expected level of charisma and willpower being used by a player with the role in question.
For example, when we say a jailor has power it's because we can reasonably assume that at some point he'll use his execution - or at least threaten to. We can also say a doctor has power because we can reasonably assume that he'll actually be using his heals on targets he believes should be healed. Obviously
the use of a role's abilities are not inherent to a player having that role in a game, but it would be stupid to argue anything without the assumption that the player would make use of those abilities in some expected fashion.
I'm beginning to believe you're not taking this discussion seriously.
James2 wrote:In any case this is irrelevant. Mafia is balanced around win conditions, not its ability to satiate the players' libido dominandi.
Again, are you being serious here? Do you really not understand what I/we mean when we say "power"? Here, I'll give some more examples:
- The ret's power comes from its resurrection; by bringing someone back from the dead, the ret gains voting influence (by becoming confirmed), and indirectly influences the game through the person they resurrected (as that person can now influence the game much more strongly than they could while dead)
- The lookout's power comes from its ability to see visits; by seeing visits to a target, the lookout threatens evils to stay away from that target (or rather, several possible targets), gaining influence around that target (e.g. ensuring their survival) and possibly indirectly the game through that target (as that person will be more likely to continue to be able to influence the game)
- The sk's power comes from its ability to kill at night while being protected from basic attacks; by choosing who gets to live and die (to an extent), the sk gains influence over the game by removing the influence of others; the sk's defense also acts as an influencer, as it increases the likelihood of his survival at night, thus increasing the likelihood that he will be able to continue influencing the game maximally (i.e. while alive, as opposed to dead)
- The amne's power comes from its ability to remember as a role; after remembering, the amne is not only able to gain voting influence (by confirming itself as desired), but it takes on the power of whatever role remembered as, gaining influencing ability in whatever sense that may be; but even before remembering, the threat of remembering as a certain role is often influencing enough to certain roles to make note of an amne's presence, and potentially influencing decisions (e.g. an evil killing the amne before it can become a TP)
Recalling the reason this sub-discussion even started, you claimed that survivor is not underpowered because of its high winrate. I am arguing that winrate, while not independent of power, is not causally related to power alone, and thus no strong assumptions can be made about power on the basis of winrate. Rather, the role itself should be looked at with the understanding of what power is (as defined, "influencing ability" is adequate).
As I hope I've made evident, every role has
some level of influencing ability. But I don't see how one can argue that survivor
doesn't have one of the lowest levels of influencing ability among the different roles that might be in a game (implicitly, now explicitly, of AA/CAA). If you do believe this to be true, I'd like to hear you argue it.
James2 wrote:Your point would be valid if the results did not cohere with what we would expect. Survivor is by nature a very easy role to win as.
This is simply a logical fallacy. You cannot assert data to be evidence of a conclusion on the grounds that it aligns with that conclusion alone. If you could, I could go and make a fake spreadsheet right now showing the opposite and present it as evidence of the opposite. The numbers themselves are not the only important aspect - the data needs to be legitimate.
Since the data you've provided
isn't legitimate (at least insofar as this discussion is concerned), it's functionally irrelevant and might as well not exist. As a result, your claim of surv's winrate is baseless, and also might as well be asserted false until demonstrated otherwise. (Note: I'm not saying surv is
particularly difficult to win as - especially compared to something like ww - but I certainly don't agree that it's "easy" to win as surv)
Again though, ultimately winrate cannot be used to imply anything meaningful about power alone, so from hereon I'll not be responding to arguments making such a claim.