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The great act control and character limit debate Options
atmsalad
Posted: Thursday, July 10, 2014 9:15:47 AM
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Continued from the thread on raising gambit.

thereisnotry wrote:
Wow, some of my comments have really created a stir! BigGrin
TimmerB123 wrote:
I am fully against banning figures. Especially WotC ones. When there's a V-set "oops" (Slave Driver), we can take steps to correct it - but leave the game mechanics and figures that WotC left us with alone.
One question: Why?

This statement about leaving the WotC stuff alone has been repeated dozens of times, but for the life of me I can't understand why. WotC left us a flawed game, and these tempo control pieces further abuse that flaw, so I don't understand why we can't correct it.

I'm not interested in nostalgia or whatever else...I'm talking about gameplay. How many times, in the many surveys have we seen over the years where we ask people what their most disliked aspect of the game is, have people mentioned Tempo Control (and activation abuse)? I'm just guessing, but it seems like about 75-80% of the responses mention that one first. Other big problems have been SSM and a couple of other less significant things. The biggest and most common NPE in this community, by far, has been Tempo Control (coupled with activation abuse)...so I'm tired of listening to "nostalgia" as the excuse.

Apart from the nostalgia of the WotC days, what is the reason for not addressing the flaws in the game?


I don't think they are flaws, they are just part of the game. What would you do to change it? Have a character or activation limit? The issue isn't even with the rules themselves. Take snow trooper squads for instance. They live off of out activating you and then they swoop in with opportunist and each one can take out a piece worth 10 times as much as them. (With a czerka) The issue is that the squad revolves around boosting pawns and "abusing" one of the games most important mechanics.

Creating pieces like daala that make a super high act squad with act control tier 1 should be something that is avoided in the future. It may be some peoples play style, but it is horrible for the game as a whole. That's what the issue really is. You have poggle bombs with San hill, you have tantives with dodanna and you have snow troops with ozzel. I was teachings one of my friends how to play and we eventually got onto the topic about snow trooper squads. The whole idea is cheap and not fun and he wasn't interested in learning a game where that's one of the top squads right now.

Yes, in the future when I teach people we won't talk about snowdrops or activation abuse to early, lol. It appears that the powers to be are okay with games only finishing the 3rd or 4th round by the time an hour is over. For new players, and even old, it is hard to finish 3 rounds with so many activations. My match against jake in Chicago barely got in 3, we finished the 2nd with 5 seconds left in the hour. We both were running big squads and I am new.

It would seam to me like we would want the game to be pushed in a direction that makes it fun for new players. Not frustrating which is where it is at. Does the design team realize that? I know they hear the constant complaints that they have heard for the past three years, but do they realize that the game can be actually discouraging for new players?

thereisnotry
Posted: Thursday, July 10, 2014 9:20:46 AM
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I don't claim to speak for everyone who's been on the design teams, because I know of a number of designers who think differently than I do. But I have spoken out in the past (and continue to do so, even in this thread) about things that I think need to be changed. So far, for the most part, my comments haven't changed anything...and I've been a designer twice now. Therefore, I'm not sure that it's really so much an issue of "the designers" as a whole not getting it right, since there has been very little continuity between sets. I think the issue is a broader one than that: We as a community aren't united on what we want to see in our favorite game.

On the one hand, some of us really enjoy the out-activate-and-smash squads (98.2% of the time with a tempo control piece), and really dislike the save-reliant aspects of the game (SSM, Avoid Defeat, etc). It seems like the main complaint here is that it's too easy for lucky (or unlucky) dice to rule the match, which makes it less a contest of skill and more a comparison of dice rolls.

On the other hand, some of us (myself included) really enjoy playing lower-activation squads, where every individual piece serves a specific purpose (other than acting as activation fodder). And the main complaint from this camp seems to be that it's just no fun (and even unfair) to activate your entire squad only to watch while your opponent decimates one of your main pieces (or else most of your squad all at once), and then avoids combat by locking doors in your face.

The arguments can go back and forth, with the NPE label being attached to everything but the kitchen sink (and really, who loves doing dishes?) but in the end I think it comes down to the fact that everyone enjoys different aspects of the game. Some love swarms, some love tanks, and some love scissors...some love jedi, some love shooters, some love grunts.

When the balance of power swings too far in any one direction (which many people think it has right now), people speak up. But until we can agree together on what is (or isn't) broken or flawed or an NPE, it's going to be nearly impossible to move forward with any sense of purpose. So really, if we want the designers to do a better job, then we as an entire community need to make it clear what we want to see. I think it's pretty clear right now that more swarms and melee-hate would be a bad idea, though. What is not clear is how we can best move forward. For that we need community input.


One more thing: I think it's worth mentioning that the designers are always responding to the meta. Quick example: some hack wannabe won the Championship in 2012 with Mace and GOWK, which led to everyone complaining about the power of SSM and Mace's infinite-crit-potential. What showed up in the V-Sets over the next year? Several "tank-busters" (Brutal Strike and OWF) and a powerful Vader with No Disintegrations. The designers are always looking to balance the meta. I think they've been doing a phenomenal job, all told. Sure, there have been a few missteps along the way (Poggle, Daala, Slaver), but for the most part I think that the state of the competitive game has only gotten better because of the designers' careful and insightful work on the V-Sets.
FlyingArrow
Posted: Thursday, July 10, 2014 9:59:17 AM
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I think that two different things sometimes get conflated: swarms, and 'out-activate and smash'. They are different.

Everyone's NPE is different, I suppose, but I'm not a fan of out-activate and smash, especially when the smasher immediately disappears (swap and Lancer). The game should be about engagement.

I like swarms. I'm glad that after all these years there are finally options besides death shots that are Tier 1. For years, Yobuck/Lancer has hated swarms out of the meta. They did okay against Rock squads, too. So you had a game of Rock-____-Scissors. Now the paper squads are stronger and you have Rock-Paper-Scissors.

I think the biggest 'flaw' with this game is that the scissors squads lack variety, and the two that are most powerful have running away as one of their best tactics. (Yobuck and swap. Lancer and run away.) The other scissors-heavy squads would be Furious Assault-type squads (Ham Stormie, Arica, Cad, Razorbug Assault).

I think the quad-attacking mando is a great step toward minor-scissors options that are very much needed. Characters that can take out multiple small threats at once, but not ones that can take out a whole squad like Gallop/Strafe. Another good thing would be defense specifically against Paper. Either boosts when attacked by lower-cost enemies or when attacked while you're already activated or when attacked multiple times in the same round.
jak
Posted: Thursday, July 10, 2014 1:33:48 PM
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I hate tempo control the most, I'd love to see activation control. It's great in epic 500.

last night played a game and juice man brings 28 activations AND f--kin- Dodonna.
because of ourlove, I did NOT kill him. next time? maybe we'll ask the 8-Ball.

both of these thing s l o w the game down. I've never finished a game in the allotted hour
and it ain't me guys
so. I'm all in for activation limit, and some errata on tempo control, like only being used with X of less activations
thereisnotry
Posted: Thursday, July 10, 2014 2:56:54 PM
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Yes, I agree that there is a difference between swarms and outactivate-and-smash squads. Part of the problem with both types is that they tend to be very high activations (20+), which takes a long time. Unless the player controlling the squad is a very fast player, it tends to bog the game down and waste time.
jak wrote:
I'm all in for activation limit, and some errata on tempo control, like only being used with X of less activations
Hmm, interesting. I haven't thought of this before. Maybe something like, "San/Dodonna/Ozzel's CEs only operate when their squad has 12 or fewer pieces on the board." That wouldn't hose the NR squads that in many cases really do need Dodonna's help to compete.
juice man
Posted: Friday, July 11, 2014 3:35:25 AM
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jak wrote:
I hate tempo control the most, I'd love to see activation control. It's great in epic 500.

last night played a game and juice man brings 28 activations AND f--kin- Dodonna.
because of ourlove, I did NOT kill him. next time? maybe we'll ask the 8-Ball.

both of these thing s l o w the game down. I've never finished a game in the allotted hour
and it ain't me guys
so. I'm all in for activation limit, and some errata on tempo control, like only being used with X of less activations
To be honest, I threw in Dodo just before the match because, well, just wanted my Charging Fire Tantives to not die too soon.BigGrin
Fossil4182
Posted: Friday, July 11, 2014 5:32:46 AM
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I'll preface this by disclosing that I'm new to the game and haven't played since it was still a WotC game.

High activation squads don't bother me in principal, but in practice it sounds as though they aren't healthy for two reasons. First, it sounds as though they are dominating the meta in such a way that one either has to play them or play something that beats them. This isn't a huge concern as new printings, at least according to thereisnotry, have addressed dominate meta strategies in the past if the existing pool of figures cannot compensate. However, the second concern relating to high activation squads is the time they consume. Time, as a strategic resource, should be equally divided among the players regardless of squad selection (and by association activation count). If a player selects a squad that gives them a significant time advantage (usually due to activation count), good for them - they're exploiting a macro level weakness in the game which, as it stands, is acceptable. However, I don't think that should be the case. If I show up with a 12-15 activation squad and get worked because my opponent is out activating me and sucking up game clock, the logical thing to do is copy their squad and find ways to tweak it so I can beat the mirror match sort to speak.

That being said, why not implement a game clock and give each player 30 minutes to play? If and when a player runs out of time, then they simply cannot activate any more pieces. Players can still run high activation squads, but they're just required to process their decisions more quickly. It also eliminates stalling or slow play as a tactic. Just a thought.
thereisnotry
Posted: Friday, July 11, 2014 6:36:58 AM
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Welcome to the game! It's great that you're back.
Fossil4182 wrote:
I'll preface this by disclosing that I'm new to the game and haven't played since it was still a WotC game.

High activation squads don't bother me in principal, but in practice it sounds as though they aren't healthy for two reasons. First, it sounds as though they are dominating the meta in such a way that one either has to play them or play something that beats them. This isn't a huge concern as new printings, at least according to thereisnotry, have addressed dominate meta strategies in the past if the existing pool of figures cannot compensate.

Minor correction: "...have attempted to address dominant meta strategies...." Sometimes these attempts have been effective (ie, Kelborn, Yammosk), but other times they have not. For example, as was mentioned earlier in this thread, a few years ago one designer said to someone who was bothered by Tempo Control, "Don't worry about it; we're fixing that," referring to the Mando CIO. And yet Tempo Control hasn't taken a hit at all. If anything, it's as strong as ever.

When these attempts are ineffective, I think that it's probably 90% because of a lack of agreement among designers about what needs addressing and how best to do it. That sometimes results in a scatter-shot approach to problem-solving, rather than the surgical precision that is needed to decisively solve the problem.

Fossil4182 wrote:
However, the second concern relating to high activation squads is the time they consume. Time, as a strategic resource, should be equally divided among the players regardless of squad selection (and by association activation count). If a player selects a squad that gives them a significant time advantage (usually due to activation count), good for them - they're exploiting a macro level weakness in the game which, as it stands, is acceptable. However, I don't think that should be the case. If I show up with a 12-15 activation squad and get worked because my opponent is out activating me and sucking up game clock, the logical thing to do is copy their squad and find ways to tweak it so I can beat the mirror match sort to speak.

That being said, why not implement a game clock and give each player 30 minutes to play? If and when a player runs out of time, then they simply cannot activate any more pieces. Players can still run high activation squads, but they're just required to process their decisions more quickly. It also eliminates stalling or slow play as a tactic. Just a thought.
I'm with you here, about how it should not be the case that one player uses more time than the other (primarily because of squad selection). I even tongue-in-cheek suggested the chess clock idea, but it obviously won't work. That discussion is earlier in this thread (page 2 I think).

This being said, there is a world of difference between a fast player who's using a high-activation squad and a slow player who's using one. When you play against the fast player, you'll still be able to get a good number of rounds in, and so time usage is really not a concern. The first example to come to my mind in this is Gerry Russell (Darph Nader), who played a 20+ activation Naboo squad in 2012...he played lightning fast, and so we got something like 8-10 rounds in when we played each other in the Swiss rounds of the Championship that year. That was a really fun (and close!) match.
Echo24
Posted: Friday, July 11, 2014 7:00:16 AM
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thereisnotry wrote:

This being said, there is a world of difference between a fast player who's using a high-activation squad and a slow player who's using one. When you play against the fast player, you'll still be able to get a good number of rounds in, and so time usage is really not a concern. The first example to come to my mind in this is Gerry Russell (Darph Nader), who played a 20+ activation Naboo squad in 2012...he played lightning fast, and so we got something like 8-10 rounds in when we played each other in the Swiss rounds of the Championship that year. That was a really fun (and close!) match.


This is very true.

There is also no reason whatsoever for activation control itself to slow a game down. Why would it? It basically lets you spread your activations out over more phases, but there's no reason to think about the time a game takes on a per-phase basis. What matters is how long it takes you to take a TURN, and activation control shouldn't slow your turns down. In my experience it actually speeds my turns up; I only have to think about what to do with 1 guy. If I'm activating 2 characters, I choose which 2 to activate and what I'm going to do with both of them before I do anything with either of them, and that takes far longer.

Playing more characters does have the potential to make the game take longer, but it doesn't have to. It's a bigger problem for newer or weaker players than it is for experts. That's still not good, of course, because the game needs to be playable by new or weak players just as much as it needs to be playable by experts; it's just an observation.

Anyway, because of all of that, banning activation control will likely not speed the game up. Out-activating will still be very important, so people will still play big squads, and that's the real problem. A 30 activation squad without activation control is going to take longer to play than a 15 activation squad with activation control. This is just an issue with the game conceptually, though.
atmsalad
Posted: Friday, July 11, 2014 7:47:36 AM
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Echo24 wrote:
thereisnotry wrote:

This being said, there is a world of difference between a fast player who's using a high-activation squad and a slow player who's using one. When you play against the fast player, you'll still be able to get a good number of rounds in, and so time usage is really not a concern. The first example to come to my mind in this is Gerry Russell (Darph Nader), who played a 20+ activation Naboo squad in 2012...he played lightning fast, and so we got something like 8-10 rounds in when we played each other in the Swiss rounds of the Championship that year. That was a really fun (and close!) match.

Playing more characters does have the potential to make the game take longer, but it doesn't have to. It's a bigger problem for newer or weaker players than it is for experts. That's still not good, of course, because the game needs to be playable by new or weak players just as much as it needs to be playable by experts; it's just an observation.

Anyway, because of all of that, banning activation control will likely not speed the game up. Out-activating will still be very important, so people will still play big squads, and that's the real problem. A 30 activation squad without activation control is going to take longer to play than a 15 activation squad with activation control. This is just an issue with the game conceptually, though.


Both of you have very good points. For newer players it is very rough to play high act squads. When I came back I was used to playing a 16 act squad, I played a 22 act squad at the kokomo regional and I was slow as spit in my last two games. That was also do to the fact that I had never played against, or even seen most of the pieces for that matter, that my opponents were playing.

Especially in the play testing for gencon i have noticed that a high act squad with act control actually goes faster than one with an equal number of acts without act control. After they our activate you don't have to guess their moves and can adjust accordingly without much thought. I also want to thank the community for not getting all over me for being a slow player, but a couple of guys did have a honesty hour moment where we talked about speed.

That's good to address with new or slow players. If you want to have a prayer of getting 7 or 8 rounds in you are going to have to have your first 2 rounds take 10 minutes collectively. Not always easy, but with practice it is possible. My last game I played with a guy in my play group the first 2 rounds went under ten. I was running a squad with over 20 activations and act control. So praise the lamb I am getting faster, lol
Echo24
Posted: Friday, July 11, 2014 7:54:33 AM
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atmsalad wrote:

Especially in the play testing for gencon i have noticed that a high act squad with act control actually goes faster than one with an equal number of acts without act control. After they our activate you don't have to guess their moves and can adjust accordingly without much thought.


This is another very good point that indicates that if the villain here is slow play, activation control is not the force behind it.
thereisnotry
Posted: Friday, July 11, 2014 8:11:57 AM
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Are we talking about tempo control or activation control?

Tempo Control is Dodonna/San/Ozzel; I don't think it necessarily slows the game down, though it certainly can. It does make the non-tempo player's turn more difficult because of all the extra counting and out-thinking that he has to do...and it can also make the tempo player take longer too, if he doesn't know his squad well and basically re-strategizes his end-of-round strike with each new phase.

Activation Control, on the other hand, is something else. Do we mean high activation squads when we talk about activation control? Then yes, those do make the game take longer, except in the hands of a fast player (as I've said). Or do we mean controlling the activations, in other words, an Activation Cap? This phrase, "Activation Control" is very vague.
Echo24
Posted: Friday, July 11, 2014 8:17:53 AM
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I've never heard of "tempo control" and "activation control" not meaning the same thing, and that thing being Dodonna et al.

I disagree that you have to do extra counting or think more if you're not playing tempo control and you're playing against someone who does, and I disagree that if someone re-thinks everything at the end of every phase it takes them longer to play with tempo control than without it. In both cases FEWER things change every phase, reducing the amount of things to re-count or re-think. Smaller changes to the game state requires less re-thinking, not more.
Lord_Ball
Posted: Friday, July 11, 2014 8:33:41 AM
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Here's an Idea I brought up the last time this a topic like this was brought up.

Spynet Operative 5
HP 20
Def 15
Atk -
Dam -

Special Abilities
Cloaked
Report Activity (replaces attacks: sight; target enemy takes an immediate turn and is activated)


some possible tweaks could be: upping the cost
maybe also add in something like
Sabotuer (If your opponent has more unactivated characters in play than you this character gains Overload)

fingersandteeth
Posted: Friday, July 11, 2014 9:01:24 AM
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if you ban dodonna, ozzel and San, it won't stop people spamming activations.

Seps can still pop out 30 activations with mice, poggles bombs and droids.

imperials will still have a 25 activation squad with Daala.

It will change their gameplay slightly but the core rules of the game still allow you to activate all your unactivated figures at once at the end of the round which is what the power of those figures allow.

if we ban San, Ozzel and Dodonna, we will have to address game balance again. I know a lot of design decisions have been made around the power that the seps and rebels get by having their tempo control.

Without removing these pieces, though, having an activation limit seems pointless because it won't prevent those factions that have it from using it and abusing it and they are some of the most powerful figures going.

Both of the proposed changes would have large and unforseen consequences to game balance.

The best way to address this is to have a tournament or two with the proposed rule/build changes. Theory only goes so far.

atmsalad
Posted: Friday, July 11, 2014 9:26:24 AM
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thereisnotry wrote:
One more thing: I think it's worth mentioning that the designers are always responding to the meta. Quick example: some hack wannabe won the Championship in 2012 with Mace and GOWK, which led to everyone complaining about the power of SSM and Mace's infinite-crit-potential. What showed up in the V-Sets over the next year? Several "tank-busters" (Brutal Strike and OWF) and a powerful Vader with No Disintegrations. The designers are always looking to balance the meta. I think they've been doing a phenomenal job, all told. Sure, there have been a few missteps along the way (Poggle, Daala, Slaver), but for the most part I think that the state of the competitive game has only gotten better because of the designers' careful and insightful work on the V-Sets.


Everything that you posted was very well put and constructive. I completely agree that they have shifted the meta tons in the last 3 years and only had minor missteps from what could have been. When they do make something the community sees as a huge "mistake", they On my way! it, change it and seek not to repeat it. Everyone of the design team members has my respect.

You are very right that the community has different tastes when it comes to play style. Darkdracul termed it we are split between sabers and shooters. They game is meant to be played with this split and with people that bridge the gap or keep one foot on either side of the camp. It is hard to keep everybody happy though.

I would disagree that we have Rock-Paper-Scizzors at the moment. In fact a lot of people's frustration is that it's ______-paper-Scizzors. Yes a gowk squad just won a regional, but if a rock squad made it to the top 8 I think everyone would be shocked, I know I would. And no Durge on speeder doesn't count as rock and neither does cad bane in my honest opinion. Those are extreme Scizzors options, but they are beefy.

Unfortunately as the meta is now those have been the best options for a rock squad, especially if you throw asaj Nightsister into the mix. Right now though there just isn't any others. Regionals don't necessarily give you a good feel for what's tier 1. Some times a guy gets luck to. What did they say, the guy with gowk made 11 SSM saves in a row... Obi wan had the moves like jagger, that's for sure, lol.
thereisnotry
Posted: Friday, July 11, 2014 9:28:57 AM
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That's why I think there should be an activation cap AND a Tempo Control ban. Just one of those won't do the job.
TimmerB123
Posted: Friday, July 11, 2014 10:27:21 AM
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fingersandteeth wrote:

Both of the proposed changes would have large and unforseen consequences to game balance.


Big +1

I have said before and I will repeat here - some of the worst games I've had in SWM are where I have the same number of activations as my opponent. Banning act control and putting a character activation cap basically makes that happen. Usually whoever makes the first big move, loses. So nobody wants to do that. You're both playing super cautious and trying to snipe an activation to gain the advantage.

When there is no limit, if you're playing a rock squad - you build with being out-activated in mind. So you can make the first big move. It's often your advantage to do so. Things actually happen in a game.

Now - as a designer, do I think the game is currently imbalanced? Yes, a little. Not as extreme as everyone is making it out though. So I would like to implement clever new abilities that strengthen lower activations and weaken higher activations. Not a silver bullet, but little bumps. The pendulum of balance swings much harder than people realize.

An activation cap and banning single act commanders would drastically change our game. I like our game. The way to change it is in subtle ways with new figures and abilities. Not with sweeping rule changes.
fingersandteeth
Posted: Friday, July 11, 2014 10:45:09 AM
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thereisnotry wrote:
That's why I think there should be an activation cap AND a Tempo Control ban. Just one of those won't do the job.


to test that all you need is to run a tournament where those rules are implemented.

So you ban ozzel, san and dodonna. Do you also ban Tarkin, the mando tactician and quorreal?

How many activations do you think the cap should be?

atmsalad
Posted: Friday, July 11, 2014 10:53:36 AM
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TimmerB123 wrote:
fingersandteeth wrote:

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


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