Malazan Empire: The MAFIA MOD thread - Malazan Empire

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The MAFIA MOD thread

#1401 User is offline   JLV 

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Posted 19 March 2012 - 03:47 AM

It's something that is completely up to the mod. Big games can be a pain to mod, especially if it's a high TMDI game where everyone has an action.

We could always set up a system where if we had enough people, we could run an M&P (yes, a real M&P, now that I actually know what that is) for those who didn't fit in the mini. I dunno.
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#1402 User is offline   Mentalist 

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Posted 19 March 2012 - 03:57 AM

View PostGust Hubb, on 17 March 2012 - 01:35 PM, said:

I still think we are almost at critical mass such that two games could go simultaneously on a regular basis.


the potential for logistics issues (and inevitable screwups) are pretty staggering.

unless we decide to harness the resources of the temp forum once again.
The issue there being the fact that it's ;lacking several mafia-important features (such as multiquote and post finding0
The problem with the gene pool is that there's no lifeguard
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View PostJump Around, on 23 October 2011 - 11:04 AM, said:

And I want to state that Ment has out-weaseled me by far in this game.
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#1403 User is offline   Morgoth 

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Posted 19 March 2012 - 09:44 AM

When my laptop returns and I can start posting from something other than the iPhone again I'll be able to co-mod if the need arises.
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#1404 User is offline   Gust Hubb 

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Posted 19 March 2012 - 10:47 AM

View PostMentalist, on 19 March 2012 - 03:57 AM, said:

View PostGust Hubb, on 17 March 2012 - 01:35 PM, said:

I still think we are almost at critical mass such that two games could go simultaneously on a regular basis.


the potential for logistics issues (and inevitable screwups) are pretty staggering.

unless we decide to harness the resources of the temp forum once again.
The issue there being the fact that it's ;lacking several mafia-important features (such as multiquote and post finding0


I guess the reason I bring it up is that it seems like the trend is either to create massive games all the time (to try to be as inclusive as possible). The reason I suggest it is there are probably several ideas bouncing around in your heads, some of which work better on a smaller scale.

And frankly, I occasionally like a smaller game, but the mafia player pool seems to have doubled (right?) within the last year. I just don't want to start being on waiting lists for the next game or trying to race others for being on a sign-up list. First world problems of Mafia.
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#1405 User is offline   Sir Thursday 

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Posted 19 March 2012 - 01:44 PM

Probably not worth worrying about until we find the lists are overflowing. In the current game, it definitely wasn't the case that there were too many people who wanted to play - in order to fill up the spots we had to draft in a few people who didn't think they'd have the time.

If we find that there's a game where there are a huge number of people who wanted to play but didn't fit, then we can think about it.

ST
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#1406 User is offline   D'rek 

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Posted 19 March 2012 - 02:23 PM

I think ST's got it right. It should only be necessary if the current game is overflowing. Maybe in each sign-up thread, if you see a lot of people who wanted to play post after it is full, make an "overflow list" under your sign-up list and see how big it gets.

For games with 18 or 20 people or more, I don't think we'll get enough for a second game. But for something small (ie: Espers is capped at 14) I could see it happening.

As far as game and mod conflict goes, I would say that the overflow game should always be altless M&P so as to have as little impact on the first game as possible. Running two planned, non-M&P games at once is a bad idea as players might want to be in both!

 worrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1407 User is offline   Tapper 

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Posted 19 March 2012 - 02:28 PM

View PostJLV, on 18 March 2012 - 11:24 PM, said:

Most people are just making bigger games. I know mine can take 20, preferably 24, and can go up to 27.

I hate the fact that I may become the nay-saying grey-haired guy shaking his head over youthful exuberance, but.....

Balancing this will be tough, especially if you go for a crazy tmdi.
I'm not saying they can't be run or won't be fun, but they have issues due to their size.

Some of these are in-game; impact of the lynch vs player number, size of various factions, ability for players to keep track of others (aka it is relatively easy to lay low, d-day being very far in the future, 1-shot abilities being marginal, etc. Others are out of game, think about the length of the game, length of sign-up, mod keeping track of play, modding time span, et cetera.
Finally, being able to stretch a game from 20 to 27 (aka, a 33% increase), is a whole lot tougher than it looks.

Imho 17-19 is in general for both players and mod the optimum number of players in a game. Some games can only accomodate fewer players, some more. Games of size below 20 tend to be resolved relatively rapidly (a week or 2 of real time at the most) making sitting one out less of a hassle than a 3 week game, and fitting more schedules.

In such a way, creating a 27 player game (extreme example) to allow everyone to play only to have your day 1 & 2 deaths sit out three weeks of waiting time until the next game may actually increase the amount of time spent on the sidelines compared to a shorter game :wallbash:

Anyhow, I agree with ST.
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#1408 User is offline   Morgoth 

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Posted 19 March 2012 - 02:37 PM

View PostTapper, on 19 March 2012 - 02:28 PM, said:

Anyhow, I agree with ST.


You're just saying that because you know he's not as hungover as the rest of us.
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#1409 User is offline   Tapper 

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Posted 19 March 2012 - 03:07 PM

View PostMorgoth, on 19 March 2012 - 02:37 PM, said:

View PostTapper, on 19 March 2012 - 02:28 PM, said:

Anyhow, I agree with ST.


You're just saying that because you know he's not as hungover as the rest of us.

the bottle, it stares at me with a hungry glimmer in its eye and a wicked grin promising sweet oblivion on its etiquette.
Everyone is entitled to his own wrong opinion. - Lizrad
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#1410 User is offline   Rashan 

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Posted 20 March 2012 - 12:21 AM

goddamit

This post has been edited by Rashan: 20 March 2012 - 12:22 AM


#1411 User is offline   Macros 

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Posted 24 March 2012 - 04:16 AM

Think Sharpe mafia will be about 20 players.
I have actually done a lot of thinking about this game and will have it basically written and ready to show comod soon for balancing and issues and stuff.
I'm pretty poor at balancing games.
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#1412 User is offline   Mentalist 

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Posted 24 March 2012 - 07:13 AM

so, you've gotten better since Coltaine, have you? :w00t:
The problem with the gene pool is that there's no lifeguard
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View PostJump Around, on 23 October 2011 - 11:04 AM, said:

And I want to state that Ment has out-weaseled me by far in this game.
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#1413 User is offline   Macros 

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Posted 27 March 2012 - 11:36 PM

En par bitch, that's why ja is involved :wine:
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#1414 User is offline   Macros 

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Posted 27 March 2012 - 11:55 PM

Also
coltaine was probably the worst balanced game I've ever made, most certainly the first that was weighted in the towns favour
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#1415 User is offline   JLV 

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Posted 30 March 2012 - 12:44 AM

Hey Tapper, will you be able to run your mini after this game, or is it a bad time? I know modding is time consuming.

After you is Ment, D'rek, and Me (+Dinivan). Any clue on the order there?
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#1416 User is offline   Mentalist 

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Posted 30 March 2012 - 12:53 AM

next week is last week of classes.
I dread to think about what my life will be after (and during, really), because finals are coming. I'm not gonna try to run AC during finals, that's be just terrible. Anyone else if welcome to step up.
The problem with the gene pool is that there's no lifeguard
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View PostJump Around, on 23 October 2011 - 11:04 AM, said:

And I want to state that Ment has out-weaseled me by far in this game.
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#1417 User is offline   JLV 

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Posted 30 March 2012 - 01:07 AM

I can run mine at any point after Apr. 6.
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#1418 User is offline   D'rek 

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Posted 30 March 2012 - 01:12 AM

I am thinking I won't have time to run mine until summer vacation. I'll check with Silencer and Grief about their availability, too.

 worrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1419 User is offline   JLV 

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Posted 30 March 2012 - 01:14 AM

Hm. Well Tap has his potentially, I have mine, we have a few other games being developed. We should be good for a while. I have no problem running mine soon, its 100% ready, I just don't want to start without Dinivan, and he won't be back until the 6th.
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#1420 User is offline   Macros 

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Posted 30 March 2012 - 02:37 AM

I should he ready in like two weeks
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