My schedule has become unexpectedly loaded and it's looking like I'm probably not going to be able to play the week of the 8th. Is it possible to swap with someone in game 3? If not, I may need to be replaced unfortunately. Sorry for the inconvenience :(.
(I added a few here and there for POG games, anon games, hydras, alts, etc.)
I actually still have a list but I've been pretty bad about updating it post 2020ish
this is missing some from before may 2015 and anything before 2015, I am pretty sure I have that somewhere but it's on my old laptop and I haven't transferred it over onto here as with most things so I'm not going to dig it out
2015 (starting in may, which is what makes this actually the most absurd one of all) - 42
2016 - 54
2017 - 35
2018 - 22
2019 - 10 (3 sub outs, 2 of them due to ogi, 1 of those w/o playing game at all)
2020 - 19
2021 - 10 (might be missing a couple, I just added a few, my tracking apparently was pretty bad last year)
2022 - 2 (see above but I don't think I'm actually missing any more here)
i don't think you can really regulate it or force it, but I think a LOT of people would benefit from dumping swaths of their posts into spoiler tags
Like if you're quoting something big you don't need to bloat the screen with it, oyu can slap on a spoiler tag and the poeple who find your actual words interesting can go and unspoil it
Also mashes are way too big, I think people feel like they're competing over who can make the biggest mash as if that's necessarily a good thing. 100 person mashes are already really really big, when you bloat it even more and get to 150+ etc, it's unhealthy for thread environment as well as enjoyment imo.
I mean. I don't think 150+ is a thing at all outside of anni, not exactly representative, that's a site event thing
also don't think not spoilering is really the issue, that issue feels entirely irrelevant to what I'm talking about really
Postcap would probably help yeah. It's really wild to look at postcounts from the first mashes on MU tbh
They actually had like 100post caps. My preference would lie more at 200-250
I do think there's some more approach and fundamental mindset stuff that's just changed intangibly... but capping a little might help some with that? idk. some of it just comes to the dynamic of a village/thread and how they organize/approach organization
I don't have finger on pulse of usual mash size now tbh
if I were doing the Valentine night actions over again I would keep the first one the same but idle the second one (and just plan to have Aphelios do their thing the moment the day action window opened rather than trying to hold on through ITA1)
I think we got into planning out that action on the assumption we could stack another life on Zippy and that our inability to do that made it no longer +EV
probably a good point, yeah
the arctic one was definitely worth though, just things happened to affect how it played out in practice
Speaking of broken mechanics?
Valentine role seems really anti wolf to use. I would not want that role to be used in a team I’m on, tbh.
Ten days to agree unless you’re extremely sure the tater is getting blasted first and even then probably using it once at most. Thanks to that town ended up essentially with three different flipped town tree stumps at various points in the game.
tbf team did some tech with it to kill a dangerous villager without sacrificing an important wolf, 100% think that was worth it
said wolf just then got moderrored into death anyway
if you could add, remove, or modify one MU rule which one would it be?
Probably ban multigaming entirely tbh. Seems like just a mess where a lot of people know about it and wink-wink-nudge-nudge but not actually say anything until they're legally allowed to, which while technically allowed certainly goes against the spirit of the rest of MU's rules. Better to chop off the possibility for good.
A possible compromise I just thought of was allow multigaming, but not in the same category. Like, you can't be in two moderate-length (standard) games at the same time, but you can be in one and a mash or something. Could probably make exceptions for special cases like extremely long-running games, but overall I think that would be a reasonable happy medium.
Looks like I also missed a mammoth of a discussion on subs while I was out too, lol. My typical policy as a host is that if someone wants to sub out of one of my games, I allow it no questions asked - better to have someone who wants to play in the game than someone who doesn't - but if the person who subs out doesn't provide a good reason, then I think twice before letting them into my games in the future. That said, I think I use the blacklist tool more than 90% of other hosts around.
tl;dr glad I'm not a mod anymore trying to come up with a solution, lol.
i played an incredibly awkward simultaneous pair of games involving some playerlist overlap of multiple people i was wolfing with in one of the games a couple of years back (i believe i told you this story) and when i internally found myself considering looking at the meta i looked at to bus someone in the wolf game and comparing it with the same metrics to the village game to read them there i noped the $%#! out of that idea and truly understood why multigaming was so problematic lmao
Let us consider a non-clear, non-outed, ITA Protected wolf that gets ITA shot; the feedback is HIT, NO EFFECT. Since it is exceedingly unlikely that the ITA protection was provided to this wolf by the village, this previously non-outed wolf is now completely outed. They will likely be eliminated, and the ITA protection will backfire.
That's it. That's literally the case
I mean, the alternative is that they are dead instead. Seems worse?
I'm notnsaying that Hit! Noone has died is better than Miss!
But to suggest it is not better than being DEAD seems a little silly.
First, it delays info
and Second, moving an ITA target to end of day elimination is actually pretty bad/boring/draining for villagers...and gives wolves an easy excuse to peace out for EoD and work on their NAs.
Of course the wolf actually dying is worse. But if they were day angeled and will die anyway, then yes, this will frustrate the village and potentially waste a day, but village will be able to target other wolfy player without having to pump more shots into the wolf, and the day protection turns into a glorified death delayer.
this has always been my issue with hit no one died day angels yeah, that they don't actually save the target
i do kind of like the idea of "first x shots miss" or "first hit miss" angels (which are both actually non automatable unfortunately) but i also think full miss angels are like.. completely fine and better than hit no one died angels
The only point at which i felt bad about the wolfchat thing was ironically at end game when there were no more Night Actions to be processed. At that point it felt off that the remaining 3 wolves were able to get so much coaching... I'm not sure it affected the final result though, both the multi and piplup wagons were heavily town driven.
I suggested only 2 or 3 wolves in wolfchat when dead which i think would be fine. It was argued that by the time you have 2 or 3 there are diminishing returns on every extra wolf because 2 or 3 full time spreadsheeters is probably all you need.
To a certain extent i think that's true, but I'd still probably limit it next time anyway.
I honestly think wolves in wolfchat doesn't add that much equity. It's like when people claim that backups add power to a team (but they dont, they only reduce variance).
Even the wolves will disagree with me. But they're just wrong
The only difference between having a couple of dead wolves to manage the spreadsheet and not...is that the living wolves either do or dont have to play 16 hours a day.
We did it in Zelda, our actions were $%#!ing amazing, we had no help. When someone died, someone else stepped up and did the actions instead..
But we also had all ruined our normal day to day lives just to win a game of werewolf.
Sure, maybe you could argue that not every team has the WIM to do what was done in Zelda...and that some teams would lose without the dead wolves...maybe this team is one of them? Idk. Marshadow seemed to imply that might be the case.
Regardless, I don't think it's right or fair that wolves should have to play like 4 times more hours per day just to have a shot at winning a mash. But nobody wants to play a mash boring enough to allow wolves to manage their NAs without staying up all night.
Roles and mechanics add discussion points, they shouldn't be the whole game. Some wolves still totally fooled some villagers, and that is the core of werewolf, some extra help with NAs won't ever change that.
All of that is ignoring the fact that town won this game on Friday
so how good are dead wolves really? Probably not as half as good as ITAs.
I feel like this same discussion was had when N0 role swaps for wolves became a thing, people felt cheated.
"If bop wasn't swapped to vig on n0 we'd never have lost! This game was dumb!!"
and now they are in every mash, almost regardless of size. They are a quality of life addition
Fwiw I think the biggest value was morale which is very strong at that kind of endgame setting
Thx hosts for the herculean effort of hosting anni. I thought you put a lot of work into "extra" things such as very detailed flavor for all roles which I think is a nice thing to do for anni, so big props to all of you.
My only annoyance was that game was completely unplayable for me d1 due to lag, I wonder if anything temporary can v done in the future to prevent the same thing from happening
mak took some non vital/high site strain features offline temporarily late in d1 which at least imo vastly improved this, it was still probably a little bit slow but very playable
should probably happen pregame in future with anni
i was admittedly a bit frustrated when i woke up and saw that i was getting pushed on, but my position in this game is actually pretty standard for me. i'm towny on a surface level but most people don't know how to differentiate between my wolfgame and my towngame, so i'm in that awkward space where a bunch of people are townreading me but a bunch of people are also paranoid about me and trying to catch me so that they can be heroes and catch a deepwolf. this is compounded by the fact that i haven't had time to sit and threadcamp which means that ppl are also going to be more suspicious of me by default
i'm used to it, and like most of the time that this happens, i'll proly just post my way out of being scumread and wiggle my way out of it eventually
I am 99.9% sure that the SPF slot is a WOLF. I am one of the best SPF readers on this site, and I have a far more nuanced understanding of how she approaches games as town and mafia than most players here.
SPF is polarized - her modus operandi as a wolf is to freeze and not post, and then hope to skate by on the idea that 'she'd actually post if she was wolf'. Her reaction to people posting is this. When other people started posting, SPF did freeze up - she focused on not posting, and her post count alone is why she's a wolf.
what the $%#! am i missing?
are they capable of posting villagery when not being pressured?
because said 'freezing' notwithstanding they seem pretty villagery in iso...? @Ace Marvel
i agree, shes pretty $%#!ing villagery imo
idk what people are on with these wolfreads on her
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