Rictus wrote:jnd94 wrote:...like Kwanton, I disagree with bandwagoning....especially when we don't have a set time limit.....But Unit_2 is most likely not gonna show up. Let's just let Spin deal with him, and we can focus our lynch on catching scum, not killing deadbeats...

Not having a go here - just trying to understand...
Day 1 lynch = crapshoot, right? Evidence is thin to non-existent (unless someone is behaving out of character). So it's going to be a bandwagon lynch, probably. And we should lynch a 'bad' player, because even if they’re town, they're still bad and will therefore not be a big loss, then we can look at voting patterns for day 2, right?
But you seem to be saying we should be focussing on catching scum from day 1, which seems to go against what everyone else is saying... So what are good day 1 scum-tells?
Alternatively, if you think unit2 is a bad lynch because he'll probably deadbeat anyway (and I can see that logic) then who else of the 'bad' players would you pick instead, and why? Or do you not buy the ‘lynch a bad’un on day 1’ approach?
The evidence is not non-existant, or thin. Part of it might be, because it is all random, but with games with no-limit, unless there is a huge bandwagon, people will start acting serious sooner or later. If you play a long time, you can see scum tells in the random votes, although it's hard. Once people act serious, there is bound to be someone acting strange. Then you can vote them, and it might actually make sense.
Their are many problems when lynching a deadbeat. (1: You usually waste your lynch, unless it turns out they are scum. But if said person hasn't posted, than how can you know if they are acting scummy?
(2: It's not like the deadbeat will stay in the game. If we have a good mod, he will just modkill the deadbeat, thus avoiding any kind of problems.