26829th poster gets a cookie (cookie thread (Part 7)) (Part 11)

don’t even remember what it’s like

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pasta

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I randed wolf my first like forever games on FoL and let me tell you that first one was torture

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No thats a stupid option and i only put it there to have more options. Something else

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ok but imagine being the guy repeatedly brought to endgame because you’re not that good and/or don’t have enough time to play and seeing people get mad at you fo rlosing the game (there are honestly repeat offenders in the eepy villa category who never get killed by town or wolves the whole game lol)

or being the guy who dies night 1 every game and forced to watch the people mentioned above do their thing (wolves usually get a strongman kill)

or just being a LHF who gets killed in ITAs immediately every game

if you stay in the sweet spot where you’re none of these then sure it can be good i guess. i think marissa probably is. maybe that’s why she likes mashes so much, alongside the dopamine rush (and also randing vig every game so she can actually do something lol). but if you aren’t so lucky then these are basically what you’ll get. or just rand wolf, which is like 80% of what im hoping for when i join a mash. but only trying to play as one alignment is obviously not a good precedent

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can’t imagine this actually

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hey if you spec anni you get to watch people get really angry about whichever mechanic warped the game this year. get out your popcorn around day 5 or so

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also all of these archetypes exist within regular mafia

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Fried potato and yogurt rice.

they do but there’s more variance in regular mafia which means you’ll experience less of the same thing every time

i explain it in my big post (i assume u didnt read it based on this)

you can’t play a normal mafia game as town by just mowing down all the afk LHF. so as an LHF you will have more interesting games

you also can’t make the majority your nightkills just based on who you’d expect to be the most annoying the next day
(generally speaking, in mountainous i guess you can but like i said in my earlier post PRs are more significant here). so the guy who dies night 1 in every mash won’t die night 1 in every normal game

and the same eepy endgame villager in a mash is going to have much more of a chance actually understanding the game when they’re put in the equivalent position in a normal game because they will be able to read all of the game, defer to villa legacies (which are more likely to be relevant than in a mash, where a lot of nightkills will say nothing about most players)

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for me the main appeal of mashes is seeing what cool roles the hosts came up with. which is yet another reason i don’t like shots mashes because all the roles are just like Night Vigilante | 3x ITA Shots, 40% ITA Hitrate, 2x ITA Shields

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i am exaggerating the rigidity of these archetypes in mashes but the point is that they are more suffocating in mashes than normal games where there is inherent variance due to the lower playercount and increased significance of PRs and the rand

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that’s what i said here

but that usually isn’t enough anyway (for me)

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i think you forgot “player misses a heroshot, gets revengekilled for it, it’s revealed in postgame they shot at a wolf” which happens in 90% of games (heroshots on wolves have a 10% hitrate)

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try me

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90% of towns quit one LHF execution before they finally hit a wolf

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you would have been a great fit for 2024 fol games

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agree this is the role design equivalent of mmorpg gear that gives you like 7% ice resistance

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i knew i was forgetting the arbitrary vuln/res percentages

(i still don’t know what ita res actually does on modbot. i know vuln is a floor for nonzero shots on you)

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i have tried. this is why i advocate for some combination of more restrictions on wolf KP and weaker/few day kills, and changing the kill distribution to be more of a bell curve than flat. the difficulty is that there are usually enough night kills to throw onto a couple of high value targets, and the village needs to rely on good old fashioned doctors. however, protection is not something you can cram into a setup at high volumes, and the alexas and/or ladds tend to absorb some which often times leaves the tier right below them wide open.

and there’s another layer of like… wolves do need the ability to kill players at night they want and usually some capacity to force kills through, and this is not really an SPK thing and a balance against town PRs bulldozing them. on the macro level, too many pure SPKs is counteracted by wolves having a tempo issue against late game town PRs (they find themselves suddenly with too many claimed PRs they really want to kill, but are too gassed to do so). that is successful on a game balance level, but not on an individual level for players often killed n1.

so, i’m not entirely sure there is a perfect solution to this? i also don’t have significant design influence on every mash or even all mashes i’m on some part of the team for which means that some design choices that could gradually reduce the problem by punishing too many early SPKs, if there’s like one mash a year with that property, it’s not going to stick with anyone

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