|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
|
@sharron, I was on the PTCom for V6. It was ridiculous. Their was so much garbage, that the few active members of the PTCom had to look at. And yes I would call this playtesting because that's exactly what is being asked for, unless you have another reason that tests with the Zygerian are being called for.
You are absolutely right though, 72 characters is extremely hard to playtest. Especially when it's only 2 to 3 guys doing it. No argument here. It's even worse when you can't chat with the designer and voice your concerns and say "Hey man, this is what I'm seeing what do you think?" and just talk about it, and get a decent stat block to playtest. Instead you get "Well prove it in a playtest."
I don't need to prove it in a playtest! I can take one look at that stat block and tell you it's bunk! If only you all could have seen the original vehicles for V6. Or the original Kyp Durron. Instead the designers wanted us to waste an hour per game, with their crap stat blocks that could have EASILY been fixed just through listening to pure, simple, reasoning.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
|
Echo24 wrote:What would the change be exactly? Rivalry for Daala? For Imperials? Slave Driver only works on Fringe characters? Characters with melee? Some combination of the above? Any of those fix the Daala issue, but implementing one without testing it thoroughly is what caused this mess. Let's learn from the mistake, not repeat it. What caused the mess is that someone on the design team thought this was a good idea in the first place. It's not rocket science. Yeah it may not have received the playtesting attention it deserved, but there was SOOOO much in that set that needed attention. Never in any set has so many big name characters been included. Never. Only people that were there really knows how much of that set needed special attention.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,093
|
I think the real question is how powerful a fully operational Daala squad is?
Is it better than Luke's art class? Is it better than NPE extreme? Is it better than squad x?
And I don't mean better in the sense can it beat it head to head (that is a different question). What I mean is, if I played Daala against say 8 squads (all top tier and all of different types rock, paper, scissors, hybrid, combo, etc) and then played another squad against those same 8 opponents, which would come out better? or would it be the same?
If Daala goes say 7-1 in those 8 matchups and Luke's art class goes 7-1 (which it did at Gencon) is Daala the problem or is Luke's art class? Or how about we compare it to NPE extreme which I believe also went 7-1 (only losing the finals) at gencon?
This is why we can't just look at Daala and what she does but we have to measure the relative power of her squads to the relative power of the other squads available to play. And I am really not certain how we effectively do that. As a community, we just don't play nearly as many games as we used to and we often use a squad for only 1 tournament before we move on to a different squad because we want to play something else.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
|
Is the SWM before the x-wing? I guess the testers could go through and work out how the Daala squads would go against each entrant in FrostyCon?
Also, can we please stop making digs against individual designers (both in this thread and the v-set 8 one)? It seems like there are some positive steps done to encourage playtesting for the new set, which is great. Daala's is a cool piece, and fun to run - just came out a bit strong.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
urbanjedi wrote:I think the real question is how powerful a fully operational Daala squad is?
Is it better than Luke's art class? Is it better than NPE extreme? Is it better than squad x?
And I don't mean better in the sense can it beat it head to head (that is a different question). What I mean is, if I played Daala against say 8 squads (all top tier and all of different types rock, paper, scissors, hybrid, combo, etc) and then played another squad against those same 8 opponents, which would come out better? or would it be the same?
If Daala goes say 7-1 in those 8 matchups and Luke's art class goes 7-1 (which it did at Gencon) is Daala the problem or is Luke's art class? Or how about we compare it to NPE extreme which I believe also went 7-1 (only losing the finals) at gencon?
This is why we can't just look at Daala and what she does but we have to measure the relative power of her squads to the relative power of the other squads available to play. And I am really not certain how we effectively do that. As a community, we just don't play nearly as many games as we used to and we often use a squad for only 1 tournament before we move on to a different squad because we want to play something else.
The record isn't what matters. It's whether the other squad even stands a chance. Luke's Art Class won the whole thing, but he had some close matches. If Daala utterly stomps more than 3 or 4 out of the top 8, and at least has a chance against the others, then that's a problem.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
All banning it does is remove an opportunity to see the piece in action at a quality tournament. That cannot be replicated by even the best of our players putting together a couple of test games. It simply pushes back making a decision, or making a decision with less than complete information.
I get that Gerry wants to protect his tournament. But to say that this reason alone means he should take personal action on a piece is good for the game/community long term is simply inaccurate. But what's done is done. I stand by my statements. We will make a decision on daala. It will be made with less than ideal amounts of information. It is what it is at this point.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
|
theultrastar wrote:@sharron, I was on the PTCom for V6. It was ridiculous. Their was so much garbage, that the few active members of the PTCom had to look at. And yes I would call this playtesting because that's exactly what is being asked for, unless you have another reason that tests with the Zygerian are being called for.
You are absolutely right though, 72 characters is extremely hard to playtest. Especially when it's only 2 to 3 guys doing it. No argument here. It's even worse when you can't chat with the designer and voice your concerns and say "Hey man, this is what I'm seeing what do you think?" and just talk about it, and get a decent stat block to playtest. Instead you get "Well prove it in a playtest."
I don't need to prove it in a playtest! I can take one look at that stat block and tell you it's bunk! If only you all could have seen the original vehicles for V6. Or the original Kyp Durron. Instead the designers wanted us to waste an hour per game, with their crap stat blocks that could have EASILY been fixed just through listening to pure, simple, reasoning. It's done that way because that's the scientific method. http://en.wikipedia.org/wiki/Scientific_burden_of_evidenceI do agree 72 characters and only 2-3 people actually playing the pieces made the system harder to work with.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 818 Location: Wisconsin
|
How about dropping Daala's cost to 14 so that she can't be used with other commanders?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
|
Weeks wrote:theultrastar wrote:@sharron, I was on the PTCom for V6. It was ridiculous. Their was so much garbage, that the few active members of the PTCom had to look at. And yes I would call this playtesting because that's exactly what is being asked for, unless you have another reason that tests with the Zygerian are being called for.
You are absolutely right though, 72 characters is extremely hard to playtest. Especially when it's only 2 to 3 guys doing it. No argument here. It's even worse when you can't chat with the designer and voice your concerns and say "Hey man, this is what I'm seeing what do you think?" and just talk about it, and get a decent stat block to playtest. Instead you get "Well prove it in a playtest."
I don't need to prove it in a playtest! I can take one look at that stat block and tell you it's bunk! If only you all could have seen the original vehicles for V6. Or the original Kyp Durron. Instead the designers wanted us to waste an hour per game, with their crap stat blocks that could have EASILY been fixed just through listening to pure, simple, reasoning. It's done that way because that's the scientific method. http://en.wikipedia.org/wiki/Scientific_burden_of_evidenceI do agree 72 characters and only 2-3 people actually playing the pieces made the system harder to work with. The scientific-method argument works up to a point. But so does common sense; I think there should be room for honest gut-level feedback and discussion from playtesters. I know we're open to it as Designers for V-Set 8; we've already received several good suggestions (without playtests) and made some adjustments based on them. But seriously--ultrastar, and anyone else who is using this situation as an excuse to point the blame-finger: please stop. Blaming and fault-finding helps nothing, unless you're trying to use someone else's mistakes to bolster your own reputation. [Coincidentally, dirty politicians do it all the time.] There are pieces that I haven't liked so far in V-Set history, but there's a difference between voicing your dislike of certain pieces and calling down blame and accusation against the people responsible for designing that piece. The first is legit and mature, while the other is quite simply childish. Please, let's keep this thread on topic and brainstorm ways to address the imbalance that Daala and the Slaver have caused. And it's not all bad. If nothing else, this development in the meta has actually served to highlight the freedom and fun of an open meta that we've been enjoying for a couple of years now. In a way, it's one of those "you never know how great it is until it's threatened" kinds of things.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
|
I run playtesting - at least trying to organize people who volunteer to help. We often have a good initial response and after sending out the stats in small bunches to each player/playgroup, receive an often underwhelming response. It is imperative that we get playtest results earlier rather than later as often we get them too late to matter much as deadlines dictate finalization of stats. There is a small group of designers/people that do the VSETs that then must take up the slack and try to hurriedly playtest as often as possible in addition to their other duties. We really can use as much help from everyone, especially those outside the set design process to insure a unique perspective and mores playtest sessions.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
More brainstorming for the Zygerrian:
Slave Driver: (Replaces attacks; range 6, lower-cost ally takes 10 damage and is considered activated. It may move its speed.)
Now it's only useful for a deep strike if you win initiative, and not useful for 10hp pieces. Not useful to drive poggle bombs. Might still be abusive w/Naboo.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
|
Why is Slave Driver range 6? Would touch help limit its mobility?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,093
|
It would limit it, but 2 could plus charging fire could still get you 30 squares or so assuming it was still double speed or just 24 squares if it was only speed.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
FlyingArrow wrote:More brainstorming for the Zygerrian:
Slave Driver: (Replaces attacks; range 6, lower-cost ally takes 10 damage and is considered activated. It may move its speed.)
Now it's only useful for a deep strike if you win initiative, and not useful for 10hp pieces. Not useful to drive poggle bombs. Might still be abusive w/Naboo. I actually really like this idea (having the character count as activated). You could use it on a piece that is already activated to reposition them, but you couldn't Slave Drive and THEN activate the piece.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
|
thereisnotry wrote:Weeks wrote:theultrastar wrote:@sharron, I was on the PTCom for V6. It was ridiculous. Their was so much garbage, that the few active members of the PTCom had to look at. And yes I would call this playtesting because that's exactly what is being asked for, unless you have another reason that tests with the Zygerian are being called for.
You are absolutely right though, 72 characters is extremely hard to playtest. Especially when it's only 2 to 3 guys doing it. No argument here. It's even worse when you can't chat with the designer and voice your concerns and say "Hey man, this is what I'm seeing what do you think?" and just talk about it, and get a decent stat block to playtest. Instead you get "Well prove it in a playtest."
I don't need to prove it in a playtest! I can take one look at that stat block and tell you it's bunk! If only you all could have seen the original vehicles for V6. Or the original Kyp Durron. Instead the designers wanted us to waste an hour per game, with their crap stat blocks that could have EASILY been fixed just through listening to pure, simple, reasoning. It's done that way because that's the scientific method. http://en.wikipedia.org/wiki/Scientific_burden_of_evidenceI do agree 72 characters and only 2-3 people actually playing the pieces made the system harder to work with. The scientific-method argument works up to a point. But so does common sense; I think there should be room for honest gut-level feedback and discussion from playtesters. I know we're open to it as Designers for V-Set 8; we've already received several good suggestions (without playtests) and made some adjustments based on them. But seriously--ultrastar, and anyone else who is using this situation as an excuse to point the blame-finger: please stop. Blaming and fault-finding helps nothing, unless you're trying to use someone else's mistakes to bolster your own reputation. [Coincidentally, dirty politicians do it all the time.] There are pieces that I haven't liked so far in V-Set history, but there's a difference between voicing your dislike of certain pieces and calling down blame and accusation against the people responsible for designing that piece. The first is legit and mature, while the other is quite simply childish. Please, let's keep this thread on topic and brainstorm ways to address the imbalance that Daala and the Slaver have caused. And it's not all bad. If nothing else, this development in the meta has actually served to highlight the freedom and fun of an open meta that we've been enjoying for a couple of years now. In a way, it's one of those "you never know how great it is until it's threatened" kinds of things. What reputation? Surely you are not referring to my sterling reputation here on Bloomilk. I do enjoy the reference to a dirty politician. That's quite the compliment. I feel more Sidious like by the minute. It's only a matter of time before I execute Order 66 and have designers wiped out in one swift stroke. And I will agree to stop pointing fingers if Daniel does. PS. I instantly apologize for the wink. I may have come off as childish, and ruined my reputation.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
urbanjedi wrote:It would limit it, but 2 could plus charging fire could still get you 30 squares or so assuming it was still double speed or just 24 squares if it was only speed. Not so easily it wouldn't. The second slaver would have to be in position within 6 of the first 12 movement in order for this to work. That means at a minimum, it would have to start the turn 6 squares ahead of the intended push target. I'm actually still curious how it is people are keeping two slavers alive for more than a round or two in these games. Especially against anything with gallop or strafe. It's a SA so it can't be boosted by Mas. Are people using 3 so that 1 can die early? A better option than "touch" would be to make it a replaces turn action for the slaver instead of replaces attacks. The range 6 part to me isn't the issue, it's that it can move 6, and reach another 6 out. Make it stand still and have to be safely positioned a full round earlier and that might balance it.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
|
theultrastar wrote: And I will agree to stop pointing fingers if Daniel does. PS. I instantly apologize for the wink. I may have come off as childish, and ruined my reputation. What the hell, dude? It was literally just days ago that I was talking about how you were the best playtester we've had (ask Tim!). I've barely been involved in the discussion here, and my stance as far as pointing fingers is that it was EVERYONES fault who had access to the stats. Nobody caught it, it didn't get PTed. That isn't just your fault or my fault or Les's fault or Jake's fault or whoevers fault; it's the fault of everyone involved, including me and including you.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/12/2010 Posts: 564
|
Echo24 wrote:theultrastar wrote: And I will agree to stop pointing fingers if Daniel does. PS. I instantly apologize for the wink. I may have come off as childish, and ruined my reputation. What the hell, dude? It was literally just days ago that I was talking about how you were the best playtester we've had (ask Tim!). I've barely been involved in the discussion here, and my stance as far as pointing fingers is that it was EVERYONES fault who had access to the stats. Nobody caught it, it didn't get PTed. That isn't just your fault or my fault or Les's fault or Jake's fault or whoevers fault; it's the fault of everyone involved, including me and including you. Dan, I meant that more as a joke than anything. I was referring to you saying that it's everyone's fault. While we will disagree there, because I just don't feel that it's everyone's fault. Though I suppose none of that matters now. It's out. I was further poking fun at the idea of me having some kind of reputation, and reinforcing the idea that I'm childish. And a dirty politician. all for voicing my opinions, concerns, and experience. And thanks for the endorsement about being the best playtester. I do take offense when fingers are pointed at the playtest team/committee. As there were so few of us that were actually active, and there was SO much to comb through. So when anyone is saying yeah it's more the playtesters fault for not catching this than anyone. I take offense, because it's an 8 point fringe non unique, movement breaker. How does anyone think that's a good idea?
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
billiv15 wrote:urbanjedi wrote:It would limit it, but 2 could plus charging fire could still get you 30 squares or so assuming it was still double speed or just 24 squares if it was only speed. Not so easily it wouldn't. The second slaver would have to be in position within 6 of the first 12 movement in order for this to work. That means at a minimum, it would have to start the turn 6 squares ahead of the intended push target. I'm actually still curious how it is people are keeping two slavers alive for more than a round or two in these games. Especially against anything with gallop or strafe. It's a SA so it can't be boosted by Mas. Are people using 3 so that 1 can die early? A better option than "touch" would be to make it a replaces turn action for the slaver instead of replaces attacks. The range 6 part to me isn't the issue, it's that it can move 6, and reach another 6 out. Make it stand still and have to be safely positioned a full round earlier and that might balance it. (Option A: Limit to touch... still range 36 with 2 Zygerrians and Flim) Two Zygerrians and a trooper lined up. 1. Zygerrian A drives the trooper 12. 2. Via Flim, Zygerrian A drives Zygerrian B who was on his other side. 3. Zygerrian B moves 6 to catch up to the trooper and drives him 12. 4. Trooper charges 12. (Maybe only range 34 or 35 so B and Trooper wind up adjacent before step 3.) (Option B: Replaces turn... still range 36 with 3 Zygerrians) Two Zygerrians and a trooper lined up. 1. Zygerrian A drives the trooper 12. 2. Zygerrian B drives Zygerrian C adjacent the trooper. 3. Zygerrian C drives the trooper 12. 4. Trooper charges 12. (Again, maybe only range 34 or 35 so C and Trooper wind up adjacent before step 3.) (Option C: Moving only speed instead of double speed... still range 30 with 3 Zygerrians) 1. Zygerrian drives Trooper 2. Zygerrian drives Trooper 3. Zygerrian moves 6 and drives Trooper 4. Trooper charges 12. Zygerrians do very little damage. They're a problem when you're far away and can't reach the opponent's squad yet. By the time you're up in the teeth of a Daala squad, they're not such a big deal anymore. I'd attack the troopers first. They really don't even need to last more than a round or two. They only need to do their job once and it's devastating if they can reach a key piece. Depends on the squad, of course. Some squads don't have any 'key' piece.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,093
|
billiv15 wrote:urbanjedi wrote:It would limit it, but 2 could plus charging fire could still get you 30 squares or so assuming it was still double speed or just 24 squares if it was only speed. Not so easily it wouldn't. The second slaver would have to be in position within 6 of the first 12 movement in order for this to work. That means at a minimum, it would have to start the turn 6 squares ahead of the intended push target. I'm actually still curious how it is people are keeping two slavers alive for more than a round or two in these games. Especially against anything with gallop or strafe. It's a SA so it can't be boosted by Mas. Are people using 3 so that 1 can die early? A better option than "touch" would be to make it a replaces turn action for the slaver instead of replaces attacks. The range 6 part to me isn't the issue, it's that it can move 6, and reach another 6 out. Make it stand still and have to be safely positioned a full round earlier and that might balance it. Actually Bill the first slaver the guy would move only 6 to stay in range of the second slaver. The second slaver would hit him pushing him 12 more, then he could go and charge for 12 more for a grand total of 30 ish give or take a square only a few squares less than what is currently available. And as long as you kept 1 trooper back you could do it again next round as well.
|
|
Guest |