Ever since Xmas update there has been "Traitor chance" visible in menu that opens from F1. This has never worked and its common knowledge on the server but it leads to frustration from new players who don't know that its broken.
Why it is a bug/glitch/exploit.
Because it does not work. It might be implemented badly, but it doesn't work and never has
Steps to reproduce the bug.
Play on the server.
Any media/screenshots if applicable.
So in this video you see me checking the box at the start of every round to see my Traitor chance. Yes these rounds are all consecutive and I did not once get a T. "You are just triggered because you didnt get a T" no I am not. I know the real chance is 25% because that is how the game mode works
And finally chance of this being a coincidence: 0.00146545...% (not that great)
chance of being innocent on all these rounds was calculated using the core rules of this game mode which is that there are always double the amount of T's when compared to D's so chance of you being innocent (no D or T) is:
100% - 1.5 x T%
So from the video link the chance of me being using that method is the chance above but just to give some wiggle room I calculated the odds without even counting in being detective with following function
100% - T%
gaining total of 0.5% likeliness with these given odds to be innocent in all the rounds
Just remove the chance thing it will never work in TTT
(oh and btw for those interested chances of being Innocent 7 rounds in a row is 3.72% likely with 62.5% Innocent chance (which is calculated by having 8/16/24/32/40 players on the server netting total of 5/10/15/20/25 innocents 1/2/3/4 detectives and 2/4/6/8 Traitors)
Suggestion:
If you want a working T chance button it should calculate something along the lines of following function
(X - Y - Z) : X * 100% = I%
X = Player Count
Y = Traitor Count (0.25 * Player Count)
Z = Detective count (0.125 * Player Count)
Only thing is that the Y and Z variable should ALWAYS be rounded down to an even number
example when having full 47 players on server:
(47-11-5) : 47 * 100% = 65.957% chance of being innnocent
Edit: traitor chance would be counted using the Inno chance
T% = Y : Z * (100%-I%) : (1 + Y:Z)
I% = chance of being Innocent
T% = chance of being Traitor
D%=100% -I% - T%
and D% is chance of getting laid being a detective
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Had 50% traitor chance when I played earlier this week, yet I didn't get Traitor until after an hour of playing with 4-8 players online during that time. It's really nothing but a meaningless number that doesn't do anything.
Had 50% traitor chance when I played earlier this week, yet I didn't get Traitor until after an hour of playing with 4-8 players online during that time. It's really nothing but a meaningless number that doesn't do anything.
As stated it frustrates the new players who dont know
Daily, we have at least one player who complains about never being a Traitor.
A lot of users have also pointed that the percentage displayed by the "Traitor Chance" is incorrect and misleading.
Cearly this is annoying users, and thus needs to be fixed.
Yes please, the only thing that % display does is cause confusion and anger in players and even if it worked it would be useless because it would only show 25%.
Remove it altogether. As a new player, if it shows 50% for you and you never get traitor, you start to assume that some players have very high % T chance which feels pretty crappy.
I'd also go further and say that I think there needs to be a shake-up in T chance so that people aren't playing for an hour or more without being Traitor.
Obviously you cannot have a rhythm or pattern with T chance, but it could definitely be better than it is.
First in the video I showed x amount of innocent rounds I got in the row with +50% T chance according to F1 menu then I ran calculations checking the chances of this happening randomly. This was mostly done to prove that I wasn't merely unlucky and that it didnt' work
The suggestion part
(X - Y - Z) : X * 100% = I%
(X - Y - Z)
This part of the function shows how many innocents the server has at any given point
When it is divided by the player count we get the rate of people as innocents in given time
Next function would be this:
T% = Y : Z * (100%-I%) : (1 + Y:Z)
Calculate chances of being a traitor.
Y : Z
This part of the function calculates Traitor to detective ratio which is afterwards divided by chance of not being innocent (yea this can be more easily I was sleep deprived I guess)
Afterwards the easy part is Detective chance which is just 100 - chance of being innocent - Chance of being a T
if you were asking how I got the amount of traitors towards innocents its 1 T for every 4 players so:
1T if 1-7 players
2T's if 8-11 Players
3T's if 12-15 Players
etc. Zarp TTT also follows this
With detectives its pretty much the same but its 1 Detective per 8 players.
(Ofc all of these are calculated whilst assuming that there is no algorithm deciding whether or not someone is traitor/Detective/Innocent and its all based on RNG)
If you have further questions I would be happy to answer