Queue Discussion Thread

i can probably take this too if you want, up to you

2 Likes

luka gigachad

1 Like

that ones “done” in a way thats not really done (i have my main ideas typed out but like, haven’t actually checked or proofread anything)

can add u for now tho

2 Likes

and currently ishmael is still working on the mountainous so ill add u when they seem to be finished

2 Likes

when you add me dm me on discord so i know please
i dont tend to check fol very often unles needed

2 Likes

hey YBW

what are you cooking

5 Likes

i have never seen this phase length LMAO

3 Likes

my god

2 Likes

dont ask me lmao

2 Likes

oh no

2 Likes

that was me

2 Likes

but why

2 Likes

i enjoy nonstandard day night phases

2 Likes

Kinda based
I propose a game where days are 1 minute and nights are 23 hours and 58 minutes
That way SOD shifts by one minute each time, just to annoy the players

2 Likes

yall are t ready for the .5/.5 day night cycle

2 Likes

Are you ready for the pipe bomb in your mailbox

2 Likes

still better than the 24/12 cycle…

1 Like

nah id live

2 Likes

what distribution would you do for 13 player mountainous? i think 11v2 would work, 10v3 on fol would be a wolf win 95% of the time

1 Like

From a random-eliminations standpoint, town wins 39.5% of 11v2 games, and 20.8% of 10v3 games.
Standard mountainous town win chances are: 35.2% for 9v2, 24.5% for 12v3, and 15.1% for 13v4.

IMO, higher playercounts having lower random-elimination win chances is good, because the more days there are, the more information town will have, so they should (later in the game) have higher chances of hitting a wolf compared to lower playercounts


Given the above I think 11v2 and 10v3 both sound bad
(which is probably why the setup was changed to 15p)

3 Likes