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The discussion about sith alchemy created creatures counting as points or not, PLEASE KEEP IT CIVIL Options
billiv15
Posted: Friday, September 2, 2011 4:36:09 AM
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adidamps2 wrote:
and really not changing something that WOTC gave us, because that's how WOTC did it is retarded...it makes ZERO sense at this stage of the game for a self driven community to stick to something


Well, that just isn't true. There are plenty of reasons to do it this way. And the vast majority of the community agrees with it. Just because you may or may not buy any of the reasons we've given repeatedly over the last year, doesn't mean there are "zero". I made this point on the SHNN last night.

At Gencon, we had a returning player who showed up to play an event at Gencon (we may have had more than this, but I know of this one for certain). He had no idea about the V-sets, had no idea about anything we've done in the past year, brought an older squad from when he played more regularly, and low and behold, he was able to play it in the event exactly as he remembered. Sure, he had to deal with new pieces that he'd never seen before (DotF stuff), but he was still able to participate with his squad working the way it always has. This is by far not the only reason to do it, but it's far and away the most important reason. The second most important reason is for simplicity. You may or may not agree, I don't particularly care about an individual person's view on it, but the majority wants the game to be simple. We agreed as a community to stick to precedent as much as possible with new pieces. Finally, a third reason. The moment we change something, we get people like you crying for everything under the sun to change, and people get mad and angry when their favored change isn't taken up. It's a terrible process. If you want to experience it yourself, try designing a piece with 10 other people on this board. See how long it takes. See how much people disagree and argue about the most inane part of flavor. In particular, you must make Gwek, Sithborg, Lord Ball and Dreadtech happy. Give that a try. When you realize how much of a nightmare that experience ends up being, then you will begin to understand why changing rules via the community is such a bad bad idea.

Further, this point is particularly over. It was agreed upon last year, and no matter what you say about it now, rule changes will follow the WotC example. We will only make changes to the base rules when it prevents a broken mechanic. We will not chance things because of flavor, popularity, or whim. We will be ultra conservative in any changes. In fact, I'd say the likelihood of anything from WotC's part of the game changing at this point is nil. Nothing is broken that we as a community have identified in over a year, odds are, nothing will emerge from it in the future. This was decided by the community over a year ago, you are way to late to argue for changing it now. I don't care if you agree or not, this was the decision and you must accept it. Any arguments based on your disagreement with that policy, will be ignored, because they aren't relevant to the game as it is.
Deaths_Baine
Posted: Friday, September 2, 2011 8:14:56 AM
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Joined: 5/31/2010
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billiv15 wrote:

Further, this point is particularly over. It was agreed upon last year, and no matter what you say about it now, rule changes will follow the WotC example. We will only make changes to the base rules when it prevents a broken mechanic. We will not chance things because of flavor, popularity, or whim. We will be ultra conservative in any changes. In fact, I'd say the likelihood of anything from WotC's part of the game changing at this point is nil. Nothing is broken that we as a community have identified in over a year, odds are, nothing will emerge from it in the future. This was decided by the community over a year ago, you are way to late to argue for changing it now. I don't care if you agree or not, this was the decision and you must accept it. Any arguments based on your disagreement with that policy, will be ignored, because they aren't relevant to the game as it is.



Well Bill you have clearly showed that you have interest at all in what anyone other then playtesters has to say about anything in development, or anything that has been released. With statements such as the one bolded, and the last thing you said about any arguments just being ignored is rather ridiculous. So I will be the first to go ahead and say thank you for all the effort and time, but I think I have had enough of the "So Called communitty running things" when actually it seems to be just the people play testing and designing. I mean honestly how many complaints have we heard about The new Mace, and every single complaint gets slapped to the side by comments such as he is way to luck based, he will get owned by shooters, and the list goes on, but the fact remains, that the communitty that is now playing him has shown some OBVIOUS flaws in his design. There happens to be a rather recent post about this in the general forums if you do not believe me. So I would like to say it has been fun playing minis with everyone, but today I make my exit, hopefully you all will enjoy it for years to come, but I can not continue to play a game ran by a few individuals that get to determine every aspect of the game, with no TRUE communitty input considering it is a communitty game
Sithborg
Posted: Friday, September 2, 2011 8:45:04 AM
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Joined: 8/24/2008
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I'm sorry you feel that way. But you must understand, the rules are the rules. They are the bedrock of the entire game, comptetitive or otherwise. You might not realize it, but rules changes have an adverse effect on a game. SWCCG took a HUGE hit when they went and streamlined the rules, changing the way somethings had worked for years. Also, when the completely redid all of their V cards. I'm getting into Heroclix, and I have a 2010 and 2011 rulebook, with some rather significant changes from the two, especially from when I first started collecting way back when it first came out. I'm not overly excited to get into tournaments if I keep having to relearn the rules everytime. And new players aren't an issue, it's the returning players. We have to keep the bedrock of the game the same, so it is easy for those players to come back.

And I'm sorry, but this community could never agree on anything. We've probably alienated 1 or 2 groups because certain personalities could not get along. I don't miss those, because they were just troublemakers. And we are still trying to quench the occaisonal fire. Anyone who thinks the community could come to an agreement on anything is sadly mistaken.

And I apologize if I come off as arrogant, but most players do not understand the rules enough to make an informed decision about rulings. This game uses a LOT of precendents. Going all the way back to Rebel Storm. Changing one thing, in theory, could result in a lot of other changes in rulings. Changing the rulings to want people want, vs what is established by logic, is not going to end well. We have one example of ruling by intention, and that is a pain in the ass to everyone: Bombad Gungan. Not going to go down that road for every little thing because of "this is how it works in the movies/games/comics/novels".
billiv15
Posted: Friday, September 2, 2011 9:12:13 AM
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Deaths_Baine wrote:
billiv15 wrote:

Further, this point is particularly over. It was agreed upon last year, and no matter what you say about it now, rule changes will follow the WotC example. We will only make changes to the base rules when it prevents a broken mechanic. We will not chance things because of flavor, popularity, or whim. We will be ultra conservative in any changes. In fact, I'd say the likelihood of anything from WotC's part of the game changing at this point is nil. Nothing is broken that we as a community have identified in over a year, odds are, nothing will emerge from it in the future. This was decided by the community over a year ago, you are way to late to argue for changing it now. I don't care if you agree or not, this was the decision and you must accept it. Any arguments based on your disagreement with that policy, will be ignored, because they aren't relevant to the game as it is.



Well Bill you have clearly showed that you have interest at all in what anyone other then playtesters has to say about anything in development, or anything that has been released. With statements such as the one bolded, and the last thing you said about any arguments just being ignored is rather ridiculous. So I will be the first to go ahead and say thank you for all the effort and time, but I think I have had enough of the "So Called communitty running things" when actually it seems to be just the people play testing and designing. I mean honestly how many complaints have we heard about The new Mace, and every single complaint gets slapped to the side by comments such as he is way to luck based, he will get owned by shooters, and the list goes on, but the fact remains, that the communitty that is now playing him has shown some OBVIOUS flaws in his design. There happens to be a rather recent post about this in the general forums if you do not believe me. So I would like to say it has been fun playing minis with everyone, but today I make my exit, hopefully you all will enjoy it for years to come, but I can not continue to play a game ran by a few individuals that get to determine every aspect of the game, with no TRUE communitty input considering it is a communitty game


Just to clarify, since you seem to have misunderstood what I was referring to, but the decision to not change WotC's rules and precedents was made a year and a half ago, by the majority of the community. We posted a couple of threads where our ideas were discussed and in something like 10-1 replies, the community greatly favored not changing the existing rules in any way if we could help it. I was not referring at all to making changes to new characters we produce via V-sets. If we break something, we will fix it. And I'm sure it will be via the will of the community to do so. I don't see Mace as anywhere near that kind of pressure as of yet, as there are really 3 opinions on him. Some call him "Over powered" or even "broken", others say, "Thank you for a playable/competitive Mace" and love it, and the competitive players have been saying, "Tier 1.5-2 mini". If it gets to GOWK range in terms of people wanting a fix, we will make one. But as I said, the decision to not change WotC's rulings has been made, and it isn't up for debate. These are the rules we are all working with. If you are going to quit over that, well sorry, that's a pretty stupid reason. As for "slapping aside" the comments on Mace, well dude, I'm sorry, but disagreeing and arguing another side of an issue is legitimate.
Deaths_Baine
Posted: Friday, September 2, 2011 10:22:26 AM
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billiv15 wrote:
Deaths_Baine wrote:
billiv15 wrote:

Further, this point is particularly over. It was agreed upon last year, and no matter what you say about it now, rule changes will follow the WotC example. We will only make changes to the base rules when it prevents a broken mechanic. We will not chance things because of flavor, popularity, or whim. We will be ultra conservative in any changes. In fact, I'd say the likelihood of anything from WotC's part of the game changing at this point is nil. Nothing is broken that we as a community have identified in over a year, odds are, nothing will emerge from it in the future. This was decided by the community over a year ago, you are way to late to argue for changing it now. I don't care if you agree or not, this was the decision and you must accept it. Any arguments based on your disagreement with that policy, will be ignored, because they aren't relevant to the game as it is.



Well Bill you have clearly showed that you have interest at all in what anyone other then playtesters has to say about anything in development, or anything that has been released. With statements such as the one bolded, and the last thing you said about any arguments just being ignored is rather ridiculous. So I will be the first to go ahead and say thank you for all the effort and time, but I think I have had enough of the "So Called communitty running things" when actually it seems to be just the people play testing and designing. I mean honestly how many complaints have we heard about The new Mace, and every single complaint gets slapped to the side by comments such as he is way to luck based, he will get owned by shooters, and the list goes on, but the fact remains, that the communitty that is now playing him has shown some OBVIOUS flaws in his design. There happens to be a rather recent post about this in the general forums if you do not believe me. So I would like to say it has been fun playing minis with everyone, but today I make my exit, hopefully you all will enjoy it for years to come, but I can not continue to play a game ran by a few individuals that get to determine every aspect of the game, with no TRUE communitty input considering it is a communitty game


Just to clarify, since you seem to have misunderstood what I was referring to, but the decision to not change WotC's rules and precedents was made a year and a half ago, by the majority of the community. We posted a couple of threads where our ideas were discussed and in something like 10-1 replies, the community greatly favored not changing the existing rules in any way if we could help it. I was not referring at all to making changes to new characters we produce via V-sets. If we break something, we will fix it. And I'm sure it will be via the will of the community to do so. I don't see Mace as anywhere near that kind of pressure as of yet, as there are really 3 opinions on him. Some call him "Over powered" or even "broken", others say, "Thank you for a playable/competitive Mace" and love it, and the competitive players have been saying, "Tier 1.5-2 mini". If it gets to GOWK range in terms of people wanting a fix, we will make one. But as I said, the decision to not change WotC's rulings has been made, and it isn't up for debate. These are the rules we are all working with. If you are going to quit over that, well sorry, that's a pretty stupid reason. As for "slapping aside" the comments on Mace, well dude, I'm sorry, but disagreeing and arguing another side of an issue is legitimate.



First to sithborg, good post and I understand what you are saying, but what I do not understand is if people like Bill who says these are the rules we are all working with, and some even take it as far to say I know that this does not make sense, but oh well, they are the rules, that is simply retarded. I mean honestly let us leave lightsaber alone because to change that would cause to big of a change in the game really? come on everyone knows that that should be a melee attack, and you know, but oh well Wizards says that it isn't so let us listen to them? WHY? they are no longer a part of this so who cares what they established. Oh it would be to hard to relearn the rules? LOL, do not give me that any player that says it would be to hard to change lightsaber to a melee attack is being crazy, would it change how that character works of course it would, may it change it to where Mara Jade, Jedi may seem less powerful because she can be djem so, or riposted, of course but that is what absolutely makes sense. I understand that you guys are trying to keep it simple and everything, but to just tell everyone that they are wrong and that you are not going to listen to them because "you have had this discussion" is pathetic. Sithborg, you have already said that this has caused alienation between groups of players, and if continuing the game is what everyone wants I think that it would do a lot of good for people to actually hear what people have to say. This includes new people that may have just started the game, it does no good to just tell them, these are the rules like them, or shut up about them, or just don't play. It seems to me that the designers and playtesters only care about what the established players want, and I guess that is fine, but do not pretend to act like you are trying to draw new people in when that is clearly not the case. And for anyone that answers this by saying we are trying to just keep the people we have now, we know where that will lead to a dead game, that sits on the shelves of its one time players and grows dust.
Sashlon
Posted: Friday, September 2, 2011 10:33:38 AM
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Mace is no more powerful than Lord Vader, Mara Jade, or the new Jaina. He has obvious weaknesses. He gets shot to pieces against a decent shooter, and aside from LS Reflect he has no defensive powers. He is luck based, because unless you roll a couple of crits each game you are paying waaaaaay too much for a 60 damage melee fig. Of course crits are nasty with triple damage, but it's not like he's any more powerful than the figures I mentioned above, and no one says they're broken.

People take a look at his stats and make a snap judgement about him. Or they play him casually (likely in unbalanced games) and he's a great casual game fig. A lot of people tested him, and a lot of care was taken to make sure he WASN'T overpowered. I can remember the first batch of Mace stats I got, and I think they were too much, but they changed and he's fine now. I don't even think he's top tier.

The Sith Alchemy issue is interesting. I doubt our current designers would have designed Raks/Rak disease the same way WotC did, but it's what we have. The moment you change an existing rule in the game you open the floodgates to people wanting to change every little annoying thing about the game. Lets change Lightsaber +10, errata General Dodonna and the Mouse Droid, let's alter the Savage ability, etc. It's a slippery slope, and sooner or later we have a game that is not the same game. No thanks.
dreadtech
Posted: Friday, September 2, 2011 10:47:31 AM
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I like Sith Alchemy, but it's one of those SA's that should not be over used. Similar to things like self destructed, fine one the odd character but should not be on many characters. I thought that Celeste was one of the better character in the set and it did suit her character, but do think it should be kept to unique characters and only the odd 1 or 2 at that.
dreadtech
Posted: Friday, September 2, 2011 10:55:24 AM
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[quote=Sashlon]Mace is no more powerful than Lord Vader, Mara Jade, or the new Jaina. He has obvious weaknesses. He gets shot to pieces against a decent shooter, and aside from LS Reflect he has no defensive powers. He is luck based, because unless you roll a couple of crits each game you are paying waaaaaay too much for a 60 damage melee fig. Of course crits are nasty with triple damage, but it's not like he's any more powerful than the figures I mentioned above, and no one says they're broken.quote]

I disagree, I think he is far more powerful than the characters you mention. For me it's not what the character has it's hes cost. I put him in the same cost range as Exar and Bane 80 plus. Also Mace has far more support that Exar and Bane has.

Deaths_Baine
Posted: Friday, September 2, 2011 12:10:00 PM
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Sashlon wrote:
Mace is no more powerful than Lord Vader, Mara Jade, or the new Jaina. He has obvious weaknesses. He gets shot to pieces against a decent shooter, and aside from LS Reflect he has no defensive powers. He is luck based, because unless you roll a couple of crits each game you are paying waaaaaay too much for a 60 damage melee fig. Of course crits are nasty with triple damage, but it's not like he's any more powerful than the figures I mentioned above, and no one says they're broken.

People take a look at his stats and make a snap judgement about him. Or they play him casually (likely in unbalanced games) and he's a great casual game fig. A lot of people tested him, and a lot of care was taken to make sure he WASN'T overpowered. I can remember the first batch of Mace stats I got, and I think they were too much, but they changed and he's fine now. I don't even think he's top tier.

The Sith Alchemy issue is interesting. I doubt our current designers would have designed Raks/Rak disease the same way WotC did, but it's what we have. The moment you change an existing rule in the game you open the floodgates to people wanting to change every little annoying thing about the game. Lets change Lightsaber +10, errata General Dodonna and the Mouse Droid, let's alter the Savage ability, etc. It's a slippery slope, and sooner or later we have a game that is not the same game. No thanks.





I do not mean to say that every little thing should be changed. I am merely advocating a more open environment to discuss the changes. I do not think that because one or two, or however many people think that something should be changed, that it should be changed, but what I do think is that people should at least take into consideration what people have to say, instead of saying, we already discussed this. I for one, have never discussed this until now, because I am relatively new to the game, and wanted to better understand everything before I opened my mouth. If a majority of people think mace is to powerful, then he probably is, regardless of what occurred during play testing. I mean honestly of course if Mace windu rolls, like crap, he blows, but that is true of every character in the game, I believe the problem most people have with Mace is that there is NO LIMIT to his capabilities. If he rolls good, you lose as simple as that, I don't care how good your squad is. I have seen Mace used a lot, against alot of different things, such as stealth in blue, almost the same squad as the gencon championship squad, droids, the new maul, zannah, and so on. and guess what he has utterly destroyed them all. And the people playing these other squads were good players. Let's face it he has way to much support to not be a considerable threat to any squad. I mean I hear all this talk about how shooters tear him up, that is a JOKE! Put him with yoda on kybuck, r2-d2 and panaka, and I have yet to see anyone, or any squad be able to kill him before he destroys you. It makes no difference what shooters you have if they can not declare an attack if he has already swapped in and destroyed you. Not to mention he has a 22 defense, a 26 in cover, which is pretty dang good defense by itself.

Anyways, look I am not trying to be a trouble maker or anything like that, Bill, Sithborg, and everyone else I really do appreciate everything you guys do, I know it must be hard and all, but please listen what new people have to say, and try to take into consideration what people playing these new characters think. Just to put this in there, I have actually taken part in some of the playtesting going on, and I know that no characters/abilities are just thrown out there, I just think we should also listen to what people say after these characters are released, considering this game dies without the people that play it.
billiv15
Posted: Friday, September 2, 2011 1:06:59 PM
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Ok, first off, I much appreciate the shift in tone from the "if it's not my way I will just quit" to your recent post. Because of that, I will respond again.

Deaths_Baine wrote:

what I do think is that people should at least take into consideration what people have to say, instead of saying, we already discussed this. I for one, have never discussed this until now, because I am relatively new to the game, and wanted to better understand everything before I opened my mouth.
I still think you are confusing two different issues an misapplying what I said to the wrong issue. Let me repeat one more time in different words. And I'll separate it out so it is 100% clear.

The community decided as a group when we first began the V-set idea a year and a half ago, by about a 10-1 ratio, that the best course of action is to not change anything from WotC's part of the game. There are many reasons for this that people gave at that time. All of those reasons still stand equally today. Changing the rules will not happen, because the community as a whole did not want it. I apologize if you were late to the game and missed this, but that's not my fault. It's just the way it goes. This was what was decided, and all of our figures have been designed with this intention. So going back on it now, faces not only the same issues that were brought up then, but also that we've designed 3.5 sets with this in mind. So excuse me for being blunt, but on the topic of changing WotC rules for Regionals and Gencon events, we are not doing it, end of story. I'm not being mean, I'm just setting expectations. It's not ignoring peoples concerns or ideas, it's what is. If people think there is a possibility to change WotC's rules, then hurt feelings can result when we say we won't do it. Understand this has been decided, not by a few, but by all of those interested in the V-set idea when we began it. There is no going back on it now. We will only make changes to the rules in the most extreme cases of some kind of brokenness being discovered.

Deaths_Baine wrote:
If a majority of people think mace is to powerful, then he probably is, regardless of what occurred during play testing. I mean honestly of course if Mace windu rolls, like crap, he blows, but that is true of every character in the game, I believe the problem most people have with Mace is that there is NO LIMIT to his capabilities. If he rolls good, you lose as simple as that, I don't care how good your squad is.
Problem is, the majority of people don't agree with you that he is "too powerful". People are split into thirds (doubt it's exactly 33% but it's probably close to that). Some think he's too powerful, some think slightly undercosted, some think he's just right, others think he's tier 2. However, this is not a democracy. Mob rule does not drive changes. If a majority of people thought he was broken, we'd consider making some errata. Being "too powerful" is not enough. Further, Mace hasn't been around nearly long enough for the results to be demonstrable that he is broken. By all means, feel free to start accumulating it if you want to. We will listen to your reports. But understand, there are a lot of people who disagree completely that Mace needs to be changed. I would say, what you need to get us to make a change would be hit a critical mass of players. GOWK was changed because we hit a critical mass of players wanting it. Boba BH was not, because we never had a critical mass of players wanting it changed. That's not the whole story of course, but I think you get the idea. By all means, make your best arguments, if you can convince enough people, we will of course listen and look at it. I certainly don't see a critical mass of players at this time complaining. Please read those threads again. Most people are on the "he's too dice dependent" or "thank you for making a playable Mace" sides right now. If and when there are a majority of players raising concerns, we will look at Mace again and see if changes need to be made.

Deaths_Baine wrote:
Anyways, look I am not trying to be a trouble maker or anything like that, Bill, Sithborg, and everyone else I really do appreciate everything you guys do, I know it must be hard and all, but please listen what new people have to say, and try to take into consideration what people playing these new characters think. Just to put this in there, I have actually taken part in some of the playtesting going on, and I know that no characters/abilities are just thrown out there, I just think we should also listen to what people say after these characters are released, considering this game dies without the people that play it.
Good, so you are becoming part of the solution. Great to hear. I made 3 figure changes today based on play test results. As for listening after release, there are some issues with that. First, we do listen, how many times have I posted in this thread? If I wasn't listening, I would ignore these threads altogether. Second, you must understand that once we release the official card, aside from Errata being used to fix card errors, it will be very difficult to make changes in a piece. Errata in general is a very very nasty game killer, so we will follow WotC's example and only use it in extreme cases of brokenness (and even that is a stretching of how WotC did it). Once you understand that doing errata to make people happy is a very risky and dangerous idea, you will realize that it isn't because we aren't listening. But to make you feel better, let me be clear. The design team has and will continue to read all feedback on our pieces, and we do take those back to our private forums and discuss them. It helps us refine our process and ideas, and consider how to move forward. You might not see that, but it is done I can assure you. It should be noted, that the people that are contesting your Mace is overpowered argument are primarily not on the design team. Several of them are play testers however. In many ways, they are the best people to talk about it, as odds are they have the most games in with a given figure. But they are not particularly "insiders" and have little to no stake in the design (as opposed to someone like me who might respond defensively because of pride in my work, etc.) There just other players who got the figures before you and played them several to many times.
creme_brule
Posted: Friday, September 2, 2011 2:00:54 PM
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In response to Death_Baines post about swap, you can argue the same for Lord Vader B&B. In fact, Vader can deal more damage consistently with Thrawn; to be exact 160 damage no crits on the move. Or, conversely 80 damage on the move that cant be blocked or BD'd. He only lacks -1 def compared to Windu, and considering Thrawn has MT he will definitely be able to swap back the very next round. And he has Dark Armor. And a pretty good CE. All for only 6 more points.

Each factions have their own strengths and weaknesses. Considering Republic does not have any tempo control, you better be sure to have a bunch of acts to swap him in at the end of the round and then back at the beginning of the next round or else he will get beaten up after he does his thing. Imperials on the other hand do have tempo control; which makes LV a much bigger threat. And LV B&B isnt quite dominating the current meta if I am not mistaken. Sure; you can pair up Mace with doombot; Yobuck; Mas; and Pancakes but thats already 156 points right there; not even enough room for Gen Skyguy who would boost Mace's average damage rate up a few notches. And shooters is not his only problem. What if you are playing an all droid squad (which is top tier)? He would lose some of his best potential. What if you play a mouse droid swarm squad? (which is still pretty common)
Youll be wasting a bunch of possible crits on 10 HP 3 (or 2)-pt critters. I do agree with you that Mace is slightly undercosted; but the desgners made it that way to make him playable. Are any of the other Windus used today? The only one that came near was Gen. Windu; and his only real playing value was in the CE. Once Obi JG he pretty much became obsolete. His only current use is for proxy (Epic mace woot); scenarios; and dynamic duo with Dash Smuggler.

Case in point: Im pretty sure the designers know what they are doing. They may have a few leaks here and there; but considering that they have the other designers and the PTs to help them out; the chance of a "broken" flaw is very small. Yes; they may not want the community to give their input; but thats what PTs are for--selected members of the community who are a) reliable and b) objective. Random n00bs who recently joined the game (no offense); fanboys; and just plain old trollers are not really the best option to gather surveys from. If you want your voice to be heard; show yourself to be reliable and objective as a member and then when V-Set 3 (or any of the later ones) is drawing close you can politely ask a designer to playtest. I was a playtester for Sith who gave some opinions on the pieces. A few changes occured between the time I received the rough stats and the final card text. Whether they did it b/c of me or not doesnt really apply; since I assume there were many of us PTing sith and the designers would probably apply the most popular opinions between the playtesters.

Honestly; I think it is pretty good as far as the current system is right now. I mean; some people (not necessarily referring to you DB) dont know what they are saying. If you look under Capt. Rex (CW)'s comments under the characters section; youll see some members saying that his cost on his base (24) would have made him "playable". Both you and I know that his 33-pt cost is low enough as it is lol. The designers need the discernment to sift out "bad" (i.e: non-realistic) opinions with the "plausible" ones. Your comments regarding the characters are fair points; but saying the community has no say isnt quite true. The community does have a say via PTers. Same with our Democracy. We have a say via our senators.

As far as your comment about changing rules b/c "WOTC doesnt control the game anymore"; that would make things waaay too complicated (for oldies; not newbies that is). Would you rather use rules that a veteran community of probably over 5000 has used since '04; or satisfy a few newbies who stray into the game so that to them the game "makes sense"? Yes; Lightsaber is a wacky ability; as well as a bunch of others; but thats how it is and thats how the designers plan to keep it. And besides; if we start making exceptions now; whos to say what "exceptions" we will make later? Currently; WOTCs ruling is the backbone of our game. If we lose that to satisfy our "logical" senses or even plausible complaints; we lose what made the game what is is today. As of now WOTCs rules are our "Absolute truth". If the community begins to alter that; we lose what is defined as right b/c; hey; we can alter it anytime b/c it doesnt seem "fair". Moreover; its hard enough to remember characters stats in general. its even HARDER to remember stats that werent meant for specific characters or stats that were meant to be on a character (ex: Krayt). As stated before; changing things too much up after the company is done supporting the game proves to be detrimental in the end; as proven by the old SWCCG as stated by a designer.

Whew....that was a pretty long rant. On a side note; I am NOT a designer; and I do not intend in any way to change what the designers themselves have been saying. Everything i wrote regarding the designers is presumed to be what they are trying to say based on what i read. I apologize if I misspoke for the designers in my post.

FlyingArrow
Posted: Friday, September 2, 2011 2:25:15 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
I was (nominally) a playtester for R&R. I didn't actually do much, but changes were made that were in line with what I was saying. My biggest beef was with the original Winter stats I received. As she was originally, she was overcosted to the point that I would never take her over Dash, even when trying to build a squad tailor-made for her. Others probably said something similar, but they ended up making a couple of *significant* changes. They gave her Double Attack, changed Protective to apply to "Leia or Solo" instead of just Solo (her main role is to protect Leia Skywalker, Jedi Knight), and they upped her attack from 9 to 14 (after synergy with Leia). So now she can do 80 dmg max, just like Dash while protecting Leia and with better raw stats. She loses the mobility and Evade (though that can potentially be gained via CEs).

I also registered my complaint that Wookiee Jedi are too rare to be made a non-unique, but that complaint apparently was ignored. :-P


At least three ideas from my custom set have wound up in the Vsets. (Not that I was necessarily the only one with the ideas.)

Darth Revan's self-swap is pretty much the same as the self-swap I had for Stormtrooper TK-421 except it's a CE: http://www.bloomilk.com/Custom?CustomSetId=16

Royal Handmaiden in R&R is similar to my Amidala's Decoy: http://www.bloomilk.com/Custom?CustomSetId=16
(I think a bunch of people had customs of the handmaidens.)

The Mandalorian Advance Scout has combined fire that cannot be avoided. I had suggested that as well: http://www.bloomilk.com/Custom?CustomSetId=16

(In addition to having these in my custom set, I also suggested them in the V-set suggestions thread.)

I'm not trying to say I had any great influence on the designers. For all I know, five other people also had these ideas. The whole point of this is to say that the design team really does listen to suggestions, and they really do listen to and make changes based on feedback from the playtesters. I saw that even from my limited involvement.


What I would like to see is greater transparency in how the design team is selected. I'm glad Echo was selected, but I'm not clear on how it happened. I'm certainly not suggesting that this be a popularity contest, but more community involvement in selecting the design team could result in a fewer complaints that the design team is somehow not listening to the community or is 'elitist'. Maybe the regional winners get a vote or something, I don't know.
FlyingArrow
Posted: Friday, September 2, 2011 2:30:55 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Sithborg made a side comment about Bombad Gungan and I didn't get it.
creme_brule made a side comment about Krayt and I didn't get it.

Can anyone explain?
markedman247
Posted: Friday, September 2, 2011 2:34:03 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
I believe Krayt with "Pilot" might be the explanation but I am unsure if that is.
Sithborg
Posted: Friday, September 2, 2011 3:52:08 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
More like the non-Melee Krayt everyone has.

Bombad Gungan is a nightmare in terms of rules. The headaches it must've given Nickname...
markedman247
Posted: Friday, September 2, 2011 4:13:14 PM
Rank: Advanced Bloo Milk Member
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Joined: 5/14/2008
Posts: 2,063
That's right. The Non-Melee Krayt. It was always the Pilot that got me. Funny how that never went anywhere. :)
njarnagin
Posted: Friday, September 2, 2011 5:32:32 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 168
So, I met Deaths Baine when the Atlanta group traveled to Tennessee. The whole Tennessee crowd was awesome. I particularly remember Deaths Baine being extra hospitable to the Atlanta folks. (And I think he had a decent showing in the tourney that day as well.) So, I have no doubts he wants a productive conversation in all this…

Anyways, my two cents to Death Baine:

-I really do think the designers take the communities opinions into account. Often, it is done through playtesting, but I’ve seen lots ability suggestions posted on bloomilk incorporated into the V-sets.

-Send a pm to Daniel (Echo) or David (Weeks) expressing interest in playtesting. You meet these guys at the regional tourney. I can’t speak for them, but I am extremely confident they would be glad to bring the Tennessee guys on board for playtesting. In fact, David recently posted a thread asking for more playtesters.

-I honestly think that if a piece was found to be broken, the designers would take steps to errata this. It would be a very rare, thoughtful, methodical process but it could happen. In fact, it happened before with GOWK. That piece was out for ~ year (through an entire regional season) before the adjustment was made.

-I can understand your concerns, but hang in there, because as a whole the system is pretty good. For example, I’ve seen Daniel (Echo) go from playtester, to head playtester, to Designer over the course of the V-sets. Now, he was not a community “insider” by any means. In fact, about two years ago, the SWM crowd was not really aware of Daniel or the Atlanta crowd. He got to be a designer because he put time and effort into the community. I think this trend holds for all members of the SWM community.

-Anyways, you guys and Ultrastar deserve credit for getting a regional going in Tennessee. I hope the ATL folks can make it out next year.
Deaths_Baine
Posted: Saturday, September 3, 2011 8:03:23 AM
Rank: Advanced Bloo Milk Member
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Joined: 5/31/2010
Posts: 1,628
Well, thank you for that post. Anyways, i try to keep things civil and try to be a good member of the community such as when Atlanta came to TN, a guy was telling me about how bossk was his favorite character, and how he did not have one I happened to have an extra, so I gave it to him, and that is how i think a community ran game should be because without Atlanta coming to our regional, it would not have been much of one, so thank you guys for making the trip.

Now back to the discussion at hand, I think this last few posts have helped clear up a lot of things for me. I do not necessarily agree with them, but at least I understand it better now which was the purpose of this thread. I still would like to continue to discuss any problems people run into, or have and I would like to start with the new ability sith alchemy. first and foremost, I do not think that it is a broken power, or is even overpowered.... yet. I do not really have a problem with bringing in rakghouls that do not count as gambit and all that good stuff, because lets face it rakghouls are easy to kill, but what I believe MAY be a problem is the precedence set forth by this power. Now lets say in the future the designers want to be able to bring in soemthing truly epic with sith alchemy such as a rancor, or even an imperial sentinel which was brought up in sithborgs thread, these are quite a bit more powerful then a rakghoul and bringing them into a game may very well be game changing. So how do you handle it, make these count as victory points, but not the other versions of sith alchemy which I doubt the designers would do because that would be a little more complicated, or do you make them come into play with less hitpoints, or what? there is no easy fix for this situation. Maybe it is being play tested I do not know, but I just thought maybe it could be discussed.
Sithborg
Posted: Saturday, September 3, 2011 10:09:44 AM
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Joined: 8/24/2008
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Just keep in mind, that scaling up the power may not necessarily mean it kills stuff with higher HPs. In fact, they left it open enough to restrict the characters it defeats fairly well, if needed. It would get to be pretty long, but it can be restricted beyond base size and HP.
billiv15
Posted: Saturday, September 3, 2011 10:12:24 AM
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Joined: 4/4/2008
Posts: 1,441
Deaths_Baine wrote:
So how do you handle it, make these count as victory points, but not the other versions of sith alchemy which I doubt the designers would do because that would be a little more complicated, or do you make them come into play with less hitpoints, or what? there is no easy fix for this situation. Maybe it is being play tested I do not know, but I just thought maybe it could be discussed.


Answering this would potentially reveal too much information. But let me try. Raks are actually the worst offender and the most difficult to balance because they can possibly spawn more. Other figures are much easier. For example the Sith Mutant is easy to handle.

Now as for the possibility of SA 3,4,5,6 it becomes trickier. We would likely use the precedent of all unleashed force powers that scaling them also comes with changing between "replaces attacks" and "replaces turn". Making it "replaces turn" adds a very serious impediment to any ability. That's one way you do it. Making it a save is a very bad idea. No one is ever going to spend 5-6 force points on something that still requires a save, even a save of like 6. So odds are, the way you balance it, is by making V-set pieces for the piece you can bring in with SA. Let me give you an example.

Let's say we made a Clone Emperor who could use SA6 which does 60 dmg, replaces turn, and brings in a Chrysalis Beast. We then might make the CB with a lower amount of hps and a lower cost to balance the two together. Obviously bringing in something like a full health rancor is pretty wrong for the game. So anything above SA2 will need carefully balanced and play tested figures with the ability in mind. Of course they also have to be balanced for play as a figure themselves, which is why you make new figures, not try to fit in old ones that were never created for such a thing as SA. In my book, there are only two figures that WotC made that work as is for SA, the Sith Mutant, and the Rakghoul. And of the two, the Rak is by far the more abusive figure. Hence the reason we began with the Rak and SA2 in figuring out how to balance this stuff.

My final thought on it, is this. We were careful not to box ourselves in a corner with this one. We have a number of ways to adjust the scaling for balance as we go forward. For example, the SA6 I made up above, could be changed to figures with 40hps remaining, have a range of 2, and replace attacks. We are not boxed into the corner that a couple of people seem to think we are with future versions. And also to say, we have no obligation to make multiple versions. I'd like to myself, but I am not the only designer. And we aren't going to be handing this out to 4-5 minis in every faction. It will be fairly rare for the most part, restricted to those characters that actually did Alchemy, and even then, not all of those will get it - probably depends on if that's part of that character that we want to represent. We may well never go beyond SA2.

With that all said, I talked about this on the SHNN the other night, you should listen if you haven't already. We do have a tentative plan in mind that we worked through when making SA2 so that as we move forward if we have minis that we want these things on, we know roughly how to begin as based on the SA2 precedent. Design is a very forward thinking process, something that I think the average player really fails to grasp when they make complaints. Players tend to look back, where as designers really have to look forward. And because we can't often share our forward thinking ideas, players get stuck in the, "Well I see no solution so there must not possibly be one" when in reality, odds are the designers already thought of the issue before you brought it up, and already have a tentative plan for how to work with it in the future. As I said on the show, other than a couple of very minor interactions, there has been literally nothing that has been brought up by players after our releases that caught us by surprise. Every issue of concern or complaint has been something we often talked about in our private forums. Obviously you can't know that.
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