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Re: Play the Mod Mafia, Night One, Cop Out

Postby Rodion on Sat May 26, 2012 8:28 pm

/ wrote:8. You may, and are encouraged to, talk during the night, it is the only time when “the mod’s” rules do not apply


Alright. Considering the number of infractors, I think losing a cop and a commuter was a pretty cheap price for us.

I do not actually understand why the mod would allow so many infractors to live, but I see 3 main possibilities:
a) the mod broke a rule
b) the mod did not break a rule and wants us to think he did (WIFOM to mislead town)
c) hidden catch / did not tell us about the mod having restrictions on his modkilling powers

I think right now we have a 12-1 game and will have an 11-1 game when it's D2. If you disregard night actions and consider this a "mountainous" game, our odds of winning would be:

1/12 D2 win
+
1/10 D3 win
+
1/8 D4 win
+
1/6 D5 win
+
1/4 D6 win
=
87/120 (72,5%)

We could actually enhance this by having a D6 no lynch and raise odds up to 1/3, but I'm just throwing rough estimations here.

The catch here: everytime someone breaks a rule, "the mod" is allowed a free kill and we lose the ammount of lynches we can have.

How can we curb those mistakes? By raising the stakes of the game. First of all, if someone breaks a rule, they should claim within an hour and be speedlynched. Also, as long as the rules stay easy to observe like the current ones (post in a certain color, mention a certain thing) I propose we all agree to blacklist anyone who fails to follow them. I propose we don't play/mod with them at all for the next 6 months. Note that I don't want this to happen as much as I want them to take the game seriously and not make mistakes.

As for a guide on how not to make mistakes. Neb wrote a good one. Basically, you have to write and hit preview until you are undoubtedly complying with all daily rules. Only then you should post.

Once we have established a system that incentivates people not to make mistakes, we'll be able to look for the mod by playing this just like a regular game of mafia and have great odds of winning it while doing so (he's alone after all, or so I assume - maybe there is a "co-mod"?).

Those are my suggestions.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby safariguy5 on Sat May 26, 2012 8:32 pm

Rodion wrote:
/ wrote:8. You may, and are encouraged to, talk during the night, it is the only time when “the mod’s” rules do not apply


Alright. Considering the number of infractors, I think losing a cop and a commuter was a pretty cheap price for us.

I do not actually understand why the mod would allow so many infractors to live, but I see 3 main possibilities:
a) the mod broke a rule
b) the mod did not break a rule and wants us to think he did (WIFOM to mislead town)
c) hidden catch / did not tell us about the mod having restrictions on his modkilling powers

I think right now we have a 12-1 game and will have an 11-1 game when it's D2. If you disregard night actions and consider this a "mountainous" game, our odds of winning would be:

1/12 D2 win
+
1/10 D3 win
+
1/8 D4 win
+
1/6 D5 win
+
1/4 D6 win
=
87/120 (72,5%)

We could actually enhance this by having a D6 no lynch and raise odds up to 1/3, but I'm just throwing rough estimations here.

The catch here: everytime someone breaks a rule, "the mod" is allowed a free kill and we lose the ammount of lynches we can have.

How can we curb those mistakes? By raising the stakes of the game. First of all, if someone breaks a rule, they should claim within an hour and be speedlynched. Also, as long as the rules stay easy to observe like the current ones (post in a certain color, mention a certain thing) I propose we all agree to blacklist anyone who fails to follow them. I propose we don't play/mod with them at all for the next 6 months. Note that I don't want this to happen as much as I want them to take the game seriously and not make mistakes.

As for a guide on how not to make mistakes. Neb wrote a good one. Basically, you have to write and hit preview until you are undoubtedly complying with all daily rules. Only then you should post.

Once we have established a system that incentivates people not to make mistakes, we'll be able to look for the mod by playing this just like a regular game of mafia and have great odds of winning it while doing so (he's alone after all, or so I assume - maybe there is a "co-mod"?).

Those are my suggestions.

One problem here Rodion, if we blacklist people, then we'll have an even tougher time filling games/finding replacements. I believe that's a pretty extreme thing to say, I'd rather we just try to play the game to the best of our ability given that we're all human rather than get into any major consequences.

That said, what are people's opinions on investigations in general, are they useful? And what about nightkills? Should we let the vig just shoot and hope we get lucky?
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Re: Play the Mod Mafia, Night One, Cop Out

Postby jgordon1111 on Sat May 26, 2012 8:49 pm

MLP, I concur with rodion on everything except the blacklist.

Do not concur with the vig randomly killing. we havent lost the doc or other protective roles or possible trackers yet,so we dont need to hit one by accident

So even at night staying in the rules will be the best practise for those of us who have already made mistakes.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby shieldgenerator7 on Sat May 26, 2012 9:01 pm

unless the vig is very clever (i miss him already) at finding the mod, he is unlikely to hit him (the chances of him hitting the mod is same as us lynching him). I'd say the vig should hold off on NKing until / unless he's sure he knows who the mod is.

BTW, if I was the mod, I'd keep my head low during nights and not say anything to keep from attracting attention to myself.

Yeah the vig should hold his bullets for now because the less we kill the less townies that will die, and the more days we will have to find the mod.

Blacklist? srsly ROdion? I get we should be extremely careful but that seems too extreme for me.
EVERYONE BE SURE TO PREVIEW YOUR POST EACH TIME TO MAKE SURE YOU ARE FOLLOWING THAT DAY'S RULES!!!!!!!
lshicastr if people don't see that then they're super-skimming. But I get your thought and agree with your desired outcome, I just don't agree with your suggested way of enforcing it.

NOw it's night and I'm wide awake! :D Let's party! :dance:
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I mean srsly we're not allowed to talk at night in most games. Let's enjoy in this one while we can :)

FASTPOSTED. I don't think the mod can modkill at night, but I like the sentiment of using the night time to practice the rules for day time. Nice thinking JG ;)

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Re: Play the Mod Mafia, Night One, Cop Out

Postby Rodion on Sat May 26, 2012 9:24 pm

/ wrote:
Rodion wrote:I confirm I'll play.

Let me just get this right: do the powers of "the mod" basically consist of making rules and modkilling those who break it?

Yes, that's one of the two consistent powers, they also act as a nightly regular serial killer and the rest is secret.


Worried about that. If the mod is alone in a 14-1 game, it's possible he has all sorts of powers like bulletproof vests, immunity to investigations and/or busdrives. I would not shoot (as a vig) on the principle that the mod might have a way to absorb/deflect the bullet, but "the rest is secret" makes it anyone's guess really.

As far as breaking rules. by my count D1 had rules broken by Clever, Jak, Vodean, Gordon, Jonty (that depends on whether quoting a post with a MLP reference allows you not to add one yourself), PMC and Shield. That's 7 and we could have potentially lost half the town in 1 day. I think this is rather troubling. While I expect people to learn and make less mistakes tomorrow, I think only being truly severe can get us to the optimal scenario where nobody will make mistakes (yes, I have dictatorial tendencies :lol: ) .

The 8 that did not broke any rule would be Saf, Edoc, Everywhere, New Guy, Neb, Soundman, Milkshake and Rodion.

Since I mentioned Jonty, /, can we get a ruling on quotes? Take 2 scenarios:
a) if I had missed a MLP reference while quoting a post that had a MLP reference, would the content of the quote have bailed me out?
b) similarly, if I had quoted a post not made in purple/green with the intent of criticizing the person, would the content of the quote make me a rule infractor as well?

Gordon mentioned more players that had broken rules, not sure who he found.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby Rodion on Sat May 26, 2012 9:25 pm

did not break*
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Re: Play the Mod Mafia, Night One, Cop Out

Postby / on Sat May 26, 2012 9:35 pm

I will not count the content of quoted messages, your posts must be your posts in their entirety to follow the rules.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby everywhere116 on Sat May 26, 2012 10:18 pm

Rodion wrote:
/ wrote:8. You may, and are encouraged to, talk during the night, it is the only time when “the mod’s” rules do not apply


Alright. Considering the number of infractors, I think losing a cop and a commuter was a pretty cheap price for us.

I do not actually understand why the mod would allow so many infractors to live, but I see 3 main possibilities:
a) the mod broke a rule
b) the mod did not break a rule and wants us to think he did (WIFOM to mislead town)
c) hidden catch / did not tell us about the mod having restrictions on his modkilling powers

I think right now we have a 12-1 game and will have an 11-1 game when it's D2. If you disregard night actions and consider this a "mountainous" game, our odds of winning would be:

1/12 D2 win
+
1/10 D3 win
+
1/8 D4 win
+
1/6 D5 win
+
1/4 D6 win
=
87/120 (72,5%)

We could actually enhance this by having a D6 no lynch and raise odds up to 1/3, but I'm just throwing rough estimations here.

The catch here: everytime someone breaks a rule, "the mod" is allowed a free kill and we lose the ammount of lynches we can have.

How can we curb those mistakes? By raising the stakes of the game. First of all, if someone breaks a rule, they should claim within an hour and be speedlynched. Also, as long as the rules stay easy to observe like the current ones (post in a certain color, mention a certain thing) I propose we all agree to blacklist anyone who fails to follow them. I propose we don't play/mod with them at all for the next 6 months. Note that I don't want this to happen as much as I want them to take the game seriously and not make mistakes.

As for a guide on how not to make mistakes. Neb wrote a good one. Basically, you have to write and hit preview until you are undoubtedly complying with all daily rules. Only then you should post.

Once we have established a system that incentivates people not to make mistakes, we'll be able to look for the mod by playing this just like a regular game of mafia and have great odds of winning it while doing so (he's alone after all, or so I assume - maybe there is a "co-mod"?).

Those are my suggestions.
I agree in principle. The only way we can be sure to not be modkilled is for each one of us to be rigorous with our posts and to always double check yourself before posting. However, I disagree with the blacklist punishment. That is a bit extreme.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby jgordon1111 on Sat May 26, 2012 11:25 pm

Rodion wrote:
/ wrote:
Rodion wrote:I confirm I'll play.

Let me just get this right: do the powers of "the mod" basically consist of making rules and modkilling those who break it?

Yes, that's one of the two consistent powers, they also act as a nightly regular serial killer and the rest is secret.


Worried about that. If the mod is alone in a 14-1 game, it's possible he has all sorts of powers like bulletproof vests, immunity to investigations and/or busdrives. I would not shoot (as a vig) on the principle that the mod might have a way to absorb/deflect the bullet, but "the rest is secret" makes it anyone's guess really.

As far as breaking rules. by my count D1 had rules broken by Clever, Jak, Vodean, Gordon, Jonty (that depends on whether quoting a post with a MLP reference allows you not to add one yourself), PMC and Shield. That's 7 and we could have potentially lost half the town in 1 day. I think this is rather troubling. While I expect people to learn and make less mistakes tomorrow, I think only being truly severe can get us to the optimal scenario where nobody will make mistakes (yes, I have dictatorial tendencies :lol: ) .

The 8 that did not broke any rule would be Saf, Edoc, Everywhere, New Guy, Neb, Soundman, Milkshake and Rodion.

Since I mentioned Jonty, /, can we get a ruling on quotes? Take 2 scenarios:
a) if I had missed a MLP reference while quoting a post that had a MLP reference, would the content of the quote have bailed me out?
b) similarly, if I had quoted a post not made in purple/green with the intent of criticizing the person, would the content of the quote make me a rule infractor as well?

Gordon mentioned more players that had broken rules, not sure who he found.


With /'s clarification that is 8 of us,So again if we practise at night what we need to do tomorrow,we will have a better chance of not screwing up MLP
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Re: Play the Mod Mafia, Night One, Cop Out

Postby new guy1 on Sat May 26, 2012 11:45 pm

I believe I can post regularly and I dont think that the mod can modkill during the night. Therefore, tomorrow (just to be safe) I have something to point out about rodion's post.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby new guy1 on Sat May 26, 2012 11:45 pm

sorry for the double post, its not that important just to not make anyone ansy or anything.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby Rodion on Sun May 27, 2012 1:27 am

Have you considered the possibility that you might be killed N1?
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Re: Play the Mod Mafia, Night One, Cop Out

Postby vodean on Sun May 27, 2012 4:29 am

[color=purple]yes, what is so important that you have made a post saying that you will say it, yet so unimportant that it must wait...
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Re: Play the Mod Mafia, Night One, Cop Out

Postby new guy1 on Sun May 27, 2012 11:14 am

Fine, I just wanted to say I did slip up, I wont say where, but rodion I did miss something. I wanted to use that point as a note so I wouldnt forget to point out that the mod may not catch everyone that screwed up, but I missed something in one of my posts that I caught, but had already posted. Happy? Was it super important?
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Re: Play the Mod Mafia, Night One, Cop Out

Postby shieldgenerator7 on Sun May 27, 2012 11:34 am



new guy1 wrote:Fine, I just wanted to say I did slip up, I wont say where, but rodion I did miss something. I wanted to use that point as a note so I wouldnt forget to point out that the mod may not catch everyone that screwed up, but I missed something in one of my posts that I caught, but had already posted. Happy? Was it super important?


Well you weren't modkilled so everything's alright sugarcube 8-)

At least you know what your mistake was so you can make sure it won't happen tomorrow

And I like JG's idea so I'm practicing for tomorrow.

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Re: Play the Mod Mafia, Night One, Cop Out

Postby pmchugh on Sun May 27, 2012 12:47 pm

Guys I have a far better plan for how to stop us getting modkilled. Speed lynch all the way. I say we vote now, during the night and then speedlynch the person with the most votes during the day. We still need to be careful but no matter how nazi you get with previews etc someone will f*ck up eventually, the best way to avoid this is simply to reduce the number of posts made.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby new guy1 on Sun May 27, 2012 1:04 pm

We dont have to rush the lynch guys, as long as nobody screws up were good.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby shieldgenerator7 on Sun May 27, 2012 1:16 pm



No we don't need to speedlynch exactly, but PMC has a point. We can make the cases and stuff at Night when we're free to post whatever we want, and then just post the votes in the day, thus making a speed lynch.
um... ok maybe not a speedlynch but basically we decide who to lynch during the night and then implement our lynch during the day, thus reducing the chances of one of us messing up during the day.
The only thing with this is that results from night actions might affect who we lynch. SO when Princess Celestia raises the sun our lynch target may change due to night actions.

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Re: Play the Mod Mafia, Night One, Cop Out

Postby new guy1 on Sun May 27, 2012 1:32 pm

Alright, well its a good idea and we have assessed the possible let downs so I can agree with that plan.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby Rodion on Sun May 27, 2012 1:49 pm

It makes sense to advance the D2 discussion into N1 as much as possible so we can escape "the mod's" jurisdiction. Maybe if we can decide a lynch target for D2 we just wait 24 D2 hours with as few posting as possible to see if someone's night action may persuade us to change our minds?

It would run down like this:

Discuss D2 target during N1
N1 ends, / resolves night actions, D2 starts
24-hour period for players to report night actions that could impact the lynch
No reported action - speedlynch
Reported action - then we see what happens

If we do decide to play like this, we need at least 1 townie to stall sending his actions (if all actions are sent, / could start D2 before the 3-day deadline).
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Re: Play the Mod Mafia, Night One, Cop Out

Postby jgordon1111 on Sun May 27, 2012 2:19 pm

Rodion wrote:It makes sense to advance the D2 discussion into N1 as much as possible so we can escape "the mod's" jurisdiction. Maybe if we can decide a lynch target for D2 we just wait 24 D2 hours with as few posting as possible to see if someone's night action may persuade us to change our minds?

It would run down like this:

Discuss D2 target during N1
N1 ends, / resolves night actions, D2 starts
24-hour period for players to report night actions that could impact the lynch
No reported action - speedlynch
Reported action - then we see what happens

If we do decide to play like this, we need at least 1 townie to stall sending his actions (if all actions are sent, / could start D2 before the 3-day deadline).

MLP agree with rodion stalling is best
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Re: Play the Mod Mafia, Night One, Cop Out

Postby shieldgenerator7 on Sun May 27, 2012 2:29 pm



huh, well what do you know. Usually I'm as quick as Rainbow Dash when sending in night actions but I haven't done so yet, so I can be that townie who stalls tonight. Just someone remind me when the deadline is near so I don't miss it.
Also, I'm assuming no VTs, then?

And now that we've established our night scum hunting routine, time to find some suspects

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Re: Play the Mod Mafia, Night One, Cop Out

Postby vodean on Sun May 27, 2012 3:10 pm

shieldgenerator7 wrote:

huh, well what do you know. Usually I'm as quick as Rainbow Dash when sending in night actions but I haven't done so yet, so I can be that townie who stalls tonight. Just someone remind me when the deadline is near so I don't miss it.
Also, I'm assuming no VTs, then?

And now that we've established our night scum hunting routine, time to find some suspects

-SG7 ( :) )


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Re: Play the Mod Mafia, Night One, Cop Out

Postby safariguy5 on Sun May 27, 2012 3:40 pm

So if the mod is an SKer, then I'm still not sure whether or not he would show up on investigations. Regardless, if we have investigations, should be post guilty/not guilty results right away? Because there's only 1 target we're going after anyways.
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Re: Play the Mod Mafia, Night One, Cop Out

Postby pmchugh on Sun May 27, 2012 4:28 pm

What do people think about a mass claim? Even if the mod tries to f*ck us on this one, we should be able to confirm some actions with only one liar.
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