I also prefer higher powered roles with traps to prevent OP central coordination. Town information gain was just too slow this game -- very little investigative power, most of which can be roleblocked easily, and not even alignment reveals upon death. IMO, the game would've benefitted significantly from at least having that (or at least knowing the number of mafia beforehand) -- otherwise it's really hard for town to figure out how it's doing, or what to do next; even with complete central coordination, you only get a noisy signal once per day on how many mafia there are. I would believe that with good play, you can start figuring real things out through central coordination Day 3ish, but town probably won't play well, and without that full central coordination town basically has no chance of ever gaining real information. Like mafia can fuck things up through all of: roleblock/taxidrives/lies, so most of the investigative roles used for their naive purpose probably have their effectiveness multiplied by like 0.5 this game. The lack of feedback on progress and general public info gain makes the game less fun imo.
I think the game is very mafia favored at 4, though mafia vastly outplayed town making it a steamroll. I think a usual game would not be favored at 3? though I think since this was a game with lots of new players, mafia is favored at 3. Like mafia ~win as soon as they kill off like the 5 most active townies, with at least one active mafia left. I was in fact sketched out by how many of the "random" town targets (sammy's douse, my execution, dg's execution) were high profile players, but I didnt really think it weird enough to point out... maybe I should've. Games with lots of new players should in fact be very town biased given good play, to account for the fact that town loses competence a lot faster than mafia. This especially combos badly with the fact that IMO town only should, even with good play, start doing well 4-5 days in, with a real innocence network forming, and random proofs becoming available through central coordination. However, by then all the active players will have died, and you'll never actually play the interesting part of the game.
Maybe town will realize that katie's sketchy for still being alive? Maybe town will realize that things have gone so weird under the luke/vluo dictatorship that they're probably bad? But, probably not, now that the experienced players are mostly dead. I think even with all the current townies replaced with experienced active players, mafia would probably worm their way out of these suspicions?
Other random things: vig should clearly random shoot to prove themselves asap. It's a reliable, proven townie (unless maf decide to 1:1 beef them, which is also good). I shouldve realized this and secretly told yannick to shoot n1. I also shouldve realized that me being successfully framed for python's murder was reasonably strong evidence that the gk pair was fake, since it's hard for the frame to just happen by accident. That said, town's main problem was how badly it failed at the coordination game, and failed to be the ones actively making decisions, instead of just getting sheeped by the mafia, and passively accepting the "randomness" chosen other players (always the mafia).
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