I‘ve been told that several people are planning to host games, so to avoid any problems like people cutting into each other‘s game signups and other things we may need a schedule of games.
For anyone who plans to host a game, you can either write in this thread for what month/day you‘re planning a game or edit it in the schedule yourself if you can.
Note that there‘s no limit to how many games can be had per month, but try not to have 2 games running at the same time.
Sign-ups!
To everyone who usually plays MG or those that don‘t want to miss signups, we‘re testing a new way to alert everyone to a new game instead of mass tags before each game.
All you have to do is go to>>this thread<<and press Watch on the top corner of the thread. I or a host will post there and notify everyone like this whenever a new game starts.
While hosting overall isn't necessarily hard, it's very easy to mess things up as we have seen plenty of times already. This naturally happens more often with newer hosts.
In order to get these new hosts familiar with how the game works behind the scenes and make it a smoother experience for everyone (no one wants a cancelled game!), we are establishing these sets of rules that follow the methods that have been used in the last 50 games:
-If it's your first time hosting, it's MANDATORY to have the help of someone that has hosted before. As long as they aren't banned, it doesn't matter if this person hosted twenty times or just once. This experienced host will be the "Main Host", while the new one assumes the role of "co-host".
-Tasks will be split in a rather equal manner so that the Main Host can keep things in check while the Co-host gets hands-on experience to learn properly.
-The Main Host has the final say when it comes to decisions (ideally, this won't need to be enforced heavily, it's mostly to avoid possible issues).
Once the game is over, the co-host can host on their own and even take the role of "experienced host" for a new host in need!
To be fair, the more experienced you are, the more dangerous you can be as town to a mafia team. Hence why it happens regularly that experienced players die early from Mafia, due to being a threat. Gry is almost meme-like in that regard: when he's town, he often gets himself killed by Mafia N1.
So dying early does not mean you're unskilled, not at all.
The role itself is fine, no questions about that. It's not like I want to "nerf" it, I want it to be clarified. Because the Assassin role states as follow:
Assassin (Mafia): The Assassin is a Mafia Member that may choose to kill at Daytime instead of the Night. Unlike Daytime Vigilantes he is not doing the Daykill publicly but via PM to the Host. (Game 10)
Simply and easy. Burden now says:
Burden (Mafia): The Burden is like the Freeman on the Mafia Side. When the Burden is lynched or killed, the next night phase will skipped. All role effects which would have happened that Night(for example Mafia Poisoner kill) are moved to the next Night phase. (GAME 31)
And here we get to the tiny little interpretation problem.
Because how would an Assassin daykilling at day 4 instead of night 4 be able to exchange his nightkill for the daykill thuse fulfilling his choice made when night 4 never happened to begin with? It's what happened this game. Burden died, Red Mafia and Orange Mafia were unable to kill night 4, Purple Assassin who killed in day 4 was able to kill in day 5, meaning purple had one extra kill on its kill counter that red and orange never had. Ergo Assassin's choice from day 4 should have been moved to night 5 meaning he couldn't kill at day 5 again until the day 4 daykill was paid for with an exchanged nightkill so that all three mafias have the same kill count.
Otherwise it would be an unfair game to the other mafias and obviously to town as town would rather avoid 3 kills on them than just 2. After Freeman is intended to be a "reward/advantage" for Mafia avoiding a day lynch and getting extra night actions to kill. Burden says is is the Freeman of the Maifa Side but it is far more advantageous for Mafia if Burden dies than it is helpful for Town, especially if there is an Assassin in-game who suddenly gained a free kill without having to pay for it. After all Town also have night actions, a lot of them even, which help them find mafia, protect each other, figure out who is lying, etc. Mafia might lose some kill actions, but in general they dont have that many other night actions in their group when compared to the whole of town so they miss out less on a skipped night phase than Town does.
I am not saying that Assassin needs any changes to its role (that would be another thing for the 12 hour minimum I mentioned to avoid turning a day kill into a "night kill" by having the assassin kill a town 1 minute into the day phase before the town was even able to write a post), what I am saying is that the Burden needs an add to it to clarify for future games how it is supposed to work:
Burden (Mafia): The Burden is like the Freeman on the Mafia Side. When the Burden is lynched or killed, the next night phase will skipped. All role effects which would have happened that Night(for example Mafia Poisoner kill, missed kill due Assassin daykill, etc.) are moved to the next Night phase. (GAME 31)
There.
Easy.
Simply.
There is no way it can be misunderstood.
It clears the whole "2 day kills for one night kill" mess we have with Assassin and Burden in the game.
Burden becomes an actual "kill miss" if lynched by town/killed by other Mafia whereas its current use it would make far more sense for Town to let Burden live than kill because they hardly gain anything from lynching it whereas Mafias gain a ton from killing a freeman.
Now the "12 hour limit/half the day phase of Host activating the daykill" is an actual nerf of Assassin and a much needed one in my opinion to make sure that a daykill IS a DAYkill and not a basic nightkill that happens one minute after the night finished. It would look like this:
Assassin (Mafia): The Assassin is a Mafia Member that may choose to kill at Daytime instead of the Night. Unlike Daytime Vigilantes he is not doing the Daykill publicly but via PM to the Host. Host will activate the daykill at minimum after half the day phase has passed, no matter when the daykill pm was send.(Game 10)
So half till close before day finish the daykill will happen, leaving the start of the dayphase for dets and spies and investigators and others to share their findings as long as they get online before that 12 hour/half a day phase mark. Because that is the difference between a night and a day kill. All night kill results are shown at the end of the night based on priorities and actions interfering with each other, thus even if a det found something he wouldn't be able to talk about it because he also got killed that night if he had no protection or the killer didn't got blocked. The day kill of an Assassin however can happen anytime, even 1 second into the day phase while the det is busy writing a post that he just found a guilty target. Compared to night kills that is way too powerful, because unlike nightkills there are no blocks or protections or redirections during the day except for the measly Bodyguard. So giving a timelimit of where people can safely talk about their findings and share their theories before they get daykilled makes the Assassin a still powerful role but one that unlike nightkills cannot silence an investigating det's result just because he was up at the start of the day phase while the der was still sleeping at home and would get online an hour later than the assassin.
If someone missed half the day phase to write anything about his night actions then he cannot complain about assassin daykilling him.
It also affects voting as seen in this game.
If there was a 12 hour limit, Sam would have been forced to let shino live, risking to get killed by shino because Sam would know that is the two votelock on him before the 12 hour limit was up he would be dead due majority votelock rule. But so it became a race of time of who sends his votelock post/daykill pm faster and speed shouldn't be the focus of the game, but lying, analyzing, directing townies into mob lynches, etc. Because if it is a game of speed Assassin wins hands down over any other role in the game.
It would still be an amazingly strong Mafia role due its ability to kill at day while there is hardly anything that can stop an Assassin's kill. Like even the BP can be killed at day, c'mon!!! Bulletproof Townie (Townie): The Bulletproof has a permanent protection from Night Kills. Any attempts to kill him at Night will fail. (GAME 6)
There is NOTHING that stops an Assassin daykill but Bodyguard! But with a timelimit of when a daykill can happen, the Assassin loses out on the early game so townie roles are able to share findings without having to be awake till the first second of the new day to write GNUTGUILTY and send before Host gets the first second Daykill pm from the Assassin.
If anything it makes the role more fair while still being powerful, instead of unfair and OP af due its speedy ability that many other roles do not have.
Around 7/8. 10 for a newbie although (as people are probably tired of reading from me) your level of engagement for your first game indicated you were SOMETHING. Also that you are a bit of a psychopath.
Around 7/8. 10 for a newbie although (as people are probably tired of reading from me) your level of engagement for your first game indicated you were SOMETHING. Also that you are a bit of a psychopath.
Yeah, Assassin is an active role whereas BP is passive, that is a big difference in performance. And just because some roles are Op or some very good and others very bad doesn't mean we should stop tweaking on them to gain a better experience in future games. Like how Martyr got merged with Bodyguard, making bodyguard a bit more if even only slightly more useful as technically it would be able to prevent a daykill due assassin or vigilante or badass cowboy.