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Want to be a vset 10 designer? Options
juice man
Posted: Saturday, August 23, 2014 2:49:10 PM
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Location: Akron Ohio, just south of dantooine.
harryg wrote:
countrydude82487 wrote:
markedman247 wrote:
jak wrote:
I think it would be easier to get into the CIA.Glare
Did ALL the designers have to go thru this application process?Sneaky


Most of the designers are Stonecutters and must know the secret handshake.


Laugh "Who Rigs every EnniesNight? We Do , We DO"

Who keeps Atlantis off the maps, who keeps the Martians under wraps? WE DOOOOOOO!!!!LOL
Who holds back the electric car?
Who makes Steve Guttenberg a star?
We do, we DOOO!
billiv15
Posted: Saturday, August 23, 2014 8:34:03 PM
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Joined: 4/4/2008
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Wait so I'm no longer involved if I only played at Gencon? WTF does that mean? And for what it's worth, this is my 3rd set designing I believe. I also tend to do pretty well at Gencon for "not being involved." You know like 8 times making the top 8 out of 8 tries. And if you were counting, I've only played in one Gencon in the last two years, last year I couldn't go because of money and my friends being temporarily jobless. I also can't do regionals any longer since one of the only days I can work is Sat, and I can't really take off more than I do for family events and vacations.

As for "being involved" there's lots of ways to be involved. I purposely stepped away from being a regular here on the forums as I write my dissertation. Doesn't mean I'm suddenly not reading things. I'm just posting less so I'm not as easily distracted by arguments over strength of pieces :).

As to the "right" way to do it, here's my take. We do not design the subsets separately, so we have currently 8 sets (working on 9 and 10). It didn't work when we tried it. They have to be designed together. 2nd having more than 1 new designer per set is a terrible idea as well. We also don't want to have the same person doing back to back sets as much as possible. As for your complaint that you'd never be chosen, well that's just stupid. It has nothing to do with vocal complaints. It simply has to do with you not submitting an application. No one cares about your complaints. If you can design well, we'd give you a shot.

And on the selection of Laura, I have to say, no offense to her husband, but she's probably a better designer. You should look at things she's made over the years. For several years Jason only played squads she made up :). We probably should have had her on first.

Mixing veterans and a newbie is the best method, because it provides continuity and keeps the designs fresh. Surprisingly enough, new designers no matter how creative or clever they think they are, aren't very good at it as a rule. It takes a good deal of managing their ideas and molding those into good usable ideas. I constantly remind people that we do not need to make up a new ability every darn time we want to slightly tweak some random thing. KISS is my design model. But most people have no idea what things will actually work and what will not. For example, quite often newish designers want to directly counter some random thing. It rarely works, but they don't get it until they are actually see the failure happen. There's reasons that silver bullets don't work, but most just don't get it. New designers also tend to ignore future design limitations. There's a lot more than just designing a good stat block to it.

But in the end, I'm just here to defend the concept against what I consider to be a couple of poorly conceived criticisms. I think we have a pretty good process going. You may disagree, and that's fine. You are welcome to get on board anytime you want and join the process. We can always use more help. Extremely Critical help is actually the best kind.
Deaths_Baine
Posted: Saturday, August 23, 2014 9:19:44 PM
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Joined: 5/31/2010
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billiv15 wrote:
Wait so I'm no longer involved if I only played at Gencon? WTF does that mean? And for what it's worth, this is my 3rd set designing I believe. I also tend to do pretty well at Gencon for "not being involved." You know like 8 times making the top 8 out of 8 tries. And if you were counting, I've only played in one Gencon in the last two years, last year I couldn't go because of money and my friends being temporarily jobless. I also can't do regionals any longer since one of the only days I can work is Sat, and I can't really take off more than I do for family events and vacations.

As for "being involved" there's lots of ways to be involved. I purposely stepped away from being a regular here on the forums as I write my dissertation. Doesn't mean I'm suddenly not reading things. I'm just posting less so I'm not as easily distracted by arguments over strength of pieces :).

As to the "right" way to do it, here's my take. We do not design the subsets separately, so we have currently 8 sets (working on 9 and 10). It didn't work when we tried it. They have to be designed together. 2nd having more than 1 new designer per set is a terrible idea as well. We also don't want to have the same person doing back to back sets as much as possible. As for your complaint that you'd never be chosen, well that's just stupid. It has nothing to do with vocal complaints. It simply has to do with you not submitting an application. No one cares about your complaints. If you can design well, we'd give you a shot.

And on the selection of Laura, I have to say, no offense to her husband, but she's probably a better designer. You should look at things she's made over the years. For several years Jason only played squads she made up :). We probably should have had her on first.

Mixing veterans and a newbie is the best method, because it provides continuity and keeps the designs fresh. Surprisingly enough, new designers no matter how creative or clever they think they are, aren't very good at it as a rule. It takes a good deal of managing their ideas and molding those into good usable ideas. I constantly remind people that we do not need to make up a new ability every darn time we want to slightly tweak some random thing. KISS is my design model. But most people have no idea what things will actually work and what will not. For example, quite often newish designers want to directly counter some random thing. It rarely works, but they don't get it until they are actually see the failure happen. There's reasons that silver bullets don't work, but most just don't get it. New designers also tend to ignore future design limitations. There's a lot more than just designing a good stat block to it.

But in the end, I'm just here to defend the concept against what I consider to be a couple of poorly conceived criticisms. I think we have a pretty good process going. You may disagree, and that's fine. You are welcome to get on board anytime you want and join the process. We can always use more help. Extremely Critical help is actually the best kind.



Yeah... I struck nerve that's cool, you have a life and I respect that, but you also have not contributed as much to the game lately as others. I get it though you are a great player, and Cantina Brawl (one of my favorite sets) was largely designed by you, so thank you for your contributions.

I also want to thank you for this post. it is well thought out and presents a logical argument for the way things have been done thus far, I just don't buy into it is all. I have heard so many times just contribute and you will be a designer, but that is complete and utter BULLSHIT. The only reason that the application was even put out was because of all the complaining about lack of new designers, not because you wanted new designers, but because you had to appear to want new designers, if I am wrong, then how come it took so long to get the application out to the community? I just wish that the designers would come out and just say how they really feel "most of you will suck at designing and you would just be wasting everyone's time, but you can playtest and have an impact on design in that way." Instead of this half-assed attempt to please people. It is insulting that a community ran game resorted to a freaking application process that appears to be designed to keep people from wanting to fill it out in the first place. somewhere around 30 essay questions lol, pathetic. I know what you answer will be, we are trying to be thorough and pick the right designer, well, maybe you should have applied this to every designer, even the ones you have currently because it is clear that some of them are not that great either, I mean honestly, Daala, Mace Crit-du, poggle the lesser, Aton Jaq, Zannah, Bastilla, hell, the new neo-crusader because being able to make 21 attacks during the first phase is a good idea ThumbsUp. The vehicles (which were so bad that the very next set designers had to release counters for them before they could ruin the game.) So you don't think a lot of us in the community would make good designers, I would say maybe you should reevaluate some in your own camp first.

As for getting on board our playgroup was on board, and through like 4 sets our major player was a leading playtester and submitted more playtests then any other person, but guess what even though he did the work, was never selected to design even though playtesting is what you keep feeding to the community as the way to become a designer, well that's just a lie plain and simple.

Side note, for some reason I was sent the stats for a set 9 piece a few days ago, and I have built a squad with it, I will try to send in my play report on Monday. it was a fun game hope it helps BigGrin


oh yeah to answer your future design limitations, good luck designing any new imperial troopers or triple/quad attacking mandos.

TheHutts
Posted: Saturday, August 23, 2014 9:43:35 PM
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Deaths_Baine wrote:
The vehicles (which were so bad that the very next set designers had to release counters for them before they could ruin the game.)


I really have never heard anyone else complain about the vehicles - I think the counters were aimed squarely at the Lancer. It's unusual for counters to occur so fast in any case, as the planning for Armed and Operational would have been well underway before Vehicles was released. The Lancer is way more abusive than any of the vehicles - it has crazy reach with Pawn of the Dark Side. I'd much prefer if the counters only worked on the Lancer - I really like the Vehicles. The only ones I think are really competitive are Durge, Luke/Leia, and Grievous - maybe Maul if you like want a delivery system for Maul Sith Infiltrator.
billiv15
Posted: Saturday, August 23, 2014 9:45:01 PM
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You are blaming me for pieces I had no input on. Just keep that in mind :)
Darth_Reignir
Posted: Saturday, August 23, 2014 10:06:29 PM
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Have any of you considered that it's maybe your overwhelmingly convoluted bureaucracy that disenfranchises the community from the designing of V-Set, and takes what should be *community* effort to keep the game, into having only the hand-selected chosen?
TheHutts
Posted: Saturday, August 23, 2014 11:07:03 PM
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Darth_Reignir wrote:
Have any of you considered that it's maybe your overwhelmingly convoluted bureaucracy that disenfranchises the community from the designing of V-Set, and takes what should be *community* effort to keep the game, into having only the hand-selected chosen?


I always think in threads like this that we should be celebrating the positives - the game's kept going for four and a half years after production finished, and there's still an active community and competitive scene. Why mess with the v-set production system if it's worked this far? I can count the number of changes I'd make to v-set pieces to tone them down on one hand. It's also worth noting that the power level is fairly even on the v-sets - they're generally trying to make all the pieces more or less playable without making any overpowered. As opposed to the WOTC sets which had a few power pieces surrounded by crap - think Masters of the Force with Ganner Rhysode and the Dejarik pieces.
urbanjedi
Posted: Saturday, August 23, 2014 11:55:05 PM
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Your argument that we don't want new designers is way off base.

We have had a new (or multiple new) designer(s) on EVERY set except set 8.

Set 1 (Dennis, Deri, Eric L)
Set 2 (Dennis, Bill, Eric Frost) -- 2 new designers
Set 3 (Bill, Deri, Daniel) -- 1 new designer
Set 4 (Dennis, Les, Jason, Weeks) -- 3 new designers
Set 5 (Trevor, Scott, Brad, Deri) -- 3 new designers
Set 6 (Weeks, Daniel, Les, Lou) -- 1 new designer
Set 7 (Tim, Jason, Brad, Deri) -- 1 new designer
Set 8 (Les, Trevor, Scott, Lou) -- none
Set 9 (Bill, Jason, Daniel, Jake K) -- 1 new designer
set 10 (Deri, Les, Laura, Tim) -- 1 new designer
Deaths_Baine
Posted: Sunday, August 24, 2014 4:51:03 AM
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TheHutts wrote:
Deaths_Baine wrote:
The vehicles (which were so bad that the very next set designers had to release counters for them before they could ruin the game.)


I really have never heard anyone else complain about the vehicles - I think the counters were aimed squarely at the Lancer. It's unusual for counters to occur so fast in any case, as the planning for Armed and Operational would have been well underway before Vehicles was released. The Lancer is way more abusive than any of the vehicles - it has crazy reach with Pawn of the Dark Side. I'd much prefer if the counters only worked on the Lancer - I really like the Vehicles. The only ones I think are really competitive are Durge, Luke/Leia, and Grievous - maybe Maul if you like want a delivery system for Maul Sith Infiltrator.



oh yeah the complaints are there lol. I just won't post what has been said to me privately. and no the counters were for the vehicles. The lancer has been complained about for way too long for it to be a coincidence that the counter came out right after the vehicles.
Deaths_Baine
Posted: Sunday, August 24, 2014 4:56:20 AM
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urbanjedi wrote:
Your argument that we don't want new designers is way off base.

We have had a new (or multiple new) designer(s) on EVERY set except set 8.

Set 1 (Dennis, Deri, Eric L)
Set 2 (Dennis, Bill, Eric Frost) -- 2 new designers
Set 3 (Bill, Deri, Daniel) -- 1 new designer
Set 4 (Dennis, Les, Jason, Weeks) -- 3 new designers
Set 5 (Trevor, Scott, Brad, Deri) -- 3 new designers
Set 6 (Weeks, Daniel, Les, Lou) -- 1 new designer
Set 7 (Tim, Jason, Brad, Deri) -- 1 new designer
Set 8 (Les, Trevor, Scott, Lou) -- none
Set 9 (Bill, Jason, Daniel, Jake K) -- 1 new designer
set 10 (Deri, Les, Laura, Tim) -- 1 new designer



Not the problem. the problem is that there was never anyway for the community to get onto the design team by playtesting like was promised. this looks like a whoswho of friends and playgroups.
Deaths_Baine
Posted: Sunday, August 24, 2014 5:20:00 AM
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TheHutts wrote:
Darth_Reignir wrote:
Have any of you considered that it's maybe your overwhelmingly convoluted bureaucracy that disenfranchises the community from the designing of V-Set, and takes what should be *community* effort to keep the game, into having only the hand-selected chosen?


I always think in threads like this that we should be celebrating the positives - the game's kept going for four and a half years after production finished, and there's still an active community and competitive scene. Why mess with the v-set production system if it's worked this far? I can count the number of changes I'd make to v-set pieces to tone them down on one hand. It's also worth noting that the power level is fairly even on the v-sets - they're generally trying to make all the pieces more or less playable without making any overpowered. As opposed to the WOTC sets which had a few power pieces surrounded by crap - think Masters of the Force with Ganner Rhysode and the Dejarik pieces.



you know what, I like you Hutts, but I do not agree with everything in this post. I would change... Daala, Zannah, Mace, Poggle, Aton Jaq, Klat Assassins, All the Naboo crap, the vehicles, Bastilla, Galen Marek (trying to be both imperial and rebels was a bad idea nothing to do with his power), the neo crusader, Satele, Morrigan Corde, and a few others.

I will say that they do try to make more playable stuff generally, and that is cool.
Deathwielded
Posted: Sunday, August 24, 2014 5:30:07 AM
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Deaths_Baine wrote:


Not the problem. the problem is that there was never anyway for the community to get onto the design team by playtesting like was promised. this looks like a whoswho of friends and playgroups.


Thats just how life goes my friend, people are way more willing to hire and bring someone onto the team if it's someone they know.
An employer is going to hire the guy who he's friends with and the guy who he can slap on the back over the unknown guy even if the unknown has a better resume. Thats just how life is and it's not necessarily bad.

I like the system they have been using so far of having mostly more experienced designers on the team and then 1 or 2 new guys. Too much new blood leaves us open to making the same mistakes thats already been made again.

I'm part of the custom characters here on bloomilk and while I really enjoy looking at what other people come out with. I sometimes shudder to think if this or that piece actually came out in a v-set. There are even pieces that I feel are done really well and are quite flavorful that I think would be bad for the game. So the only way to limit that is to have the more experienced majority keep those ideas in check.

Yes there has been some oops characters nobody can deny it. The thing is the V-set designers have tried to learn from their mistakes and limit those problems as much as possible.

I was one of the guys who submitted an app for V-set 10 designer and I thought I answered most of those questions well enough, but not surprisingly I wasn't in the top half.
I wasn't expecting to be seriously considered I said that going in, 1. I don't have competitive play experience 2. I only got back into the game last year and haven't been in the community for very long. 3. I don't personally know any of the designers and so on.

I only submitted it because I was personally encouraged to do so and even then I know I wasn't going to get the pick.

So it's not a problem for me. I'm fine helping out with play testing and trying to catch mistakes before they go through and helping pieces that I feel are getting the shaft to be slightly better.

Deaths_Baine
Posted: Sunday, August 24, 2014 5:37:38 AM
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Deathwielded wrote:
Deaths_Baine wrote:


Not the problem. the problem is that there was never anyway for the community to get onto the design team by playtesting like was promised. this looks like a whoswho of friends and playgroups.


Thats just how life goes my friend, people are way more willing to hire and bring someone onto the team if it's someone they know.
An employer is going to hire the guy who he's friends with and the guy who he can slap on the back over the unknown guy even if the unknown has a better resume. Thats just how life is and it's not necessarily bad.

I like the system they have been using so far of having mostly more experienced designers on the team and then 1 or 2 new guys. Too much new blood leaves us open to making the same mistakes thats already been made again.

I'm part of the custom characters here on bloomilk and while I really enjoy looking at what other people come out with. I sometimes shudder to think if this or that piece actually came out in a v-set. There are even pieces that I feel are done really well and are quite flavorful that I think would be bad for the game. So the only way to limit that is to have the more experienced majority keep those ideas in check.

Yes there has been some oops characters nobody can deny it. The thing is the V-set designers have tried to learn from their mistakes and limit those problems as much as possible.

I was one of the guys who submitted an app for V-set 10 designer and I thought I answered most of those questions well enough, but not surprisingly I wasn't in the top half.
I wasn't expecting to be seriously considered I said that going in, 1. I don't have competitive play experience 2. I only got back into the game last year and haven't been in the community for very long. 3. I don't personally know any of the designers and so on.

I only submitted it because I was personally encouraged to do so and even then I know I wasn't going to get the pick.

So it's not a problem for me. I'm fine helping out with play testing and trying to catch mistakes before they go through and helping pieces that I feel are getting the shaft to be slightly better.




that's funny, the employer part. that's exactly what I think about the V-set design process... Come playtest for us and put in all that work to get to be a designer and then it never happens. It likes a big corporation telling you come in at the entry level position do all the hardwork for us and you be promoted and ten years later you are still there at the entry level.
Deathwielded
Posted: Sunday, August 24, 2014 5:39:45 AM
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Overall I think they made a good choice on the next designer.
Everything they said about Laura (urbanshmi) is correct.
Shes a big help in the forums and she creates and plays REALLY well with very unique squads she's designed. ( I think thats the big factor here)
She is a very concise thinker and a valuable addition to the group. I'm interested to see what she cooks up for us.

Congrats Laura!ThumbsUp


atmsalad
Posted: Sunday, August 24, 2014 5:46:04 AM
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What designers haven't had the credentials to do the job?
Deathwielded
Posted: Sunday, August 24, 2014 5:50:47 AM
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Deaths_Baine wrote:


that's funny, the employer part. that's exactly what I think about the V-set design process... Come playtest for us and put in all that work to get to be a designer and then it never happens. It likes a big corporation telling you come in at the entry level position do all the hardwork for us and you be promoted and ten years later you are still there at the entry level.


Like I said it's who you know, not what you can do.
Think of this Star Wars True Story:
Harrison Ford had pretty much given up on being a movie star, he decided to go ahead and do carpentry. Just won't you know it he ends up doing the cabinets for this guy named George Lucas and they hit it off. Later on George Lucas was looking for someone to play in one of his movies and he remembered the carpenter and thought he would be perfect for the part! And since then how many movies has Harrison Ford been a part of that Lucas made?

You can do all the grunt work in an entry level job for years and never go anywhere and the reason if because your supervisor or manager or boss doesn't see your potential or don't really know you or like you enough.
I've been in the fast track before were I had a manager and his boss both really like me and wanted me to shot through the ranks, but when they moved on to bigger and better things my growth stopped. Because alot of other employees were jealous and enough of the other managers didn't like me enough to promote me to management (which is what my boss was working on right before he left)

People give authority to the people they get along with and it's a fact of life. (and really there isn't anything wrong with it)

BTW Darth Baine if you really want to design a piece there is a way anyone in the community can jump in and make 1, just win genconOMG
Deathwielded
Posted: Sunday, August 24, 2014 5:52:09 AM
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atmsalad wrote:
What designers haven't had the credentials to do the job?

uh oh, here we go RollEyes
lets not trash individual designers please. Lets keep this answer as a Bloomail imo
juice man
Posted: Sunday, August 24, 2014 5:57:29 AM
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Location: Akron Ohio, just south of dantooine.
Hey Les, how many, crisp, new $20's can you get?Blink

A question: does the design team take a few character submissions to look at?
Yes, I know that they could easily get wwwwaaaayyy too many, but it is just a thought.

Do they look through the customs section for pieces they are working on?
Deathwielded
Posted: Sunday, August 24, 2014 6:13:59 AM
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juice man wrote:


A question: does the design team take a few character submissions to look at?
Yes, I know that they could easily get wwwwaaaayyy too many, but it is just a thought.

Do they look through the customs section for pieces they are working on?


I have heard that they do and have asked for them to be submitted in the suggestions thread.
From what I understand they have looked in the customs section
Deaths_Baine
Posted: Sunday, August 24, 2014 6:18:00 AM
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once again I never said anything about their credentials although thinking back on it, there are quite a few of those designers that should never design again, but I won't mention any specific names. BigGrin I just think that if they are going to promise something then they should deliver. They are not politicians that have to lie to get votes and then never do what they promised. Just don't say you are going to do something and then never do it.

As far as promoting people that you get along with, that is not entirely true for this process. You are designing pieces for an entire community the last thing we need are two friends in there that won't disagree with their friend for the sake of their friendship, that is how overpowered pieces happen. the design team should be able to openly and honestly state their opinions about the other designers stat block, hard to do when it is your friend that you don't want to upset.


I agree about Laura. I think she will make a good designer, her ability to look at the complex nature of squad building makes her a natural for the design process.
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