#HBC | Red Ryu
Red Fox Warrior
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I hate uninformed millers personally.
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Cop's not that powerful because there are so many roles that exist to beat it. Tracker/Watcher, not so much. There's a ninja and the common role-blocker but, outside of that...eh? It's an entirely different form of investigative and no one's really been creative with how to beat it.IMHO cop is not that powerful. As discussed before, mafia really isn't a game that's inherently balanced. Just looking from empirical evidence, mafia as a game seems to favor scum slightly. That is, in a situation where you have 7 vts vs. 2 goons, the mafia is more likely than not to win. We add power roles like cops and for the reason of balancing this out, as well as simply making this game more interesting.
Really, millers should only be used in the event that you need to nerf town or specifically the cop. They're kind of a **** role to hand out, especially if they're uninformed; however, there is a certain niche that millers do fill well and avoiding it for personal distaste for the role is going to create some havoc in your games.I don't like the miller role, which is something someone above suggested to even out the cop role. Especially if the miller isn't informed. Miller's add a factor of chance to a game that should try to avoid chance encounters as much as possible, for the sake of keeping the game as truly competitive as possible.
I mean, just think about it. If by chance, the cop investigates the miller, then the town is ****ed over by something that necessarily isn't their fault. Mafia gets a free mislynch out of it, as well as the fact that they now know who the cop is.
Of course, one could argue that it's the miller's fault for acting scummy. Perhaps. Even so, it's a pretty big punishment to give the entire town for one person's mistake.
I agree with this. Trackers are powerful enough to stop scum but they need to avoid the WIFOM of hitting PRs. Mafia Trackers are a very cool role that I've been meaning to try, to be honest.I believe that trackers are probably the most balanced investigative town role their currently is. Tracker's inherently have the power to **** town (outing PRs), but they also have the ability to help town out by outing scum. On top of this, none of this is hidden from the tracker. No factors of chance like millers that unexpectedly **** town over. The tracker knows from the very beginning due to the simple fact of being a tracker that they could eff town over, it's just all on them to be good enough not to.
Disagree.Cop's not that powerful because there are so many roles that exist to beat it. Tracker/Watcher, not so much. There's a ninja and the common role-blocker but, outside of that...eh? It's an entirely different form of investigative and no one's really been creative with how to beat it.
Now, with cops, you have millers, the varying sanities, godfathers, indies themselves acting as a cop immune, framers/tailors, etc. A lot of checks to the cop exist. The reason for this is that, unchecked, a sane cop is incredibly powerful. The ability to clear or damn a single player can mean a lot as the game progresses.
aw gheb yu so smart. i hope you been keepin dgames in checkCop is a pretty bad role in general.
you have a good point but watcher is still more balanced than doc/cop in a setup with many visiting roles as it requires the watcher/town to actually consider the possibility that the caught person is a pr instead of a mafia (and it gives mafia the chance to fake claim a pr) which atleast lead to mafia esque discussion and not blind follow the cop bull****.Unless they're restricted, watchers are way more dumb and broken than a standard cop. Too easy to use in comparison to Cop/Tracker. If you're scum and get caught by a Cop/Tracker, you can stomach the blame because it's your fault someone thought you were scummy enough to be investigated... but getting caught because you tried to kill a certain player? Or roleblock a claimed power role? That **** is whack and compromises so much of scums natural advantage.
Mafia should favor scum. If it didn't then if town just decided to lynch people on random than more often than the not town would win. And that's awful, town should have to work for a win.IMHO cop is not that powerful. As discussed before, mafia really isn't a game that's inherently balanced. Just looking from empirical evidence, mafia as a game seems to favor scum slightly. That is, in a situation where you have 7 vts vs. 2 goons, the mafia is more likely than not to win. We add power roles like cops and for the reason of balancing this out, as well as simply making this game more interesting.
I don't like the miller role, which is something someone above suggested to even out the cop role. Especially if the miller isn't informed. Miller's add a factor of chance to a game that should try to avoid chance encounters as much as possible, for the sake of keeping the game as truly competitive as possible.
I mean, just think about it. If by chance, the cop investigates the miller, then the town is ****ed over by something that necessarily isn't their fault. Mafia gets a free mislynch out of it, as well as the fact that they now know who the cop is.
Of course, one could argue that it's the miller's fault for acting scummy. Perhaps. Even so, it's a pretty big punishment to give the entire town for one person's mistake.
I believe that trackers are probably the most balanced investigative town role their currently is. Tracker's inherently have the power to **** town (outing PRs), but they also have the ability to help town out by outing scum. On top of this, none of this is hidden from the tracker. No factors of chance like millers that unexpectedly **** town over. The tracker knows from the very beginning due to the simple fact of being a tracker that they could eff town over, it's just all on them to be good enough not to.
I agree with you on millers. I think having roles whose sole purpose is to explicitly punish a specific power role for using their power is stupid and just means that that PR is **** in the first place.You are Ned Flanders [neighborly doctor]. Each night you can pick someone who you would like to protect from a nightkill. If they are at home [not performing a night action] you will successfully be able to protect. However if they are not at home, you will be told that they weren't there. You are town aligned and win when the town is completely safe from all the non-believers.
http://www.youtube.com/watch?v=UUnH9NECSUU
Basically what I said above. Whats the point of having a cop if you need to balance specifically against it. It just turns the cop role into a stupid wifom role but it doesn't stop Town for playing follow the cop and leading to ****ty games.Cop's not that powerful because there are so many roles that exist to beat it. Tracker/Watcher, not so much. There's a ninja and the common role-blocker but, outside of that...eh? It's an entirely different form of investigative and no one's really been creative with how to beat it.
Now, with cops, you have millers, the varying sanities, godfathers, indies themselves acting as a cop immune, framers/tailors, etc. A lot of checks to the cop exist. The reason for this is that, unchecked, a sane cop is incredibly powerful. The ability to clear or damn a single player can mean a lot as the game progresses.
Really, millers should only be used in the event that you need to nerf town or specifically the cop. They're kind of a **** role to hand out, especially if they're uninformed; however, there is a certain niche that millers do fill well and avoiding it for personal distaste for the role is going to create some havoc in your games.
ah i forgot about grave diggers, theyre pre sickYou're right, trackers and watchers can essentially beat themselves. That doesn't change the fact that Cops are still ridiculously powerful if unchecked. There's a reason jailers are generally more used than docs, or at least they were for a time.
Edit: I know about gravediggers.
this x 2830024802And why not have more VT based games? IMO they're more fun.
And if that roleblocker gets caught on a watcher claim, it's completely fair game, right?Yes, every role can be counterbalanced. But no role needs as much of that as the Cop does: a GF is almost always needed but on its own it's nowhere near enough. You still need uninformed miller, an unreliable cop variant or a 2nd roleblocker [usually two out of those in addition to the GF] to make the cop not completely braindead. I don't even care about mod-meta at this point, I simply refuse to add cops into my games from now on. What's the point of a mafia RB playing an outstanding game just to get ****ed by a Cop? No amount of GF, Miller or other BS will make up for that.
I like this post. I favor vt games.Except vanilla games make one realize that it's not all about PRs, that some of it can be about reading a player for their interactions?
Yeah it obviously depends on the set up; the more Town PRs you add the less useful a Watcher becomes in terms of catching scum. The problem though is the strategy regarding the role. Basically a watcher should be played like a Doctor; you target the Towniest players or those who are most likely to die. In so many games it is often very obvious who Mafia will likely kill, or at least it's easy to narrow the playerlist down to a couple players who are very unlikely to be lynched and are prime targets for a night kill. Without making it too situational, the chances getting a successful watch are increased when you add in a 3rd party killing role.you have a good point but watcher is still more balanced than doc/cop in a setup with many visiting roles as it requires the watcher/town to actually consider the possibility that the caught person is a pr instead of a mafia (and it gives mafia the chance to fake claim a pr) which atleast lead to mafia esque discussion and not blind follow the cop bull****.
My next game, the one in the premade, is kinda like those ones. But it's not a Laundry game if there's not a couple of catches.I think running more simple, open and largely vanilla setups like Jungle Republic, Fire and Ice, TWEWY or Portal would be pretty cool, but most mods would rather run set-ups they've created rather than simple games like those
No, they can't. Play for a bit longer and improve your scumhunting skills and your focus on what matters in a mafia game. If we're going by personal experience here then Macman's should count for a lot more than yours.I disagree off experience.
Good game mods can make it work.
You realize that nerfing watchers means adding more PRs right? And that the more PRs around means a harder game to balance, especially considering that nearly all of those PRs should be targeting players, right?Watcher is very powerful, yes. I've never denied that. But it's still easier to balance than Cop.
There's no difference between Gravediggers and Millers. They're just as assholish and their purpose is exactly the same: ****ing up their specific investigative. Likewise with the Ninja and Godfather. I have no idea how you see variation between these two. There's not.Not only is a Gravedigger or a Ninja very easy to add in your set-up balance-wise [not to mention that Gravedigger is not as much of an ***hole role as Miller is] but also can be counter-balanced with interesting roles like Interceptor or Witch [sadly, these roles are never used here].
This is the only major difference between Cop and Watcher and, as Vandy pointed out, common sense on targeting makes that gap nominal at best.And finally, whereas the Cop gives you a clear cut result [and the most powerful one at that] it's still up to the player's interpretation how the handle the Watcher's result.
There is. A watcher seeing a gravedigger means nothing, especially on a non-kill. There are no such "buts" or "ifs" when the Cop investigates you. When that happens there's nothing left to be interpreted or up to the player's smarts.There's no difference between Gravediggers and Millers. They're just as assholish and their purpose is exactly the same: ****ing up their specific investigative. Likewise with the Ninja and Godfather. I have no idea how you see variation between these two. There's not.