[Newcomer FM] NFM60 | Game Over | Town Wins

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 6:26 am

The amount of Town PRs isn’t the problem. It’s the fact how strong some of them are.
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby Phone0Ix » Wed Oct 10, 2018 6:27 am

I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil
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Or Silver because of my old discord name. Or Mikan because of my new discord name. Or Julian as that's my actual name
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 6:28 am

JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil

>8v4

Wtf
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby Phone0Ix » Wed Oct 10, 2018 6:30 am

BasicFourLife wrote:
JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil

>8v4

Wtf

It's 8v3
Call me Phone Ig

Or Silver because of my old discord name. Or Mikan because of my new discord name. Or Julian as that's my actual name
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 6:38 am

BasicFourLife wrote:The amount of Town PRs isn’t the problem. It’s the fact how strong some of them are.


true, but there isn't weaker PRs, so you have use less of them
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 6:39 am

JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil


maf traitor is better than NE, if you don't use nk
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby Phone0Ix » Wed Oct 10, 2018 6:41 am

RAmcius wrote:
JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil


maf traitor is better than NE, if you don't use nk

Ok so mafia traitor instead of ne. And for ti: I think it is fine if there are newer inv results for the investigator. And maybe remove ts like some ppl suggested? And rt can't roll citizen
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby NightTerror86 » Wed Oct 10, 2018 7:04 am

TI
TP
RT
RT
Cit
Cit
Cit
Cit

GF
RM

Traitor

Guaranteed TK is bad even in the already existing role list, even if you keep it at 13p the guaranteed TK should go imo
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 7:07 am

NightTerror86 wrote:TI
TP
RT
RT
Cit
Cit
Cit
Cit

GF
RM

Traitor

Guaranteed TK is bad even in the already existing role list, even if you keep it at 13p the guaranteed TK should go imo

Non-Guaranteed Town Killing slot is even worse, because it brings heavy swing to the game whether a powerful role exists or not. 3 mis lynches is kind of necessary for Town, reducing the playerlist to 11p isn’t the way to go imo.
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 7:14 am

hm, it might be good idea to remove TK from NFM
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby FirstToGetThisName » Wed Oct 10, 2018 9:35 am

And replace it with an RT?
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 11:29 am

Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 11:42 am

RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit

>Confirmed Town Support

explain why
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 12:00 pm

BasicFourLife wrote:
RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit

>Confirmed Town Support

explain why


To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 12:05 pm

by putting so many limitations on PRs, ur forcing all Mafia to claim Citizen
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby FirstToGetThisName » Wed Oct 10, 2018 12:18 pm

RAmcius wrote:
BasicFourLife wrote:
RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit

>Confirmed Town Support

explain why


To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town

But at present it's kind of possible. As demonstrated by how every other TI went to check Chemist N1 even though they only knew of a total of 2 TIs in existence, seeing 3 TI's on the board is bound to present the mafia with an opportunity to mislynch. (right?)
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 12:27 pm

BasicFourLife wrote:by putting so many limitations on PRs, ur forcing all Mafia to claim Citizen


What's wrong with that? Cit is pretty common scum claim already and it isn't that bad
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby Jalandh » Wed Oct 10, 2018 12:30 pm

RAmcius wrote:
BasicFourLife wrote:by putting so many limitations on PRs, ur forcing all Mafia to claim Citizen


What's wrong with that? Cit is pretty common scum claim already and it isn't that bad


All mafia being forced to claim Cit means all PR claims are autotown which is bad and should never happen until late game with like 1, maybe 2.
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 12:33 pm

FirstToGetThisName wrote:
RAmcius wrote:
BasicFourLife wrote:
RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit

>Confirmed Town Support

explain why


To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town

But at present it's kind of possible. As demonstrated by how every other TI went to check Chemist N1 even though they only knew of a total of 2 TIs in existence, seeing 3 TI's on the board is bound to present the mafia with an opportunity to mislynch. (right?)


At present it's possible, yes, and town won 10 out of 13 games, tbh should be 11, as NFM55 should've been another town win too. Yes, you might get 1 mislynch, but you need 3 to win, or even 4, if game is little bigger - you have get rid of TP, then go after TI and if there are 3 of them, they live for several nights, they get results, clear some people and you might find yourself in a spot, where you simply can't mislynch anyone and lose to PoE

P-edit:
Jalandh,
counterclaiming as scum is a thing and newbies learning that would help them to be better scum players in future
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 12:34 pm

@ram

1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 12:40 pm

BasicFourLife wrote:@ram

1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario


no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby Jalandh » Wed Oct 10, 2018 12:52 pm

RAmcius wrote:
BasicFourLife wrote:@ram

1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario


no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them


3 Specific slots, 1 RT slot

Town1 claims bodyguard, Town 2 claims Sheriff, town 3 claims Escort, Town 4 claims Transporter

Scum1 claims Investigator, Scum2 claims Escort, Scum3 claims Cit

Town1 is confirmed town, Town4 can easily confirm themselves, town4 should move Town2 and Town1 should vest

Scum has to kill Town 3 or 4, leaving town with another confirm on which they dont kill as Town 3 should have announced who they are rbing

Scum2 autolynched, Town2 going into looking for the mafia in the cit claims

Town2 cant be killed at this point without outting scum1 as scum so Town4 moves Town1 and town1 protects town4, leaving 2 PRS scum cant safely kill.

Scum now have to kill within the Cit claims, where their last and safest member is hiding
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby BasicFourLife » Wed Oct 10, 2018 1:58 pm

Jalandh wrote:
RAmcius wrote:
BasicFourLife wrote:@ram

1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario


no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them


3 Specific slots, 1 RT slot

Town1 claims bodyguard, Town 2 claims Sheriff, town 3 claims Escort, Town 4 claims Transporter

Scum1 claims Investigator, Scum2 claims Escort, Scum3 claims Cit

Town1 is confirmed town, Town4 can easily confirm themselves, town4 should move Town2 and Town1 should vest

Scum has to kill Town 3 or 4, leaving town with another confirm on which they dont kill as Town 3 should have announced who they are rbing

Scum2 autolynched, Town2 going into looking for the mafia in the cit claims

Town2 cant be killed at this point without outting scum1 as scum so Town4 moves Town1 and town1 protects town4, leaving 2 PRS scum cant safely kill.

Scum now have to kill within the Cit claims, where their last and safest member is hiding

Transporter ain't in NFM.
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby RAmcius » Wed Oct 10, 2018 2:02 pm

Jalandh wrote:
RAmcius wrote:
BasicFourLife wrote:@ram

1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario


no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them


3 Specific slots, 1 RT slot

Town1 claims bodyguard, Town 2 claims Sheriff, town 3 claims Escort, Town 4 claims Transporter

Scum1 claims Investigator, Scum2 claims Escort, Scum3 claims Cit

Town1 is confirmed town, Town4 can easily confirm themselves, town4 should move Town2 and Town1 should vest

Scum has to kill Town 3 or 4, leaving town with another confirm on which they dont kill as Town 3 should have announced who they are rbing

Scum2 autolynched, Town2 going into looking for the mafia in the cit claims

Town2 cant be killed at this point without outting scum1 as scum so Town4 moves Town1 and town1 protects town4, leaving 2 PRS scum cant safely kill.

Scum now have to kill within the Cit claims, where their last and safest member is hiding


You just highlighting what i am saying - town PRs are frikin' strong and we can't make most of people cits, cause that would scare ToS players

Also, i wasn't considering trans as a potential role for this rolelist
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Re: [Newcomer FM] NFM60 | Game Over | Town Wins

Postby 0verki11 » Thu Oct 11, 2018 3:39 am

FirstToGetThisName wrote:
RAmcius wrote:
BasicFourLife wrote:
RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like

TI
TP
TS
TI/TS/cit

>Confirmed Town Support

explain why


To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town

But at present it's kind of possible. As demonstrated by how every other TI went to check Chemist N1 even though they only knew of a total of 2 TIs in existence, seeing 3 TI's on the board is bound to present the mafia with an opportunity to mislynch. (right?)

First are you going to play another game? You were the best town by far this game.
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