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Rank: Advanced Bloo Milk Member Groups: Member
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shmi15 wrote:I still agree we need a stand alone Baze, just give him anarchist and were all good Good idea, I could imagine something like that happening. Especially seeing how popular Baze seems to be with everyone Anarchist might not work since it's like giving him Disruptive. It also suppresses enemy CEs within 6. So we might need another work-around or new ability to accomplish what you're talking about. Honestly, we didn't expect Baze to have so many fans. He's really cool, but we were expecting more people to be wanting Jyn Erso and Chirrut.
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Soo final stat block? haha
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I think we might just hold off on that until the Bothan Transmission is solved http://www.bloomilk.com/Forums/default.aspx?g=posts&t=20548
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Rank: Advanced Bloo Milk Member Groups: Member
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and this http://www.bloomilk.com/Forums/default.aspx?g=posts&t=20528&p=6Ya'll got ADD - you need to finish one thing before you start another.
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Rank: Moderator Groups: Member
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Darth_Jim wrote:Deaths_Baine wrote:What's in a name? that which we call a rose By any other name would smell as sweet; So malbus would, were he not Malbus call'd, Retain that dear perfection which he owes Without that title. Malbus, doff thy name, And for that name which is no part of thee Take all myself. I have no idea what this means but +1 for rocking a poem King James style. Best part of this whole thread.
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Joined: 2/17/2009 Posts: 1,445
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Regarding the flavor/function "debate": I'm much more of a function designer generally, which I think people know. That doesn't mean I don't like creating flavorful pieces, just that I think most of the designs that fit the category of "pure flavor" probably won't fit very well in the competitive game and therefore should be modulated for more fun play (think Maz Kanata from set 13). Because you guys are right--these are characters that exist in the Star Wars universe, so their representations should feel like those characters. But the pieces we make, and especially the competitive pieces we make, ALSO exist in the Star Wars Minis universe. And within that universe, interactions have to be considered. As designers (and I was not a designer on the current set, so I'm just offering general thoughts on the process), we're not designing pieces in a vacuum--we're designing them with an eye to how they will work within their factions and how they will affect the competitive game. So in the case of Rogue One, the designers weren't just looking at representing individual characters, but at representing a team. That's a valid design choice for them to make. I playtested against the Rogue One subset, and I can tell you that they are very scary and their interactions feel true to their characters and the movie.
Another problem we have when balancing pieces is that sometimes we are left with abilities whose names don't sound quite right, but which contain a mechanic the piece needs. So it is with Baze Malbus. I wasn't present for the design of the piece, but "Single-Shot Blaster" is generally used when, with the boosts available to a particular character, it would be unbalanced to allow them to get twin attack. A Furious Assaulter with Twin could easily become very overpowered. So even though "Single-Shot Blaster" might not sound quite right for the character, it IS the right mechanic for the piece as the designers envisioned it. One person might think that Furious Assault with Twin (or starting with a higher base damage to make getting Twin harder) wouldn't be a problem, because they might think Baze should be a power 9-10 piece by himself. The designers seem to have made a different choice, choosing to focus on how the team functions together instead of creating another elite Rebel shooter. This is the kind of balancing and negotiation that goes on throughout the design process, at least on every piece that's designed for competitive play.
My point is, as designers, we're not just throwing abilities on a card to achieve a desired function without regard to the character. We're trying to strike a balance that both feels right AND works the way we want it to in-game, which means considering other pieces and game mechanics. That's really hard, and sometimes we miss the mark. It's okay to disagree about the direction a character took in design. But just know that there are reasons for these choices, and the reasons, a lot of the time, have to do with improving the game experience for a wide range of people, not only those who value flavor above all else.
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swinefeld wrote:Darth_Jim wrote:Deaths_Baine wrote:What's in a name? that which we call a rose By any other name would smell as sweet; So malbus would, were he not Malbus call'd, Retain that dear perfection which he owes Without that title. Malbus, doff thy name, And for that name which is no part of thee Take all myself. I have no idea what this means but +1 for rocking a poem King James style. Best part of this whole thread. why thank you, Its a poem to Timmer B's thought process that game mechanics and function should out weigh flavor, just throw a name on it and it will smell as sweet
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UrbanShmi wrote:Regarding the flavor/function "debate": I'm much more of a function designer generally, which I think people know. That doesn't mean I don't like creating flavorful pieces, just that I think most of the designs that fit the category of "pure flavor" probably won't fit very well in the competitive game and therefore should be modulated for more fun play (think Maz Kanata from set 13). Because you guys are right--these are characters that exist in the Star Wars universe, so their representations should feel like those characters. But the pieces we make, and especially the competitive pieces we make, ALSO exist in the Star Wars Minis universe. And within that universe, interactions have to be considered. As designers (and I was not a designer on the current set, so I'm just offering general thoughts on the process), we're not designing pieces in a vacuum--we're designing them with an eye to how they will work within their factions and how they will affect the competitive game. So in the case of Rogue One, the designers weren't just looking at representing individual characters, but at representing a team. That's a valid design choice for them to make. I playtested against the Rogue One subset, and I can tell you that they are very scary and their interactions feel true to their characters and the movie.
Another problem we have when balancing pieces is that sometimes we are left with abilities whose names don't sound quite right, but which contain a mechanic the piece needs. So it is with Baze Malbus. I wasn't present for the design of the piece, but "Single-Shot Blaster" is generally used when, with the boosts available to a particular character, it would be unbalanced to allow them to get twin attack. A Furious Assaulter with Twin could easily become very overpowered. So even though "Single-Shot Blaster" might not sound quite right for the character, it IS the right mechanic for the piece as the designers envisioned it. One person might think that Furious Assault with Twin (or starting with a higher base damage to make getting Twin harder) wouldn't be a problem, because they might think Baze should be a power 9-10 piece by himself. The designers seem to have made a different choice, choosing to focus on how the team functions together instead of creating another elite Rebel shooter. This is the kind of balancing and negotiation that goes on throughout the design process, at least on every piece that's designed for competitive play.
My point is, as designers, we're not just throwing abilities on a card to achieve a desired function without regard to the character. We're trying to strike a balance that both feels right AND works the way we want it to in-game, which means considering other pieces and game mechanics. That's really hard, and sometimes we miss the mark. It's okay to disagree about the direction a character took in design. But just know that there are reasons for these choices, and the reasons, a lot of the time, have to do with improving the game experience for a wide range of people, not only those who value flavor above all else.
What a great post. I understand the thought process here, I just disagree with the outcome. when an ability makes no sense whatsoever, single shot blaster, it should not be utilized for game function when there are ways around the issue. Make it to where he only benefits from commander effects or special abilities of an ally whose name contains chirrut, considering he was more devoted to chirrut then anything else. I for one enjoy the outside the box thinking that allows for more creative pieces and flavor instead of a one size fits all attitude such as +4 +10.
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Deaths_Baine wrote:UrbanShmi wrote:Regarding the flavor/function "debate" . . . What a great post. +1 eloquently worded post that says many things I feel much better than I ever could
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Darth_Jim wrote:I get that theme, or flavor, can be subjective. If the argument was 'my interpretation of flavor vs. your interpretation of flavor' it would be tough for me. This is what this discussion really seems to be. The design team on set 14 (and every set for that matter) made intentional strides to make flavorful characters. Clearly, some people disagree with our interpretation of flavor for this piece. What did not happen, is a complete disregard for flavor. Flavor is subjective. The reason I can't get too riled up over people getting upset over not liking our interpretation of flavor is not because I don't care about flavor - it is because flavor is subjective, and someone will always quibble over it.
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Deaths_Baine wrote: no sense whatsoever, single shot blaster, it should not be utilized for game function when there are ways around the issue.
Don't get caught up on ability names... There are many abilities that have terrible names but perfectly fine functionality. Con Artist is a personal pet peeve - flavor-wise the ability as it functions is GREAT for a double agent, but not the bait and switch, or flat out deceptive tactics of a true con artist. When it comes to character design what you really need to look at is overall "Flavor of the Function".
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Lord_Ball wrote:Deaths_Baine wrote: no sense whatsoever, single shot blaster, it should not be utilized for game function when there are ways around the issue.
Don't get caught up on ability names... There are many abilities that have terrible names but perfectly fine functionality. Con Artist is a personal pet peeve - flavor-wise the ability as it functions is GREAT for a double agent, but not the bait and switch, or flat out deceptive tactics of a true con artist. When it comes to character design what you really need to look at is overall "Flavor of the Function". its kind of hard to not get caught up on special ability names when it is so grossly wrong. I guess I should just give mando's force attuned armor instead of beskar'gam, or maybe crab armor they all do the same thing so I don't see the need for all the different types...oh....wait......flavor....
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Lord_Ball wrote:When it comes to character design what you really need to look at is overall "Flavor of the Function". I generally agree when talking about flavor. Things like Single Shot Blaster having a bad name are more aesthetic concerns than flavor ones in my opinion. That's not to say that aesthetic concerns are meaningless! But I do think they're a little less meaningful than flavor concerns. As an example, Baze having Furious Assault is a flavor concern, because Baze didn't do a lot of running and gunning and in that cool scene where he shoots all the Stormtroopers that were about to waste Chirrut he was standing still. The mechanics of Furious Assault don't match the flavor of the character. On the other hand, the mechanics of Single Shot Blaster aren't really a problem for Baze; his big gun kills in one shot, he doesn't shoot the same target multiple times. Even in the scene at the end when he is taking down the Death Troopers, it's one shot one kill for each of them. However, the aesthetic of him having Furious Assault and a rapid fire weapon along with an ability called Single Shot Blaster is jarring and weird. I think that aesthetic concerns are reasonable, but are generally small concerns. Yeah, it's a little awkward that some non-Han characters have Never Tell Me the Odds. But it isn't really a flavor issue. If you remove the names of the abilities and just call them ability 1, ability 2, and so on, the character can and should still be flavorful, despite having a lack of aesthetics. This post is mostly an aside about flavor vs aesthetic as game design concepts. Now continue with your regularly scheduled BlooMilking.
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and the final SAs to this spoiler are....???? let's put this thread to bed and discuss another character.
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donnyrides wrote:and the final SAs to this spoiler are....???? let's put this thread to bed and discuss another character. Ahem . . .
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Deaths_Baine wrote:its kind of hard to not get caught up on special ability names when it is so grossly wrong. I guess I should just give mando's force attuned armor instead of beskar'gam, or maybe crab armor they all do the same thing so I don't see the need for all the different types...oh....wait......flavor.... See I actually agree with you here, having multiple abilities that all do the same exact thing but have different names for flavor is really just poor planning. If there was a SA called Armored Defense that had that function it would be unarguably universal. I personally have used Bombad Gungan on a couple of (non-Gungan) characters - from a name standpoint it's absurd, but from a function standpoint it works great.
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Lord_Ball wrote:Deaths_Baine wrote:its kind of hard to not get caught up on special ability names when it is so grossly wrong. I guess I should just give mando's force attuned armor instead of beskar'gam, or maybe crab armor they all do the same thing so I don't see the need for all the different types...oh....wait......flavor.... See I actually agree with you here, having multiple abilities that all do the same exact thing but have different names for flavor is really just poor planning. If there was a SA called Armored Defense that had that function it would be unarguably universal. I personally have used Bombad Gungan on a couple of (non-Gungan) characters - from a name standpoint it's absurd, but from a function standpoint it works great. then you might as well not name the characters, just say rebel general 1, rebel general 2 and just have a nice generic battle game, but frankly that is not star wars miniatures.... characters in star wars are unique and deserve special abilities that show that uniqueness... except for boba fett he sucks in the movies and only deserves to watch his fathers head get cut off....oh....wait.....
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Deaths_Baine wrote:Lord_Ball wrote:Deaths_Baine wrote:its kind of hard to not get caught up on special ability names when it is so grossly wrong. I guess I should just give mando's force attuned armor instead of beskar'gam, or maybe crab armor they all do the same thing so I don't see the need for all the different types...oh....wait......flavor.... See I actually agree with you here, having multiple abilities that all do the same exact thing but have different names for flavor is really just poor planning. If there was a SA called Armored Defense that had that function it would be unarguably universal. I personally have used Bombad Gungan on a couple of (non-Gungan) characters - from a name standpoint it's absurd, but from a function standpoint it works great. then you might as well not name the characters, just say rebel general 1, rebel general 2 and just have a nice generic battle game, but frankly that is not star wars miniatures.... characters in star wars are unique and deserve special abilities that show that uniqueness... except for boba fett he sucks in the movies and only deserves to watch his fathers head get cut off....oh....wait..... That's an odd conclusion to what I said, but regardless. It's about the collection of ability functions that should give a character flavor not the names of them. As for Baze and Furious Assault - the scene people are using to argue against it actually works as reasoning for it - He stands up from cover - that is for all intents and purposes movement, furious assault only requires 1 space of movement so perhaps a little obscure translation for some, but definitely not absurdly so.
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DarkDracul wrote: It's interesting that Baze not moving fast and shooting should be mentioned. Our initial designs for Baze had him at Speed 4. He was carrying a big gun and wearing armor and not very fast. However, our playtesters said it was too restrictive and limited his use. Plenty of other characters in our game have armor/ big guns and are not limited like that. So we decided to listen to our playtesters and let him Furious Assault at regular speed.
Ok so this is an issue. A large issue. Your intitial thoughts are that he should have speed 4. SO when you thought about Baze you thought speed 4? Than you literally went the exact opposite and he can move 12 and shoot everyone. You should stick with your guns. Playtesters can not say "It would be nice if he had this" and that something be not flavorful. If Baze is seen as slow and cumbersome, he needs to be slow and cumbersome. Echo24 wrote:Although I think flavor is very important, it is also true that it's an abstraction, especially for things like Attack values. Like look at Han Solo, Rogue compared to Han Solo, Rebel Hero. Does the Endor jacket grant +4 Attack? Did being frozen in carbonite between Empire and Jedi make Han a better shot? No, it's just a value chosen for gameplay.
Ok so this is also a problem because humans are intelligent and can think on different levels. ALSO I have heard a couple of people talk about design is subjective... This is not true. It is only slightly subjective. The fact is that you can tell what is what. You know who is fast and who is slow you know who has accuracy and who doesn't and to what extent. Jedi... you can tell who is stronger in the force, you can tell who is a better duelist (in general), you know who is stealthy and who is not. You know these things ONLY WHEN YOU ARE FAMILIAR WITH THE PIECE. I have been around the game for quite a while and I have never had a problem seeing a feat and finding a way to make it work in SWM. Is it hard? sometimes it is very hard. but it is not impossible. Single-Shot Blaster on Baze Malbus is not subjective. He does not have a single-shot blaster. It is quite the opposite. Baze malbus does not have the ability to move 12 squares and than shoot everyone, this is not subjective. There is very little that needs to be subjective in this game. The only things I think should be subjective are Commander Effects. TimmerB123 wrote:Yup. We all have opinions @Timmerb I feel like you are bad for Star Wars minis. I will just say it bluntly. I think you are poison for the design of pieces. I asked you for proof. A very easy thing to do. I asked you to back your claim. You didn't not even a little bit, you didn't even try. I find this sour and I find this to mean that you simply do not care. I think that if you cannot back up the reasoning for why Baze has an attack of 8, a base damage of 10, furious assault (moving 12 squares), and single-shot blaster than I think you should rethink why you are involved with a STAR WARS GAME. I think you embarrassed yourself by not responding to direct questions. If I wanted to play a strategy game where names did not matter I would pay Chess. Flavor is not subjective. We all know that YADDLE IS WRONG, we all know that there are 100% better ways to represent Serenity on Qui-Gon, there are lots of these. The post from Urban Shmi shows the most problematic part of designing for flavor, but it does not mean that you cannot make things work. Lets say a needs Single Shot blaster to ensure it cannot get twin. Well the first thing you should ask is how does it get twin? In this case isn't it just Czerka? well than Czerka will not work if he does not have base 10 damage..... (isn't that 2 birds with one stone?) The other part of that is TOO BAD! if it destroys the character (the function does not fit the flavor) than that sucks you have to be creative to ensure the integrity of the character.
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jen'ari wrote: @Timmerb I feel like you are bad for Star Wars minis. I will just say it bluntly. I think you are poison for the design of pieces.
Sigged!
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