Excellent questionsQuote from Ecophagy »Do the Mafia still win at parity if they have no ignites left? Can you ignite and mark the same Night, and if so does the player marked that Night die as well?
Yes and yes
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Excellent questionsQuote from Ecophagy »Do the Mafia still win at parity if they have no ignites left? Can you ignite and mark the same Night, and if so does the player marked that Night die as well?
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Quote from Ecophagy »GG, hard fought game. Well played Proph you were incredible, I'm really impressed.
I hope Grapefruit is OK, he was absolutely up for the F3 fight so there's no way he just bailed on the game because he didn't want to give it a go. Something really important must have come up. It's a shame that definitely cost us the game, but we were always up against it in the F3 anyway and I think we gave it a good go from a very rocky D1 lurk-out.
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Quote from Silvercrys3467 »We simply do not have the active player base to fire games; even discord activity has noticeably decreased in the last few months.
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Quote from ThingymanEpisode 1 (Guests: DWetzel, GeneralHanderchief, Beck and Dels)
Thank you to everyone who tuned in! We had more than a hundred people watching, which is very exciting. I hope to see all of you again next Sunday at 4 PM EST.
Find the episode here. I will also upload it to YouTube later, and see if I can get an audio version out to Spotify, iTunes or something.
Episode Summary
I talked with four former champions - DWetzel, GeneralHankerchief, Beck and Dels - about the Season 7 setup, the game line-ups, winner predictions, the jury system, spectator chat and advice for new players to the series.
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Alternate Formats and Bloopers:Cold Funk Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
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I hope Grapefruit is OK, he was absolutely up for the F3 fight so there's no way he just bailed on the game because he didn't want to give it a go. Something really important must have come up. It's a shame that definitely cost us the game, but we were always up against it in the F3 anyway and I think we gave it a good go from a very rocky D1 lurk-out.
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I posted player number updates in the original thread, but it's clear that our playerbase is dwindling. We've had a few major system shocks that have caused massive losses on top of general attrition, and have yet to see any significant recovery from any of them.
I believe our best option is to migrate. While we have history and distinct style here, I think that our playerbase (and by extension host base) is too small. Current rates are just about sustainable, but one more major event (e.g. site sale) or period of empty queues could easily be a death knell. If we stay here, it can only be done by a genunine concerted effort to improve player numbers - and to get back to even 2016 levels we'd need to nearly double where we are now. Frankly, history has shown that we as a forum have completely failed to implement any (effective) effort to rebuild the playerbase in the past.
If we do move, I think MU is the best destination. As much as I appreciate the other offers we have received, I think a merge with forum of similar size and state to us would just kick the can down the road - it won't solve anything long term. With MU, yes we would be subsumed into a greater whole and risk our identity, but if we get our own space we can mitigate that, and with enough integration we can really try to change attitudes towards slower paced/longer deadline games.
Regardless of where we go, I think we need the following to make it a success:
Finally a reminder: much of our community is active on discord, which I imagine will be our hub no matter where we end up.
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The mod said in the spoiler in #99, so it means nothing. Just the mod shirking his duties by having fun.
@Ignoramus: How familiar are you with this game's players? For example, you know Axelrod is experienced.
Do you have any other reads? For example on Grape who agrees that Axel is wolfy?
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Introduction
The number of players playing Mafia on MTGS has fallen during recent years, shown primarily through the reduction in the number of games run. By observing and charting this decline, we can attempt to understand why the population has decreased, and facilitate discussion on what can be done to rectify the situation and encourage growth.
The aim of this study is to observe the number of players from 2010 to 2015 inclusive, to discover the extent to which numbers have fallen, when they fell, and to explore changes in the sub-populations of new players, returning players, and active players.
Methods
The total population data for players on the mafia forum consists of the username of everyone who played a game between the years of 2010 and 2015. Within this six year period, data was collected in quarters of three months: the first quarter being January/February/March. A game was categorised into its quarter set based on its recorded start date, derived from the date of the first post in the thread. Replacements were counted the same as players who started the game, even if they replaced during a later quarter.
In addition to the total population, we wished to examine the subpopulations from which it is composed. Each player in the total population data was therefore assigned into one of three populations:
The total population data was acquired by manually copying and pasting playerlists into a separate .txt file for each quarter (yes really). This was then stripped of formatting and parsed using a python script into an excel spreadsheet, with each column containing a list of players who played at least one game during each quarter. This total population data was then subdivided into the above sub-populations via another python script, with the resulting numbers of players in each subpopulation for each quarter also present in the spreadsheet. Also included in the spreadsheet is the list of games included in each quarter, as well as a quick-and-dirty count of how many games were played each year. Note that three games were excluded from this analysis: CCMIX, as it was a hydra game, Social Engineering 2, for being a blind game with gimmicks, and Vanilla 2, for having an OP which has been completely mangled.
Results
The resulting total number of players, along with the number of new, active, and returning player who were involved in at least one game each quarter is presented in figure 1 below.
The overall population has fluctuated with no clear trend for most of the time period, before dropping off in 2014, in line with the active and new player sub-populations.
In figure 1, we can see that active players underwent a very gentle decline in numbers until 2014, when the numbers rapidly fell off. During the preceding years, there are clear quarterly alternating peaks and troughs at the same points in each year. A fairly similar response was seen in the number of new players each quarter, which likewise tailed off during 2014. However there was also a large trough in the number of new players during the latter half of 2012. Returning players have maintained reasonably constant level, apart from a dip in 2013Q1. They only fell off marginally in 2014, and in fact rose slightly towards the end of the year and into 2015.
Discussion
This report aimed to observe the number of players, by quarter, from 2010 to 2015overall and by subpopulation. It found a large decrease in player numbers, as well as other fluctuations in the player-base.
Active players
The active player-base was mostly stable between 2011 to 2014, undergoing only a gentle decline. The alternative peaks and troughs suggest seasonal ebbs and flows in player numbers, supporting anecdotal observations. 2014 saw a gigantic contraction of the active player base, which is most likely attributable to the change in forum software under Curse ownership, which was widely decried at the time as being unsuitable for Mafia. Going into 2015, this decline levelled off and the population stabilised, helped perhaps in part by technological improvements at the start of 2015 (such as the increased post per page count). There was a worrying dip in 2015Q3 in overall player numbers, but they immediately bounced back, possibly suggesting that the current player-base has stabilised sufficiently for the seasonal changes in demand to return.
New players
New player rates have seen large fluctuations, although with consistent peak heights. The drop in new players in 2012Q3 is difficult to explain: the summer of 2012 saw a huge amount of site-wide drama focusing on the closure of the Gutter and associated user bans. This did affect the number of active players (the cyclical trough in 2012Q3 is larger than previous drops) as some players were banned or voluntarily left the site, although it is unclear how site drama would impact new players: perhaps users were driven away from the site, or the drama monopolised attention of otherwise potential new players.
The number of new players seems to start to recover in 2014Q1 before following declining in the rest of the year. Worryingly, new players are still in decline, possibly due to a lack of new-player friendly sign-ups.
The main area of interest revealed through this data was 2014, as the decline from 2014 to present day has been more severe than any other and shows no sign of recovery. While I have been unable to find a full timeline for when events occurred, the transition to Curse happened around this time. This came with the change in forum software, which public opinion was incredibly negative of (and not without reason). However, a number of positive changes were made in first half of 2015 (such as the increase in posts per page), which helped to stabilise the player base to an extent by making the site more mafia-friendly.
Returning players
Returning players have stayed fairly constant and less subject to the whims of seasonal demand than active and new players. They were also only very gently affected by the exodus in 2014, and have actually shown an increase since the end of 2014 (although this tailed off right at the end of 2015). This provides some hope that Curse has improved sufficiently that some players pushed away by it might be returning.
All three populations showed a trough in 2013Q1. Although this is in line with a seasonal in active players, it is very unusual behaviour for returning players. At the end of 2012, MTGS was first sold to Curse, which could have put off potential returning players. In addition, the forum struggled with a handful of large games which took a while to fire, which led to the fusing of Normals with the League.
Limitations
There are a number of limitations with the data collection methodology. Primarily, no provision has been made for the same player using a different name. This means that each different name is counted as a separate player, which includes:
In each of these cases, the different name appears as a completely separate player, which causes inflation in the population, and subpopulations that may skew the results. The situation is very solvable, but is likely to be labour intensive, as it would require collecting the variations by hand before combining them.
Conclusion
In conclusion, player numbers have fallen dramatically from 2010 to the end of 2015. Prior to 2014, decline was very gradual, with a series of peaks and troughs and active player numbers maintained a healthy cycle. However, the move to Curse and change in forum software in 2014 had a dramatic impact on the player base, and although this seems to be stabilising, there have been no signs of recovery, with the numbers of all three groups remaining low.
Given the current situation, it is imperative that we, as a forum, group together to work out what can be done to increase player numbers. The most important area to focus on is new players: their numbers have fallen incredibly - to only three new players in 2015Q4 - and appear to show no obvious signs of recovery. Although the number of returning players has remained fairly consistent, we should be looking to grow their number as well, primarily by trying to bring back the large number of players that left during 2014. Key to any growth strategy is ensuring that new and returning players can be converted into active players, which are the most important overall demographic to the continued health of the site.
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As part of my retirement I will be transferring control of the discord server to current Council member SilverCrys, who will probably look at instating some moderators on it.
I will still be around on the discord, and I will doubtless continue to play occasionally. I am still keen to review games, and will always be open to discussing mafia theory and mentoring.
My sincere thanks to everyone I've worked with: councillors, secretaries, and forum mods alike. Special thank you to all the players and game hosts past and present: without you we wouldn't have our wonderful little corner of the internet, and I am so proud that I have helped look after it.
Here's to the future.
Eco.
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Struggling for Power 4/12
Killjoy
Sheepsaysmeep
shadowLancerx
Vaimes
Facing Stalin's Wrath 8/12
Roz_the_eevee - Lavrentiy Beria - Head of NKVD Security Forces, Vanilla Town - Lynched Day 1
LastWhisper - Vyacheslav Molotov - Minister for Foreign Affairs, Town Tracker - Killed Night 1
Wheat_Grinder - Anastas Mikoyan - Minister for Trade, Vanilla Town - Killed Night 1
Nancy Drew 39 - Georgy Malenkov - Deputy Party Leader, Mafia Goon - Modkilled Day 2
Gemma - Georgy Zhukov - Head of the Red Army, Town Vanilla - Modkilled Night 2
RhandHunger - Maria Yudina - Pianist, Town Vanilla - Lynched Day 3Lissa - Vasily Stalin - Son of Stalin - Town Vanilla - Killed Night 3
RegfanDels_8 - Lazar Kaganovich - Minister for Labour - Mafia 1-Shot Backup RoleblockerEvents
Start of Day 2
Start of Day 3
Start of Day 4
Game Over
Full Setup
Rules
Deadlines and Activity
Voting
This game will use my super fancy vote counter. As a result, votes MUST follow some simple rules in order to count. These rules are detailed here. Fundamentally, so long as your vote is within its own set of bold tags, you should be fine. If your vote is not counted, simply revote. I will try and point out and explain invalid votes.
Team Mafia Rules
The full list can be found here
Summary:
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Results & Post-game
TEAMS
KpacaAnaklusmos, TubbaFettReplacements
FORMAT
SIGNING UP
Information required for sign ups:
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This version 0.5 update contains:
-A console that lists valid and invalid votes
-Votecount is now sorted descending by votes received, with Not Voting always printing last
-Allowed "Unvote. Vote X" syntax.
-UI reshuffle
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At the same time as I was having fun thinking of stupid characters, I made another conscious decision to build the game bottom-up, rather than top down. Apocalypse was built out of imagining the world and the characters that would inhabit it, and creating roles from those characters - then missing holes of balance were filled in. Cyberspace was constructed out of the overarching mechanics (which were themselves based on the flavour of the concept of cyberspace itself), and then populated with classic cyberpunk, neo-noir, and low-life hacker archetypes, and abilities grew from there. For Low Fantasy however, the roles were put together separately. The purpose of this was to have a low complexity, solidly balanced game that didn't go overboard with roles, where the flavour was just additional. In addition, I tried to reverse engineer the most enjoyable game of Mafia. For a 12/4 game, I believe it looks something like like:
Obviously, a mod has very limited control over the game unfolding in this way (although this one got close!). Bearing this in mind, let's look at the roles themselves:
The scum were given tools to counter the town, but in a less traditional form that usual. Most obviously, they were not given a roleblocker. This was a deliberate choice, based on the idea that being roleblocked is not fun, and the only ability the scum really had visibility to block would be the doc, or lucking into one of the other one-shot abilities. Plus, blocking the cop shot, however unlikely, would have been a big swing. Instead they got:
Overall and in retrospect, I think the town is marginally weaker than the scum, but the town does have access to more blowout potential (cop and vig shots, Doc save is pretty strong), and the Inventor makes more problems for the scum as the game goes on, while the scum have limited ability to just stop the blowouts cold due to no roleblock, forcing them to improvise and piece together the game state with the roles they have. 4+8v4 is also nice symmetry!
Looking at the game in totality, I would absolutely call it a success: I really enjoyed writing the flavour (although there was going to be more and a richer world, but Mafia as a game is so non-conducive to writing prose, and it gets really boring writing variants of "and then this person got killed" over and over again). I also think the characters were funny and entertaining, and I hope everyone enjoyed reading the role PMs! I also think the mechanical aspects of the game were simple, straightforward, and balanced enough while also being not entirely obvious and unoriginal.
Day 2 rolls around, and things get even worse: another mislynch, and Night 2 sees the Doc (and strong player) Vaimes killed, while Shadow wastes his gifted Track shot testing Kabazame. At this point, the town are well and truly in the hole: 2 mislynches, 2 NKs, and with a daykill the only power left in their pocket.
Then, of course, ATPG makes his grand entrance. He wakes up the listless town, the they get their first scum lynch. ATPG is unsurprisingly immediately killed, but the town manage to get LnGrrrR the next day. The scum expend their newly acquired rolecop shot that Night, and at this point the usefulness of their power is all gone. Game on.
Day 5 is key - the town have one mislynch spare, and need to find 2 scum. Toastboy steps up and blows Anak away, removing a mislynch from the pool. Tragically, the Day ends far too soon with KJ's lynch.
So far, the game has excellently followed the layout: the first scum lynch came a bit late, but we are now going into a 3v2 LyLo. Ideally, the town would lynch correctly and bring it to a tense 3-player LyLo, but as we all know that sadly didn't happen. So what happened?
Overall, the town did a really good job getting back into the game after all their power got killed - they were so far behind on N2 that I basically wrote them off. However, that come back really has to be attributed to ATPG taking the game by the scruff of its neck, churning out a significant amount of analysis and motivating the town into consecutive scum lynches. I think Toastboy also played his role well, holding the kill much longer than most people would and removing Anak from the trees scum could hide behind (especially because there was a point I was very worried he would gamble and shoot Kabazame, which would have been a disaster!).
The key problem was that in the majority of the game that didn't contain ATPG, the town were rudderless and listless, with no real leader or (not-scum) people really driving the game. Although overall activity was fine (I didn't have to send very many prods at all), content was quite low - particularly in the first half of Days we would see very few posts. The scum were by far the more active faction (EternalLurker and Tom in particular, but they discuss the situation in scum chat that they were often the only ones posting and conversing). This lack of direction meant lynches were really sloppy: almost all were rushed at the deadline, and there were almost no pre-deadline wagons to analyse, and basically no claims at all - because no-one hit L-2 without getting lynched immediately because the deadline was so close and they weren't online. I was really hoping ATPG's injection of brute-force activity and successful lynches would galvanise the town, but it...just didn't.
There was also an absolutely chronic lack of reading back and reassing and trying to objectively find scum: EL was given a game-long free pass for being confrontational and abrasive, despite the fact that this was very clearly just a personality trait, rather than alignment indicative. SJT did fine to not rock that boat, but (with 20/20 mod vision) made a number of posts that were textbook waffly and buzzword filled that someone really should have thought about. Similarly, Tom was basically openly power wolfing from the moment he accidentally revealed his gimmick, but no-one really sat down and tried to read him, just hoping he would resolve himself at some point. I think the epitome of this was Shadow's votecount analysis in #1881: if he'd actually set it up without colouring the unknowns, he'd have seen EL and Pa in the middle of the grapefruit wagon, while Tubba and LnGrrrR are off-wagon. Instead, he coloured in EL/SJT as Town and allowed himself to be tunnel visioned into making the losing vote.
I think that there a lot of lessons to be learned from the game, even if these lessons are really ones which seem to come up a lot. Townies win the game by staying engaged, actively scumhunting, and frequently re-analsysing their view of the gamestate. That didn't happen enough, which let unnecessary townies die, and let scum skate by on D1 reads. Even in the face of that, it was a good game and both teams played solidly: the scum team just played better and were willing to put more in.
Thanks everyone for playing, and I'm glad everyone seems to have enjoyed themselves since, well, that was the point!