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I played beyond V2.... I think I gave up when Daala went through play testing with no one saying a word. But I think I quit playtesting around 5/6. I honestly couldn't even tell you whats good besides hearing Vong was made competitive, which is a turn off in its own (not just because they no longer exist but I've always been a shooter/Force Power guy) but thats honestly just my preference and not a knock on any designs. Don't know what came out in V11, but I could probably find a crack in something As far as events I would consider playing if I were to go. Scenarios are always good. Never played the Mass battles one.... but if I played it once, I don't think I would wanna play it ever again. Do the Mass battles change scenarioes? Campaign scenarios would be interesting. Maybe a smaller scale level of the galaxy conquest the community has done with faction v faction competition. maybe the competitive 200 constructed, but not at the games current state
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kkj wrote:As a non-competitive player reading this thread i would like to say a couple things. First off, i am NOT a competitive player, i have never attended any tournaments for this game and i don't really now anything about GenCon. But as has been mentionend before, new players are needed for this game to stay alive or at least existing players need to be kept playing the game for it to live on. As most of you probably know, i don't use V-Sets and mostly play casual. Whenever i play with someone its only my collection of the 10 factions that is available and only my maps, because i don't know any "SWM-players", i just got a few people to play the game with me.
So IF there is a need for new players (and it seems that this is definately the case, it's a almost-dead game mind you), you HAVE to make it appealing not only for hardcore tournament players but also for the casual players. Star Wars is a movie series after all and most people start playing Star Wars games because they want to relive the epic moments of the movies with miniatures. If you give them a selection of over a thousand different miniatures they are completely overwhelmed by the sheer amount of choices and options. It took a guy i recently got into the game already a lot of time to build a squad out of the 70 imperial figures i brought to our gaming-night.
I feel that the game in it's current status (with the V-Sets) is absolutely unaccessible for casual players and even hard for competive players to get into it. All the new cards mostly exist in digital form on a little hardly known website. (no offense here)
It's a point that i have been mentioning quite a few times now and that is, that the game as WOTC left it was just a bad game when it comes to strictly competitive play. A very bad game. I think we can all agree on that 30-40 "competitive" figures out of almost 1000 is not a good thing for game. IMO to create newer, better options is a way of fixing this problem that is only really helpful for players that already have a ton of experience with the game. Changing existing miniatures or rules would have altered "offical" and established material, but would have made the game much more accessible to new players. How is a new player supposed to know about which figures are considered good and which are bad without the experience of years of active play? How much fun is it to have to rely on other's experience or information to build you own squad because the amount of options is too high for you to handle? As I see it, the community has chosen the solution WOTC established since the first sets, to just release new material to replace the old and only conduct errata when it's inevitable. That's the design of a collectibles game. Collectibles Games are made in such a way that you have to buy the new stuff in order to win games. But the game is dead. There's just a bunch of hardcore tournament players and VERY few casual players left on a little fan-created website. There is no need to continue it the way WOTC did, especially when there are already so many existing figures. So to sum it up, my point it is that the game WOTC has left us with is just a really bad foundation to build upon with new sets. Pieces like General Rieekan or Whorm Loathesome need very complicated "fixes" so that they can't be abused with new figures and so on, you probably know what i'm talking about. With the solution of releasing new material to fix problems instead of directly fixing the figures that CAUSED the problems the game has lost its simplicitiy and thus makes for a much harder entry to the game. I can understand that this solution was easier for the existing players but it's also a lockout for any interested new players. That "V-Set-Solution" IS a solution but it does only keep the game alive for the already active players. This is a really interesting and insightful post. I'm not saying that we can make it happen now, since this kind of decision would've needed to happen 6 years ago when WotC let go of the reins. However, it does point out the fact that a significant decision was made, which has shaped the game's development ever since. That decision was to "fix" WotC's mess, but not by adjusting the mess at it the core of its structure, but rather, by working with existing structure (mess and all) to balance it that way. We basically had two paths open to us (along with a middle-of-the-road path), and they basically revolved around this question: "Moving forward, how will we work with what WotC gave us?": 1. Change anything from WotC. It sounds like this is your suggestion, kkj...is that correct? Change the rules and pieces that WotC gave us so that the game worked better. In essence, this means making a new (or at least largely new) game entirely. This would've likely involved things like fixing the ruling on how attacks with Lightsabers work when made by characters without Melee Attack, and things like that. It also would've involved either the re-costing of garbage WotC pieces (the Twilek Scoundrel might be useful at 4pts, but certainly not 7) or else perhaps a complete re-statting of those pieces. Perhaps even a complete costing overhaul of the entire collection? No creation of new characters. 2. Change nothing from WotC. Every single stat card and rule from the WotC remains as it was when WotC left it. In essence, this means continuing with the same game that WotC gave us, but working to balance it and shape it more effectively than they ever did. It means designing new pieces which balance out the existing factions and hopefully create more options as we go forward. This is all done by the creation of new characters. 1.5. Make minor alterations to WotC's game so that more of it is balanced and/or enjoyable. The reason this wasn't an actual full option was because both options would actually be aiming at this goal. Option #1 would do this via re-costing and direct errata to WotC's game rules and pieces. Option #2 would do this via designing new pieces which helped to make obsolete pieces more interesting and worthwhile. Obviously, "we" as a community chose to go with Option #2, to change nothing from WotC and to work with what they gave us in an attempt to prolong the game and give it new life. [It is only now, after 6 years, that we've barely started to adjust some of the WotC stuff; for example, making an errata to no longer allow Rapport to drop a character's Cost below 3.] The "we" who made this decision were a group of the community's most active and invested leaders at the time (not including me myself, btw). They were the ones who were paying to host websites, putting time into ongoing development, and even looking into the possibility of making new minis (it ended up being too costly), and more. I wasn't a leader in the community at the time, but I do remember being excited when I heard that we would continue to get new characters for the game. Could they have chosen differently? Certainly! I've often wondered what would've happened if they'd decided to do Option #1 instead of #2, but that's all water under the bridge at this point. Would the game still be alive and thriving if we'd done that? Maybe. I know that I myself would have probably left a while ago, but that's because I'm a competitive-minded player and don't have much interest in casual gaming. With nothing new to add to the competitive meta, I'm not sure how long the competitive game would've remained fresh. Under Option #1, even hypothetically assuming that everything was re-costed and fixed just right, we still would've inevitably reached the point where the game reached a static meta, where the best squads and tactics were established and virtually no new competitive options were available. Maybe there would've been 15-20 top squads rather than the 3-4 that WotC left us with, but the point is that the game would've inevitably reached the end of its life, with no new content. And at that point, we would've had to either... 1) let SWM die as a competitive game (which inevitably happens with a stale meta) and move on to other games, with only the casual game remaining, ...or... 2) start in with V-Set development, and likely still end up in a place that looks a lot like where we are today. Would it be a better place? Maybe, but I honestly doubt it. My point in making this whole post (and spending too much time doing it, actually! lol) is simply to say that you raise a good point and that your suggestion may have been a viable option back in 2010, but that for a number of different reasons the community went in a different direction at the time, a direction which has strongly shaped things afterward. Admittedly, this decision was made with competitive play at the forefront of consideration. The V-Sets have ALWAYS been designed with competitive play as the primary consideration. Perhaps that is where some of the community's push-back against the V-Sets has come from, because not all players are competitively-minded. Some prefer casual play, and some are "semi-competitive"--that is, they want to play competitively, but not with certain squads or tactics that they (rather subjectively) don't like. (It has been discussed ad nauseum that everyone has their own personal NPEs.) But from the start, the V-Sets were designed with the competitive meta in mind. If a piece looked broken in casual play but was quite handily addressed by the competitive meta, then it wasn't broken. Besides, any non-competitive or semi-competitive groups could easily make house-rules for anything that they didn't like. The only arena in which you had to take account of the V-Sets was in competitive play. I'm not sure if this helps, but I hope it does. If you or someone else wants to go back and start on Option #1 (ie, your suggestion, if I understood you correctly), then more power to you! Find a cool name for it, do whatever work is necessary to come up with an effective costing system, figure out what "messes" from WotC's game are the most important to fix, and then go to town! I'd be interested how the "Fixed-WotC" game would be! But until then, the V-Sets are what we've got. And the Legends sets too, but I don't have much knowledge of how that works.
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thereisnotry wrote:[quote=kkj]The V-Sets have ALWAYS been designed with competitive play as the primary consideration. Perhaps that is where some of the community's push-back against the V-Sets has come from, because not all players are competitively-minded. Some prefer casual play, and some are "semi-competitive"--that is, they want to play competitively, but not with certain squads or tactics that they (rather subjectively) don't like. (It has been discussed ad nauseum that everyone has their own personal NPEs.) But from the start, the V-Sets were designed with the competitive meta in mind. If a piece looked broken in casual play but was quite handily addressed by the competitive meta, then it wasn't broken. Besides, any non-competitive or semi-competitive groups could easily make house-rules for anything that they didn't like. The only arena in which you had to take account of the V-Sets was in competitive play. I wonder if this was actually stated like this from the beginning. Don't remember anyone saying that. As a casual player back when the V-Sets started I always felt like the casual players were patted on the head and told "if it's not broken competitively then it not broken", now move along. If someone (again, foggy memory) had said "most of these are ment for competitive play not casual play" that could have helped smoth things over, back in the day. As it was we didn't play with " those pieces" and we felt pushed aside. Sigh. (HEY! You kids! Get off the grass)
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juice man wrote:thereisnotry wrote:[quote=kkj]The V-Sets have ALWAYS been designed with competitive play as the primary consideration. Perhaps that is where some of the community's push-back against the V-Sets has come from, because not all players are competitively-minded. Some prefer casual play, and some are "semi-competitive"--that is, they want to play competitively, but not with certain squads or tactics that they (rather subjectively) don't like. (It has been discussed ad nauseum that everyone has their own personal NPEs.) But from the start, the V-Sets were designed with the competitive meta in mind. If a piece looked broken in casual play but was quite handily addressed by the competitive meta, then it wasn't broken. Besides, any non-competitive or semi-competitive groups could easily make house-rules for anything that they didn't like. The only arena in which you had to take account of the V-Sets was in competitive play. I wonder if this was actually stated like this from the beginning. Don't remember anyone saying that. As a casual player back when the V-Sets started I always felt like the casual players were patted on the head and told "if it's not broken competitively then it not broken", now move along. If someone (again, foggy memory) had said "most of these are ment for competitive play not casual play" that could have helped smoth things over, back in the day. As it was we didn't play with " those pieces" and we felt pushed aside. Sigh. (HEY! You kids! Get off the grass) +1 Something something "why are you perpetuating this 'us vs. them' mentality."
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I wasn't a leader at all at the time (set 5 was my first time designing), so I really can't say whether or not the clear message of "The V-Sets are designed primarily with competitive play in mind" was ever communicated, but I agree that it would've been quite helpful (if, indeed, it was not communicated that way). It's one of the basic rules of leadership: clear and repeated communication.
However, for as long as I can remember, I've heard from the "leaders" and designers that casual or non-competitive players are free to house-rule anything they don't like, and also to ban any piece for their own casual play. Nobody is forcing anyone to do anything. The only place at all where such house rules wouldn't apply would be in competitive events (Regionals, Championship, etc). This has been the constant and consistent message from the start of the V-Set development.
Therefore, since casual players don't play in competitive events, why was there such a problem? I've truly never been able to understand this. Honestly, I can't understand why people felt insulted or slighted or offended when they were told "it's designed for competitive play and not broken there, so if you don't like it then feel free to house rule it." If you're not a competitive-minded player, then why would you care if a piece is broken or not? Just don't use it, or else make changes to it. It's really not a big deal!
In an effort to get back on target, I think that a big reason why the game has been shrinking is because people have been taking a GAME far too seriously. People are allowed to play it with different goals and flavors, and that's fine.
Anyway, kkj, I hope my comment has helped to at least give some further background to the story. Now I've got work to do....
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thereisnotry wrote:2. Change nothing from WotC. Every single stat card and rule from the WotC remains as it was when WotC left it. In essence, this means continuing with the same game that WotC gave us, but working to balance it and shape it more effectively than they ever did. It means designing new pieces which balance out the existing factions and hopefully create more options as we go forward. This is all done by the creation of new characters. I do think this was the way to go. I remember seeing posts on recosting on the Wizards boards, and people generally came to the conclusion that the recosted bland pieces would end up as meat shields - although even then, they face competition in that role from 3 point 20 defense Mouse Droids. The pieces that can do useful things like Levitation, Tempo Control, Galloping Attack, Swap etc are still going to be the strongest unless they're really hate-costed out of the meta. In hindsight, I think the biggest mistake in this period was that some people from the big European playgroups weren't included in the design and testing process. It would have been great to have their input, and it might have helped avoid some complexity creep.
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thereisnotry wrote:
Therefore, since casual players don't play in competitive events, why was there such a problem? I've truly never been able to understand this. Honestly, I can't understand why people felt insulted or slighted or offended when they were told "it's designed for competitive play and not broken there, so if you don't like it then feel free to house rule it." If you're not a competitive-minded player, then why would you care if a piece is broken or not? Just don't use it, or else make changes to it. It's really not a big deal!
This is ignorant, and I'm sorry to say that. So now the people that these casual players bring into SWM have no clue what the real rules are or what the new pieces are. And imagine if everyone agreed more on design concepts and were more involved, maybe more people who are not "competitive" would start attending? Or is that not the WHOLE FOCUS OF THIS THREAD?!?!
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shmi15 wrote:This is ignorant, and I'm sorry to say that. So now the people that these casual players bring into SWM have no clue what the real rules are or what the new pieces are. And imagine if everyone agreed more on design concepts and were more involved, maybe more people who are not "competitive" would start attending? Or is that not the WHOLE FOCUS OF THIS THREAD?!?! I do think that you're hung up on a design and play-testing process which has improved markedly since you were involved. While the design team initially consisted of people from the inner circle of competitive GenCon players, it now includes people like FlyingArrow who weren't in that circle at the time, as well as Kezzamachine from New Zealand. As a playtester in the last three sets, and the upcoming ones, the communication between design team and playtesters has been fine, and in those sets we haven't released anything that I've been uncomfortable with.
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The V-set designers from day 1 have always had an eye toward casual players. I did PT for set 1, and even then there were lots of pieces aimed at the casual player. Anakin and Padme on Reek Wedge's Snowspeeder Niles Ferrier
I could go on but just named three that I remember specifically talking about. They were designed as fun pieces for casual play and scenario play. They were never intended to see tournament play (and I don't think they really have except an oddball squad here or there).
And from that set on, the v-set designers have always had a multitude of pieces at varying power level from casual to competitive. And additionally, the pieces chose were taken from the multitude of lists of what people wanted (ie designers themselves would not have chosen the people from the ewok movie but the community continually asked for them. Looking at set 12 which just came out, there are numerous pieces designed at the casual level. Forn, Padawan Learner, Imp Knight Armorer, Eryl, Ulaha, Killik Drone, etc were certainly not designed to be top tier.
So I am sorry to dispel the myth that the v-sets only ever cared about competitive play, but it simply isn't true.
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TheHutts wrote:
While the design team initially consisted of people from the inner circle of competitive GenCon players, it now includes people like FlyingArrow who weren't in that circle at the time, as well as Kezzamachine from New Zealand.
As a playtester in the last three sets, and the upcoming ones, the communication between design team and playtesters has been fine, and in those sets we haven't released anything that I've been uncomfortable with.
Even this isn't exactly true. Dennis (who designed on sets 1,2,4) never really considered himself a top tier player and was always more about the casual and scenario play (he created and ran a Hoth battle for many years even before the ATAT came out using the X-1 Viper Droid as ATATs and he also created the Dynamic Duo format).
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thereisnotry wrote:However, for as long as I can remember, I've heard from the "leaders" and designers that casual or non-competitive players are free to house-rule anything they don't like, and also to ban any piece for their own casual play. Nobody is forcing anyone to do anything. The only place at all where such house rules wouldn't apply would be in competitive events (Regionals, Championship, etc). This has been the constant and consistent message from the start of the V-Set development.
Therefore, since casual players don't play in competitive events, why was there such a problem? I've truly never been able to understand this. Honestly, I can't understand why people felt insulted or slighted or offended when they were told "it's designed for competitive play and not broken there, so if you don't like it then feel free to house rule it." If you're not a competitive-minded player, then why would you care if a piece is broken or not? Just don't use it, or else make changes to it. It's really not a big deal!
Agreed, it isn't and wasn't a big deal. For casual play we just didn't use certain pieces. (as a competitive player I've given this advice many times) I suppose it is the fact that this is such a great game that people get a little excited. (and some people might like a good ... discussion ... on power pieces) Perhaps the label "community effort" encouraged people to chime in with opinions. And maybe with WotC the power pieces were few and far between so the sheer number of good, playable, competitive pieces kind of felt overwhelming. The knee jerk reaction on seeing/playing the V-Set power pieces sent many to Bloo to moan and gnash our teeth in anguish ... before we settled down and ignored the ones we didn't like. As far as somehow getting casual players to GenCon - for any kind of competitive play - not going to happen. I like competitive play, but it took awhile (and some drubbings). If playing with/against certain pieces is something you just can't stand you're not going to play there. I couldn't go this year. I'd like to go next. We'll see. PS If the Kiwis come I'll really try to go!
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When you create sets of pieces that casual players find broken and you pair that with consistent NPE at regionals and tournaments, how can you be surprised that attendance is dropping? I did one regional in Wisconsin and all it took was Timmer B dropping 20 mouse droids on the map for me to realize that this was not the kind of play I wanted to pay to experience. I hardly doubt I am alone in that process. However, if the Vset is indeed meant for tournament play, don't be surprised that the number of tournament players would decrease over time for a dead game that does not allow people to integrate easily. There is literally zero incentive for a new or casual player to come to a tournament just to get wiped mercilessly by people who bend the rules as much as possible because "they want to win." That is not a whole lot of people's idea of fun. Food for thought.
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For clarification (speaking for myself anyway), I was never expecting that casual players would want to play in competitive tournaments. That would be absurd, because in a way the casual and competitive game are actually 2 different games. Yes they're technically the same "game" (SWM), but the goal and method/style of playing the game is very different for these 2.
The only reason I've mentioned the casual/competitive difference at all was in response to claims by some people in this discussion that the V-Sets have ruined the game for casual players or somehow led to the game's demise. I was simply stating that (thanks to urbanjedi's correction a few posts up) a significant portion of the V-Set contents have been geared toward competitive play, and so I think there's no reason for casual players to get upset about that, since they're not required to use those pieces at all.
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The long-term future of SWM as I see it is to boardgame-ify it. That's long-term as in after Vsets are done. Whether that's in 5 sets, 15 sets, or 50 sets. At that point, I plan to make pre-set squads and put them on the shelf. Then treat the game as if the squads were unchangeable. The pre-set squads would largely be from tier 1 but with certain changes to mitigate auto-wins and auto-losses, and to remove NPEs.
The real challenge at that point would be to partition my collection into squads in such a way that I can make the squads without needing a particular Unique in multiple squads.
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juice man wrote:
PS If the Kiwis come I'll really try to go!
If the NZ folks can make it to Gencon, I think I'll do my best to attend it for the first time ever also. If they can make the effort and fly halfway around the world to get to a championship, then I can drive 12 hours to get to Gencon and play also. It would be so cool to meet our fellow gamers from NZ!
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Mando wrote:juice man wrote:
PS If the Kiwis come I'll really try to go!
If the NZ folks can make it to Gencon, I think I'll do my best to attend it for the first time ever also. If they can make the effort and fly halfway around the world to get to a championship, then I can drive 12 hours to get to Gencon and play also. It would be so cool to meet our fellow gamers from NZ! Flying is probably cheaper than driving solo 12 hours. If you get a group from home then it's a different story. Chicago could probably save you about 3 hours each way if you come here and then we carpool. All depends on the car situation at that point. Joe - you have no excuse. ;)
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juice man wrote:thereisnotry wrote:However, for as long as I can remember, I've heard from the "leaders" and designers that casual or non-competitive players are free to house-rule anything they don't like, and also to ban any piece for their own casual play. Nobody is forcing anyone to do anything. The only place at all where such house rules wouldn't apply would be in competitive events (Regionals, Championship, etc). This has been the constant and consistent message from the start of the V-Set development.
Therefore, since casual players don't play in competitive events, why was there such a problem? I've truly never been able to understand this. Honestly, I can't understand why people felt insulted or slighted or offended when they were told "it's designed for competitive play and not broken there, so if you don't like it then feel free to house rule it." If you're not a competitive-minded player, then why would you care if a piece is broken or not? Just don't use it, or else make changes to it. It's really not a big deal!
Agreed, it isn't and wasn't a big deal. For casual play we just didn't use certain pieces. (as a competitive player I've given this advice many times) I suppose it is the fact that this is such a great game that people get a little excited. (and some people might like a good ... discussion ... on power pieces) Perhaps the label "community effort" encouraged people to chime in with opinions. And maybe with WotC the power pieces were few and far between so the sheer number of good, playable, competitive pieces kind of felt overwhelming. The knee jerk reaction on seeing/playing the V-Set power pieces sent many to Bloo to moan and gnash our teeth in anguish ... before we settled down and ignored the ones we didn't like. As far as somehow getting casual players to GenCon - for any kind of competitive play - not going to happen. I like competitive play, but it took awhile (and some drubbings). If playing with/against certain pieces is something you just can't stand you're not going to play there. I couldn't go this year. I'd like to go next. We'll see. PS If the Kiwis come I'll really try to go! The problem with house ruling, from a casual perspective, is that it really bars casuals entry to the tournament scene. For example, when I first learned how to play the game a number of years ago, there were a few house rules implemented that I simply thought were part of the game (2 activations for whoever wins init, and not being able to twin attack on AoO.) Whether or not the V-Set was designed for the casual player in mind, the point is that essentially a wall is being built between those two subgroups of our community. It makes it even more difficult for casual players to network with other players via tournaments, and frankly, casual players out to be the pick of the litter when it comes to repopulating the tournament scene, since casual players are already familiar with the game, the meta, and the sets. One other thing I'd like to note is that indeed, there *are* people out there who play casually who would like to enter the tournament scene. But the tournament scene, as it stands, seems like an unregulated pool NPE. Surely there is something that can be done there. This leads my full circle. The initial question posed highlighted a decline in the tournament scene and solutions to that. I am arguing that there are plenty of casual players out there who would like to join the tournament scene, but as it stands, it does not come off as welcoming or compromising. I understand that this is a competitive game and that competition sometimes equates to merciless. However, this is also a dying game that's been out of print for 6 years. The two paths going forward seem to be 1) Do nothing, let the game continue to die or 2) make compromises by regulating the game a bit more by removing NPE rulings, definitions, and altering pieces that don't make it such a fruitless endeavor for those who are trying to get into the scene. TL; DR: You are asking the casual players to look at it from the Tournament point-of-view, which is the argument that has been echoed since V-Set 1. Now we are at a point where the tournament players are dwindling, maybe naturally, maybe in protest to the Sets. Now, maybe in order to repopulate and reinvigorate the community, we can look at the game from a casual point-of-view?
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Darth_Reignir wrote:2) make compromises by regulating the game a bit more by removing NPE rulings, definitions, and altering pieces that don't make it such a fruitless endeavor for those who are trying to get into the scene.
Can you be more specific? Which NPEs? Which pieces? Designers try to address NPEs and the balance team has addressed certain pieces.
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FlyingArrow wrote:Darth_Reignir wrote:2) make compromises by regulating the game a bit more by removing NPE rulings, definitions, and altering pieces that don't make it such a fruitless endeavor for those who are trying to get into the scene.
Can you be more specific? Which NPEs? Which pieces? Designers try to address NPEs and the balance team has addressed certain pieces. Absolutely. I will reiterate some of the things that we've been debating for years. 1) Reworking pieces. Boba Fett, Assassin for Hire, Darth Vader of Lothal, Critdu, Darth Bane. There are a few pieces I would point to that are in desperate need of reworking. 2) NPE Rulings: The biggest one that comes to mind was the decision on Transfer Essense. SBM was also silly but I am not familiar with its current ruling since none of us in my group have played Caedus for awhile. Another ruling I would point to was that CEs were allowed to go through closed doors. That does not make sense and makes it hard to play tactically when trying to remove those CEs. 3) Reworking WotC pieces: It's been 6 years since they let go of command. Playing a vanilla game feels radically different than playing V-Set. It's safe to say at this point that they're almost two separate games. We should examine some vanilla pieces and rulings that continue to create NPE. Booming Voice, I think, needs to go, or at the very least, we ought to more conscious of the fact that CEs should come stock with range 6. These are a few examples off the top of my head to illustrate my points. The barrier between Casual and tournament largely lies within the realm of NPE. I think if we were to work together on trying to curb NPE as much as possible, it would be easier for casuals to enter the scene.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Darth_Reignir wrote:1) Reworking pieces. Boba Fett, Assassin for Hire, Darth Vader of Lothal, Critdu, Darth Bane. There are a few pieces I would point to that are in desperate need of reworking. From a New Zealand point of view, our National tournament (generally averaging 16-18 players) has had the following finalists in the last four years: Swap squads: Thrawn swap won in 2013 and 2015, and came second in 2012. Swarms: Naboo Pilots won in 2012, Daala won and came second in 2014, and a Vong swarm came second in 2013. Melee squads: a melee squad came second in 2015, although it didn't use any of the pieces that you're complaining about - it was a New Republic squad and relied on the Mouse dump to keep up with the high activation squads in the field. As you can see, in our New Zealand group, melee squads based around uniques have historically struggled to hold their own, and the last tournament I took part in was a melee only tournament so these pieces had a chance to shine. If I was suggesting four pieces to ban, my list would be completely different. I do have a little sympathy towards Boba, and if I was costing him from scratch, I'd put him at least 55, but I don't think it's worth changing. As I understand it, a lot of what the community as a whole has been asking for has been for lower activation, hero based squads to do well, and some of the changes from last year seem to be helping with that.
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