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PostPosted: Fri Nov 08, 2019 4:24 am 
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Just fudge the maths. Nobody will know. <_<

Also mod confirmed pregame, Sky gets to stab KoD again. >_>

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PostPosted: Fri Nov 08, 2019 8:21 am 
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JayDreven wrote:
Just fudge the maths. Nobody will know. <_<

:bored: too late :sweat:

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PostPosted: Fri Nov 08, 2019 9:51 am 
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Zinger2099 wrote:
It is at this point in time I realized that giving people some iota of control over what alignment they randomly receive is making me do way more math than I expected I would have to do.

Also, I now know more than I ever thought I would need to about picking probability, exchangeable random variables, and the i.i.d. statistical model. Sheeeeesh.

I also now know everyone's alignments. Fun times.

You just announced that all the alignmens roles got picked here.

Also when I did let players decide their alignments I just virtually exctracted tickets to find out who was mafia and let players determine how many of their tickets were in the pool, way easier to track.


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PostPosted: Fri Nov 08, 2019 1:39 pm 
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Well I mean even if they were last in the pack each time they'd all get drafted inevitably.

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PostPosted: Fri Nov 08, 2019 2:11 pm 
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Yeah, but knowing that you definitely won't get one in your last pick might change how you prioritize the picks before that.

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PostPosted: Fri Nov 08, 2019 3:24 pm 
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You're right I did. I also don't care. :teach:

I can't wait for this game to be over so I can show you all my crazy math formulas.

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PostPosted: Fri Nov 08, 2019 4:36 pm 
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Here's a sample:

Dusky: (town 5%)/(mafs -2.5%)x(self2.5%)=town1.67% modifier
KoD: (town-76%)/(mafs76%)x(self0%)=mafs25% modifier
JD: =cult

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PostPosted: Fri Nov 08, 2019 5:26 pm 
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I love maths.

:V


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PostPosted: Fri Nov 08, 2019 6:53 pm 
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Ah yes, an exciting game of Mathia.

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PostPosted: Sat Nov 09, 2019 10:17 am 
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JayDreven wrote:
Here's a sample:

Dusky: (town 5%)/(mafs -2.5%)x(self2.5%)=town1.67% modifier
KoD: (town-76%)/(mafs76%)x(self0%)=mafs25% modifier
JD: =cult

You're on the right track.

Now multiply this by a factor of...900.

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PostPosted: Sat Nov 09, 2019 11:52 am 
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You heard the man. JD = 900% cult.

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PostPosted: Sat Nov 09, 2019 11:57 am 
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JayDreven wrote:
You heard the man. JD = 900% cult.

That would require 360 Alignment Control picks... And it would also require that voting Cult was a valid option when picking them. :V

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PostPosted: Sat Nov 09, 2019 11:57 am 
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All as it should be.


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PostPosted: Sat Nov 09, 2019 12:00 pm 
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The odds of there being a Cult in the game are pretty low, given what is required for there to be added any, but IF there is a Cult, the people who have the best chances of getting that alignment are actually those who didn't pick any alignment control options at all, technically.

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PostPosted: Sat Nov 09, 2019 12:03 pm 
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As a designer who just absolutely LOVES Cult, I try to include a version of Cult in all of my games. That said, because I never make it the primary threat (always a tertiary threat), I inevitably nerf it severely somehow, usually by putting a cap on the number of players they can drag into their Cult. You know, cuz un-nerfed Cults can get out of control.

The "nerf" in this game is that the odds of a Cult alignment being introduced is low. But if it does happen, if there IS a Cult, they will have no such limitations on how many people they can absorb. Fair warning.

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PostPosted: Sat Nov 09, 2019 12:34 pm 
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@Dusky:

https://discord.gg/7qQDTr

Join Px2. And hey, maybe drag Sky with you. Lots of ppl to stab, in there, for great justice.


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PostPosted: Sat Nov 09, 2019 1:28 pm 
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Thanks! Sounds charming. I don't think Sky uses Discord, but I could be wrong. I'll ask him.


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