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Simplicity in Design Options
coffeebean
Posted: Saturday, April 6, 2013 1:08:12 PM
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@corranhorn, the OP was talking about making cards less cluttered, I suggested that by boosting stats instead of adding another ability is a way to save on card space but still increase the power level of a figure. I never said that abilities should be completely replaced by higher stats, just that it's cleaner on the card. A figure would lose some flavour, but if they already have 3or 4 stat boosting SA why not take a few of them off and just boost the stats instead.
corranhorn
Posted: Saturday, April 6, 2013 1:14:20 PM
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coffeebean wrote:
@corranhorn, the OP was talking about making cards less cluttered, I suggested that by boosting stats instead of adding another ability is a way to save on card space but still increase the power level of a figure. I never said that abilities should be completely replaced by higher stats, just that it's cleaner on the card. A figure would lose some flavour, but if they already have 3or 4 stat boosting SA why not take a few of them off and just boost the stats instead.


Sure, boosting stats instead of 4 or so stat boostiing SAs is reasonable. Not how I read the last sentence of your post but that's on me.
surf_rider56
Posted: Saturday, April 6, 2013 3:30:34 PM
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Sithborg wrote:
Going off topic guys. This isn't about powercreep or what figures to get boosted. There are some corelations, but not the main idea of the thread.


Yea; card design, right up my alley, discussing powercreep, not so much BigGrin

coffeebean wrote:
I greatly believe in simplicity, I think the problem is the left hand stats seem to stay unchanged(hp,de,at,da) I would rather see a tweaking of stats rather than giving abilities. Rather than giving a figure evade, why not give them higher Defense and more hitpoints? Or give a figure higher base damage and attack than, assassin, JEDI hunter, opportunist, and so on.

I would set guidelines like this:

Common = 1SA or FP
Uncommon = 2SA or FPs
Rare = 4 SA or FPs
Very Rare = 8 SA or FP
Epic = go to town.

Abilities like melee attack, double attack, force 2, force renewal 1 don't count towards this limit.



The idea of X abilities per commonality needs to be flexible; a "hard" 1 for common, 2 for Uncommon etc is too inflexible and certainly doesn't mirror WOTC (BBSV had 6 SA's and a CE.) Perhaps not the best example but it serves a point, as long as there's consistancy, keep the numbers consistant per the mini's commonality.

Sithborg wrote:
Going off topic guys. .... but not the main idea of the thread.


But perhaps we're staring at the answer without realizing it. I was looking at a Jedi card and what are the first words I see? "Melee Attack" and Double Attack." just the ability titles with no definitions. We already use titles only on a handful of SA's/FP's and perhaps we need to expand it out to a greater number? If we could agree on a double handful of additional SA's/FP's with the Title only usage.

We use titles only on Melee Attack, Double Attack, Pilot, Force Renewal X and one or two others, perhaps we should add abilities like Stealth, Evade, Cloaked, Grenades ... I realize this might be opening a can of worms, but a Short list might alleviate some of the "Definition Creep" we're moving towards.
coffeebean
Posted: Saturday, April 6, 2013 4:24:08 PM
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I don't think skipping the definition of abilities will help. I could see that opening the door to figures with 20+ abilities on a card
surf_rider56
Posted: Saturday, April 6, 2013 5:11:21 PM
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coffeebean wrote:
I don't think skipping the definition of abilities will help. I could see that opening the door to figures with 20+ abilities on a card


Not all definitions, just the 5-6 most often used where the definition is well known by all; do we all Really need to look at the card to find out what Evade mean?
Voren_Chalco
Posted: Saturday, April 6, 2013 6:52:31 PM
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I think skipping some definitions can be a good idea, but would need work to ensure it doesn't end up just saving space to fit other abilities, as coffeebean said. Remember that the definition for Stealth was left off Mara Jade Skywalker, JM and the card is still overcrowded.
leshippy
Posted: Saturday, April 6, 2013 7:03:52 PM
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This is all very interesting to read.

I want to start and say the designers are listening. We are currently trying to keep the SA and FP in check so we don't have to make the font as small. We are also starting to use just names of abilities as opposed to the name and definition. Twin Attack is an example where we have started to do this when needed.

Also we are considering looking into changing the number of pieces in each set. Instead of 72 (60 main set + 12 subset) it might be 54 total. There are a few reasons behind this but one item that might be gained is simpler abilities and character designs.

It was mentioned several times about making WOTC better or playable. We are trying to do that. We are also trying to accomplish several other goals all at the same time. We want to make each faction playable. We have repeated this over and over again. It is just tough to do when a faction like Mandos only has a limited number of WOTC to start with. We are also trying to bring playable different squad types to various factions. For example we would like to see the Imperials be able to field a good quality squad that was not based around Thrawn. We are also trying to give you folks what you want. Keep in mind we are trying to do all of this at the same time with 72 pieces to do it.

Sometimes we get it to work. Grievous HoH is an example of this. The community had been asking for a Grievous that could cut through people like he does in the movies and cartoons. The designers felt that the Seps needed something other then lancers or IG86 swarms to play. I think this piece did both of those. However, this is the exception and not the rule. Look it has taken us 5 vsets and the Vong are still tough to use really well.

Since I am helping with vset 6 I can think of at least a dozen pieces that are pretty simple. They have one or two special abilities and that is it. One of those was previewed in MI today. However we are also designing stuff that some might say is complex. One such item which seemed pretty straight forward and simple enough, opened up all sort of timing issues of when X happens how does it effect Y and it happens on Y becasue of the target X can it then go back to X and then again back to Y. Needless to say after several post across multiple V-sets the ability has been changed and we might no have it about right. It only took a year.

I hope I have stayed on topic. I have tried to. I thought about commenting on individual post, but I figure that would do little good other then start an argument.

What should you take away from this? The designers are listening.
PrimeClone
Posted: Sunday, April 7, 2013 4:15:13 AM
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I have gone through some random cards. I did not find the v-sets to have an abnormal amount of text compared to the WOTC cards. Especially when you look at when WOTC sets introduced new abilities into the game. Pretty much the same amount. What you should notice, Sithborg is that the cards graphic layout gives you substantially less text space. Please compere.

(Also look up the cards for Kazdan Paratus, General Windu, General Obi-Wan. I don’t think you could fit that text into the current layout).

Cheers
PrimeClone
Posted: Sunday, April 7, 2013 4:54:55 AM
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I'm very impressed with this thread.

It's hard to keep on track.

I believe the design team is putting too much pressure on themselves. You already achieved what you set out to do. The game is revived; because of the v-set people like me have come back to the game after years. I'm currently playing with about 20-30 cards of all 5 v-sets. I have about another 40-50 cards that I really want to play and try. I don’t think I will be able to until later this year. It's so bad that the other day I posted a thread asking were the old republic set was when in fact I had already picked up the set from the printer and was playing with some figures of v-set 5.

I'm trying to illustrate that part of the pressure to introduce new abilities and ce's to make the perfect is unwarranted. It's now actually having the reverse effect as your finding out yourself. I give you an example.

I always wanted the vong to be better and I was bitter that wotc never finished it. I should be happy now. But guess what. The vong are such a convoluted maze of SA and Ce's that I won’t even try a single squad. You crazy? Who has the time to spend and actually learn the rules interaction with this faction? Even if you get it you will spend hours trying to explain it to someone that doesn’t. Soon the Mandos are going to become the same thing.

All in the quest to tech the squads to tourney level. How can you balance the old with new and try to bring Role Playing Game depths to a game that was designed for a quick skirmish. Then make it balanced for tourneys.

Too much my friend.

You could try and do what all the Video Games do: hot patch.
I printed out V-set 5 in high gloss on heavy stock for less than $10 at my local staples. Please consider doing only mini sets. Put them out when they are ready, don't commit to a timeline. When a large task force focusses on a single task the synergies will make timelines exponentially shorter.

Please guys don't burn yourself out. (I think you guys already have)

Cheers
SignerJ
Posted: Sunday, April 7, 2013 6:23:27 AM
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PrimeClone wrote:

I always wanted the vong to be better and I was bitter that wotc never finished it. I should be happy now. But guess what. The vong are such a convoluted maze of SA and Ce's that I won’t even try a single squad. You crazy? Who has the time to spend and actually learn the rules interaction with this faction? Even if you get it you will spend hours trying to explain it to someone that doesn’t. Soon the Mandos are going to become the same thing.


I have to agree with PrimeClone here. Some of the factions are becoming pretty complex. I'm fine with the Vong becoming complex, if only because that is just one faction -- however, the Mandos are becoming more complex as well, which I think goes completely against how they are in the EU. If anything, I always thought that the Mandos should be one of the simpler factions.


And in regards to removing the description text, I think that is a big no-no. It just encourages adding more special abilities to fill the space, usually.
surf_rider56
Posted: Sunday, April 7, 2013 7:48:41 AM
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PrimeClone wrote:
I have gone through some random cards. I did not find the v-sets to have an abnormal amount of text compared to the WOTC cards. Especially when you look at when WOTC sets introduced new abilities into the game. Pretty much the same amount. What you should notice, Sithborg is that the cards graphic layout gives you substantially less text space. Please compere.

(Also look up the cards for Kazdan Paratus, General Windu, General Obi-Wan. I don’t think you could fit that text into the current layout).

Cheers


This post interested me greatly. While I'm sure the V-Setters have discussed this to death when they first created the V-Set card templates, has it been revisited since? When I toyed with the idea (and discarded) of creating my own custom card templates I noticed issues with Text space; too much space and you find a tendency to fill it (too many SA's) and too little text space and the card starts to lose functionality and starts to veer towards cards as Art.
leshippy
Posted: Sunday, April 7, 2013 9:55:20 AM
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I will tell you that I am not redesigning the template for the cards. If you find someone else that is willing to and will get the job done let that person have a crack at it. Good luck.

I know that the easy comeback will be WOTC did. I am sure that graphics person also was paid to do it.
Sithborg
Posted: Sunday, April 7, 2013 10:16:10 AM
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PrimeClone wrote:
I have gone through some random cards. I did not find the v-sets to have an abnormal amount of text compared to the WOTC cards. Especially when you look at when WOTC sets introduced new abilities into the game. Pretty much the same amount. What you should notice, Sithborg is that the cards graphic layout gives you substantially less text space. Please compere.

(Also look up the cards for Kazdan Paratus, General Windu, General Obi-Wan. I don’t think you could fit that text into the current layout).

Cheers


Considering I have been writing up the glossary for the past few Vsets, I think I am quite aware of what is being made. And the size of the template is still a minor issue when you are making abilities that require a paragraph of text.
surf_rider56
Posted: Sunday, April 7, 2013 1:14:20 PM
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leshippy wrote:
I will tell you that I am not redesigning the template for the cards. If you find someone else that is willing to and will get the job done let that person have a crack at it. Good luck.

I know that the easy comeback will be WOTC did. I am sure that graphics person also was paid to do it.


Wasn't implying the V-Setters should redesign the Templetes, only that you'd all most likely discussed them during the design phase, "how much" room to leave for text and wondered if you'd revisited text discussions since (... and this thread possibly being one of the discussions BigGrin )

Having worked on my own designs I wouldn't wish a redesign on anyone!

Sithborg wrote:


Considering I have been writing up the glossary for the past few Vsets, I think I am quite aware of what is being made. And the size of the template is still a minor issue when you are making abilities that require a paragraph of text.


.... and the paragraph of text is one of the themes of this thread. Reducing it is easier said than done, especially when its something not straightforward
FlyingArrow
Posted: Saturday, April 13, 2013 8:22:48 AM
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I don't like abilities that require you to keep track of something with a marker or a piece of paper. -2 defense until the end of the round. 'Burning' or 'corrupted' until you make the save. Things like that. It was fine when there were only a couple, but now there are too many.
thereisnotry
Posted: Saturday, April 13, 2013 11:42:48 AM
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FlyingArrow wrote:
I don't like abilities that require you to keep track of something with a marker or a piece of paper. -2 defense until the end of the round. 'Burning' or 'corrupted' until you make the save. Things like that. It was fine when there were only a couple, but now there are too many.

There is now an easy way to track that on Vassal. :)
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