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FlyingArrow wrote:Deaths_Baine wrote:I agree with you on your point about the difference between casual and competitive games, it should be an easy fix for the casual player, just create house rules or agree to not use her period. I agree with you that the fix is easy for casual vs competitive games. In casual games, you shouldn't run anything that makes the game un-fun for your opponent. But suppose you have a casual group where there's debate about what's overpowered and what's not. And they haven't even played all the pieces. Do you know what the easiest solution is when there are an unknown number of overpowered pieces that make the game un-fun? Ignore the Vsets entirely. I don't think that's what anyone wants, but that's the end result of ignoring the effect on casual games. There's a thread on boardgamegeek filled with casual players tearing the Vsets to shreds on that very basis. (I did my best to defend them.) Addressing Bastila with more and better counters would be a very good thing. The problem with this is that if people think there are more overpowered pieces in the Vsets compared to What wizards cooked up they are crazy. I honestly believe that if there were no star wars minis and the Vset designers were the first and only people to make them we would all be a lot better off with a balanced game, and we are getting dang close as it is thanks to set 3.
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billiv15 wrote:Shan was not a "screw up" however. In fact, quite the opposite. She's exactly what I would have wanted (I was lead PT, not a designer in that set mind you). I don't know what makes you think she was a screw up? Perhaps you misread something somewhere, or you've overexaggerated her power, I really don't know. We wanted a tier 1 piece to help the OR catch up in DotF, and one that would handle Rebels, as well as match the accurate to canon of Battle Meditation. Now, if you don't think the OR needed that, you are welcome to play the OR without her anytime you want even with our other creations and see if you can compete in a top tier tournament. My prediction is at best you'd be looking at trying to get to .500. The OR just isn't that good of a faction from top to bottom.
Bastila is an auto-include for OR, as you accurately point out above. By that measure, she is overpowered/undercosted. Ideally, there would be no auto-includes because every piece would be costed according to the same scale. Quote:If Shan was as powerful as you all claim, OR would have not been the out of nowhere winner that it was. She's powerful, as you argued above. But, again, no one is arguing she is unbeatable. The problem is the same as the problem with GOWK. It fundamentally alters the game in a bad way. Special Abilities, Commander Effects, attacks, taking damage, movement. It's just not a good thing when one of these fundamental aspects of the game is completely shut off. GOWK in his hey-day effectively shut off attacks and forced people into direct damage. Bastila effectively shuts off CEs and forces people into Special Abilities. What if we had a piece that said, "This piece does not take damage."? So you could only defeat it using Disintegration. Or a piece that said, "Enemies may not move this round." Yes, those would be ridiculous. The issue with Bastila is along those same lines - fundamentally altering the game, though obviously not in such an extreme way. (I still think the game is better with her than without her, though.)
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Deaths_Baine wrote:FlyingArrow wrote:I agree with you that the fix is easy for casual vs competitive games. In casual games, you shouldn't run anything that makes the game un-fun for your opponent. But suppose you have a casual group where there's debate about what's overpowered and what's not. And they haven't even played all the pieces. Do you know what the easiest solution is when there are an unknown number of overpowered pieces that make the game un-fun? Ignore the Vsets entirely. I don't think that's what anyone wants, but that's the end result of ignoring the effect on casual games. There's a thread on boardgamegeek filled with casual players tearing the Vsets to shreds on that very basis. (I did my best to defend them.) Addressing Bastila with more and better counters would be a very good thing. The problem with this is that if people think there are more overpowered pieces in the Vsets compared to What wizards cooked up they are crazy. I honestly believe that if there were no star wars minis and the Vset designers were the first and only people to make them we would all be a lot better off with a balanced game, and we are getting dang close as it is thanks to set 3. Yeah, you're right about that. The BGG thread had a lot of points I completely disagreed with - complaints about Vset pieces that are comparable in power/function to WotC pieces, but in a new faction. When it came to Bastila, though, my only response was exactly what billiv said - if she makes it un-fun, don't use her. That is a solution, but it also could make someone say, "Forget it - too complicated - throw the Vsets out entirely." I, for one, hope that the Vsets are useful to everyone, though.
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FlyingArrow wrote:
Bastila is an auto-include for OR, as you accurately point out above. By that measure, she is overpowered/undercosted. Ideally, there would be no auto-includes because every piece would be costed according to the same scale.
Unfortunately, that ideal was impossible from virtually day 1 of thinking of DotF. We agreed as a group not to alter WotC figures, or fundamentally change the rules. Once given, the OR must have a Shan to reach competitive play top tables. That's a fundamental fact, like it or not. Or cannot compete with all of the figures I listed earlier without something like her in terms of power. I hate the incorrect use of "undercosted" being thrown around. She is not. She is exactly where we wanted her. Costed in such a way to allow for tier 1 OR squads to be created that could compete with the top tier from the other factions. Unless you list every competitive mini as "undercosted" it is incorrect to call her that. And mind you, calling all competitive minis "undercosted" is about as useless as an anteater climbing a coconut tree. FlyingArrow wrote:She's powerful, as you argued above. But, again, no one is arguing she is unbeatable. The problem is the same as the problem with GOWK. It fundamentally alters the game in a bad way. Special Abilities, Commander Effects, attacks, taking damage, movement. It's just not a good thing when one of these fundamental aspects of the game is completely shut off. This is in no way comparable to GOWK in 2008. Please show me how Bastilla makes the game boil down to two types of squads, and please show how 8/10 factions become non-competitive with her being legal. Actually, we have exactly the opposite. 9/10 factions are currently top tier competitive with Mandos being the odd man out at this point. 9/10, and there are at a minimum 2-3 squads per faction in most cases that can win a large event, without counting variants. Please for the love of God, demonstrate this restraining effect... I'm so sick of hearing about it when it's absolutely not true... FlyingArrow wrote:GOWK in his hey-day effectively shut off attacks and forced people into direct damage. Bastila effectively shuts off CEs and forces people into Special Abilities. What if we had a piece that said, "This piece does not take damage."? So you could only defeat it using Disintegration. Or a piece that said, "Enemies may not move this round." Yes, those would be ridiculous. The issue with Bastila is along those same lines - fundamentally altering the game, though obviously not in such an extreme way.
(I still think the game is better with her than without her, though.) Slippery slope arguments are the adult equivalent of a toddler throwing a temper tantrum in the middle of a department store. I'm waiting. Please show me the squads that you could take to a tournament pre-Shan, that is suddenly uncompetitive now. I'm dead serious about this. You can friggen beat her with CE heavy squads that were competitive before. Of course she beats tier 2-3 trooper type CE heavy squads, but those were not competitive before her, and would not be competitive without her. So please, please show me what can't be played. Or do some of you actually play against Shan 4/5 games????? I really don't understand this. So you lose your CEs. Big deal. If anything was overpowered in this game aside from override, it was super cheap costing CE stacking. Whatever, that needed to be removed from the dominant game to balance it. There's a reason 9/10 factions, and perhaps 30+ squads are legitimately top tier competitive right now. Bastilla is a very very central reason for that.
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FlyingArrow wrote:Deaths_Baine wrote:FlyingArrow wrote:I agree with you that the fix is easy for casual vs competitive games. In casual games, you shouldn't run anything that makes the game un-fun for your opponent. But suppose you have a casual group where there's debate about what's overpowered and what's not. And they haven't even played all the pieces. Do you know what the easiest solution is when there are an unknown number of overpowered pieces that make the game un-fun? Ignore the Vsets entirely. I don't think that's what anyone wants, but that's the end result of ignoring the effect on casual games. There's a thread on boardgamegeek filled with casual players tearing the Vsets to shreds on that very basis. (I did my best to defend them.) Addressing Bastila with more and better counters would be a very good thing. The problem with this is that if people think there are more overpowered pieces in the Vsets compared to What wizards cooked up they are crazy. I honestly believe that if there were no star wars minis and the Vset designers were the first and only people to make them we would all be a lot better off with a balanced game, and we are getting dang close as it is thanks to set 3. Yeah, you're right about that. The BGG thread had a lot of points I completely disagreed with - complaints about Vset pieces that are comparable in power/function to WotC pieces, but in a new faction. When it came to Bastila, though, my only response was exactly what billiv said - if she makes it un-fun, don't use her. That is a solution, but it also could make someone say, "Forget it - too complicated - throw the Vsets out entirely." I, for one, hope that the Vsets are useful to everyone, though. I'll remain quiet about that particular thread. Let me just say, I know who most of those posters are, and I know some of the issues posted. They are entirely context specific and should not be universalized in any way. For example, one I will explain because he's posted it on Gamers before, is from Ugavine. He and Dreadtech (who loves the V-sets and has helped us PT) play in the following way. They roll for squad size, 100-1000. They roll for faction. Now they roll for V-set legal or illegal. They do not play DCI rules, they play strict rulebook kill em all. Immediate reserve pieces piss the hell out of them and literally break their larger point games. As for the others, using them as proof of an argument will get you no where. We do have our haters out there. And that's fine. But I really don't care what they say. I care what you all who are actually playing say, which is why I'm commenting here and not there.
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I understand that when DoTF came out Bastilla was great at 33 points, but now there are enough old republic pieces out there that can do good enough without her to remain competitive. Not saying she should go away just want to say that there is some argument for her being Uber-Powerful, and that it would help if a few more counters came along for her, that is all most of these people are asking for.
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Deaths_Baine wrote:I understand that when DoTF came out Bastilla was great at 33 points, but now there are enough old republic pieces out there that can do good enough without her to remain competitive. Not saying she should go away just want to say that there is some argument for her being Uber-Powerful, and that it would help if a few more counters came along for her, that is all most of these people are asking for. And again, it took 3 sets to get close to that point. That's my point, I don't think many people would've been that patient, considering just where the Vong and OR were, and to a lesser extent, the Mandos. And I agree, Force Abilities as a subset of Force Powers is a very interesting dynamic to the game that is ripe for some fun design.
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I say this from time to time to remind people of it, but just because your particular squad is bad against 1 other type squad the question remains
HOW MANY TIMES WILL YOU FACE IT IN A BIG TOURNEY?
For instance at last year's Gencon if your squad had an autoloss to say Lancers then that wasn't such a big deal. I think exactly 3 people played Lancers (Myself, Tim, and Graham) so your chances of playing one of us was pretty low and you can easily make Top 8 with 1 loss.
You have to look at your meta and what you expect people to play. If I have a squad that can;t beat Yobuck for instance then I should probably find a new squad as Yobuck has been the most popular at Gencon the last 2 years.
On the other hand if I have a squad that only loses to superstealth bombs (Vong or IMP) then I am probably ok because even though I lose every time to that squad in all likelihood there may not even be one at the tourney.
At our Cap City Champs in Lansing there were 14 players and only 1 copy of Bastilla.
So in reality unless your local meta is somehow crazy about 1 particular piece it doesn't matter as there are so many top tier squads that I don't expect to see tons of any 1 squad type at any given large tourney (regional type event)
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billiv15 wrote:Please for the love of God, demonstrate this restraining effect... I'm so sick of hearing about it when it's absolutely not true... You win. Congratulations. Now please calm down.
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billiv15 wrote:Your earlier point about how we broke the game was borderline insulting, but this one is fair, so I'll comment on it. First, I take issue with this and feel you may be a bit too over-sensitive if you really think that is what I had implied. My post was that such game-changing pieces can turn off causal or less experienced players - do you disagree? And for the record, I am obviously not alone in realizing that: FlyingArrow wrote:Do you know what the easiest solution is when there are an unknown number of overpowered pieces that make the game un-fun? Ignore the Vsets entirely. (and its not like each and every one of us haven't heard similar in the past) Sithborg replied to that post in a more realistic and adult manor though, and I wish you would have just left it at that instead of the uneasiness created now. billiv15 wrote:And here's the very biggest issue. I will not accept any complaint that begins with "This hurts casual play". Sorry, casual play by definition can handle it in the most effective manner. I would not play casually with a lancer - period. I won't play against you, or with it myself. Why on earth would I chose to play with or against Bastila if I wasn't prepared in a casual game? She's a competitive piece. She's exactly like 100 other pieces already in the game before we started. Do you realize that casual play keeps the game alive? Or we could ask, if casual play gets hurt in any way because of the V-Sets, do you think that is good or bad for the long-term health of the overall game? Or how about this, let's just look at one of your sentences again using one additional fact: "Why on earth would I chose to play with or against..." the numerical first V-Set piece ever released?Explain that to casual gamers who might be on the fence about the V-Sets anyway. Can you understand where this might be difficult to swallow, and in turn, they may be more likely to question everything that follows her? I personally love, love, love the V-Sets and as stated before, have almost no issues with any piece. The Celeste I have expressed my thoughts on regarding representation; otherwise I don't even have a real problem with BSJM - but that doesn't mean I am also so blind I cant recognize unintended side effects either though. Its those side effects and image portrayed to casual gamers who might be turned off by such pieces which had me ever say anything in this conversation. Remember, we are the ones who have to defend V-Sets and if they are flooded with game changing pieces then that task becomes near impossible. Now do you understand why my first post was saying that this piece is already out there but such game-changers should probably be avoided in the future? (Side-note, only simi directed at you: I'm sorry, but telling a person (in essence) "well WOTC made mistakes/under-costed game-changers too so just deal with it" does nothing but create even bigger issues so I wish people would stop saying such nonsense! Saying that to a casual gamer doesn't help the V-Set cause one single bit; it just inflames the situation and basically ensures they ignore them. "Well Bobby stole candy too" - always a wonderful defense...) Now that isn't to say that game-changing pieces are absolutely a no-no; but when plopping them into a regular V-Set (as the numerical first V-Set piece ever in this case, none the less) then it is going to possibly have consequences and side-effects. In that case, people who are on the fence need to pick and choose which ones they think might be out of whack - or, more likely, lean towards dismissing them all. (and everyone is flat out lying if they claim to have never heard "those pieces are unrealistic, over-powered fanboy nonsense") How about this; maybe such game-changing pieces would be better left for mini-sets in the future? Then we can explain everything in one sentence; "the mini-sets are designed with high-level competitive play in mind, where the regular sets are to enhance the overall game for every game type." Otherwise, if these types were continually randomly plopped into the middle of V-Sets, they are going to end up having a negative affect on the V-Sets in the lest and possibly the game overall. Does my saying that mean I am really saying you broke the game though? No - only a hyper-defensive fool would jump to such a conclusion. Its pointing out the bloody obvious, in a constructive way even! As far as this billiv15 wrote:And as for the dismissal of Exar FS as a great Sith counter. I'm sorry, are you not aware of the piece?It is far from as simple as using a FP to dismiss. Dark Aura is awesome, as is drain force - heck if you drain force even once from Shan, that eliminates the possibility of most of rounds 2-5 being covered by ABM. Further, as I recall, you can use force points to reroll a failed save. Tell me, which character is going to give up its turn to spend a force point, to get a character with force points of his own 2 chances to fail a roll of 11? I will happily allow you to do that with someone until the game is over. Sounds great to me.
... But dismissing one of the best counters to Bastilla because you don't know how to run it is flat out stupid. ...And pretending he doesn't nerf the heck out of her about 70% of the time is flat out ignorant. Am I missing something, or was this attack meant to be directed at someone else? That said, if I am running Bastilla, you don't think I will use a FP or two to take out Exar instead of having my entire game ruined by him? Because what is worth more to that player, spending 1 or 2 FP to kill a character (which is the easier way to kill him anyway), or allowing the other squad to use all of its CEs? In that choice, I use the FP each and every time. (well, almost every time - there might be exceptions) Besides, what are my FP for if not to help in killing the other characters? You act as if spending a FP or two to kill Exar is "ignorant" or "stupid" though - is it similarly stupid when Vader,LOTF spends 2 FP to Force Grip a character for 20 damage? But really, wow, if using maybe 2 FP to kill a character is stupid - what does that mean for Ravenchrist and the 4 Force Point costing Push4... One final point - this one directed at "It is far from as simple as using a FP to dismiss. Dark Aura is awesome"Correct me if I am wrong, but doesn't Exar have to roll the save? And if so, then how is Dark Aura a factor in dismissing him?
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If your problem with Bastila is that she's too strong and breaks the game somehow, frankly you're just wrong. I wish I could have a signature here on Bloomilk, because on Gamers the first quote in my signature is "If a piece isn't broken at the highest level of competition, it isn't broken". Bastila has proven to not be broken at the highest level of competition; she's quite good, but can be beaten. Ian lost at least 1 game at Gencon with her, and was very, very close to losing in multiple others. The proof really is in the pudding here.
I understand that most people aren't saying she's broken, I just wanted to make sure everyone was on the same page for the moment.
I really don't think competitive games can be designed in a way such that none are consider too strong by anyone. The BGG thread was brought up earlier; if you read that thread, you would see that some people were actually complaining that Darth Vader, Agent of Evil broke the game and was way too good. That was literally in the first post of the thread. We simply CANNOT account for opinions like this, because they are really pretty off the wall. There will always be someone who believes that X piece is broken, where X is literally anything. What we have to do when designing is make sure that the game isn't actually broken at the highest level. If it's not broken there, it's still a valid game. Someone might be completely unable to win a game against Vader Agent of Evil, and that might totally turn them off the game. That's a real shame, but there's nothing we could do about that. In ANY game, it is not the responsibility of the designer to ensure that all players can be competitive. That's just not possible. Some people will be better than others. A designer can only make sure that the BEST players can't break the game; beneath the best players, skill levels vary so wildly that there is no way to account for it. It's just an unrealistic expectation. Designers simply cannot be required to think "Well this piece doesn't break the game, but what would people who are only half as good as the best players think about this? What about people that are 3/4 as good? 1/4 as good? What about people who just picked up the game?". It's just too much.
I play a TON of Dominion. It's a brilliant game that's both very strategically deep and very easy to pick up and learn, and it's different pretty much every single time you play it. If you're new at Dominion, though, you might find that using the strategy of just only ever buying money and VP cards wins most games. This is called "Big Money", and the strategy that all other Dominion strategies are compared to. It's the Dominion gatekeeper. Lots of people play Dominion, figure out Big Money, and then quit playing the game because they think nothing can beat it and it's basically a solved game. That's really a shame, because they're totally wrong. Big Money is actually very rarely the optimal strategy in Dominion, it's just the easy one that people usually learn first.
Pretty much all games have this. It's exceedingly difficult to make a game that doesn't have certain strategies that seem to be the best. Sometimes they are; that usually indicates a weak game, because it's a solved game. You know what to do every game, just that one best strategy. In SWM, that would be like if Rebels were absolutely, bar none the best, and there was one best squad, and everybody played that because it would be foolish to play anything else. Usually, though, that strategy that seems to be the best really isn't, you just haven't figured out its weakness. The game is in fact not a solved game, it just has a gatekeeper. Some people won't figure out how to beat it and quit. Better players will figure it out and get past that bottleneck and find lots of other strategies that are also valid.
This is just part of game design, and SWM is no exception. Yes, it will drive away some casual players. Yes, that's a shame. Unfortunately, we can't do much about that.
I already mentioned that I don't like Bastila. I don't dislike her because she's too good, though, I dislike her because she's a negative play experience. It sucks to have created a strategy or paid points for a piece and to have it just plain not work. If you lose a game because you executed your strategy poorly, or it wasn't as good of a strategy as your opponent's, or because your opponent's strategy took advantage of your specfic weaknesses, that's ok. Losing a game because you just don't get to do your strategy and there's nothing (or not much) you can do about it is a lot less fun. It's like if there were a piece that activated all your pieces on its turn so you basically never got to even play unless you won init. It wouldn't matter if this piece was a 200 point Rebel Trooper with that SA tacked on, making it a pretty terrible piece (eventually you would win init enough to move one of your attackers up to kill it), it would be a really annoying and not fun piece to play against. Like I said in my earlier post, it's the bad kind of denial.
I'll make another Dominion analogy: there are two cards that I really hate in Dominion, Possession and Black Market. Possession lets you take a turn with your opponent's deck, Black Market lets you buy cards that you normally can't buy, but your options are random. I think both of these cards make the game much less fun to play. Getting hit with Possession is just such a negative play experience because you have to see your opponent take your hand, play your awesome cards, and HE benefits from it instead of you. You get punished for having a good deck because your opponent can do better with it. Black Market is unpleasant because it can allow your opponent to get the only copy of certain cards that you can't defend against and you can't get a copy yourself. If you both play the Black Market and it gives you the option to buy crappy stuff that you don't want but your opponent gets to buy a sweet attack card when there aren't any defensive cards in play, you just kind of get screwed by dumb luck. These cards make the game less fun in my opinion.
The kicker, though, is that those cards really aren't very good cards! Possession is way too expensive, and with Black Market you're just as likely to get screwed as you are to get good stuff. They aren't negative play experiences because they're good, they just aren't very fun to play against. I feel the exact same way about the Lancer and Bastila in SWM. They can definitely be beaten (they are good, though, but not unbeatable by any stretch), but even when I'm playing a squad that can beat them easily it's still a negative play experience. It's not fun. That's a problem. A piece doesn't have to be too good for it to create a negative play experience, not by a long shot. In fact it can be a crappy piece that just makes a game not fun. Power and fun aren't directly related.
My problem with Bastila has nothing to do with her power. She's good, but she's not too good, and she's good in a way that OR really needed. My problem with Bastila is she makes the game less fun, and I play the game to have fun.
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If bastilla were fringe, would every squad have her?
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The problem with designing a piece primarily for casual play is that the definition of casual play is too broad to pin down. Some people will play 100 points while others will play 500. Some will only play eras, others will only use theme squads or scenarios. Some will play kill them all, others will play with gambit. Some will play with a time limit, others won't. Some will throw certain rules out the window (One egregious example I can think of from the WotC boards was a player whose playgroup couldn't grasp the concept of targetting so they house ruled that anybody could shoot anybody they saw). A designer can't realistically account for all those various permutations, so they instead design them for sanctioned play, where all the game rules and how it's played is static. WotC themselves did this with their sets, really starting with RotS. Otherwise, if the designers were to make the minis as inoffensive as possible, the game would become bland and uninteresting as no mini could really be allowed to distinguish itself for fear of offending some subset of players. For a better understanding of the thought process designers use to try to keep things balanced, I direct you to the works of David Sirlin, a game designer who has written many things about competitive play, balance, and other aspects of game design: http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html
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Echo24 wrote: I already mentioned that I don't like Bastila. I don't dislike her because she's too good, though, I dislike her because she's a negative play experience. It sucks to have created a strategy or paid points for a piece and to have it just plain not work. If you lose a game because you executed your strategy poorly, or it wasn't as good of a strategy as your opponent's, or because your opponent's strategy took advantage of your specfic weaknesses, that's ok. Losing a game because you just don't get to do your strategy and there's nothing (or not much) you can do about it is a lot less fun. It's like if there were a piece that activated all your pieces on its turn so you basically never got to even play unless you won init. It wouldn't matter if this piece was a 200 point Rebel Trooper with that SA tacked on, making it a pretty terrible piece (eventually you would win init enough to move one of your attackers up to kill it), it would be a really annoying and not fun piece to play against. Like I said in my earlier post, it's the bad kind of denial.
My problem with Bastila has nothing to do with her power. She's good, but she's not too good, and she's good in a way that OR really needed. My problem with Bastila is she makes the game less fun, and I play the game to have fun.
I kind of agree with you on these statements, although in regards to the first one you could just as easily say that about strategies that get ruined by other things like being out-activated or tempo control. It's something you need to take into account. Very few pieces can be effectively used in a squad that has single digit activations. That's why I like the return to SSM as printed on the card, it allows low activation squads to work again, but that's another discussion. In any event, if there was a complaint I could lobby at Bastila it's that games against her can be frustrating and unsatisfying, even if you win. Same with the Lancer, but hey, that happens sometimes and I think the designers are doing a great job of keeping a balanced game that tries to counter things appropriately while keeping things fun. See my SSM comment above. It's our responsibility as players to discover and use strategies that we like as individuals and make them work. And that's the thing, you have to willing to make them work. Just because you lose once or twice with a squad isn't reason enough to just throw your arms up in frustration. Try different maps, look at different strategies, and always, always, always know what your pieces do along with your opponents.
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markedman247 wrote:This thread is for the discussion of Bastilla Shan, Jedi Master. Complaints, criticisms, praise, and ideas welcome. Since she is commonly brought up because she is both overtly effective for the OR and very frustrating for some players, other players, I figured this might keep other threads from being diverted by her discussion. Please be cordial, respectful, civil, and use the Nerf weapons provided if you feel the urge for violence. First off, let me say way too many people are getting offended by this discussion. Let's go back to what this thread was supposed to be about. Respectful and civil criticism. Second, Casual play may be fun and what keeps the game alive, but i agree entirely with Bill. In casual play, you may make house rules to fix Bastila to however you like. It's that simple. Third, Bastila is beatable. Period. I can agree with the statements that it can make for a bad playing experience. But, I definitely disagree that it isn't satisfying to beat her. To beat a powerful piece like her is always satisfying.
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Joined: 5/26/2009 Posts: 8,428
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Echo24 wrote:I already mentioned that I don't like Bastila. I don't dislike her because she's too good, though, I dislike her because she's a negative play experience. It sucks to have created a strategy or paid points for a piece and to have it just plain not work. If you lose a game because you executed your strategy poorly, or it wasn't as good of a strategy as your opponent's, or because your opponent's strategy took advantage of your specfic weaknesses, that's ok. Losing a game because you just don't get to do your strategy and there's nothing (or not much) you can do about it is a lot less fun. "Negative play experience." That's a great description of the issue. One could argue that Bastila takes advantage of an opposing squad's "specific weakness" of relying on commander effects. I just don't think we should view reliance on commander effects as a weakness. (At least not a weakness worthy of an auto-loss... I have no problem with Disruptive or Distraction. In those cases, the piece canceling the CE has to come out and fight.) In the same way, one could argue that when GOWK was banned, he was taking advantage of opposing squads' "specific weakness" of relying on attacks (instead of direct damage). The issue isn't whether the piece is beatable, nor the number of viable squads or factions in the meta. It's that the piece makes a fundamental part of the game (commander effects for Bastila or attacks for GOWK) a weakness in a squad. That's not fun to me, and makes it a negative play experience. In practice, I don't experience that negative - I just avoid it. Most of our games are casual. If Bastila is used (and she's used almost every time OR is played), then there are a number of squads I wouldn't even play, based on her presence. Boosted pilots like Rebel Red Squad Aces. Boosted Senate Commandos. Basically Mandalorians of any sort.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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EmporerDragon wrote:The problem with designing a piece primarily for casual play is that the definition of casual play is too broad to pin down. While I don't necessarily disagree with anything you said individual, I do not agree with the overall theory. Most pieces in the V-Sets are casual-friendly; as one would honestly expect from correctly costed pieces without massive power abilities that change the game. That's all it really takes to keep Casual play strong. Pieces which even get a "Why on earth would I chose to play with or against Bastila" from designers though, well... And again, its not even that pieces like that are a complete no-no. Maybe such pieces are needed every so often for competition play, which is fine too. But if those pieces came with some type of indicator then at least they would not be the pieces which end up becoming the face of the V-Sets in so many peoples eyes. Put any possible power-pieces in the mini-sets. Or maybe put them as the last 5 pieces in a set, clearly out of faction order from the rest. Make them additional set pieces (like #61T in the set or something) - there are plenty of small things which can be done for the very few such pieces which will have a profound impact. Casual games wont instantly write off all the V-Sets because of the scattering of such pieces (as, sadly, some do) while advanced play gets its boost and V-Sets are no harder to design in the end. One thing to always remember is that people who don't want to like something will always look for a reason to back themselves up. Randomly inserted game-changing power pieces are the huge neon sign for V-Set critics. If you can remove that easy target so effortlessly, why wouldn't you? And all that said, Sithborg seems to be on a similar train of thought himself based off his page2 reply to my first post. That shows at least some designers are taking such things into consideration, even if some others apparently just don't want to hear it at all and instead wish to argue against the casual gamers thoughts.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Neifi wrote:Most pieces in the V-Sets are casual-friendly; as one would honestly expect from correctly costed pieces without massive power abilities that change the game. That's all it really takes to keep Casual play strong. Oh please spare me the indignation. Neifi wrote:Pieces which even get a "Why on earth would I chose to play with or against Bastila" from designers though, well... Nothing like taking me completely out of context. Congrats, you've proven nothing to me, and convinced me not to converse with you further. In the future, I suggest either a reading comprehension class, or don't intentionally misconstrue the statements of others. That is not what I was saying in anyway. Neifi wrote:And again, its not even that pieces like that are a complete no-no. Maybe such pieces are needed every so often for competition play, which is fine too. But if those pieces came with some type of indicator then at least they would not be the pieces which end up becoming the face of the V-Sets in so many peoples eyes. Put any possible power-pieces in the mini-sets. Or maybe put them as the last 5 pieces in a set, clearly out of faction order from the rest. Make them additional set pieces (like #61T in the set or something) - there are plenty of small things which can be done for the very few such pieces which will have a profound impact. Casual games wont instantly write off all the V-Sets because of the scattering of such pieces (as, sadly, some do) while advanced play gets its boost and V-Sets are no harder to design in the end. Nope, never going to do that. Neifi wrote:One thing to always remember is that people who don't want to like something will always look for a reason to back themselves up. Randomly inserted game-changing power pieces are the huge neon sign for V-Set critics. If you can remove that easy target so effortlessly, why wouldn't you? Because there are important reasons which you have entirely ignored that make designing certain types of pieces important. I really don't care much what people with a bone to pick take issue with. I care about the people who are actively playing. Just because someone can use the internet, does not mean their opinion is valid. Neifi wrote:And all that said, Sithborg seems to be on a similar train of thought himself based off his page2 reply to my first post. That shows at least some designers are taking such things into consideration, even if some others apparently just don't want to hear it at all and instead wish to argue against the casual gamers thoughts. Thanks for the further insult. With that, don't expect more comments from me. This is my ball, and it's going home for a while.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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OK, some of this is getting a bit too pointed. Keep the discussion objective, please.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
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EmporerDragon wrote:The problem with designing a piece primarily for casual play is that the definition of casual play is too broad to pin down. Some people will play 100 points while others will play 500. Some will only play eras, others will only use theme squads or scenarios. Some will play kill them all, others will play with gambit. Some will play with a time limit, others won't. Some will throw certain rules out the window (One egregious example I can think of from the WotC boards was a player whose playgroup couldn't grasp the concept of targetting so they house ruled that anybody could shoot anybody they saw). A designer can't realistically account for all those various permutations, so they instead design them for sanctioned play, where all the game rules and how it's played is static. WotC themselves did this with their sets, really starting with RotS. Otherwise, if the designers were to make the minis as inoffensive as possible, the game would become bland and uninteresting as no mini could really be allowed to distinguish itself for fear of offending some subset of players. For a better understanding of the thought process designers use to try to keep things balanced, I direct you to the works of David Sirlin, a game designer who has written many things about competitive play, balance, and other aspects of game design: http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html I read 3 of the articles (haven't gotten to the 4th yet) and it's interesting to see the parallels to SWM. This paragraph is especially relevant to Bastila: "I knew Tafari was not too powerful. I tested him with many experts and they tended to rank him as middle tier once they got the hang of him. As we added new testers over time, probably nearly 100% of them claimed that Tafari was too strong. I refused to change him though and after a year of testing, the best players still ranked him as middle tier, while inexperienced players still ranked him as top. Tafari is an illusion." Granted, Bastila is considered more top tier than middle, but there's definitely an illusion factor there in terms of her power (something that others have alluded to). Bastila squads can be powerful and do well, but what tournaments have they won, or even done well at since Gencon? I know here in the NE the 3 OR squads didn't fare well at Wampa Stompa (it was even won by a Storm Commando squad that didn't have Pellaeon). Then at Frosty Con there was only 1 OR squad and it didn't make the top 4. Those are the only big tournaments that I know of that have happened here. Maybe OR squads will make an impact at regionals, but I'm kind of doubting it.
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