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The great act control and character limit debate Options
TimmerB123
Posted: Saturday, July 12, 2014 8:26:56 AM
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atmsalad wrote:
TimmerB123 wrote:
fingersandteeth wrote:

Both of the proposed changes would have large and unforseen consequences to game balance.
An activation cap and banning single act commanders would drastically change our game. I like our game. The way to change it is in subtle ways with new figures and abilities. Not with sweeping rule changes.


(Stands up and starts a slow clap)
Exactly, it wouldn't be the game I love anymore, right now we have a free market economy game. I say boo to socialism! Lol. I think we could all be very surprised where the game goes in a year and especially to. Who knows, maybe even sith will be Competetive! (Gasps!)


lol, thanks for the slow clap.

side note - Sith are competitive.
atmsalad
Posted: Saturday, July 12, 2014 10:20:48 AM
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TimmerB123 wrote:
atmsalad wrote:
TimmerB123 wrote:
fingersandteeth wrote:

Both of the proposed changes would have large and unforseen consequences to game balance.
An activation cap and banning single act commanders would drastically change our game. I like our game. The way to change it is in subtle ways with new figures and abilities. Not with sweeping rule changes.


(Stands up and starts a slow clap)
Exactly, it wouldn't be the game I love anymore, right now we have a free market economy game. I say boo to socialism! Lol. I think we could all be very surprised where the game goes in a year and especially to. Who knows, maybe even sith will be Competetive! (Gasps!)


lol, thanks for the slow clap.

side note - Sith are competitive.


Yea just my luck... I say that, and then they get top 4 in New Zealand, lol
FlyingArrow
Posted: Saturday, July 12, 2014 8:45:39 PM
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Quoting Echo24 from the NZ tournament thread. My comments are more appropriate here, I think, to avoid hijacking that thread.

Quote:
I generally agree with the above, and I think that actually indicates an incredibly healthy meta. Yes, Daala makes for very strong squads. But there are good counters. I think there are a good number of squads that should be considered tier 1, and Daala is just one of them. Richard Garriot has talked a lot about balance in games, and has pointed out how the best competitive environment has 4-6 tier 1 archetypes, and that a game is worse off if it has either more or less than that. I think he's correct, and I think we're at that number. Some people might not like it being that low, but I think it realistically makes for a more interesting meta. You can do some real planning for what you're going to see, allowing for there to be a true "meta-game", but there aren't so few choices that you know exactly what you're going to see, so that "meta-game" isn't too simple.


The problem I see with the meta is not the presence of the swarm squads but the absence of scissors squads. They are available, but people don't seem to want to play them.

Consider these 6 squads:
Extreme Rock (e.g. GOWK/Mace)
Balanced Rock (e.g. many NR builds with 4 or 5 mid-level threats)
Extreme Scissors (e.g. Double Lancer)
Balanced Scissors (e.g. Cad BH with several other attackers)
Extreme Paper (e.g. Daala, 20 Snowtroopers)
Balanced Paper (e.g. 8 troopers plus a couple of mid-level threats)

Extreme Paper should beat Extreme Rock and Balanced Rock 65% of the time or more. Similarly, Extreme Rock should beat Extreme Scissors and Balanced Scissors 65% of the time or more. Extreme Scissors should beat Extreme Paper and Balanced Paper 65% of the time or more.

I think we have that, but the numbers are a bit higher for Paper right now. The bigger issue is that if you look at all the squads people typically play, they don't break down evenly at all. Something more like this (just a guess, obviously):

10% Extreme Rock (e.g. GOWK/Mace)
40% Balanced Rock (e.g. many NR builds with 4 or 5 mid-level threats)
10% Extreme Scissors (e.g. Double Lancer)
10% Balanced Scissors (e.g. Cad BH with several other attackers)
20% Extreme Paper (e.g. 20 Snowtroopers)
10% Balanced Paper (e.g. 8 troopers plus a couple of mid-level threats)

Extreme Paper has become popular recently, but traditionally, Balanced Rock squads have been the most popular - and they still are the most popular. But Extreme Paper beats them handily. The same thing happened with Rock/Scissors when Mace came along and became popular. Mace (Extreme Rock) beats Yobuck (Scissors). (Although Yobuck did make it all the way to the Gencon finals in Mace's heyday.)

For years, there have been two Extreme Scissors squads (Lancer/Yobuck) that would beat most Extreme Paper squad not just 75% of the time, but more like 90/95% of the time. Plus they were strong enough to hold their own against the Rock squads, even if they didn't have an advantage there. So those squads were Tier 1 and their presence prevented Paper squads from making any sort of appearance. Now with Talon Karrde/Daala, Extreme Paper is viable. They may still face a disadvantage against Scissors, but it's no longer an auto-loss. Just as importantly, they are able to crush Rock the way Scissors has always crushed Paper. So as long as the meta is balanced among the 3, Paper is now viable. But it's not balanced... people still seem to prefer the Balanced Rock. And as long as that's the case, Paper has the advantage.

Scissors just doesn't seem to be popular. Probably partly because the top Extreme Scissors squads (Lancer/Yobuck) are so old - people want to play something new. And the Balanced Scissors options are still pretty limited.
atmsalad
Posted: Sunday, July 13, 2014 11:03:59 AM
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@flying arrow- For me it's not that I don't like scissors builds, but that I have been trying to find unorthodox ways to beat Dallas squads so that I can still compete with the rest of the meta. I am sure we will see plenty of anti daala squads at gencon. Ie cads bounty hunters, Durge on speeder, yobuck, lancer and even some of the less traditional Scizzors squads. I'm more worried that no one will play daala because they are focused on beating her...
Echo24
Posted: Sunday, July 13, 2014 11:18:20 AM
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Yeah, if people don't want to play the counters, then that's not a design issue, that's just a matter of the meta working that way. Basically, assuming FlyingArrow's analysis is correct, there is a meta game and it's an easy one to solve: play scissors, and play it well. If nobody is gonna play scissors, paper is gonna dominate.
jak
Posted: Monday, July 14, 2014 2:25:01 PM
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Echo24 wrote:
..... an easy one to solve: play scissors, and play it well. If nobody is gonna play scissors, paper is gonna dominate.


hasn't anyone considered lizard, or Spock???Sneaky
fingersandteeth
Posted: Monday, July 14, 2014 7:55:32 PM
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I think i would like a hard limit of 3 points per fig.
FlyingArrow
Posted: Monday, July 14, 2014 8:14:53 PM
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fingersandteeth wrote:
I think i would like a hard limit of 3 points per fig.


Is that just another way of saying you disapprove of Poggle bombs or did I miss something?
harryg
Posted: Monday, July 14, 2014 9:05:56 PM
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I know i missed something at first I though he said 3 figures per squad and I was starting to wonder what I missed in this discussion LOL
urbanjedi
Posted: Monday, July 14, 2014 9:13:06 PM
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FlyingArrow wrote:
fingersandteeth wrote:
I think i would like a hard limit of 3 points per fig.


Is that just another way of saying you disapprove of Poggle bombs or did I miss something?


Presumably mice as well.
billiv15
Posted: Monday, July 14, 2014 10:07:45 PM
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Activation limits and banning tempo won't fix it.

Remember, I made activation control famous (I think I may have even coined the term activation control) years ago with Black and Blue. The whole point was to have more acts, swap in late, kill something, and get away free.

The game system benefits going last. There's nothing you can do about that with rule changes.

Also, there's a key point here about time of play. It's hard for many judges to do this, but ideally, someone playing a 20 activation squad needs to play their squad the same speed that they play a 10. That doesn't mean same speed per piece, that means same total speed. In essence, if I'm judging and you bring 25 acts, you better be going fast. The honus is on the many act player to take their turns quickly.

I see that mistake all the time. People fear making the "critical" mistake, so instead the pull the game down to a drawl. You need to always think, I need to play 8-10 rounds, how fast do I need to move my figures to get in 8-10 rounds in an hour. You can actually figure out your average time that way, per piece. It helps, it really does.
fingersandteeth
Posted: Tuesday, July 15, 2014 5:44:28 AM
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urbanjedi wrote:
FlyingArrow wrote:
fingersandteeth wrote:
I think i would like a hard limit of 3 points per fig.


Is that just another way of saying you disapprove of Poggle bombs or did I miss something?


Presumably mice as well.


yeah, both of them. 2 point figs were a mistake IMO. Poggle was a poor attempt at taking the focus away from mice and getting geno's played.
Mando
Posted: Tuesday, July 15, 2014 6:35:36 AM
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I think we need to consider something in this debate. People aren't playing Scissor squads because we have had so many counters to it that are available to every faction. This is what is really leading to the rise of paper squads dominating the meta, because any good rock squad is prepared to fight scissor squads, but they don't have many counters to paper squads. So maybe we need to ask ourselves. With the increase in counters we have had against strafe/gallop shouldn't we be making an equal amount of counters to swarms that are available to all factions? If you give rock squads a decent chance to fight off swarms, then i think we will have more balance in the meta. We need more counters to swarms, and it doesn't need to be strafe/gallop. I think the neo-crusader officer that the mandos is a good idea of making a new counter to swarms. Maybe we need a fringe piece that does quad attack that does 10 dmg per shot, but has a new special ability that is the reverse of Bravado. So just like Bravado gives an attack/dmg boost against higher cost figures, this new SA would give an attack/dmg boost against lower cost figures. The figure would need to be not very affective against higher cost figures (maybe taking a attack penalty against highercost figures) otherwise quad attack could be highly abused. Or how about this, we have a new CE/SA available to pieces that grants a defense bonus to being attack by figures costing less than they are.
TimmerB123
Posted: Tuesday, July 15, 2014 6:49:33 AM
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Mando wrote:
you give rock squads a decent chance to fight off swarms, then i think we will have more balance in the meta. We need more counters to swarms, and it doesn't need to be strafe/gallop. I think the neo-crusader officer that the mandos is a good idea of making a new counter to swarms.


Very much agree with this. I think there will be some focus in vset 10 on this exactly.

Mando wrote:
People aren't playing Scissor squads because we have had so many counters to it that are available to every faction.


I disagree. We've had (at least) 4 scissor squads make the top 4 at regionals. Due to bad luck in at least 3 of those cases, they didn't win it. I was on both sides of that equation at different regionals. In MI Mace went Crit crazy hitting a 19 and a 20 on his first 2 attack rolls against my Luke and Leia on Speeder squad, causing me to lose a close game in the semis, and allowing a Daala squad that I had beat previously that day to win. In IN, Chris P ran into some back luck against me with his Durge on Speeder squad against my Talon/Klat/Han Gambler build, thus allowing me to win (I lost to another Durge on speeder squad earlier in Swiss). In PA, Jason miscounted score in the semi finals, retreated and gave the game away to a Tantive IV Trooper squad, thus allowing Daala to win again.

That's not even to mention BETTER scissor squads. Yodabuck has been conspicuously absent. That's because people are saving him for GenCon. Mark my words - Yodabuck will make a large splash at GenCon yet again this year. Bill will run him, Trevor will run him, at LEAST 2 other good players will run him.

Prepare for the pendulum to swing hard. The Meta is about to be Meta'd
FlyingArrow
Posted: Tuesday, July 15, 2014 7:04:32 AM
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"In a surprising turn of events, every single player at GenCon has brought a solid Rock squad in anticipation of a large number of scissors squads. Surprisingly, TimmerB showed up with the only Daala squad and won the tournament easily."

BigGrin
urbanjedi
Posted: Tuesday, July 15, 2014 7:06:02 AM
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Flapper
thereisnotry
Posted: Tuesday, July 15, 2014 7:08:36 AM
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TimmerB123 wrote:
That's not even to mention BETTER scissor squads. Yodabuck has been conspicuously absent. That's because people are saving him for GenCon. Mark my words - Yodabuck will make a large splash at GenCon yet again this year. Bill will run him, Trevor will run him, at LEAST 2 other good players will run him.

Prepare for the pendulum to swing hard. The Meta is about to be Meta'd

I've said this before, but I might as well repeat it: Yobuck is great vs swarms...and very disadvantaged vs so many other things. Yobuck needs to keep killing pieces every round or else he can't keep up (because he runs out of swap fodder). He also needs to escape after galloping, so a well-played Disruptive squad can destroy him as well. Furthermore, it costs 91pts for "the Yobuck engine" to work (Panaka, R2, Mas, Yobuck), so it's difficult to diversify the squad's focus. Lastly, 20dmg AoOs back in the day was one thing...40dmg AoOs today is another.

A quick game of "Green-Light, Red-Light":
Daala
Talon
Naboo Deathshots
Any decent Rock squad
Double-Lancer (at least 50/50 in favor of the Lancer).

...and I'll stop there for now. Sad

I'd love to say that Yobuck will show up...but unless everyone plays Daala, Yobuck cannot win it all, so I'm not sure it will be worth it. I won't speak for Bill, but I'm not planning to play Yobuck, because I'm still not even sure Yobuck can really compete.
urbanjedi
Posted: Tuesday, July 15, 2014 7:15:45 AM
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As someone who played Yobuck last year in the champs, it can certainly compete. The addition of Daala makes it even more attractive. And I haven't played the Talon Karrde matchup, but it can't be any worse than Solo Charge can it? And I saw Yobuck win plenty of those matchups. I guess it depends on what Talon brings with him.

atmsalad
Posted: Tuesday, July 15, 2014 7:26:37 AM
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urbanjedi wrote:
As someone who played Yobuck last year in the champs, it can certainly compete. The addition of Daala makes it even more attractive. And I haven't played the Talon Karrde matchup, but it can't be any worse than Solo Charge can it? And I saw Yobuck win plenty of those matchups. I guess it depends on what Talon brings with him.



It would seam like a klat swarm would be a rough mathup...
thereisnotry
Posted: Tuesday, July 15, 2014 7:46:14 AM
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urbanjedi wrote:
As someone who played Yobuck last year in the champs, it can certainly compete. The addition of Daala makes it even more attractive. And I haven't played the Talon Karrde matchup, but it can't be any worse than Solo Charge can it?
Talon is much harder than Solo Charge. Han GH isn't all that difficult to get to, because he has very few screens (ie, just Mara and Ganner and Anakin), whereas Talon often has at least a couple of Klats (40dmg AoOs) among several others who are all hitting at +10dmg, and a whole lot more damage output coming from various sources in his squad, rather than centered in Mara and Anakin's UtF. It's nice if Talon leaves a Klat outside of the disruptive bubble, because then you charge in to kill it with Yobuck, take 20dmg, and leave a Rodian. But if Talon protects his pieces, you're gonna have problems.
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