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V-set Input Options
pegolego
Posted: Tuesday, November 19, 2013 10:36:30 AM
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Joined: 7/29/2011
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Location: In a sinkhole on Utapau
FlyingArrow wrote:
Playtesting is hard... that is, it's hard to get it in. I've signed up for playtesting 3 or 4 times, but I have been a bad playtester. One time I signed up I didn't get around to playtesting anything. The other times I guess it did help... for example, that Ragnos Force Spirit initially had Renewal which would have been a big problem with Zannah... she became nigh unkillable. (Then again, I imagine the designers would have caught that without our playtest.) This time around I've been wanting to playtest, but haven't had a game with anyone but new players in close to a month. But - hey - new players. That's a wonderful problem to have.


I haven't playtested before for similar reasons; I didn't play often until just the last couple months, and my knowledge with squadbuilding (to really help with finding potential bad synergies) was lacking.

FlyingArrow wrote:
Taking pieces from the customs here on BlooMilk and making them into a real Vset would be a neat idea. Lots of them would require some tweaking, I'm sure, but I don't see why it couldn't happen. Other than the fact that the prep work is still a lot and it may be that people don't want to do that if they don't have a bigger say in the contents. Dunno. A lot of the tweaking would be dialing up the cost on pieces - in some cases dialing it up a lot, and that may bother the original designers. But I think anyone would get over that to see their ideas in a real set.


Actually, I personally think that most of my pieces would need their costs reduced (some significantly) for competitive purposes these days; a lot I start too high, and people will tell me to lower it (I usually lower it some, but not all the way; I'm always cautious that there could be something that is a problem to interact with it). I'm always thinking other's customs are undercost while they all think mine are overcost (and, as I said, I do cost on the high end usually on purpose) but being just another customs designer, my view on that could be way off lol.

Basically, what happens is people say 'in order to be competitive this should be costed [...]'. But, my goal isn't to make competitive pieces, but to make USABLE pieces, or to make OTHER pieces usable, and to overall create a FUN experience. The pieces I design are probably only going to be used by me or friends in casual, for fun games (in the event that someone else DOES use them, it is very appreciated, and humbling). If it's costed too 'aggressively' or 'competitively', not only does it risk being broken, but takes the fun out of those casual, loose games.

So, basically, IF something like this ever happens, and IF any of my pieces are graciously elected to be tested and used (which would be an absolutely humbling honor; a real dream come true for a customs designer), they would probably have to have their cost lowered according to play testing in order to be usable for competitive games.

Just my opinion of my methods for costing my pieces!
pegolego
Posted: Tuesday, November 19, 2013 10:51:50 AM
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BTW, whatever became of this community designed Sarlaac I keep hearing about but never seeing?
markedman247
Posted: Tuesday, November 19, 2013 10:58:15 AM
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Joined: 5/14/2008
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If you pay attention to the V-Set facilitators, they mention that they won't take fan created customs, unless you win GenCon. However, they are actively scouting the customs for ideas. So, your custom my not be made but your ideas and concepts might.

It's not the instant gratification you're looking for I know, but you'd be surprised at how often these SA's or FP's get used.
pegolego
Posted: Tuesday, November 19, 2013 11:04:39 AM
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^Yeah, I know (I've heard that before), that's why I don't really hope for or expect it to happen (I just say that it would be hugely gratifying if something like this did work, for all customs designers involved, as it would be if any of my concepts on characters, abilities or ideas inspired a v-set piece in some form. That said, though, being noticed by designers is not my motive for designing customs -if it was, I would cost them more aggressively Razz -).

And what is that about Gen Con? The winner is allowed to design a piece or something?
Echo24
Posted: Tuesday, November 19, 2013 11:10:28 AM
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pegolego wrote:

And what is that about Gen Con? The winner is allowed to design a piece or something?


Yeah, since 2010 a V-Set piece has been designed by the winner of the GenCon championship. Kyle Katern, Rebel Operative was the first one (designed by me), then Jango Fett, Assassin designed by the 2011 winner (Jester007), then Cin Drallig, Jedi Master designed by the 2012 winner (thereisnotry). V-Set #8 will have a piece designed by the 2013 winner also.

This design is obviously that player in conjunction with the regular design team for that set, not that player designing the piece on their own.
pegolego
Posted: Tuesday, November 19, 2013 11:14:19 AM
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Location: In a sinkhole on Utapau
Echo24 wrote:
pegolego wrote:

And what is that about Gen Con? The winner is allowed to design a piece or something?


Yeah, since 2010 a V-Set piece has been designed by the winner of the GenCon championship. Kyle Katern, Rebel Operative was the first one (designed by me), then Jango Fett, Assassin designed by the 2011 winner (Jester007), then Cin Drallig, Jedi Master designed by the 2012 winner (thereisnotry). V-Set #8 will have a piece designed by the 2013 winner also.


Ok, that's what I figured, as I had seen a few pieces with flavor texts 'designed by [....] Gen Con Winner' (I noticed it first on your Kyle. Are you on the design team period at this point though?).

Echo24 wrote:

This design is obviously that player in conjunction with the regular design team for that set, not that player designing the piece on their own.



And I assumed that part already Tongue
Echo24
Posted: Tuesday, November 19, 2013 11:21:29 AM
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thereisnotry wrote:
Deaths_Baine wrote:
yes I do understand that. I have seen exactly what you guys have posted in the design threads, but part of this is geared towards the fact that you guys are losing play testers, not gaining them, and the reason I think at least a few play testers walked away is because there was just no incentive for them to play test.....

Woah, stop right there! I have always considered THE LOVE OF THE GAME to be all the incentive I need to playtest, or to update the Vassal module, or to organize tournaments, or to play SWM for 4 days non-stop at Gencon....

If people want to walk away from the game, then I'm always sad to see them go. But it is not my job, nor the job of anyone else, to create incentive for them to stay. They're not customers...they're players. Players play games that they love, and when they no longer love a game, they stop playing it. No problem. I wish them well, and I'll always be glad to see them again in the future if they want to come back. I recently walked away from playing SWTOR, and it wasn't because there weren't enough incentives for me in it anymore...rather, I just found that I no longer loved the game as I once did. But IMHO, if people are playing a game (or playtesting or hosting a website or whatever) with the hope that they will "get" something from it, then they're mixed up. They've turned a game/hobby/recreation into something else...either a tool to help them realize their ambitions, or else an unhealthy way of life that will only twist the game into something that it was never intended to be. As much as we like to joke about it, SWM is not a way of life...it's a game--IMO it's the best game ever made, but still just a game. Play it because you want to, not because you have to.

Now back to the presenting problem of this whole discussion: we have a decreasing playtester base simply because we have a decreasing player base. It goes much deeper than playtester rewards. What was it, 24 people in the Gencon CHAMPIONSHIP this year? There is less testing going on because there are fewer people to test with. I've done a lot of playtesting over the years (always on Vassal), but recently it's been extremely hard to even get a playtest in, and that's simply because there are so few people on Vassal. And from what I'm hearing, that is the case for local playgroups all over the place. Sadly, people are leaving the game. Offering incentives will not get them to stay.

That being said, I do like the 2nd idea in the original post (prolific playtesters get to design a piece), though as Sithborg has mentioned, it is very difficult to fit extraneous pieces into a setlist. There is already discussion of a community-designed Epic Minis set, so maybe we should see how that goes before jumping in with the 3rd idea (a Community All-Stars Set).


+1. For one thing, having a person with the attitude of "I'll help with the V-sets as long as I'm rewarded" isn't the kind of attitude that we should have on the team, in my opinion. It's already tough to get 4+ people to work together, as many of us (myself included) are pretty bull-headed. If you're the kind of person that needs pats on the back and promotions to stay interested, you won't be getting it as part of the V-set team. At its best it's often thankless, at its worst every decision you make gets scrutinized and criticized (often for the benefit of the product, but it happens nonetheless). If your motivation is something other than "for the love of the game", you'll definitely get frustrated with the process. I don't think that's really a bad thing, though, because it's often necessary to maintain the integrity of the product.

Also, everything TINT said about a diminishing player base is true. It's unfortunate, because I do love this game, but with so many competing products out there it's hard to prop up interest in something out of print that is being maintained by hobbyists in their spare time. All games lose players at a regular rate for whatever reason, and a game survives if it gains players and equal or greater rate than it loses them. Strategies to decrease the loss of players without gaining new players just slows the bleeding, but doesn't keep the game alive.
thereisnotry
Posted: Tuesday, November 19, 2013 11:23:28 AM
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Deaths_Baine wrote:
I am glad the love of the game keeps you going, but sadly that is not the case for everyone. I am being realistic with my opinions here. People are walking sure, but maybe some of these people will stick around if they have a DIRECT impact on the game they love so much.

So these unidentified people don't love the game enough to play it and be involved, and yet you're saying that it's "the game they love so much." Confusing. Which one is it? Please pick one, and we can continue the conversation.

Deaths_Baine wrote:
Why is it that some of you that do design fight so hard against allowing some other people in the loop, or allowing the community to have more say in what happens?

I don't pretent to speak for the rest of the people involved, but I will respond with some of my own thoughts and perspectives, since this question seems to come up in various ways every once in a while.

As Deri said, this thing is a headless monster. That is, we have no specific or identified leader (or group of leaders). When the game was in production, this was easy: the head was WotC. After WotC walked out, there were different people in the community who stepped up in various ways to keep things moving. Among them were some people who stepped into the design/production role. That's how this headless monster evolved.

Designing is a tricky role, because the fact of the matter is that it would simply not be wise to let just anyone design the official pieces of a game. For example, you don't want just anyone to do brain surgery on your child or your best friend; some people will do a fabulous job, and others will probably try hard and have good intentions, but the results just won't be what you need. Therefore, a deep and well-nuanced understanding of the game and the competitive meta is and has always been one of the main criteria in deciding who will be the designers in a given set.

Now fast forward a few sets, and we've got a core of something like 12-15 designers who have already established that they can do an excellent job. We have more than enough designers, and there are generally only 4 design slots per set. We really don't need new designers, as we once did. However, Deri and others have mentioned adding 1 new designer per set (TimmerB is the new guy in Set 7, for example), so there IS room for new designers. There are also issues of continuity, focus, and direction that are important to maintain in the V-Sets. And don't forget matters of personality: there is a LOT of work that goes into designing a V-Set, and you really don't want to be working with difficult people throughout that long process. If someone is consistently negative or if their play group tends to cause a lot of problems, then I think it makes sense that they're not going to be high on the list of potential new designers.

Now, once again, please recognize that I am only speaking from my own perspective. I'm sure that other people would give different answers, with different emphases. But rather than ignore your question, I figured it was better to at least give a start to answering your question.

Back to work now....
Echo24
Posted: Tuesday, November 19, 2013 11:24:21 AM
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Joined: 9/30/2008
Posts: 1,288
pegolego wrote:
Echo24 wrote:
pegolego wrote:

And what is that about Gen Con? The winner is allowed to design a piece or something?


Yeah, since 2010 a V-Set piece has been designed by the winner of the GenCon championship. Kyle Katern, Rebel Operative was the first one (designed by me), then Jango Fett, Assassin designed by the 2011 winner (Jester007), then Cin Drallig, Jedi Master designed by the 2012 winner (thereisnotry). V-Set #8 will have a piece designed by the 2013 winner also.


Ok, that's what I figured, as I had seen a few pieces with flavor texts 'designed by [....] Gen Con Winner' (I noticed it first on your Kyle. Are you on the design team period at this point though?).


I am! I wasn't a true designer until the set 3, though, after Kyle was released. I was just a regular ole playtester for DotF, then Weeks and I became lead playtesters for R&R, and I got my first design experience helping with Kyle in that set. Vengeance than needed another designer, and I was very familiar with the process at that point because of my experience as a lead playtester as well as actually designing a piece, so I was a pretty obvious fit. I also designed on Set 6 more recently.
FlyingArrow
Posted: Tuesday, November 19, 2013 11:59:36 AM
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Ummmmm....
pegolego
Posted: Tuesday, November 19, 2013 12:46:35 PM
Rank: Advanced Bloo Milk Member
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Joined: 7/29/2011
Posts: 1,766
Location: In a sinkhole on Utapau
Echo24 wrote:
pegolego wrote:
Echo24 wrote:
pegolego wrote:

And what is that about Gen Con? The winner is allowed to design a piece or something?


Yeah, since 2010 a V-Set piece has been designed by the winner of the GenCon championship. Kyle Katern, Rebel Operative was the first one (designed by me), then Jango Fett, Assassin designed by the 2011 winner (Jester007), then Cin Drallig, Jedi Master designed by the 2012 winner (thereisnotry). V-Set #8 will have a piece designed by the 2013 winner also.


Ok, that's what I figured, as I had seen a few pieces with flavor texts 'designed by [....] Gen Con Winner' (I noticed it first on your Kyle. Are you on the design team period at this point though?).


I am! I wasn't a true designer until the set 3, though, after Kyle was released. I was just a regular ole playtester for DotF, then Weeks and I became lead playtesters for R&R, and I got my first design experience helping with Kyle in that set. Vengeance than needed another designer, and I was very familiar with the process at that point because of my experience as a lead playtester as well as actually designing a piece, so I was a pretty obvious fit. I also designed on Set 6 more recently.


That's pretty awesome how you did a bit of everything, before winning and getting your sample, and finally getting to be a big part of the whole process Laugh.

As far as why I haven't signed up to playtest yet (in response to some others posts about there not needing to be 'incentive') is not because I wasn't going to get something out of it (I was just THRILLED when I first heard I could be given the chance to playtest for the v-sets, to contribute to the game I love in some way), but rather because of time constraints.

Recently, I have been given some great friends who I am able to play with on Vassal (plus my friend I play with in person, in more forgiving whether) more frequently (a couple times a week usually). But, before this (and I'm not sure now), I wasn't sure I had the time or knowledge to do it RIGHT. And, for anyone who has seen my customs knows I take every effort and bit of time I have to make sure I do it PROPERLY. Everyone has a flavor text, I meticulously check comments to make sure no one has reported typos, I try my best to prevent bad synergies, I want PERFCTION on my customs (and the sets themselves too; I make sure each one has as close to the old 16-16-16-12 rarity balance as possible, and all the factions ordered properly and such).

If I decide to playtest, I want to make sure that A., it's at a time where I have little enough going on that I will be able to do it often enough to justify them letting me do it (I read that they want their playtesters to actually give them several good tests, which is reasonable, and not just 1 or 2 little observances, and then just play with the stats given for fun or whatever) and B., that I have the knowledge (I'm getting there now) to actually know who and what is important enough to test them with to get the desired information to give to the designers.

So, just my way of doing things (since I think playtesting is a VERY important role for me to participate in, and not to take lightly) has prevented me until now of feeling like I should or deserved to playtest in an actually helpful manner, or whatever. Kinda like Flying_Arrow said in his first response in this forum, I knew it was a big responsibility, and didn't think I could do it right.
Deaths_Baine
Posted: Tuesday, November 19, 2013 1:14:13 PM
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thereisnotry wrote:
Deaths_Baine wrote:
I am glad the love of the game keeps you going, but sadly that is not the case for everyone. I am being realistic with my opinions here. People are walking sure, but maybe some of these people will stick around if they have a DIRECT impact on the game they love so much.

So these unidentified people don't love the game enough to play it and be involved, and yet you're saying that it's "the game they love so much." Confusing. Which one is it? Please pick one, and we can continue the conversation.

Deaths_Baine wrote:
Why is it that some of you that do design fight so hard against allowing some other people in the loop, or allowing the community to have more say in what happens?

I don't pretent to speak for the rest of the people involved, but I will respond with some of my own thoughts and perspectives, since this question seems to come up in various ways every once in a while.

As Deri said, this thing is a headless monster. That is, we have no specific or identified leader (or group of leaders). When the game was in production, this was easy: the head was WotC. After WotC walked out, there were different people in the community who stepped up in various ways to keep things moving. Among them were some people who stepped into the design/production role. That's how this headless monster evolved.

Designing is a tricky role, because the fact of the matter is that it would simply not be wise to let just anyone design the official pieces of a game. For example, you don't want just anyone to do brain surgery on your child or your best friend; some people will do a fabulous job, and others will probably try hard and have good intentions, but the results just won't be what you need. Therefore, a deep and well-nuanced understanding of the game and the competitive meta is and has always been one of the main criteria in deciding who will be the designers in a given set.

Now fast forward a few sets, and we've got a core of something like 12-15 designers who have already established that they can do an excellent job. We have more than enough designers, and there are generally only 4 design slots per set. We really don't need new designers, as we once did. However, Deri and others have mentioned adding 1 new designer per set (TimmerB is the new guy in Set 7, for example), so there IS room for new designers. There are also issues of continuity, focus, and direction that are important to maintain in the V-Sets. And don't forget matters of personality: there is a LOT of work that goes into designing a V-Set, and you really don't want to be working with difficult people throughout that long process. If someone is consistently negative or if their play group tends to cause a lot of problems, then I think it makes sense that they're not going to be high on the list of potential new designers.

Now, once again, please recognize that I am only speaking from my own perspective. I'm sure that other people would give different answers, with different emphases. But rather than ignore your question, I figured it was better to at least give a start to answering your question.

Back to work now....




To answer the first about about love of the game, What it means is that of course they love the game and most likely they will just begin banning, altering, designing their own pieces and walk away from the communitty. Come people have no problem with this and say, just let the walk, I am against that idea personally and would like to see whatever core the game has dissolved to stay around.

To the rest of this I fail to see how you could incorporate new designers but not need them, please choose one or the other :) little stab there, but seriously, I still don't understand why the designers can't rotate to playtesting and bring in more new playtesters as designers. Obviously a new designer would not head the set or anything, but have someone like Deri head a set with another proven designer with 2 new people for some new ideas and maybe different directions things could go. Your post makes it sound like there is a set core of people that should and do get to decide every aspect of the game going forward, and that works great for a company that is producing something, but when you are relying on volunteer work, opening it up some should only serve to help strengthen everyone's resolve to make the game better, funner, and stronger.

As far as negative play groups not being considered for a head spot or whatever, I can only assume you are directly referring to the TN playgroup, which is kind of sad to me because I know that I, personally, have ruffled some feathers, but I know for a fact that some of the best playtests and playtesters have come from this playgroup, heck I bet if you went back to set 6 I probably turned in more, what I consider, quality play reports then anyone, maybe that guy from New Zealand... Mando something turned in more, but I know I was up there. But I also know that I could never be a designer, not political enough for it, but to pass on others from this play group because of MY actions is absurd.
thereisnotry
Posted: Tuesday, November 19, 2013 2:31:33 PM
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Deaths_Baine wrote:
but to pass on others from this play group because of MY actions is absurd.
No, it's actually absurd to think that your actions will not reflect on the others in your play group.

Hypothetically, if you had to choose between 2 equally qualified potential designers (ie, they've exhibited lots of commitment and skill/expertise in various ways), would you choose the one whose group has historically been complaining and moaning about the V-Sets, or would you choose the one whose group has been positive about the V-Sets? Don't tell me that emotional immaturity coming from a person's play group doesn't have an impact. There's already plenty of drama involved in designing a V-Set...trust me, we don't want any more of it.


Now, remember that I mentioned personality as just one of several factors that play into who gets designer invitations. And also remember that I am just speaking for myself, and that others may have very different opinions. In fact, I expect that some do.

I've been spending far too much time posting on this thread. Back to work now. In conclusion, I'm always sad to see people leave the game...but giving out carrots is not the answer.
Deaths_Baine
Posted: Tuesday, November 19, 2013 2:44:04 PM
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Joined: 5/31/2010
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thereisnotry wrote:
Deaths_Baine wrote:
but to pass on others from this play group because of MY actions is absurd.
No, it's actually absurd to think that your actions will not reflect on the others in your play group.

Hypothetically, if you had to choose between 2 equally qualified potential designers (ie, they've exhibited lots of commitment and skill/expertise in various ways), would you choose the one whose group has historically been complaining and moaning about the V-Sets, or would you choose the one whose group has been positive about the V-Sets? Don't tell me that emotional immaturity coming from a person's play group doesn't have an impact. There's already plenty of drama involved in designing a V-Set...trust me, we don't want any more of it.


Now, remember that I mentioned personality as just one of several factors that play into who gets designer invitations. And also remember that I am just speaking for myself, and that others may have very different opinions. In fact, I expect that some do.

I've been spending far too much time posting on this thread. Back to work now. In conclusion, I'm always sad to see people leave the game...but giving out carrots is not the answer.



I have actually done a lot of work for the v-sets, sorry if being vocal about things I have issues with has offended you so greatly. Refute my claim about play testing and prove me wrong. We may be vocal about things, but we also did A LOT for the game as well, take the vehicles, I play tested them religiously and even had them changed due to my playtests, If I remember the squad I put together had Daniel saying he was concerned about what it would do to the game. That being said Bronson went out of his way to be a great play tester, and helped on various pieces directly, and a lot of what he said and did was taken into consideration, but to not allow him to be a designer because you don't like me is just pathetic man.

Sorry to the rest of you I want to get this back on track now:
I disagree with the whole carrot thing, I am not saying that you should drag them along with prizes or rewards, I am saying that people SHOULD be rewarded for their hard work, regardless of what you consider it, it is practical, Daniel worked his way up by doing the work, and that option should be open to EVERYONE that puts forth the work, knowledge, and aptitude to do it.
Mando
Posted: Wednesday, November 20, 2013 7:29:24 AM
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Deaths_Baine wrote:


Sorry to the rest of you I want to get this back on track now:
I disagree with the whole carrot thing, I am not saying that you should drag them along with prizes or rewards, I am saying that people SHOULD be rewarded for their hard work, regardless of what you consider it, it is practical, Daniel worked his way up by doing the work, and that option should be open to EVERYONE that puts forth the work, knowledge, and aptitude to do it.


This already happens dude. I'm sorry you don't see it. Just because no one from your group or yourself has been picked to be a designer doesn't mean no one in tall the world is picked because of the hard work they have put in. There are only so many designer slots and the best are picked to fill those positions. I think we have a great group of designers. Future designers aren't going to be picked from a group that decides not to playtest because they didn't immediately get picked to design pieces after a year of playtesting. That isn't how the process works. You need to have been around the game for a lot time and have experience playing the game at all levels. This forum seems to me to be about you and your group complaining that you aren't designers yet, and all I can say is if you really want to be designers some day, continue playtesting. It is honestly the best way to be involved in the design process. Don't quit because you haven't gotten the instant gratification of becoming a designer. If there is a piece you've wanted to see made that hasn't shown up yet, we have a forum about that called "what would you like to see in v-set...."
FlyingArrow
Posted: Wednesday, November 20, 2013 7:36:50 AM
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Mando wrote:
If there is a piece you've wanted to see made that hasn't shown up yet, we have a forum about that called "what would you like to see in v-set...."


The community is small enough now that if you post just one name and everyone in your group says +1, there's probably about a 99% chance that piece will appear in the next Vset. Of course, if you post 100 names of pieces, and you don't have agreement in your group then it won't work.
Deaths_Baine
Posted: Wednesday, November 20, 2013 8:00:42 AM
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Mando wrote:
Deaths_Baine wrote:


Sorry to the rest of you I want to get this back on track now:
I disagree with the whole carrot thing, I am not saying that you should drag them along with prizes or rewards, I am saying that people SHOULD be rewarded for their hard work, regardless of what you consider it, it is practical, Daniel worked his way up by doing the work, and that option should be open to EVERYONE that puts forth the work, knowledge, and aptitude to do it.


This already happens dude. I'm sorry you don't see it. Just because no one from your group or yourself has been picked to be a designer doesn't mean no one in tall the world is picked because of the hard work they have put in. There are only so many designer slots and the best are picked to fill those positions. I think we have a great group of designers. Future designers aren't going to be picked from a group that decides not to playtest because they didn't immediately get picked to design pieces after a year of playtesting. That isn't how the process works. You need to have been around the game for a lot time and have experience playing the game at all levels. This forum seems to me to be about you and your group complaining that you aren't designers yet, and all I can say is if you really want to be designers some day, continue playtesting. It is honestly the best way to be involved in the design process. Don't quit because you haven't gotten the instant gratification of becoming a designer. If there is a piece you've wanted to see made that hasn't shown up yet, we have a forum about that called "what would you like to see in v-set...."



Yea the problem with your post is that Bronson has been playtesting since set 2 and has been on the playtest committee since it was formed.... been a lot longer then a year. He has actually been a playtester straight through for longer then any other person in the game. Daniel, David, Brad, Dennis, Deri, Etc have l taken breaks from designing or playtesting, Bronson on the other hand did it non-stop straight through only as a play tester, and yet here dennis and brad are called to design again, I am not saying that Dennis, Brad didn't do anything, I am sure they helped with rules,or gecon, or something, but the one constant has been that Bronson has done the work more and put probably more time in the v-sets playtesting then ANYONE and when he wants a chance to design you act like he hasn't done anything to earn it and that oh he just wants gratification blasted STRAIGHT he does, he has done way more work for the V-sets then anyone gives him credit for.

This forum was about ways to get more community involvement read page 1 again, I am sorry I was taken of topic by people saying i am jut complaining and stuff, but I will defend my play groups input and help to the V-sets, because like it or not, we have helped a lot.
Deaths_Baine
Posted: Wednesday, November 20, 2013 8:05:43 AM
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Joined: 5/31/2010
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FlyingArrow wrote:
Mando wrote:
If there is a piece you've wanted to see made that hasn't shown up yet, we have a forum about that called "what would you like to see in v-set...."


The community is small enough now that if you post just one name and everyone in your group says +1, there's probably about a 99% chance that piece will appear in the next Vset. Of course, if you post 100 names of pieces, and you don't have agreement in your group then it won't work.




not even what I am talking about, while I know you guys take from the list, I have seen it posted first hand n the design threads, "Hey this many people want this so let drop this and add this.", which is cool, this topic goes beyond that and goes into the actual input process. People don't jus want a piece they have certain expectations for a piece and if the community had more input on it, I just don't see how that could do anything but help keep the small community left alive and engaged.
Deaths_Baine
Posted: Wednesday, November 20, 2013 8:29:27 AM
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And one more point you keep bringing up "playtesting is the best way to design". If that's the case, why aren't these designers playtesting when not designing?
adamb0nd
Posted: Wednesday, November 20, 2013 9:34:02 AM
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Joined: 9/16/2008
Posts: 2,302
Deaths_Baine wrote:
And one more point you keep bringing up "playtesting is the best way to design". If that's the case, why aren't these designers playtesting when not designing?


Not enough hours in the day
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