DaBackpack |
04-24-2020 09:20 PM |
Re: TWG 194 - Game Thread
Quote:
Originally Posted by leetic
(Post 4726202)
Sound logic... except the inactive players are easy mislynch candidates earlier in the game as well. So I think I'm gonna pass on that one.
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there's more to this though
1) Information. In the late-game we have more information on other players. An inactive player is a ???? that usually necessarily needs to be resolved because their slot is more valuable. That is, the information entropy of each slot is higher in endgame. So when a slot is completely unreadable in Final 5, it's much worse than if that slot is unreadable in Final 15 or w/e.
2) Similar to above--- when we make critical lynches we need them to be informed. D0 is never a critical lynch, so in the world where Inactive X is town, that outcome is less shitty than if you save that lynch for later.
3) Hiding space. Simply put, by killing off potential dead-weight you are necessarily forcing the wolves to engage more, since there will be less hiding room.
4) What happens so many times (read: Animal Crossing game) is that an actual wolf player will get traction in some middle phase, but -somehow- the momentum shifts to an inactive. Usually very hard to tell is anybody is pulling the strings, so we always say "OK, if this inactive is town, ALWAYS ALWAYS lynch this wolfy person" but guess what? There is ALWAYS a fucking way out of it the NEXT phase if there are still inactive presences. This literally is what lost town the last game: our inability to stick to our convictions and instead be distracted by random noise.
5) Making this an actual policy forces wolves in general to post more. This is pro-town since it increases the amount of information we have about each wolf, as well as increasing the volume of incriminating/contradictory/slippish posts
there you go
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