Aspiring Rapper's MAFIA- Game Thread

I believe that posting more than the 'usual' on CFC/Org is better for the town, but obviously not to such a large extent.

POG/MU, etc too much. CFC/Org, a tad too little.

Just a bit more than what we normally get is the sweet spot IMO, where everyone has content, but there isn't so much that it overwhelms everyone.
I have posted about activity constant before but no one cared. Games like Red Dwarf, None Shall Pass 2, Darths & Droids is imo the sweet spot for activity.

I think the real problem is when a game is super active but a large portion of the players lurk (as seen here). It distorts reads to unfairly punish high posters, as I pointed out earlier.
 
Also, it was really fun playing with y'all!

If anyone wants to hit me up on Skype, shoot me a PM :)

Thanks for playing. And your poetry, mocking though it was.

It's great seeing new people.

Mat, I didn't have much interaction with you, but I hope you enjoy the next game.

Lassie, you were extremely entertaining, and one of the things that made this game bearable to me in the early going between illness and content.

Cass, you were scary aggressive, and kept your cool even when the populous turned against you. Excellent style.
 
I have posted about activity constant before but no one cared.

I'd love to hear an elaboration.

To be fair, I rail constantly on the playground about the low activity making certain reads impossible, and I think a bit of an uptick from here would be good to, though I'm not a constant poster myself stylistically.

I don't think though once you raise it much higher it actually does anything but distort the game with more junk information.

To be fair, all the other games had a higher posting rate and the town won all of them.

Not to a signifiant divergence though. It doesn't seem to confer a real information benefit once it caps to a certain level from what I've seen.
 
My point still stands. I just went to random.org and randomized the player list order. There were 2 scum in the first ten names.

Spoiler :

al sipsclar
zack
backwards logic
arakhor
kingmorgan
cuthilius
xym
mat93
takhisis
glossysushi
---
sooh
edse
autolycus
legato endless
pouter pigeon
visorslash
newyn
choxorn
murska
bsmith
golden1knight
cass_
jarrema
kennigit
landlubber
lassie
lohrenswald
did it again, 2 scum in the first ten again

Spoiler :
kingmorgan
mat93
choxorn
golden1knight
newyn
xym
arakhor
backwards logic
lohrenswald
al sipsclar
---
edse
takhisis
visorslash
pouter pigeon
jarrema
landlubber
zack
kennigit
autolycus
lassie
glossysushi
legato endless
murska
bsmith
sooh
cass_
cuthilius

go to random.org and try it for yourself :)

You'd have a point if my sample was 10 players, but it wasn't and you know that. Try your random.org with 4 or 5 players instead... ;)

Arakhor also wasn't a "random" lynch.
 
You'd have a point if my sample was 10 players, but it wasn't and you know that. Try your random.org with 4 or 5 players instead... ;)

Arakhor also wasn't a "random" lynch.
you admitted that your point about the arakhor wagon did not apply to me

so 1 scum out of 4/5 players is the same ratio :p
 
if you're interested, this game's activity constant is 4.68 :lol:

Pirate Ship Mafia III is 3.10

None Shall Pass ended up at 1.8

Red Dwarf is 1.32

None Shall Pass 2 is 1.21

It's a flawed statistic for a few reasons but still somewhat interesting to look at and very easy to calculate.
 
You'd have a point if my sample was 10 players, but it wasn't and you know that. Try your random.org with 4 or 5 players instead... ;)

Arakhor also wasn't a "random" lynch.

There is actually some interesting mathematical models I've seen which purport cases where it's more rational for the town to lynch randomly than not.


Interesting. I'll need to take a few glances, but that looks like quite something.

So the ideal number is 1, but going higher is actually decreases efficacy? That would fit my premise.
 
if you're interested, this game's activity constant is 4.68 :lol:
It's a flawed statistic for a few reasons but still somewhat interesting to look at and very easy to calculate.

Pffft.

Yeah that makes sense. It's probably at least approaching a valid principle/paradigm even if it's not accurate in itself. More is not necessarily more.
 
My take on the content vs lack thereof (by other standards), having played a good amount of both.

With higher content, it's more like live mafia. Yes, the town can't think as well and can't go back and look at all the posts in five minutes, but the tradeoff is that the scum also aren't spending twenty minutes on each post. It's a type of game based on reactions, tone, and connections. Voting changes play a bigger role and are more important, because you don't just make a vote and sit on it obstinately all day because there's not much reason to change it. Votes fly around more, you have more time to figure people out and get a good read from interacting and seeing how they respond. For example, on an activity level 1 game on CFC typically, people make 1-3 posts per day. These are not actually usually deep analysis posts. There's hardly anything to work with. So, in a faster paced game, you may have too much to be able to read, but you can, say, go back and read everyone's posts before EoD. You get much more of a sense of what people really feel. Scum is much more likely to make a tactical error or slip under that set of conditions.

Like (I think) Zack said, the main problem with this game is that you had the five or so players that were maintaining that higher level of activity, and everyone else was just sliding happily beneath the radar. And it doesn't really help the system when it's in neither of the modes, fully. It helps scum point fingers at the people who have made many posts, and some are slightly scummy when looked at from one angle, more so than the inactive people who have just made bland unhelpful posts. There are definitely people in between, but I think you get the point.
 
An interesting idea would be to apply the same activity constant concept to individual players. Naturally it would use Majiffy as the unit of measurement (e.g. glossy posts at a rate of 1.3 Majiffys).
 
Applying that constant concept to a recent (specifically high-activity) game on MU, we get... roughly 56.

Town won, sort of.
 
56 majiffys? sounds like kennigit's wet dream

Spoiler :
i realize you are talking about activity constant
 
if you're interested, this game's activity constant is 4.68 :lol:

It's a flawed statistic for a few reasons but still somewhat interesting to look at and very easy to calculate.

Well, one thing that's clear is that this was probably the most active game in the history of this site, just because of that 67-page day 1. LotR and None Shall Pass 1 are the only two that come close, and LotR only has so many more posts because it had 44 players and lasted more than twice as long. And, for all that I complained about how low-content some of Glossy and Lassie's early posts were, LotR had Takhisis posting Caturday memes 500 times and Earthling repeating the same argument over and over again, getting more and more rude each time, and I much preferred Glossy and Lassie to that.
 
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