Jump to content

DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Mafia Balancing Guide


Darthe

Recommended Posts

Posted

In that case, a lot depends on the players. Ideally, a cop should wait until he or she has an independent guilty result before claiming. Even then, it is often better to try to soft push a lynch before claiming. If someone claims cop, I wouldn't counter him/her immediately. I might express skepticism of the claim to breadcrumb but even that could be dangerous. Also, one could counterclaim cop but argue against lynching a cop claim. That way, if the other cop claim is mafia, the mafia has to keep you alive if they want to keep their member alive. Unfortunately, this does open you up to mafia roleblockers, bus drivers, and any other role the mod may have included to help the mafia deal with power role claims.

 

In the end, lynching between power role claims before LyLo is usually a bad idea unless one of the claims is really sketchy. Even then, caution should be exercised.

  • Replies 66
  • Created
  • Last Reply
Posted

Let us assume for the purpose of this that the cop and doc are the only power roles in the game and that the game is basic.

 

Also, what is the strongest role in the game of mafia? we have to know this and the weakest for comparison of other roles.

Posted

Let us assume for the purpose of this that the cop and doc are the only power roles in the game and that the game is basic.

 

Also, what is the strongest role in the game of mafia? we have to know this and the weakest for comparison of other roles.

 

A JOAT who can use all of his night actions seperately and can use doc, cop, vig, and RB at the same time. :tongue:

Posted

Let us assume for the purpose of this that the cop and doc are the only power roles in the game and that the game is basic.

 

Also, what is the strongest role in the game of mafia? we have to know this and the weakest for comparison of other roles.

strongest=unlynchable un-nkable cultafia recruiter&killer :tongue:

Posted

Haha, MOD! No but honestly, some roles are totally OP like a strong-willed cop with a bodyguard and others suck soo bad like a lynchee

Posted

King :laugh:

 

Seriously, I think it depends on all the pieces in the game. Context is important. Also the skill of the player. I remember playing a role I didn't have a good grasp of and making a mess of it.

Posted

It really depends on the roles in the game and the way a certain role is implemented by the mod. For instance, on DM, generally docs can self protect, which makes the doc an extremely powerful role, especially at endgame. Doc is still very good if it can't self protect, but in that case, the doc usually has to stay undercover as long as possible.

 

Also, cop is really strong, but framers, lawyers, tailors, godfathers, etc. can really mess with it.

Posted

King :laugh:

 

Seriously, I think it depends on all the pieces in the game. Context is important. Also the skill of the player. I remember playing a role I didn't have a good grasp of and making a mess of it.

 

I do think I basically gave you the most powerful role ever :smile:

Posted

It really depends on the roles in the game and the way a certain role is implemented by the mod. For instance, on DM, generally docs can self protect, which makes the doc an extremely powerful role, especially at endgame. Doc is still very good if it can't self protect, but in that case, the doc usually has to stay undercover as long as possible.

 

Also, cop is really strong, but framers, lawyers, tailors, godfathers, etc. can really mess with it.

 

I agree with this but it shouldn't have effect on game setup and balance. You balance a role and you counterbalance it. How the players play the game and what happens in it isn't up to the moderators control (or shouldn't be). I mean, if we had a totally basic mafia game that Myndrunner, Turin, Ishy, and Despo were mafia together and everyone else had 3 games or less under their belt that isn't the mods fault but we can pretty accurately assume that mafia wins. With this in mind I think this setup checklist should be based upon the natural abilities and advantage that a role grants in the game rather than how the role has the potential to be played and past that we leave the setup conversation etc to people like DPR and Verb when they check over it. Not a perfect system but at least far more manageable than before.

Posted

I was thinking about helping with this a lot, then I realized that I still have people check my games a lot, so I think I might just offer my input on what others said. Unless if you are fine with me doing this.

Posted

It really depends on the roles in the game and the way a certain role is implemented by the mod. For instance, on DM, generally docs can self protect, which makes the doc an extremely powerful role, especially at endgame. Doc is still very good if it can't self protect, but in that case, the doc usually has to stay undercover as long as possible.

 

Also, cop is really strong, but framers, lawyers, tailors, godfathers, etc. can really mess with it.

 

I agree with this but it shouldn't have effect on game setup and balance. You balance a role and you counterbalance it. How the players play the game and what happens in it isn't up to the moderators control (or shouldn't be). I mean, if we had a totally basic mafia game that Myndrunner, Turin, Ishy, and Despo were mafia together and everyone else had 3 games or less under their belt that isn't the mods fault but we can pretty accurately assume that mafia wins. With this in mind I think this setup checklist should be based upon the natural abilities and advantage that a role grants in the game rather than how the role has the potential to be played and past that we leave the setup conversation etc to people like DPR and Verb when they check over it. Not a perfect system but at least far more manageable than before.

 

Yay! Recognition!

 

:laugh:

 

On a serious note, replace Ishy with Lenlo and that was actually our team in your GoT game. There were a lot of other experienced players tho. We still got the W :biggrin:

 

As for input on this, I just don't really think a concrete value can be assigned to any role. The role's value can change game to game depending on the other roles included, or other mechanics in the game. And when it comes to balancing a setup, I don't really think math should come into play. The mod knows what kind of environment they generally want to create, so they should put in the roles they want, then either add roles to counterbalance those, or subtract some or modify others as needed.

Posted

A range may be better but this is simply meant as a basis for general game configuration. As I said before, we are trying to make life easier on game balancers, not re-invent the wheel.

  • 2 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...