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  • 1

    posted a message on 2016 MTGS Mafia Invitational Voting
    All neutrals
    Posted in: Mafia
  • 1

    posted a message on A Brief Report of MTGS Mafia Player Numbers
    Well, speaking as one of those new players... I'm came here for Magic information first (been lurking MTGS for years looking at primers and what not) and accidentally stumbled on to the Mafia subforum. I had some experience playing face-to-face and figured I'd give it a shot. Not sure how you'd really target the "Magic players who also play Mafia" population besides what's already been suggested like tweets from the MTGS account and articles on the main site page.
    Same thing for me.

    I got here because I wanted to up my Lorwyn game. Then I got too good and upped my win rate in limited format to something absurdly high like 90%, and that's when I lost interest in Magic -- I started playing like a Spike, which made playing against Timmy and Johnny a snore (but a friendly snore!), and sheer frustration when dealing with the attitude of other Spikes.

    So I looked around to see if there was anything else for me, and then I discovered the Mafia subforum.

    I also imagine Jace talks in an Australian accent like Jeice from DBZ.
    Quote from Seppel »
    I blame Curse 100%. It crippled MTGS and it hasn't recovered since. They haven't even TRIED to restore the site to its previous functionality.

    MTGS is an absolute pain to browse and post on. The only reason I tolerate it is because I like you all.


    If I had a heart, I would be crying right now.

    (You doing Gen Con again this year again? I feel like I need to get you a beer or something)
    Yup, I'll be there. Booth 2442.

    (Also I prefer wine over beer.) Smile
    Posted in: Mafia
  • 1

    posted a message on GoldenEye Mafia Sign-Ups (Closed!)
    For /in-gland, James.
    Posted in: Old Sign-ups
  • 1

    posted a message on PCQ 2016 Voting Thread - Winning Setups Selected
    Juliet Mafia

    This is an experimental game of mafia where we will all write our own chatbots (1 month deadline) and set them at each other. There will be no special roles.

    Chatbots must match these criteria:

    * Capable of making a random vote at the beginning of the game when there's nothing to respond to
    * Capable of responding to posts that quote the bot
    * Capable of making an original thought if not replied to within 24 hours (or whatever timeframe we all agree on), by quoting a post and responding to it.
    * Capable of submitting a name for a kill, if mafia.
    * You may build in alternate tactics for scumplay, if you wish.

    Beyond that, you can put in as much effort as you like to make your chatbot smart or dumb. But please, no joke bot entries. Try to play to win, as much as you can in an experiment like this.
    Posted in: Mafia
  • 1

    posted a message on Final Fantasy Mafia II - Game Over - Fiend Victory!
    Oh, one other neat thing: KA claimed that Throw worked differently from how Sepiriel claimed it worked. Nobody seemed to notice that. Smile
    Posted in: Mafia
  • 2

    posted a message on Final Fantasy Mafia II - Game Over - Fiend Victory!
    Pizza, I read your wall. Smile
    Quote from Iso »
    With 6 mafia and an SK, there was absolutely no way that the town was ever going to win this game.
    For anyone who wants to complain about balancing issues, let me repeat that the town was almost assuredly going to win until Sepiriel attempted a fancy play that backfired on Day 13.

    Also, if everyone in the town had targeted Bur the night he used Enemy Skill, all 3 remaining mafiates would've been caught instantly. (Even if Bur died, Hooker was alive to resurrect him.)

    If you look through the spectator chat, you'll see how we thought so many times that the town was going to win... yet they just didn't make the right plays. And they weren't hard plays either.

    The game was balanced so the town had the equivalent of 7 mislynches. Any more would have been insane. And that's all I'll say about that. Smile
    Posted in: Mafia
  • 1

    posted a message on Final Fantasy Mafia II - Game Over - Fiend Victory!
    All the secrets of the game!

    Visual Guide to everyone's stats for every Day/Night in the game.

    Mafia QT

    Spectator QT

    =======================================================================================

    All special moves

    Fighter Moves

    Ninja Moves

    Thief Moves

    Dancer Moves

    White Mage Moves

    Black Mage Moves

    Blue Mage Moves

    Time Mage Moves

    Fiend Moves

    Finally, Garland has some special rules of his own:
    * He can't gain HP
    * He gains 2 levels per night
    * He may use an extra move each night
    * As a being of chaos, if a player uses a special move to learn Garland's class or any stats or skills, they won't learn the truth. At any time, Garland may PM the mod with what he wants an investigation to return. If he doesn't choose anything, it will be randomized (the stats will match his level/2).

    =======================================================================================

    The design process

    Regarding the fact that the time limit for game days is much shorter than a regular game: Running through scenarios in our head, we quickly figured out that, because players start off weak in the early game, player interest would suffer. We had two choices: Increase everyone's power across the board, or speed up the day/night phases. Increasing everyone's power across the board practically ruins the elegance of the levelling-up system, which aids in not punishing early-game mistakes for either team. So we decided to make game days go fast: one RL day per living player. It encourages players to actively use their vote power and remain engaged in the game. Plus, the night abilities make up for weaker attacks during the day.

    Regarding HP balancing: Most classes start at 2 attack power. Originally we had everyone start at 1 attack power but realized that the power increase from 1 to 2 is way too significant. So we bumped almost everyone up to 2 attack power, and doubled everyone's HP to make up for it. (SEPPELNOTE: Yet somehow we accidentally added +10 HP on top of that...)

    Regarding the risk of the Blue Mage with Level X Dance levelling his skill up: It's a risk/reward factor. He may just want to stop at the level 3 roleblock, or risk it all and go for the level 5 doom. Players will be claiming, and everyone levels up once per night anyway, so a Level 5 Doom is going to hit a player eventually. It's also handy for catching players in lies. Side note: Level X Dance was inspired from FF6 with Level 3 Muddle, Level 4 Pearl, and Level 5 Doom.

    Regarding the Summoner: Aside from the level 5 summon which protects the black mage, none of that seems like a problem. It might be a little more balanced if the Level 5 summon acted like a bodyguard instead of a doc, but I really think the town needs all the help it can get. In an RPG Mafia Game, killing the smartest players first is an even higher priority than normal, since everyone is a mini-vig, at the very least, leaving less room for investigative roles to be useful.

    Regarding town optimization: The town is always going to play sub-optimally. However, they have a lot of non-damage night abilities that hopefully will make up for that.

    Regarding the Mafia choosing what abilities to level up: It would probably be optimal to have two Mafiates level Assassinate just in case one of them goes down. The Mafia has a lot of options when it comes to building, and it's up to them to determine their best skillset.

    Regarding the fact that this is a 24-player setup that was developed before the change to reel full games back to ~18 players and as such, the game might get hard to track, even with two mods: The mechanics aren't that hard to keep straight (day is basic attacks, and night is resolved all at once).


    =======================================================================================

    The math that Dan lovingly crafted

    Usefulness of each class, based on maximum damage output and damage-to-SP ratio.

    Thief w/Double (either)
    * Atk to 5
    * Double to 5
    == 9 damage for 7 SP
    1.3

    Black Mage w/Poison
    * Poison to 5
    * Atk to 5
    == 10 - 24 damage for 7 SP
    1.4 - 3.4

    Fighter w/Stun Strike
    * Atk to 5
    * Stun Strike to 5
    == 9 damage for 6 SP
    1.5

    Ninja w/Lure
    Thief w/out Double
    Dancer w/Lament + Rally
    White Mage, any
    Blue Mage, any
    Time Mage, any
    * Atk to 5
    == 5 damage for 3 SP
    1.6

    Black Mage w/Meteor
    * Meteor to 5
    * Atk to 5
    == 14 damage for 7 SP
    2.0

    Fighter w/Double Cleave:
    * Atk to 5
    * Double Cleave to 5
    == 15 damage for 7 SP
    2.1

    Black Mage w/Summon
    * Summon to 5
    * Atk to 5
    == 15 damage for 7 SP
    2.1

    Fighter w/Power Slash
    * Power Slash to 5
    * Atk to 5
    == 13 damage for 6 SP
    2.2

    Ninja w/Meditate and Strike
    * M&S to 5
    * Hoard SP
    == 17 damage for 7 SP (102 damage for 24 SP)
    2.4 - 4.3

    Ninja w/Throw
    * Throw to 5
    * Spd to 5
    * Atk to 5
    == 25 damage for 10 SP
    2.5

    =======================================================================================

    How we balanced the mafia kill vs the town power:

    (This section assumes some old setup data, like Assassinate dealing 10/20/30/40/50 damage with no recoil)

    Most commonly, a class tops-out its damage ability at 7 SP (which is attainable no later than Day 9/Night 9). The first FF mafia ended on Day 6, so while this game's Day/Night cycle is less powerful but faster, we can call these numbers theoretical maximums, at 7 SP.

    We have three distinct tiers: 5 damage, 9 damage, and ~15 damage.

    There are 18 available slots (50%) in the 5 damage tier.

    There are 4 available slots (11%) in the 9 damage tier.

    There are 14 available slots (39%) in the ~15 damage tier.

    This averages out to approximately 9 damage. With an average starting HP of 40, this equates to 5 "votes" to kill (assuming someone uses their vote and night ability (if relevant) to deal damage to the same player). This makes using 1 SP for a +10 HP increase make sense as "I need 1 more vote to be killed." This is good for scum, not so good for townies who can be killed right away with Assassinate -- iLord and Guardman were right to make the mafia nightkill deal damage to a mafiate, so I want to add "Deal 5 damage to yourself." to the end of each level of Assassinate. This balances out the need for extra HP to "less important than everything else" for both teams (irrelevant for Garland).

    In other words, players start off underpowered, but end up balanced in the endgame.

    Downside: The first day/night cycle will likely not have a dead body.

    Fix: We make the time limit for D1 shorter than regular D1 to keep players interested.

    e.g. Day 1 will last only 2 weeks. Every game Day after that will have a time limit of 24 hours * # of living players.

    I think the only thing we need to watch out for when randomizing the roles is to evenly distribute the heavy-hitting roles and the weak-hitting roles across the teams.

    Side-note: I'm reducing the level requirement to gain a dual-class to 10 because 20 is absolutely unlikely, but 10 may come around.

    With that out of the way, I think the only thing left is balancing the mafia nightkill. Assuming the mafia's possible maximum power:

    1 Fiend = Likely to carry out the nightkill. 55 max damage.
    1 Fighter Fiend = 15 Max Damage
    1 Thief Fiend = 9 Max Damage
    1 White Mage Fiend = 5 Max Damage
    1 Black Mage Fiend = 14 Max Damage
    1 Time Mage Fiend = 5 Max Damage

    That's 103 damage possible by Day 9.

    Garland's max is 24 damage.

    Now let's calculate the town's power:

    9 possible @ ~15 Max Damage
    1 possible @ 9 Max Damage
    7 possible @ 5 Max Damage

    That's 179 damage possible by Day 9.

    This puts the anti-town power at 127 versus the town power at 179.

    At full power, the town forces can kill 4.5 players per day/night. The anti-town forces could potentially kill off 3 townies per day/night cycle, which reduces the town power by ~1.25 kills.

    In other words, one full day/night of the town attacking scum means the town is very likely going to lose.

    Note that even if a mafiate kills himself from use of Assassinate, there will always be another to take his place as the Assassinator, meaning the Mafia's minimum max damage is still 55, and could easily kill two townies in a three-way.

    What if we lowered the mafia nightkill damage to 10/15/20/25/30 (and reducing the recoil to 1/2/3/4/5 damage to self)? That reduces the anti-town max potential to 83 damage per day/night, or about 2 kills per day/night.

    That gives the town approximately two full days of full-power screwups before they are close to auto-losing. That feels a lot more fair.

    These changes feel closer to the whole "three mislynches before losing" concept.

    =======================================================================================

    And that's all.

    Seppel's final though: Hooray, we didn't go longer than Inheritance or Flame Warriors! Smile
    Posted in: Mafia
  • 1

    posted a message on Final Fantasy Mafia II - Game Over - Fiend Victory!
    Cythare has died. He was a level 23 Dancer White Mage

    Over the course of the next night cycles, the fiends destroy the remaining two heroes.

    Bur has died. He was a level 18 Time Mage Blue Mage

    jskura has died. He was a level 23 Thief Black Mage

    The remaining fiends celebrate their victory.

    Askthepizzaguy, the level 26 Fighter Ninja Fiend has survived with 34 HP.

    KamikazeArchon, the level 24 Thief Ninja Fiend has survived with 74 HP.

    KoolKoal, the level 24 Black Mage Fiend has survived with 19 HP.

    Kefka_NPC, the level 4 monster disappears into the ether.

    FINAL_BOSS_NPC, the level 5 monster disappears into the ether.

    Congratulations to KoolKoal, Askthepizzaguy, KamikazeArchon, Megiddo, Vezokpiraka (r. Hunger, r. Gentleman Johnny), and Wheat_Grinder for a mafia victory!

    Full setup details and chats available soon!

    ====================================================================================================================================================================

    Thank you all for playing! This game was very close, up until night 13. In the words of Megiddo:

    "Ok after looking at this I put scum winning at like... 20% right now. We need to get very lucky to win."

    ...then after Sepiriel's misvig of MisterSins instead of KoolKoal: "well chances of scum victory just literally doubled."


    Town MVPs
    Sepiriel -- The early calling of Wheat set the town on the right track.

    Cythare -- Picked up where Sepiriel left off, hunting down the mafia wherever they hid!

    HookerPunch -- For literally giving the town a second chance at life. We never expected that the mafia would let this role revive nine players.

    Bur -- For really diving into the mechanics of the game and asking me so many questions!


    Mafia MVPs
    Askthepizzaguy -- After spending 5 game days needing to be replaced, we couldn't find enough replacements, and he stuck through to the end. He broke the lid on many of the game mechanics, predicted people's actions like a hawk, and convinced nearly everyone that he was town to the bitter end.

    KamikazeArchon -- ACHIEVEMENT UNLOCKED: Don't receive any votes for 14 game days straight.

    KoolKoal -- For the best "lurking in plain sight" performance.


    Honorable Mention
    DanteRossetti -- a complete newbie to the site, got randomed into the hardest role of the game, and took the bull by the horns. Survived a long time!

    ====================================================================================================================================================================

    What's next?

    Designing this game was tough, and it took years of on-and-off thinking between me and Dan. There were so many things we learned from Final Fantasy 1 Mafia and Eeveeloution Mafia. At some point, I felt that incorporating all of our lessons learned was impossible, but Dan saved the day, giving me a lot of math to show what needed to be balanced for everything to work.

    Our one biggest mistake was that we accidentally gave everyone 10 extra HP at the beginning of the game. For the early game slog, we apologize!

    I'm not going to do another HP-based game. I've probably spent about 200 hours modding this game, and that's a LOT. There's definitely room for improvement to the fine-tuning of a HP-based game, but I think we've reached the limit of what can be done with HP-based games as a general concept. We've learned from our mistakes, and created something that is swingy but balanced. And that leaves me satisfied, regardless of which team wins.

    Near the end of this game, I started designing a much simpler "class-focused" leveling system for a Mafia game. No HP, no attack power -- just a straight-up voting system (with one potential modification). If something comes of it, I'll let you know!
    Posted in: Mafia
  • 1

    posted a message on Avant-Garde Mafia(End)
    Here I sit so broken hearted
    Want a flip but no one parted
    Posted in: Mafia
  • 2

    posted a message on Bravely Default Mafia - Signups!
    Quote from Azrael »
    Trying to decide whether the tiny human who just entered my life is going to allow me sufficient leisure time for a mini game...We shall see.

    Month 1 is "Divert all power to making sure it doesn't die."
    Months 2 - 4 is "Gosh this thing sleeps a lot. I can still do stuff."
    Months 5 - 7 is "OOPS NEVER MIND I HAVE NO LIFE"

    That's as far as I'm at so far.
    Posted in: Old Sign-ups
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