Hello all,
I have been assured that some group 4 Camarilla vampires will come out in
the Anarchs.
Whether this is true or not isn't the point here (I'm not a playtester so
can't be sure ; if I was I wouldn't speak about it yet). If you want to
discuss it start a new thread. A few Group 4 Camarilla vampires isn't
dramatical, it's just useless (they just re-released group 2 Cammies, and
now you can't mix them anymore with the enw vampires ?!). But it needs to
STOP NOW !!!
The reason why I'm launching this now and not waiting for Anarchs is that I
guess game conception needs time, and that by then the new extension will
already be thought over. So I'm launching an ultimatum and a petition HERE
and NOW :
I, Orpheus, Prince of Marseille, France, hereby declare that if any
GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
out, I will :
- stop buying new products
- resign from my Princeship
I ask EVERYBODY who shares these feelings to add a "me too" to this thread.
If White Wolf sees that a product designed to "force us to buy" has the
opposite effect, I think and hope that they will stop the insanity NOW. Up
until now they have heeded our thoughts and needs, more or less, so we have
to show them what we want, or rather what we DON'T WANT !!!
I must say that I still love this game (just wait to see my new site...), am
still motivated to continue my job of promoting it, and for now will still
encourage people to buy new extensions. But I also know what will the
difference in sales will be the day when I won't. Or, for that matter, the
day when any of my players will see Group 5 Cammies or Group 4 Sabbat.
It's up to us, guys, let's show the businessmen what we want.
Sincerely yours, and more than a little pissed off,
--
Orpheus
http://cypheranima.free.frhttp://no.exit.free.fr
news://news.zoo-logique.org/VTES-francophone
"After all, what is an angel but a demon yet to fall ?"
(Nancy A. Collins)
On Thu, 31 Oct 2002, Orpheus wrote:
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> out, I will :
What's so special about group 5? Isn't it the group 4 possibility that's
got you pissed off?
"I dare you to cross this line!"
"OK, I dare you to cross *this* line!"
"OK, I...."
David Cherryholmes
Prince of Durham, NC
> What's so special about group 5? Isn't it the group 4 possibility that's
> got you pissed off?
>
> "I dare you to cross this line!"
>
> "OK, I dare you to cross *this* line!"
>
> "OK, I...."
I get your meaning, and yes it's pissed me off some. But for now, it seems
to concern very few vampires, and it's too late to do anything about it. It
IS bad, as you can't play them with any of their Sabbat counterparts, any DS
or AH Camarilla, any Independant or Bloodlines !!! But as long they're
Cammies, only a few vampires are really interesting to play from group 2, so
it IS a problem but not of the worst kind. Anyway, I play Sabbat most of the
time. Trouble is, the first Camarilla vmapires weren't "anybody" in the WoD,
while Sabbat introduced some very background vampires like Lucita, Gratiano,
Lambach etc. It wouldn't make any sense playing without these. Also, many
players have had no access to VTES vampires, only to re-issued (why in hell,
then !!!) Group 2 Cammies, so they will be able to play Group 3 and 4. On
the other hand, a Group 5 or Group 4 vampires would mean you can't use any
of the newly printed or reprinted vampires, and that would be the end, for
me and I think many others.
In one word as in many : if group 4 really come out, we can't do anything
about it except stopping it all right away, and I know some people will. But
I prefer to prevent any further harm and to say : stop it now. We could even
add the "no more Group 4" part, but I don't think that would be effective.
Or would it ? How many of you would stop buying new extensions if they
sprinkled them adition with new Group 4 Cammies ? I'm afraid it's too late
for that one threat, but one never knows...
Yours,
Orpheus
"Orpheus" <orph...@wanadoo.fr> wrote in message
news:apri1s$jru$1...@news-reader10.wanadoo.fr...
> I get your meaning, and yes it's pissed me off some. But for now, it seems
> to concern very few vampires, and it's too late to do anything about it.
It
> IS bad, as you can't play them with any of their Sabbat counterparts, any
DS
> or AH Camarilla, any Independant or Bloodlines !!! But as long they're
> Cammies, only a few vampires are really interesting to play from group 2,
so
> it IS a problem but not of the worst kind. Anyway, I play Sabbat most of
the
> time. Trouble is, the first Camarilla vmapires weren't "anybody" in the
WoD,
> while Sabbat introduced some very background vampires like Lucita,
Gratiano,
> Lambach etc. It wouldn't make any sense playing without these. Also, many
> players have had no access to VTES vampires, only to re-issued (why in
hell,
> then !!!) Group 2 Cammies, so they will be able to play Group 3 and 4. On
> the other hand, a Group 5 or Group 4 vampires would mean you can't use any
> of the newly printed or reprinted vampires, and that would be the end, for
> me and I think many others.
Look, if you don't believe in grouping, you don't believe in
grouping, but I'm not sure that boycott threats are going to
change any decisionmakers' minds at White Wolf.
The grouping rule is supposed to keep the playing field level for
newer players who will never have access to group 1 vampires. In
the future, they might also not have access to group 2, 3, etc
vampires. The grouping rule guarantees that they'll always have
access to a comparable pool of most-recently-printed vampires as
the one that longtime players have access to.
It also is supposed to keep "perfect crypts" from becoming too
easy to build.
If you don't believe that these are problems - and I think they
are relatively small problems given the existing cardsets and the
likely availability of vampires in the future - then grouping is
a bad idea. But quitting the game over it seems kind of like
cutting off your nose to spite your face. It's not like you can't
keep playing with your existing vampires and crypts. You just
wouldn't be able to mix in the highest-group vampires with some
of the vampires you already own.
Group 4 seems like it would be annoying because there would probably
be only a few vampires in group 4 and they could only be used with
group 3 vampires. This is quite a bit like the situation when
Dark Sovereigns came out - there were only the original-set vamps,
and then you got a few more vamps to add to them for the Camarilla
clans in DS. It's just that we're so far past that point now that
people would find it frustrating to have so *little* crypt diversity
available in the new grouping combination.
And I do think that grouping rules are probably a lot more bad than
good for the game overall; since there's so much existing availability
of vampires with particular disciplines already - especially at the
lower capacity levels - adding more duplication seems like much less
harm than pissing off a significant number of players by not allowing
new vampires to mix with the old ones.
Still, I'm not quitting the game over it. :-)
Josh
easy to please
Joshua Duffin wrote:
> Group 4 seems like it would be annoying because there would probably
> be only a few vampires in group 4 and they could only be used with
> group 3 vampires. This is quite a bit like the situation when
> Dark Sovereigns came out - there were only the original-set vamps,
> and then you got a few more vamps to add to them for the Camarilla
> clans in DS. It's just that we're so far past that point now that
> people would find it frustrating to have so *little* crypt diversity
> available in the new grouping combination.
>
> And I do think that grouping rules are probably a lot more bad than
> good for the game overall; since there's so much existing availability
> of vampires with particular disciplines already - especially at the
> lower capacity levels - adding more duplication seems like much less
> harm than pissing off a significant number of players by not allowing
> new vampires to mix with the old ones.
>
> Still, I'm not quitting the game over it. :-)
I know we're not supposed to post just to say me, too. But these last
three paragraphs express my point of view pretty accurately. I would
add one thing to your last sentence however: White Wolf has to give
players a good reason to buy new cards even if they don't quit the game
over it right away. Why does anyone want to buy a vampire they can't
use very often? There aren't enough group three vampires out now to
justify group fours, not by a long shot.
I suppose it would depend on what else is in Anarchs to determine whether
it would get bought as a set. Perhaps it will. I still hate getting
cards you can't use in amongst the useful stuff, though. And I also
think at some point, you have to look at whether you're needlessly
irritating people.
Fred
Frederick Scott <freds64_at_...@removethis.com> wrote in message
news:3DC1642C...@removethis.com...
> There aren't enough group three vampires out now to
> justify group fours, not by a long shot.
If you look at it there are almost as many group 3 as group 1 vampires. 15
from each clan (-1 clan) and no Catieff (but there are Sabbat in CE so it's
pretty much a wash). So there are aproximitly even numbers of group 1 and 3
vampires currently. How many vamps would you say is enough for group 3?
Group 1 has 125 (ballpark) and group 2 has 300 (ballpark), how many group 3
should we get Fred? Group 2 is the biggest group by far. It seems that
keeping group 1 and group 3 the same size would be a logical idea as they
both have access to group 2. One could speculate that grouping could follow
a pattern: small group, big group, small, big.... and so on. If that
pattern were followed you would have access to aprox 400 vampires in any
combination of groups. If Group 3 never gets another vampire it would allow
as many as 4 ( most likley 3) expansions to be released with group 4
vampires. That's a lot of expansions! I like expansions!
Dave Brereton wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message
> news:3DC1642C...@removethis.com...
> > There aren't enough group three vampires out now to
> > justify group fours, not by a long shot.
>
> If you look at it there are almost as many group 3 as group 1 vampires.
I realize that. But that's not a workable criterion. The problem is the
utility of a group 4 vampire both in a pure sense and in relation to other
vampires. Actually, the latter is what I truly care about but I concede
it's a bit unfair: the utility of a given group of vampires must necessarily
change over time as new vampires in the same group and adjoining groups are
printed. So I included the "in a pure sense" version to express the point
that it's only right to print a card that has at least *minimal* utility
even as it's printed - even if you promise to make it more useful later.
In either case, the question is about how many potential crypt-fellows a
group 4 vampire as it gets printed, not whether there's balance between
groups 1 and 3. Group 1 and 3 vampires have all of group 2 to play with
which, is a much larger group than group 3. Group 2 vampires have everything
until new group 4s come out. Of course, there's a question of how likely
you are to use, say, a group 1 vampire with a group 2 vampire given that
they are often if different clans. So it's not really possible to compare
the two situations.
So the answer to your question is that it's a thoroughly subjective. But
Josh's statement was on the money: any Group 4 vampire coming out at this
point will be subject to so little diversity in its use that people will
find it frustrating (to own).
> One could speculate that grouping could follow
> a pattern: small group, big group, small, big.... and so on. If that
> pattern were followed you would have access to aprox 400 vampires in any
> combination of groups. If Group 3 never gets another vampire it would allow
> as many as 4 ( most likley 3) expansions to be released with group 4
> vampires. That's a lot of expansions! I like expansions!
Sure. The *problem* with that view is that until more expansions come out,
the usefulness of the early vampires printed in it will tend to suck.
Fred
In message <3DC17F10...@removethis.com>, Frederick Scott
<freds64_at_...@removethis.com> writes:
>In either case, the question is about how many potential crypt-fellows a
>group 4 vampire as it gets printed
As has been pointed out, in a very real sense, things like the Ravnos
were in a league of their own when printed - a whole 10 vampires who you
could basically play with themselves or not at all.
Sasha, can't cross unless you're just looking for 2 cap weenies.
Tsigane, poor cross unless you *really* want Auspex weenies. (At the
time, why? And even now, inferior Auspex wouldn't be great.)
Salbatore Bokkengro - for/pro at 4 capacity. Ricki and Roman would be
better choices, possibly Chandler (who came out in DS)
(You could, conceivably, be SalBok a number of the above in Trap/Undead
Persistence decks, but these weren't particularly well explored at the
time.)
Andre - getting too big to cross over just for the ani/for. Where does
the Celerity fit in? Smallest ani/for/cel was Quinton
McDonnell. (Potential ani/for/cel/chi with Constantin.)
Joaquina - first non-Chimerstry superiors - ANI CHI FOR, with a +1
stealth equip. So with Ani/For you go to the Gangrel again. At
5 they have Raven and Camille (though at the time, many people
played them as the same vampire) with ani/FOR/PRO, Bear Paw with
ANI for pro; at 6, Zack with ani/for/pro/+1 strength and Badger
with ani FOR PRO. So yes, the cheapest source of ANI FOR
(Sarisha Veliku competes in AH), but not a stupendously good
cross-over. Superior Animalism gave you +1 life on a number of
retainers, Drawing out the Beast's damage at superior, optional
presses with Conquer the Beast (a very poor card), destroy
equipment with Canine Horde (better now than it was, equipment
being very poor and unused), intercept from Cat's Guidance, not
just untap (one of the best flexible cats in the set at the
time), nothing on Army of Rats, a press on Aid from Bats (if you
weren't getting pinged by S:CE, that's not bad) and Rats Warning
(usable, but better for the Nosferatu/Spawning Pool).
Shepherd's Innocence, introduced in Dark Sovereigns, gives you a
very powerful steal card, but it's focused only at Animalism -
you need other people to be playing Animalism, and you need to
be able to get the action through, which is difficult if the
Animalism cards on the table are Raven Spy with a cat guiding
them for backup.
There were, in fact, days before Carrion Crows and my love for
the card. The only downside to Carrion Crows is that Gratiano
can't play it.
Vaclav - ANI CHI for pot. Well, the Potence might work reasonably well
in a Nosferatu deck. At 6, he's a cheap source of ANI pot
(Nigel and Calebros are cheaper, but aren't available right
now). Unfortunately, ani/pot was generally regarded as pants
relative to cel/pot and obf/pot, both potent forces. With only
ANI/for, the Gangrel are really outclassing him at this point,
unless you desperately need ANI. Only Bear Paw (5) has ANI for,
neither of the sixes do, then you hit Gunther and Gitane. But
you're probably using Protean too at that size.
Natalia - +1 bleed, dom/for. Conceivably, that's a Ventrue deck. They
don't have +1 bleed that small. But they do have DOM/FOR/PRE
and titles at 7 capacity (Walter the Sweaty), though you could
try some bizarre Animalism tag-team with Timothy Crowley. The
Dominate works not badly with new Ravnos and stuff, but it
didn't transfer well outside the clan back then.
Tereza Rostas - with only FOR and three inferiors, 8 capacity is getting
big. Ani/Aus isn't a big thing at the time, no Tzimisce,
smallest is Thomas Thorne at 6. Ani/For/Pot/Aus. A Sheldon
tag-team, maybe. Except Sheldon has ANI AUS for POT at 9
capacity, and three votes. Still, the FOR might come in handy.
But you're really getting too big to not be using a special
ability heavily (hers is pants) or lots of disciplines.
Darius - with FOR/PRO/ani, and a fairly neat special - you get to see a
card anyway - you could make a potentially convincing argument
(even if you decided against it) for him to go in a Gangrel
deck. But you have got competition from Gitane and Ingrid and
Katarina, not to mention Wynn for a mere 1 capacity point more,
with his built in rush. Doable, but not supremely pressing.
Kostantin - well, you've got ANI/dom/FOR, for that Timothy Crowley deck,
but it's not really that pressing. The steal equipment is nice
if it happens, but you can't plan for it, so you're unlikely to
put him in a deck thinking "Yes, I will bring him out and steal
equipment and rule the world." That celerity isn't really
making him a big out of clan fiend either.
So, none of them are super, extra special madly needed out of clan,
though you could make a case for some in some decks, just about. Who,
if you're playing Ravnos, are you going to bring *into* the clan to mix?
You're picking up a lot of Chimerstry, so maybe a few small ani/for
types to weenify the deck slightly, using the bigger vampires for
Sensory Deprivation. Use some ani for intercept retainers, maybe, and
Fortitude to defend something. Maybe you have the Rack out and want it
defended - the Ravnos were in dire problems with blood gain after all.
They (the ani/for intruders) could use the Computer Hackings you put in
for a bleed angle, but not the Fata Morgana you were using both for
stealth *and* for bleed (if you had CHI).
So how many decks could you seriously lend them to? And how many could
you seriously get loans from? Not really very many at all. They were a
clan without "many potential crypt-fellows". How many people quit the
game because the Ravnos were printed though? I can't remember any for
that reason. The V:TES angle, yes. The Ravnos angle? Not that I can
recall.
Later, with Ancient Hearts, you get Lazar Dobrescu - a very nice snaffle
for the Ventrue or the Gangrel, to be honest. Sarisha - well, maybe you
*can* do something with ANI/dom/FOR. You've got a small cluster now -
Natalia, Timothy, Sarisha. Worth a go, perhaps. Still no Carrion Crows
for Animalism fun when blocked on a bleed, though. You have to rely on
Scorpion Sting (just came in), maybe, or Aid from Bats, pinging at them
and preventing any damage to you, and throwing down Conditioning when
they don't block. Doable, perhaps, at the time. Petru Sipos - well,
the SER is incompatible with the Setites - nothing else makes him cross
over. Stealing blood in torpor? Well, if you can get them to torpor,
maybe. Slow, too. Might as well just hit them into torpor and use
Taste of Vitae. Not a fantastic vampire for matching up crypt-mates.
Yet I still don't know anyone who quit because the Ravnos were printed,
even though they had extremely limited crypt-mate potential, even after
3 extra vampires were printed for them.
--
James Coupe
PGP 0x5D623D5D uk.* Committee Elections in progress
EBD690ECD7A1FB457CA2
13D7E668C3695D623D5D See uk.net.news.announce for more details
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:IyoRy8mQ...@gratiano.zephyr.org.uk...
> In message <3DC17F10...@removethis.com>, Frederick Scott
> <freds64_at_...@removethis.com> writes:
>
> >In either case, the question is about how many potential crypt-fellows a
> >group 4 vampire as it gets printed
>
> As has been pointed out, in a very real sense, things like the Ravnos
> were in a league of their own when printed - a whole 10 vampires who you
> could basically play with themselves or not at all.
This is certainly true. But there you did have 10 new vampires who
went together as a clan, with their "new clan skill" to lend them
interest. If we were to get, say, 3 vampires for each Camarilla
clan in Group 4 in Anarchs, you would only have 3 vamps that went
together for any one clan - so the only time you'd want to use Group
4 vamps instead of Group 2 vamps for any particular deck is if those
specific Group 4 guys fit *so well* into your deck idea that they'd
be better than any number of Group 2 guys.
The situation only gets "worse" (or "harder to use" or "more narrow")
if there are fewer than 3 vamps per Cam clan, too.
If there were 10, that'd probably be enough to make them pretty usable.
That would require some 60 slots devoted to Cam vamps, though, which
might be an awful lot for what may be a fairly small set.
Josh
vamp it up
James Coupe wrote:
>
> In message <3DC17F10...@removethis.com>, Frederick Scott
> <freds64_at_...@removethis.com> writes:
> >In either case, the question is about how many potential crypt-fellows a
> >group 4 vampire as it gets printed
>
> As has been pointed out, in a very real sense, things like the Ravnos
> were in a league of their own when printed - a whole 10 vampires who you
> could basically play with themselves or not at all.
Yes, but that was then and this is now. (As has also been point out.) Now,
there are so many other things to play that don't have that problem that
vampires who do are much more useless. Thus, arguments based on comparing
the two situations are invalid. Sorry to dismiss your entire carefully
constructed argument due to that one point, but unfortunately, it's got a
huge flaw.
Fred
"Joshua Duffin" <jtdu...@yahoo.com> wrote in message news:<apriku$4dltd$1...@ID-121616.news.dfncis.de>...
> It also is supposed to keep "perfect crypts" from becoming too
> easy to build.
One other effect of grouping is that it allows WW to redistribute Sect
Titles where appropriate. I wouldn't be surprised if some group 4
vampires hold European Prince titles. This wouldn't bother me in the
least.
In any case, as long as all the Groups are legal for standard
tournament play, no one can really accuse White Wolf of not listening
to the concerns of its players. It may not be a perfect solution, but
it's definitely reasonable.
Jeff
"Jeff Kuta" <jeff...@hotmail.com> wrote in message
news:621dd332.02103...@posting.google.com...
> "Joshua Duffin" <jtdu...@yahoo.com> wrote in message
news:<apriku$4dltd$1...@ID-121616.news.dfncis.de>...
> > It also is supposed to keep "perfect crypts" from becoming too
> > easy to build.
>
> One other effect of grouping is that it allows WW to redistribute Sect
> Titles where appropriate. I wouldn't be surprised if some group 4
> vampires hold European Prince titles. This wouldn't bother me in the
> least.
I think they could do that even without grouping, though? If you're
referring to the practice of "reassigning" the vampire to which the
title of "Prince of City X" belongs?
Sure, without grouping you could have all the Princes of the same
cities in the same crypt, but I personally doubt that that's too big
a problem, given how many princes it's already possible to put in a
crypt. Plus, the ones from the same city would contest titles if
you brought them both out...
> In any case, as long as all the Groups are legal for standard
> tournament play, no one can really accuse White Wolf of not listening
> to the concerns of its players. It may not be a perfect solution, but
> it's definitely reasonable.
If you believe that the problem is a serious problem, then yeah. I've
kind of come to the conclusion that the problem's not large enough to
need curing, compared to the other quirks the game has that aren't
curable (or don't seem to be on the list for curing). :-)
Josh
eating the perfect bite
In message <aps4ml$4jp4u$1...@ID-121616.news.dfncis.de>, Joshua Duffin
<jtdu...@yahoo.com> writes:
>This is certainly true. But there you did have 10 new vampires who
>went together as a clan, with their "new clan skill" to lend them
>interest. If we were to get, say, 3 vampires for each Camarilla
>clan in Group 4 in Anarchs, you would only have 3 vamps that went
>together for any one clan - so the only time you'd want to use Group
>4 vamps instead of Group 2 vamps for any particular deck is if those
>specific Group 4 guys fit *so well* into your deck idea that they'd
>be better than any number of Group 2 guys.
The very obvious alternative is that a different theme (or themes) is
explored.
Instead of, say, having Fortitude as a common out of clan discipline for
<Clan X>, you give the new vampires Celerity instead, creating a new
niche.
Compare Euro-Brujah. You wouldn't use them - in Dark Sovereigns -
because they were so much better than your Group One (V:TES) vampires,
per se. You'd use them because they worked entirely differently to your
group one vampires.
Of course, bit DOM/POT at the time was *potentially* usable with the
Giovanni. But, like the Ravnos, you'd find the inclusion of Necromancy
on most of the Giovanni would mean that the Dominate/Potence angle would
be slightly watered down, and for 8 pool, that's a lot of 'waste' you've
got there.
At this point, you don't have to make them *better* than the group 2
vampires, you just change the focus. Group 2 has <x> so let's give
these <!x>. Say, instead of Brujah with Dominate as a little cluster,
create, say, a cluster of Brujah with Dementation. (No-one has it so
far.) Or give the Toreador a big Animalism side-line, maybe a splash of
Vic on one of them. (Ira Rivers, [3], has ani. Alexandra [2] has ANI.)
Maybe throw the Ventrue some Necromancy, as well as dom/for/pre. How
about a cluster of Independent Ventrue, calling Free States Rant?
Ventrue Headquarters in play, maybe even an Assembly. And these
Necromancing Ventrue upstarts, having got into business with the
Giovanni, manage to get the nasty vampires hunted down by the Society of
Leopold and then raise them from the dead. Or Tremere with Serpentis,
letting you, err, accelerate the usage of Temptation.
Would any of those be useful? Perhaps, perhaps not. Obviously, you'd
want to play-test and find useful canon vampires or get White Wolf to
'invent' some and so on. But they wouldn't be *better* than group 2.
Donal and Constanza and Volker would still kick ass, just as they do
now. But the Dementation Brujah would be able to do very different
things.
[ quoted text not captured ]
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
[ quoted text not captured ]> (Nancy A. Collins)
Like I said so many times already, if your playgroup agrees, just
ignore the grouping rules! That is what we are doing here and doing
fine. Even the Camarilla-Clan haters don´t complain. This
perfect-crypt-paranoia is just that, paranioa (for now at least). No
amount of ranting and/or arguments until now have seemed to work with
WW. So your boicott will probably be ignored. WW has its reasons for
doing what it is doing (I REALLY hope so). So just enjoy the game, the
best CCG there is in my opinion. Wait until WW does something you cant
ignore so easilly to stop playing or actively boicott the game. The
grouping rule is just a silly number on the card if you don´t let it
get to you. It would have ruined the card´s look had the new layout
and all the changes not been made. The way it is now, the little
number does not even amount to that! You are not even sure that group
4 is coming in the Anarchs (or are you?). i wouldn´t be surprised if
it did, although any group 4 vampires in the anarchs would surely be
Independants, and less likely Sabbat, almost sure they wouldn´t be
Bloodlines and pretty sure they wouldn´t be camarilla. So try not to
stress just now, we are almost a year away from anarchs....
Daniel Figueiredo wrote:
>"Orpheus" <orph...@wanadoo.fr> wrote in message
> news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...> > I ask EVERYBODY who shares these feelings to add a "me too" to this thread.
> > If White Wolf sees that a product designed to "force us to buy" has the
> > opposite effect, I think and hope that they will stop the insanity NOW. Up
> > until now they have heeded our thoughts and needs, more or less, so we have
> > to show them what we want, or rather what we DON'T WANT !!!
...
> Like I said so many times already, if your playgroup agrees, just
> ignore the grouping rules! That is what we are doing here and doing
> fine. Even the Camarilla-Clan haters don´t complain.
Without endorsing Orpheus's campaign, I really think your reply is hardly an
answer for it. One can do anything desired with one's own cards, it's true.
But with a game, you need like-minded people to do it. The shortcomings of
"house rule" play, even when the house rules are fairly obvious, are well-
documented: aside from the lack of tournament and tournament prize support,
you deprive yourself of experience in the "real" game and thus - to some
extent - cut yourself out of tournaments that exist that are supported by
the central organization. You also make it difficult to play in non-
tournament environments you run into while traveling. And CCGs have a much
more serious issue in this sense than, say, board games or RPGs. CCGs
involve deckbuilding, so you automatically create a serious inconvenience
for yourself if you choose to jump back and forth between different
environments. You can't just "forget one set of rules" and start playing
by the other. You have to have separate decks built (or are somehow
convertible on location) which are appropriate for each environment you
play in.
On a completely different tact, all the cards that get printed over time
are designed, playtested, and are ultimately finalized under only one
environment. I realize the grouping rule is somewhat subtle in terms of
its balance issues, so I'm not sure any obvious problems caused by this
will arise. (At least not soon, I would expect.) But over time, it might
cause problems. And if it does, you can bet that the incentives for the
designers to fix these will hover long about zero, as their obvious
response to any such problems would be: "Use the real rules we give you."
I wouldn't discourage you from doing anything you like that allows you to
have fun with your cards. I just wanted to point out that the fact the
grouping rule exists and is now part of the game is truly important. Like
it or not, we now have to live with it and treat its implications as
serious ones, whether any local group uses them or not.
> No amount of ranting and/or arguments until now have seemed to work with
> WW. So your boicott will probably be ignored.
That might be true. I do think expressing displeasure about what they do
when you can do so with good reasoning ultimately has an effect, though.
And I don't think you can nor should wave your hand over the effects of
the grouping rule so easily.
Fred
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC17F10...@removethis.com>...
> Dave Brereton wrote:
> > Frederick Scott <freds64_at_...@removethis.com> wrote in message
> > news:3DC1642C...@removethis.com...
> > > There aren't enough group three vampires out now to
> > > justify group fours, not by a long shot.
> >
> > If you look at it there are almost as many group 3 as group 1 vampires.
For reference, there are 114 Group 1, 372 Group 2, and 100 Group 3
vampires (not counting Xaviar) according to the Monger. There are 7
Group 3 vampires with access to Protean by the way.
> So the answer to your question is that it's a thoroughly subjective. But
> Josh's statement was on the money: any Group 4 vampire coming out at this
> point will be subject to so little diversity in its use that people will
> find it frustrating (to own).
Consider this: Sabbat War, Final Nights and Bloodlines each had
roughly 60 new vampires. I would expect/hope the Anarchs to have
somewhere in that neighborhood. Figure maybe 10 new vampires would be
group 4? That leaves 150 Group 3 vampires to mix with the 10 Group 4
vampires. While this is hardly ideal, it isn't that terrible either.
> > One could speculate that grouping could follow
> > a pattern: small group, big group, small, big.... and so on. If that
> > pattern were followed you would have access to aprox 400 vampires in any
> > combination of groups. If Group 3 never gets another vampire it would allow
> > as many as 4 ( most likley 3) expansions to be released with group 4
> > vampires. That's a lot of expansions! I like expansions!
>
> Sure. The *problem* with that view is that until more expansions come out,
> the usefulness of the early vampires printed in it will tend to suck.
My speculation is that only titled Gangrel will be in the Group 4
category, or perhaps those special vampires which are very new to the
WoD storyline. Having the DS/AH titled Gangrel mixing with the new
Anarch Gangrel just seems wrong to me. Perhaps this is a way they're
fixing that problem. Granted, they won't have access to the 372 Group
2 vampires, but in my experience, the Gangrel didn't mix a whole lot
with other clans, aside from the odd Malkavian Madness Network Table
Dance craziness. Perhaps being Anarchs that's just as well. ;)
My feeling is that we're just in a transition phase. White Wolf had to
do SOMETHING, and this is what they chose so naturally there will be
some growing pains associated with it. If they got on a regular track
(ack!) where the odd-numbered Groups were generally Camarilla focused
and even-numbered groups were Independent/Anarch/Sabbat oriented, that
would be a "good thing." (tm) It may take us a while to get there (and
I certainly hope they DO take their time (except perhaps with one more
expansion). I think very few people want to recycle their entire
collections every 2 years.
Jeff
Jeff Kuta wrote:
> My speculation is that only titled Gangrel will be in the Group 4
> category, or perhaps those special vampires which are very new to the
> WoD storyline. Having the DS/AH titled Gangrel mixing with the new
> Anarch Gangrel just seems wrong to me.
Why is that? There were the group one set of Camarilla vampires that
can mix with the group two Camarillas which, in turn, can be mixed with
the group three Camarilla vampires. Although Gangrel are now
independent (for really silly storyline reasons :-{, but that's a
different subject), their clan is really spaced the same way as the
Camarilla clans. So it seems totally reasonable that a new set of 10
Group three Gangrel is precisely what's called for. Group fours would
not be able to mix with Group twos, which is certainly unfair compared
to the other six original clans.
I realize this would allow for Cammie Gangrel mixed with independent
Gangrel, but I'm not sure that's as strange as all that. I think one
would expect the process of pulling the Gangrel out of the Camarilla
would not be an instantaneous thing, anyway. Such a crypt would seem to
represent a set of conservative and radical Gangrel mixing during the
changeover.
> Perhaps this is a way they're
> fixing that problem. Granted, they won't have access to the 372 Group
> 2 vampires, but in my experience, the Gangrel didn't mix a whole lot
> with other clans, aside from the odd Malkavian Madness Network Table
> Dance craziness.
Perhaps. They do mix fairly well with other Gangrel however.
> My feeling is that we're just in a transition phase. White Wolf had to
> do SOMETHING, and this is what they chose so naturally there will be
> some growing pains associated with it. If they got on a regular track
> (ack!) where the odd-numbered Groups were generally Camarilla focused
> and even-numbered groups were Independent/Anarch/Sabbat oriented, that
> would be a "good thing." (tm) It may take us a while to get there (and
> I certainly hope they DO take their time (except perhaps with one more
> expansion). I think very few people want to recycle their entire
> collections every 2 years.
Actually, I agree with all that (accepting the concept that grouping is a
good thing at all notwithstanding) except for the part about Anarchs. As
you point out, there are more group one vampires than current group threes.
The reason for this is exactly because there aren't currently any Gangrel
or any Caitiff, as there were in group one. These are precisely the subject
matter for Anarchs, are they not? Hence, one would expect to find them
also in group three. And if anything, group three ought to be larger than
group one just because it would make the stress of the changeover to group
four easier.
There really ought to be a better way to this. To me, it would make more
sense to wait until the next large expansion containing many independent
vampires to start group four in bulk. Starting it as part of a small
expansion featuring vampires that, by all rights, ought to be group three
seems very strange. Not very well thought out, IMO.
Fred
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> Hello all,
>
> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.
I suspect this is not true, but in any case, I don't buy Cam, and have
no intentions of buying Anarchs, so the grouping rule already cost
White Wolf my business with group 3. That, and the amateurish design
changes.
Maybe they'll eventually reprint some of the stuff from the old sets
that is still hard to find, with the old design, and call it "VTES:
Classic Edition" or something. That'd be something I'd buy.
JSpektr
Hi again all,
rather than answering many times to each of you I'll just try to answer on
the whole.
- First, I'm not really "campaining", as I don't run for elections and don't
expect anything for my personnal profit here. I just protest in my name and
the name of many players I know, because I want this game to stay what we
love, and not to become progressively just another soulless commercial
machine. I have nothing to win except the pleasure to see the game stay the
way I deem best, and I put my Princehood on the stake (I am a man of word,
and will do what I said no matter what) ; I also wanted to express what I
think is the PoV of many players, but judging from your answers I may be
mistaken, lots of you don't seem to care.
- I didn't threaten to quit the game, Josh, just to stop buying and
promoting it. You can't do something you don't believe in anymore, can you ?
As of now, I still believe in this game, I'm just stating what will make me
so disgusted I will have to quit. I will probably still play it (have enough
cards to last me a century), but it won't give anymore more money to WW? so
if enough people say the same it will give them something to think about.
- Just ignoring the Group rules isn't a solution IMO because it won't be
allowed in tournaments, and the game balance will be thought out with these
rules in mind. Someone spoke of Brujah with Dem as opposed to Euro-Brujahs ?
What if the group 4 give 5 new Brujahs with Dom ? 6 more Malks with Pre ?
Etc. It just won't be worth playing Sabbat (or fucking Bloodlines !!!)
anymore if your Cammie opponents can chose from 324 (random number)
vampires, so you cannot just ignore grouping.
- The reason "new players can't get their hands on old vampires" isn't
valid. Old vampires can be reprinted, as they did with Group 2 in starters
(even though most group 2 vampires stink and we could have done without,
except for the freaks who want to try the dreaded qui/pro/tha combo, for
example...). Good reasons for creating groups are : 1) we want to make new,
better vampires than in the original edition without giving too big of an
edge to Camarilla, and 2) we want to change who owns the titles (but then
why reprint the old Inner Circle ?!), and as Joshua just said, even that is
a half-valid reason. Bad reason is : we want to sell new cards, and don't
care about the players, so we make lots of vampires not playable together,
and sod'em all. I hope that's not the whole of the thing, and that's why I'm
making this plea (turning into a War Cry) to WW.
- Let's be clear : we don't NEED any new groups. I'd agree with the one
saying that new discipline combos would be interesting, but that wouldn't
justify a new group (who cares if there are 4 new Brujahs with Dem but
without their 3 basic disciplines, they wouldn't count as 4 more Brujahs or
as 4 more Malks, it's a whole new thing !!). As long as there are as many
new Sabbat / Cammies / Indies, there can be lots of them without it creating
any problem. The only ones who will suffer are Bloodlines, except of course
if some new vampires from other Clans include their disciplines. But anyway,
they won't suffer less with a Group 4 (not mixeable with them at all).
- Now, Group 4 Sabbat and Indies would mean : all your old Sabbatics and
Indies are to be thrown away and replaced, OR there is no interest in buying
new vampires. It would stink, and there is no valid reason to this that I
can see. Same can be said with Group 5, which would render obsolete all the
new vampires that just came out. That, for me, would be the proof of the
"screw you" politics. And PLEASE don't tell me that old vampires would still
be tournament legal, we all know where it will end if we start on that road
(for some people the thing is already done with Group 3, for others it will
be with Group 4 ; I say some damage has been done but it's not a killing
blow yet ; please stop it theren though !!).
Did I forget anything ?
Yes : please speak up, all who think that Group 4 Cammies are THE limit to
what can be done without killing our game !!!
Orpheus
On Thursday 31 October 2002 09:17 in message
<apre0s$2io$1...@news-reader10.wanadoo.fr>, Orpheus mumbled something about:
> Hello all,
>
> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.
Assured? By who?
And you *believed* them?
Why?
> The reason why I'm launching this now and not waiting for Anarchs is that
> I guess game conception needs time, and that by then the new extension
> will already be thought over. So I'm launching an ultimatum and a petition
> HERE and NOW :
God, what a fucking stupid idea.
Let me rephrase this: WHAT A FUCKING STUPID IDEA.
It has been demonstrated here for well over four years that ultimatums,
ranting, and childish foot-stamping has little to no effect on the
powers-that-be, other than to cause them to firm up their position.
It has also been demonstrated here, for well over four years, that calm,
well-reasoned, well-thought-out arguments which contain useful suggestions
as to alternatives are, in fact, listened to by those same powers.
So what do you do? Get up on your soapbox, like an IDIOT, and start ranting
and jumping up and down like a maniac, as if it would ever have the
slightest effect. You clueless twat.
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> comes out, I will :
>
> - stop buying new products
> - resign from my Princeship
Good. I always thought you were an incompetent anyway.
I would like to request (of those involved with VEKN who are undoubtedly
reading this) that Orpheus be removed from his Princeship immediately, as a
person with this attitude is no longer a suitable ambassador for the game,
nor is he capable of making the correct value judgements necessary to run
tournaments and distribute information and/or prize support to a city. I'm
sure someone will be glad to step up in Marseille and take his place.
I believe that this should happen irrespective of whether group 4 vampires
are present in the Anarch set or not -- this sort of attitude isn't what I
want to see associated with this game, EVER.
> I must say that I still love this game (just wait to see my new site...),
I say you are a liar.
I think you should stop work on your new site, and abandon all association
with V:TES. Someone like you is simply out for his own glory, as opposed
to the mythical "good of the game". You've heard a rumor (as yet
unfounded) that something MAY happen that you won't like, and as a result
you post crap like THIS? How pathetic.
Disagreeing is one thing. A Prince should be capable of finding a FAR
better means to express his disagreement than stupid-assed pulings such as
this one.
> am still motivated to continue my job of promoting it, and for now will
I say you are a liar here, too. You are not motivated, as your words above
show. You are, in fact, attempting to DE-promote V:TES. No Prince should
ever act this way, especially in a PUBLIC FORUM.
> It's up to us, guys, let's show the businessmen what we want.
Let me make something clear to you, child.
Business is not about what YOU want.
Business is about making money. The best way to make money is to give
people what they want. But most people don't know what they want. You
certainly don't. As a result, businesses employ many people to study what
people say over the course of time, and determine from that what they
really want.
And what they really want is for the game to continue as long as possible.
That's what group 3 was designed to do -- to allow the game to continue as
long as possible, without removing any parts of the game. So what if group
4 happens? Group 3 wasn't the end of the world, despite all the blithering
and shrieking and sky-is-falling garbage posted here and on other forums.
Why should group 4 be?
> Sincerely yours, and more than a little pissed off,
Get lost.
-- Derek
> > Hello all,
> >
> > I have been assured that some group 4 Camarilla vampires will come out
in
> > the Anarchs.
>
> Assured? By who?
>
> And you *believed* them?
>
> Why?
It doesn't matter, as I've said already, read again and try to understand.
> > The reason why I'm launching this now and not waiting for Anarchs is
that
> > I guess game conception needs time, and that by then the new extension
> > will already be thought over. So I'm launching an ultimatum and a
petition
> > HERE and NOW :
>
> God, what a fucking stupid idea.
Ok, I'll cut your insults. I don't know who you think you are, but you have
no idea who I am either, and nothing gives you the right to speak to me as
you did. Whether or not this idea is stupid is just a point of view. Whether
or not I am stupid is not in your power to judge, and if you want to get
flaming re-read the usenet and this group's etiquette. To me you just proved
one thing : you're a no-brainer only able to resort to insults rather than
proving your points (which is stupid of you, because for a fraction of a
second you nearly had an argument saying that ultimatums didn't get
anywhere, but a) you're wrong, as the changes from the May Rulings proved,
and b) you just proved your immaturity and inintelligence, not to mention
lack of respect). I won't fall into your game. But if you really want to
play the asshole, go do it somewhere else, or do dare tell me this to my
face and see if I don't smash the brainless piece of ass that you use for a
head into an even more useless clump of dried shit.
Not greeting you,
Orpheus
On Fri, 1 Nov 2002, Orpheus wrote:
> Did I forget anything ?
Yeah. Why exactly are you so sure the Anarch set will be group 4? If I
remember correctly, the Xavier card that was such a topic of debate a few
weeks ago had a 3 on it. I'm thinking the Anarch set will be all group 3.
I'd certainly be interested in evidence to the contrary. Maybe I missed
something.
-Matt
>
> Without endorsing Orpheus's campaign, I really think your reply is hardly an
> answer for it. One can do anything desired with one's own cards, it's true.
> But with a game, you need like-minded people to do it. The shortcomings of
> "house rule" play, even when the house rules are fairly obvious, are well-
> documented: aside from the lack of tournament and tournament prize support,
> you deprive yourself of experience in the "real" game and thus - to some
> extent - cut yourself out of tournaments that exist that are supported by
> the central organization. You also make it difficult to play in non-
> tournament environments you run into while traveling. And CCGs have a much
> more serious issue in this sense than, say, board games or RPGs. CCGs
> involve deckbuilding, so you automatically create a serious inconvenience
> for yourself if you choose to jump back and forth between different
> environments. You can't just "forget one set of rules" and start playing
> by the other. You have to have separate decks built (or are somehow
> convertible on location) which are appropriate for each environment you
> play in.
>
> On a completely different tact, all the cards that get printed over time
> are designed, playtested, and are ultimately finalized under only one
> environment. I realize the grouping rule is somewhat subtle in terms of
> its balance issues, so I'm not sure any obvious problems caused by this
> will arise. (At least not soon, I would expect.) But over time, it might
> cause problems. And if it does, you can bet that the incentives for the
> designers to fix these will hover long about zero, as their obvious
> response to any such problems would be: "Use the real rules we give you."
>
Apart from the deckbuilding issues you put forth, not using the
grouping rule is hardly a "house rule". When you play any given game
of V:TES, the grouping rule only prohibits you to use certain group
combinations within your own crypt, not within the game table.
Vampires from non-compatible groups can by the "real rules" be in a
same game, even a same methuselah愀 controlled area, if he manages to
steal or borrow them. So the game already conforms 100% to using all
and/or any vampires in a given game. Not using the grouping rule would
only affect your deckbuilding, and nothing else in the game. After the
game starts, 0% of the rules have to be changed or ignored. So it愀
not really a house rule. You get my point here? I HATE house rules. I
really do. This is just using all the "real cards" with the "real
rules", only building the crypt anyway we want to (again, conforming
to all the other "real rules"). If limiting your crypt is limiting
your fun or enjoyment of the game, don愒 limit it.
However, you do make correct points on just about everything else
you said. Mainly about how you would have to change your deck (just
your crypt most of the time) when going from environment to
environment. But it愀 not like we shift environments that much (at
least most of us don愒), and when we do, It will probably be to play
in a tournament. And the opportunity to play V:TES doesn愒 just pop
out of the ground like that. So almost always, we will have time to
make such changes to our decks. My point is, ignoring the grouping
rule isn愒 as complicated or difficult to do like you make it sound.
Just that. I惴 not trying to make people ignore the rule, just
pointing out to them that for now, you can so easilly ignore it that
it should be no reason to quit the game for. Not using the grouping
rule is about as "wrong" as thinking you ALWAYS have to play exactly
the same way, wanting everyone else to play exactly the same way or
not play at all. The game gets played exactly the same with no
grouping rule (for now, as no card or effect affects or pertains to
the grouping rule).
> I wouldn't discourage you from doing anything you like that allows you to
> have fun with your cards. I just wanted to point out that the fact the
> grouping rule exists and is now part of the game is truly important. Like
> it or not, we now have to live with it and treat its implications as
> serious ones, whether any local group uses them or not.
>
> > No amount of ranting and/or arguments until now have seemed to work with
> > WW. So your boicott will probably be ignored.
>
> That might be true. I do think expressing displeasure about what they do
> when you can do so with good reasoning ultimately has an effect, though.
> And I don't think you can nor should wave your hand over the effects of
> the grouping rule so easily.
>
What effect has expressing our displeasure had until now? Zip.
Unless you call poeple quitting and getting all riled up and ranting
an effect. I consider it a reaction, a reaction to not getting any
effect from expressing displeasure. WW has not said a word about why
or how they made the changes did they? Did they try to explain what
their thought process was? Did they try to point out future
developments of the game that would greatly benefit from the changes
they have made? No. They even ignored any and all questions regarding
any decision of theirs in the CE expansion during the developer chat.
All they answered were questions pertaining to the future expansion(s)
and broader aspects of the game. No specific or direct question
regarding any CE "touchy" subject was answered, and i惴 sure most of
the questions made were regarding them. Don愒 get me wrong here, i惴
not mad with you or anyone else and I completely understand your
thoughts, but mine are that FOR NOW, yes, we can wave hands over the
grouping rule. FOR NOW, yes, all our arguments and stuff will be
ignored. I惻l be the first one to help WW if they ever ask for it, be
it just with my opinions about the game or anything else. I惻l be the
first one to stress out and threaten to quit or boicott if it will
help the game. I don愒 think that ever will help though.
Look forward to your comments on this.
> Fred
[ quoted text not captured ]
In general, people who aren't bothered by something don't say so. So, I can
understand a company tuning out a certain level of complaint.
I have some complaints relating to CE, but I'm not the least bit bothered by
the grouping rule. I don't care if there are 4s, 5s, or whatever, though it
seems to me that 5s are quite a long ways away. The game could very well stop
being produced before they would come in.
I just don't see why it's so important. It's no more a sales ploy than power
rares, ultrarares, and the like. Those have far more effect on competitiveness
from my perspective, making them much more important to worry about.
Derek <lor...@yahoo.com> wrote in message news:<f.Cdnfpg0pj...@News.GigaNews.Com>...
> On Thursday 31 October 2002 09:17 in message
> <apre0s$2io$1...@news-reader10.wanadoo.fr>, Orpheus mumbled something about:
>> > I, Orpheus, Prince of Marseille, France, hereby declare that if any
> > GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> > comes out, I will :
> >
> > - stop buying new products
> > - resign from my Princeship
>
> Good. I always thought you were an incompetent anyway.
Oh boy, here comes a REAL Command of the Harpies! ;)
> I would like to request (of those involved with VEKN who are undoubtedly> reading this) that Orpheus be removed from his Princeship immediately...
[snippage since I really know nothing about the French VTES scene]
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> Hello all,
>
> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.
if true, possibly Indy gangrels who don't want to mix with Euro-prince
gangrels, or panders and caitiffs. in panders' case, if there were a
lot (15+,) i'd want them to be group4. in caitiffs' case, they'd mix
with group3 cammies and group5 cammies. long time before we'd need
more weenpunes=possibly good?
> Whether this is true or not isn't the point here (I'm not a playtester so
> can't be sure ; if I was I wouldn't speak about it yet). If you want to
> discuss it start a new thread. A few Group 4 Camarilla vampires isn't
> dramatical, it's just useless (they just re-released group 2 Cammies, and
> now you can't mix them anymore with the enw vampires ?!). But it needs to
> STOP NOW !!!
i'm not a playtester either, whether it's true or not could be germane
to the point, and you're obviously leading up to the "ultimatum"
promised in the thread title.
> The reason why I'm launching this now and not waiting for Anarchs is that I
> guess game conception needs time, and that by then the new extension will
> already be thought over. So I'm launching an ultimatum and a petition HERE
> and NOW :
by your own admission, too late, if there happens to be a group4
pander.
>
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> out, I will :
>
> - stop buying new products
> - resign from my Princeship
>
> I ask EVERYBODY who shares these feelings to add a "me too" to this thread.
NOT I. this "i'll suicide if you don't prove your love for me by
doing exactly as i dictate" tactic is shit in life, as well as with
respect to the game. orpheus, i don't know you, but i urge you to
re-examine how dire the situation you're portraying actually is. i
feel confident in saying that i could build a dangerous, fun, or even
tournament-worthy deck with only Jyhad backs. i don't expect that to
change, partly due to finite crypting, now ensured by the grouping
rule. in other words, every expansion just adds permutations to the
original fun, but we don't have to have every card to enjoy the game.
HOW is this WW extorting us into buying new product? if i want a few
weighted walking sticks (and i do,) then i can trade, buy singles, buy
boxes and toss the ubercommons into a local free-box, or resist the
urge to buy and put 30 free weapons + 25 new concealed weapon onto my
35-card core deck. there's more than 1 way to skin this "problem."
yeah, in my perfect world, i don't get my 135th blood doll or one
millionth enhanced senses in the same pack with my wwstick, but that's
the informed choice i made.
> If White Wolf sees that a product designed to "force us to buy" has the
> opposite effect, I think and hope that they will stop the insanity NOW. Up
> until now they have heeded our thoughts and needs, more or less, so we have
> to show them what we want, or rather what we DON'T WANT !!!
>
> I must say that I still love this game (just wait to see my new site...), am
> still motivated to continue my job of promoting it, and for now will still
> encourage people to buy new extensions. But I also know what will the
> difference in sales will be the day when I won't. Or, for that matter, the
> day when any of my players will see Group 5 Cammies or Group 4 Sabbat.
"my whole cult will suicide if you don't prove your love for me by
doing exactly as i dictate" is a far stretch of your princely
obligation to promote the game. i strongly urge you to re-consider
almost everything you said.
>
> It's up to us, guys, let's show the businessmen what we want.
>
> Sincerely yours, and more than a little pissed off,
> --
> Orpheus
>
i've had bad bitch-post days too. things are actually pretty good in
this game. not saying we shouldn't object to that with which we
disagree, but the drama and threats are counterproductive.
>
> "After all, what is an angel but a demon yet to fall ?"
> (Nancy A. Collins)
"nothin' from nothin' leaves nothin'..."
(billy preston)
==
ps other posters already had varied interesting posts in this thread,
but i decided to respond to the original post.
here, try this on for size:
Doc ReTardis
True Brujah
11 cap, group7
TEM, PRE, pot, aus, chi, for, san
Independent. 2 votes. When Doc ReTardis enters play, you may choose
a circle. Doc ReTardis counts as and may play cards as a Blood
Brother of that circle. When Doc ReTardis is in your crypt, vampires
of any combination of group numbers are allowed to be in your crypt.
(If, during play, your crypt contains an illegal combination of group
numbers of vampires, but no copies of Doc ReTardis, you are
immediately ousted.) Scarce. Sterile.
Daniel Figueiredo wrote:
> Apart from the deckbuilding issues you put forth, not using the
> grouping rule is hardly a "house rule". When you play any given game
> of V:TES, the grouping rule only prohibits you to use certain group
> combinations within your own crypt, not within the game table.
> Vampires from non-compatible groups can by the "real rules" be in a> same game, even a same methuselah´s controlled area, if he manages to> steal or borrow them. So the game already conforms 100% to using all
> and/or any vampires in a given game. Not using the grouping rule would
> only affect your deckbuilding, and nothing else in the game. After the> game starts, 0% of the rules have to be changed or ignored. So it´s> not really a house rule. You get my point here?
Actually, I do not. All the facts you give are true but irrelevant.
Lots of things are possible across a table that are not possible within
one's own area. For instance, using Goth Band to move a counter from
an opponent's Dreams of the Sphinx to your own Palla Grande doesn't make
it meaningless to change the rules to allow moving counters from your
_own_ Dreams to your own Palla Grande. What types of crypts are allowed
and not allowed determine the makeup of your metagame, which makes it
undeniably a different game. (See more discussion of the metagame
issues below if you don't understand what I'm saying, here.)
Any rules that are not the official rules are _by definition_ "House
Rules". Denying this is a semantic argument. If you don't agree with
my definition, call them anything you like. Call them "BIDZUNK RULES"
or "COYFERTBURGER RULES" or use any term you like. It doesn't matter.
The point I'm trying to make is simply that they're different from the
universal rules that are understood in other places. By virtue of this
fact, in turn, *automatically* leads to all the issues I raised in my
previous post. These are serious issues and that leads me to conclude
that simply ignoring any potential problems caused partially by the
grouping rule by ignoring grouping itself is not an answer to them.
> However, you do make correct points on just about everything else
> you said. Mainly about how you would have to change your deck (just
> your crypt most of the time) when going from environment to> environment. But it´s not like we shift environments that much (at
> least most of us don´t), and when we do, It will probably be to play
> in a tournament. And the opportunity to play V:TES doesn´t just pop> out of the ground like that. So almost always, we will have time to
> make such changes to our decks. My point is, ignoring the grouping> rule isn´t as complicated or difficult to do like you make it sound.
It may not be where you play. However, if you live somewhere where
you would wind up popping back and forth between the two constantly,
it gets a lot more irritating. And personally, I really would never
want to play by house rules (or Coyfertburger Rules, if you will) just
because I don't have mental horsepower to keep with two different
game environments so I want to focus on the real one. Hell, I have
a hard enough time just trying to keep up with the one without
constantly falling on face. That, by itself, makes proposing such
rules a poor answer for (I suspect) many people.
> Not using the grouping
> rule is about as "wrong" as thinking you ALWAYS have to play exactly
> the same way, wanting everyone else to play exactly the same way or
> not play at all. The game gets played exactly the same with no
> grouping rule (for now, as no card or effect affects or pertains to
> the grouping rule).
I disagree, due to the metagame issues I referred to above. As certain
decks become viable under your rules that would be illegal under the
grouping rules, this affects all other decks in your metagame, whether
legal under grouping rules or not. Grouping-legal decks that might be
pointless to play under grouping rules may take on a critical role in
a non-grouping environment and vice versa. Because of this, the game is
actually *not* "played exactly the same with no group rule".
> > > No amount of ranting and/or arguments until now have seemed to work with
> > > WW. So your boicott will probably be ignored.
> >
> > That might be true. I do think expressing displeasure about what they do
> > when you can do so with good reasoning ultimately has an effect, though.
> > And I don't think you can nor should wave your hand over the effects of
> > the grouping rule so easily.
>
> What effect has expressing our displeasure had until now? Zip.
...
> WW has not said a word about why or how they made the changes did they?
> Did they try to explain what their thought process was? Did they try to
> point out future developments of the game that would greatly benefit from
> the changes they have made? No.
I think you make a lot of assumptions that may or may not be valid. No,
they did not visibly react to complaints about the layout nor the grouping
rules, if that's what you mean. That doesn't completely invalidate the
concept that it's pointless to complain. First of all, by the time we
discovered about these things, it was too late anyway. They were not
going to recall card already printed. Granted, it wasn't a "good thing",
IMHO, to spring this on us but it still doesn't automatically imply that
complaining is pointless. Even if they didn't care to change their minds
about some things, it doesn't mean they'll never change their minds about
anything else based on various forms of customer feedback. Such a policy
would be insane. I believe feedback on past issues has made a number of
differences. For example, I notice they didn't use the rarity scheme from
Final Nights that I and some others complained about in either Bloodlines
or Camarilla Edition. (That was about there being a very few R1s in a set
containing many R2s, which gives the feeling of "super-rares".) It might
be coincidence, as no one has ever promised not to repeat the practice.
But it might not be.
Does this all mean it is or is not pointless to complain about cards in
Anarchs being printed in group four? (Assuming the rumor is even true,
of course.) I couldn't say. But I'm pretty sure it doesn't hurt to try,
as long as the comments are constructive.
> They even ignored any and all questions regarding
> any decision of theirs in the CE expansion during the developer chat.
"Ignored"? I think you mean that they didn't answer such questions, which
is not the same thing. They don't want to expose how various kinds of
decisions get made for various reasons. I don't know what those reasons
are, exactly. But I might speculate that sometimes they have to do with
not wanting to state who has what kinds of input into what kinds of
decisions so that those exact people needn't come under undue scrutiny and
pressure by the customer population. If we know such-and-such a person
makes decisions about card rarity levels and an expansion comes out in
which certain rarity decisions are rather unpopular, sometimes people have
been known to start making very personal comments about that person. Many
of us loved to hate Ryan Dancy, for example, because we knew various stuff
about what he had control over which we didn't like the results. A *lot*
of unflattering things got said about Ryan. Ryan was an executive,
however - prepared to take the credit and the blame for the decisions he
made. I have little doubt that Steve Wieck receives input on all kinds of
things that might not have popular outcomes from people he doesn't want to
get caught in the middle of huge flamewars taking personal blows. Hence,
when asked how various decisions get made, exactly, the reply is likely to
be, "No comment...". It's what I'd do.
None of this means they never listen. They may listen or they may not.
If they do listen, they may be persuaded or they may not. I know they
will never be persuaded if we don't talk.
Fred
Orpheus wrote:
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> comes out, I will :
>
> - stop buying new products
> - resign from my Princeship
>
What's the point?
The grouping rule has its advantages - changes to Majesty et al. aside,
would you really want pre weenie decks to have yet another X unique
vampires of capacities 1-4 available? Or how about pot weenies? Or how
about 12 different Ventrue princes (and in the long run, 8 of those with
obfuscate, too)? Or...
It is, however, a question of whether or not the arrival of yag (yet
another group) is sensibly timed.
Personally I'd say, that particular line would be pretty much crossed by
any group 4 vampires in The Anarchs, unless The Anarchs would be huge
enough a set to have 3+ group 4 vampires per clan that gets any.
[Effectivly being a DS replacement for CE.]
There should be group 4 Independent/Sabbat vampires eventually - several
Sabbat decks, for example, would gain too powerful a crypt if another
Sabbat set with 15 vampires (goup 3) came out.
There'd even have to be group 5 vampires some time down the road, when
all group 3/4 option (and those are aplenty) are exhausted - it doesn't
need to happen for a few years yet, and consequently shouldn't happen
for a few years, but it'll be inevitable in the long run. (At 8 month
intervals between sets and 4 sets [Anarchs, Sabbat, Independent, next
Cammie], 32 months would be a quick estimate.)
I'll be basing my personal decision on if/when to quit buying VTES on
these considerations.
Thomas
> Yeah. Why exactly are you so sure the Anarch set will be group 4? If I
> remember correctly, the Xavier card that was such a topic of debate a few
> weeks ago had a 3 on it. I'm thinking the Anarch set will be all group 3.
As I said, I'm not sure of anything and don't give that much weight to
rumors. But it seems important to me to anticipate, just in case, and say to
WW what we think about what would happen, just in case it is true, so that
we can avoid in advance that kind of things. If the rumor is wrong, then it
is even time to say : "nay" even to the whole idea of Group 4, so let's do
it !! I'm not the one who would be the more bothered about Cammie Group 4,
because I don't play Camarilla most of the time ; on the other hand, when I
do, I love to play Muaziz, Donal, Alexandra, Alexandra etc (there are few
good DS and AH vampires, but they're very good). So speak up all of you
before anything is done, and maybe we can change things "before they happen"
(ah, Temporis...).
Yours,
Orpheus
Joshua Duffin wrote:
::
:: The grouping rule is supposed to keep the playing field level for
:: newer players who will never have access to group 1 vampires.
you'll always have access to group 1 vampires. you can buy all this jyhad
old stock on the internet, and old vampire will give eagerly give (or trade)
lots of them to newbies.
I don't see what the problem is with the grouping. If it's only the
dial-a-vamp and weenie madness that may occur, i don't think it's a real
threat.
> > > I, Orpheus, Prince of Marseille, France, hereby declare that if
any
> > > GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> > > comes out, I will :
> > >
> > > - stop buying new products
> > > - resign from my Princeship
> >
> > Good. I always thought you were an incompetent anyway.
>
> Oh boy, here comes a REAL Command of the Harpies! ;)
LOL. It would be if anybody granted him any Harpie authority, he's just a
snotling Malkavian using his Clan ability. ;-)
> > I would like to request (of those involved with VEKN who are undoubtedly
> > reading this) that Orpheus be removed from his Princeship immediately...
>
> [snippage since I really know nothing about the French VTES scene]
Be reassured, he doesn't know anything about it either. If he did he's know
that I organise the second biggest tournaments of France (right after Paris)
in a city where, before me, NOBODY played official rules. But then, I don't
have to justify myself to people who speak without knowing anything nor
respecting anyone, do I ? I liked your humorous view of the scene, though.
Yours, Orpheus
> > I have been assured that some group 4 Camarilla vampires will come out
in
> > the Anarchs.
>
> if true, possibly Indy gangrels who don't want to mix with Euro-prince
> gangrels, or panders and caitiffs. in panders' case, if there were a
> lot (15+,) i'd want them to be group4. in caitiffs' case, they'd mix
> with group3 cammies and group5 cammies. long time before we'd need
> more weenpunes=possibly good?
I think new Caitiff would just have to be Group 3, as we don't want them to
be mixeable with Group 1, so I'm not too worried about that. I agree that
"lots of new Panders" would have to be group 4, but we don't NEED lots of
new panders, as most of them were reissued in the already reprinted Sabbat
War ; just a few maybe to make up for
the ones from Sabbat never reprinted (and that most people will never have
access to).
> > The reason why I'm launching this now and not waiting for Anarchs is
that I
> > guess game conception needs time, and that by then the new extension
will
> > already be thought over. So I'm launching an ultimatum and a petition
HERE
> > and NOW :
>
> by your own admission, too late, if there happens to be a group4
> pander.
Yes. But it's not too late to stop all the rest, is it ? If we never protest
when we don't want a thing to happen or don't like a thing that happened,
then things we don't like will keep on happening.
> > I, Orpheus, Prince of Marseille, France, hereby declare that if any
> > GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
comes
> > out, I will :
> >
> > - stop buying new products
> > - resign from my Princeship
> >
> > I ask EVERYBODY who shares these feelings to add a "me too" to this
thread.
>
> NOT I. this "i'll suicide if you don't prove your love for me by
> doing exactly as i dictate" tactic is shit in life, as well as with
> respect to the game. orpheus, i don't know you, but i urge you to
> re-examine how dire the situation you're portraying actually is.
First, let me say I'm glad to "meet" someone who can expose his point
intelligently and politely, taking into account the fact he knows nothing
about me, after the attitude of some people here. Hello Spiney.
Second, you DO have a point in comparing this reaction to "lovestruck
suicidal" attitude and stating that this has never led to anything good,
except that I'm clear-headed and adult enough not to attempt "suicide". BUT
I would no longer be able to endorse a game I don't believe in anymore, so
I'm trying to keep it the way me and my players love it. I agree that this
may not have been the best way to do it, I was kind of pissed off just at
the thought of what could happen if Group 4 Sabbat or Group 5 Cammies ever
wame out (the infernal spiral, when will it stop etc.), and felt that
something had to be done. I still feel that way, and seing tha tthe
"ultimatum" thread doesn't work, let all discuss and see what would seem
acceptable or not to us. I know this wouldn't be acceptable to me and, once
and for all, I never said I'd quit playing and sell back all my cards (maybe
I would but I don't know about that), what I said was : I wouldn't buy any
new stuff and I wouldn't promote the game anymore. And yes, I'm aware that a
firm has to sell new cards, and that power rares and groups are a way to do
that, but I hate both these technics. Up to now, I feel that there isn't any
obvious shift in power in the cards (more like anti-weenie ones), although
there is such a shift in vampires, but that would be another discussion.
> i
> feel confident in saying that i could build a dangerous, fun, or even
> tournament-worthy deck with only Jyhad backs. i don't expect that to
> change, partly due to finite crypting, now ensured by the grouping
> rule. in other words, every expansion just adds permutations to the
> original fun, but we don't have to have every card to enjoy the game.
I agree. Which is a good reason why many people, I think wouldn't buy an
extension which would render totally obsolete the vampires which have been
recently issued / re-issued, even if it had some good cards.
> HOW is this WW extorting us into buying new product? if i want a few
> weighted walking sticks (and i do,) then i can trade, buy singles, buy
> boxes and toss the ubercommons into a local free-box, or resist the
> urge to buy and put 30 free weapons + 25 new concealed weapon onto my
> 35-card core deck. there's more than 1 way to skin this "problem."
> yeah, in my perfect world, i don't get my 135th blood doll or one
> millionth enhanced senses in the same pack with my wwstick, but that's
> the informed choice i made.
I agree with that, but it's not getting to the point. What you're saying is
you won't have to buy any new extension, and it's exactly what I've been
saying, adding the fact that I would not buy some extensions which would go
contrary to what I like in the game (like, playing Lucita, Krassimir,
Carlotta etc, and no amount of non-compatible power-vampires would make me
drop my favourite vampires) ; therefor, I would adopt the trading tactics if
a few cards interest me in such an extension. But htat wouldn't give WW as
much money as if I really wanted to get most of the nesw cards.
> > If White Wolf sees that a product designed to "force us to buy" has the
> > opposite effect, I think and hope that they will stop the insanity NOW.
Up
> > until now they have heeded our thoughts and needs, more or less, so we
have
> > to show them what we want, or rather what we DON'T WANT !!!
> >
> > I must say that I still love this game (just wait to see my new
site...), am
> > still motivated to continue my job of promoting it, and for now will
still
> > encourage people to buy new extensions. But I also know what will the
> > difference in sales will be the day when I won't. Or, for that matter,
the
> > day when any of my players will see Group 5 Cammies or Group 4 Sabbat.
>
> "my whole cult will suicide if you don't prove your love for me by
> doing exactly as i dictate" is a far stretch of your princely
> obligation to promote the game. i strongly urge you to re-consider
> almost everything you said.
LOL. No I won't, I'm a David Coresh fan.
Seriously, I don't feel that I'm stretching anything. If we, Princes, have
one thing to do, it is to be the link between WW executives and the
playerbase. Therefore it goes two ways : we have to transmit what WW wants
us to towards our players, but il also goes the other way around, and I know
the feelings of my players on the subject. I totally agreed with the
creation of Group 3, and explained the thing to some players who could have
taken iot badly. As I wouldn't agree with a Group 5, I couldn't fill my role
as is asked of me, nor would I want to. So allow me to reconsider nothing.
> > It's up to us, guys, let's show the businessmen what we want.
> >
> > Sincerely yours, and more than a little pissed off,
> > --
> > Orpheus
> >
>
> i've had bad bitch-post days too. things are actually pretty good in
> this game. not saying we shouldn't object to that with which we
> disagree, but the drama and threats are counterproductive.
You may be right about this. So, all drama taken out, let's talk about it
and show our feelings (which doesn't mean I would change my position on what
I would do, namely stop buying and promoting, but I think at this point it
has become nothing but a personnal choice, and irrelevant to the whole of
the discussion). But my "Whacko stunt" did have one merit, though : people
reacted, albeit not in the way I would have thought, and that, in itself, is
a good thing to me.
I disagreed with the guy who said, before the release of CAMA ED, "I won't
say anything because I'm a playtester but this future "3" thing is awful,
let's all stop playing", because :
a) as a playtester he should have shut his mouth
b) the Group 3 thing wasn't bad IMO, except that it set a precedent that can
be bad (the following months / years will tell us exactly how bad)
c) he made a whole fuss over something that most people didn't find worth
it.
That is not what I'm doing here, because I'm working on an hypothesis and
saying how I would react. And hoping some people who express themselves (I
know you're out there) also would disagree with these things, and would
react in a way or another, probably one bad for WW's sales. I know that
there will be an enormous fuss on this forum every time a new group will
come out, so I prefer us to anticipate and say "don't do it" rather than
"oh, evil men, you shouldn't have done it" in 42 threads of 238 messages
each.
> ps other posters already had varied interesting posts in this thread,
> but i decided to respond to the original post.
> here, try this on for size:
>
> Doc ReTardis
> True Brujah
> 11 cap, group7
>
> TEM, PRE, pot, aus, chi, for, san
> Independent. 2 votes. When Doc ReTardis enters play, you may choose
> a circle. Doc ReTardis counts as and may play cards as a Blood
> Brother of that circle. When Doc ReTardis is in your crypt, vampires
> of any combination of group numbers are allowed to be in your crypt.
> (If, during play, your crypt contains an illegal combination of group
> numbers of vampires, but no copies of Doc ReTardis, you are
> immediately ousted.) Scarce. Sterile.
And Senile ? ;-)
Interesting concept, but for such a big vampire he lacks too many SUP
disciplines, he would obviously need POT and either FOR or SAN (yes, he
would be big, but for 3 more points than Hrothulf, he should be).
Yours,
Orpheus
> Orpheus wrote:
> > I, Orpheus, Prince of Marseille, France, hereby declare that if any
> > GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> > comes out, I will :
> >
> > - stop buying new products
> > - resign from my Princeship
> >
> What's the point?
Already answered to previous poster.
> The grouping rule has its advantages - changes to Majesty et al. aside,
> would you really want pre weenie decks to have yet another X unique
> vampires of capacities 1-4 available? Or how about pot weenies?
Already answered...
> Or how
> about 12 different Ventrue princes (and in the long run, 8 of those with
> obfuscate, too)? Or...
I obviously agree, but your statement seems distorded to me. If we don't
need more Ventrue Obf Princes, so let's just not issue any new ones !!! We
can issue Ventrue Princes with Dem, San, Myt, new specials which remind you
at your untap that you left the pizza in the oven and shouldn't forget to
take it out before it's a lump of coal, etc, the possibilities are infinite.
And when that runs out, as they will need to sell more cards, there are
still infinite possibilities, as has already been suggested, with
mixeable-or-not werewolves/mages/hunters/wraiths/changelings (in other
words, current allies) extensions, or non-mixeable Dark Ages extension (but
that would be something else thematically, even if the commercial purpose
would be evident, it would be more than made up for by the thematic
interest).
> It is, however, a question of whether or not the arrival of yag (yet
> another group) is sensibly timed.
> Personally I'd say, that particular line would be pretty much crossed by
> any group 4 vampires in The Anarchs, unless The Anarchs would be huge
> enough a set to have 3+ group 4 vampires per clan that gets any.
> [Effectivly being a DS replacement for CE.]
I agree, although not to your last point : why reprint DS / AH vampires just
to render them moot right away ??? If they really wanted to issue new Inner
Circles or Euros Princes, the only thing they had to do was declare DS and
AH Group 1, and there would have been no more problem !!!! So, bad timing,
or bad planning ? Bad anyway.
> There should be group 4 Independent/Sabbat vampires eventually - several
> Sabbat decks, for example, would gain too powerful a crypt if another
> Sabbat set with 15 vampires (goup 3) came out.
Again, moot. A few more Sabbat vampires sprikled over each new edition will
be enough, no need to make a whole set of new ones.
> There'd even have to be group 5 vampires some time down the road, when
> all group 3/4 option (and those are aplenty) are exhausted - it doesn't
> need to happen for a few years yet, and consequently shouldn't happen
> for a few years, but it'll be inevitable in the long run. (At 8 month
> intervals between sets and 4 sets [Anarchs, Sabbat, Independent, next
> Cammie], 32 months would be a quick estimate.)
And where does it stop ?
> I'll be basing my personal decision on if/when to quit buying VTES on
> these considerations.
Your choice, and I respect it. But let's be careful about not allowing
gradually that anything goes. If we don't want some changes to happen, I
think we'll have to be more strict than that.
All "ultimatum" thing put aside, I think that if most of us show no interest
in buying such new extensions, while we have already expressed what we WOULD
buy, it seems sensible (and smart) to me that WW adapted its commercial
planning to what players / customers would plan to do, if only to increase
their future sales, wouldn't it ?
Orpheus
Another thing comes in mind.
15% of Vtes sales are made in France (dixit : WW ceo in an interview in
french mag "Black Lotus", assuming my memory is correct).
For such a small country, regarding to the huge potential of US, it is a
huge number.
Let's see what happened some times ago with Magic. This CCG has been the
most sold in France (I'm not considering Pokemon which is not the same
marketing target). Expansions after expansions, WotCoast introduced a nasty
selling system with Type1 and Type2. Tournaments are now almost exclusively
played in Type 2. The definition of Type 2 is : a combination between the
last 3 or 4 expansions sold in store.
By this way, regarding the frequency of new expansions apparition, players
wanting to play in tournaments are OBLIGED to buy new expansions to stay at
the level.
NOTHING can let us think such a commercial way will NOT be attempted when we
will have groupe 4, 5, 6, which could occur, cause Vtes is well-sold around
the world (dixit WW ceo...).
As it is well-sold, it must be encouraged that way, taken care of. That is
what the game brainers are doing (thank you LSJ...) by being there to answer
to players, to introduce a community aspect in the game etc... But the
commercial and marketing departments, in order to have the game grow, need
to improve the sales. This is called the Raisonnement Marginal in economy
(in french. Dunno the translation. Will never work in US -( ).
SO, it is POSSIBLE, in few years, as the game will sales better again, that,
in order to sale it better, such a "magic-style" tournament rule appears,
letting us play only with some group vampires. In this case, we will be
OBLIGED to buy expansions.
As nothing of this could merely happen if no other group 5 and more are
sold, I think it is clever to tell WW that some people want to buy
expansions, merely if they are well designed like those ones we have got for
the moment, but don't want to be obliged to buy them.
One more time again, I'm just talking about a correlation to Orpheus'
reflexion, and I thought people should think of that.
Vtes won't live forever if it doesn't succeed in acquiring new players.
Let's think what are the ways a CCG company has got to get them, and for
that, look at the competitors' marketing actions, as companies often copy on
each other.
Arpeges (ready for Derek's flame)
the reason i would be opposed to group 4 camarilla is that the
argument used by WW to print group 3 (overpowered camarilla crypts)
would be pretty obsolete here.
If there were to be group 4 sabbat/indep vampires printed i would like
to see them only being incompatible with group 2 vampires and not with
group 1 vampires as well.
just my 2 ct.
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC1D9AD...@removethis.com>...
> Jeff Kuta wrote:
>
> There really ought to be a better way to this. To me, it would make more
> sense to wait until the next large expansion containing many independent
> vampires to start group four in bulk. Starting it as part of a small
> expansion featuring vampires that, by all rights, ought to be group three
> seems very strange. Not very well thought out, IMO.
>
> Fred
Totally agree! Group 4 should only come into existence with new
independent clan vampires. Since the Sabbat now have much less
vampires for their individual clans. You can´t think of the grouping
rule as only affecting the group as a whole, you have to consider the
different clans that make up that group and what they need, how they
stand. A very nice thing would have to have some more sabbat, cammie,
even a few bloodline vamp or two still in group 3 (I really doubt any
new vamp from now on will be group 2 or 1 again), and have the
independents appear as group 4 in bulk in another expansion for them
a-la Final Nights. 2 or 3 group 3 independants until then wouldn´t
hurt either. And group 4 could also contain the much ignored and
shunned until now antitribu clans still missing. The excuse that their
numbers are small and such is simply NOT TRUE. After you print scarce
bloodlines, ANY antitribu is worth printing. And, by the RPG
standards, the Assamite Antitribu are one of the largest antitribu
there are, clearly larger than the Ventrue antitribu, for example, and
now much larger than the Tremere antitribu as well. Some other aspects
of the game would do well to show up in future expansions, like the
Black Hand (the sabbat one, not the "true" one) and mayne even a
monitor or two from the Iconnu. And you can´t bring the Black Hand
into the game without bringing the !Assamites into the game.
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> Hello all,
>> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.> Whether this is true or not isn't the point here (I'm not a playtester so
> can't be sure ; if I was I wouldn't speak about it yet). If you want to
> discuss it start a new thread. A few Group 4 Camarilla vampires isn't
> dramatical, it's just useless (they just re-released group 2 Cammies, and
> now you can't mix them anymore with the enw vampires ?!). But it needs to
> STOP NOW !!!> The reason why I'm launching this now and not waiting for Anarchs is that I
> guess game conception needs time, and that by then the new extension will
> already be thought over. So I'm launching an ultimatum and a petition HERE
> and NOW :
>> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> out, I will :
>
> - stop buying new products
> - resign from my Princeship
>> I ask EVERYBODY who shares these feelings to add a "me too" to this thread.> If White Wolf sees that a product designed to "force us to buy" has the
> opposite effect, I think and hope that they will stop the insanity NOW. Up
> until now they have heeded our thoughts and needs, more or less, so we have
> to show them what we want, or rather what we DON'T WANT !!!
>
> I must say that I still love this game (just wait to see my new site...), am
> still motivated to continue my job of promoting it, and for now will still
> encourage people to buy new extensions. But I also know what will the
> difference in sales will be the day when I won't. Or, for that matter, the
> day when any of my players will see Group 5 Cammies or Group 4 Sabbat.
>> It's up to us, guys, let's show the businessmen what we want.
>
> Sincerely yours, and more than a little pissed off,
> --
> Orpheus
>> http://cypheranima.free.fr
> http://no.exit.free.fr
> news://news.zoo-logique.org/VTES-francophone
>> "After all, what is an angel but a demon yet to fall ?"
> (Nancy A. Collins)
Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
groupings rule - i know it's not just you, so this is kind of a reply
to everyone who thinks your way. Doesn't ANYBODY except, well, quite a
few people see that this is the ONLY way to introduce new strategies
into the game without breaking the old ones? Isn't it OBVIOUS that
grouping creates an entirely-desirable chronological direction to the
game, which could be extended backwards as well as forwards? i
personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
Dark Ages expansion!
You also need to think about Scott's Big Project of reintegrating ALL
the cards into the game, and think about how that could be done, it
seems to me. Meanwhile, i recommend putting less of that tasty crack
cocaine into your next glass of pastis ;-)
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC238A3...@removethis.com>...
> Actually, I do not. All the facts you give are true but irrelevant.
> Lots of things are possible across a table that are not possible within
> one's own area. For instance, using Goth Band to move a counter from
> an opponent's Dreams of the Sphinx to your own Palla Grande doesn't make
> it meaningless to change the rules to allow moving counters from your
> _own_ Dreams to your own Palla Grande. What types of crypts are allowed
> and not allowed determine the makeup of your metagame, which makes it
> undeniably a different game. (See more discussion of the metagame
> issues below if you don't understand what I'm saying, here.)
>
> Any rules that are not the official rules are _by definition_ "House
> Rules". Denying this is a semantic argument. If you don't agree with
> my definition, call them anything you like. Call them "BIDZUNK RULES"
> or "COYFERTBURGER RULES" or use any term you like. It doesn't matter.
> The point I'm trying to make is simply that they're different from the
> universal rules that are understood in other places. By virtue of this
> fact, in turn, *automatically* leads to all the issues I raised in my
> previous post. These are serious issues and that leads me to conclude
> that simply ignoring any potential problems caused partially by the
> grouping rule by ignoring grouping itself is not an answer to them.
>
Well, you may be right in THEORY, but in practice, when we play,
group and no group rule has made no difference yet. And don´t think we
wouldn´t know. We´ve been playing this game from day 1. And I never
said anything about not using grouping rules in tournaments, as prince
I always use 100% official rules, be the tournaments sacntioned or
not. I am also not trying to discuss the merit of the grouping rule.
It exists. Too bad, or great, whatever. I am fully aware of the
implications of the group rule in the present game, and have as good
idea as you do about any implications it might have in the future.
I´ll try once more to get my point(s) across. Please remember that
English is not my native tongue so don´t be mad if you don´t get it,
it is probably just my fault for not using the best words for
expressing myself.
1) We have the grouping rule.
2) We always use it in competitive play.
3) 90% of the time we don´t play competitively (I guess most people
don´t most of the time either)
4) Yes, it is good to express our opinions about the game, whether WW
listens, does something about it or not. (If they are listening and/or
doing something about it, they should let us know don´t you think? Not
WHAT they are doing if the don´t want to, but at least that they ARE
doing something).
5) Not using the grouping rule has not yet affected any of our games,
and we play once a week at least, and most of us have bought at least
a booster or 10 from the CE.
6) We have decided that for now, we will play like this because it is
more fun and enjoyable. Someone in some recent post mentioned nothing
would keep him from using his favourite vampires. RIGHT ON!!
7) We are not ignoring any problems because we haven´t found any that
are really happening yet, like I said, in practice, not using the
grouping rule has led to nothing but more diverse crypts.
8) I agree with you that the group thing CAN and probably will become
a problem in the future.
9) Fact remains that WW is either not listening or not letting us know
that it is. Of course, how could they know we would react the way we
did to the CE? They not only weren´t listening, they didn´t ask our
opinion and/or thoughts about what they were about to do.
I understand what you said about WW wanting to avoid problems with
their people getting pressure from the players if they started to open
all doors. but they don´t have to name names. They really don´t. All
they need to do is say We, WW, are planning to do this and that, or
We, WW WILL be doing this and that, or We, WW would like to know your
thoughts on such and such. We can all guess that Steve and LSJ have
some influence, probably a lot in the decision-making process. I don´t
see hardly anyone flamimg them though. First, it would be childish to
do so. (yes, some players would, and have done, childish things, but
they will do them regardless) Second, it would probably be the most
counter-productive thing we can do. To start criticising WW employees
about their job if they ever DO decide to share who they are with us.
It would probably just make them shut up again and leave us in the
dark (where we are now). The changes to rarity schemes WW has made
until now probably have nothing to do with complaints from people
here. It has probably something to do with the fact that this is WW´s
first card game, and they are experimenting with various rarity
schemes. Every expansion of theirs until now had different ones. Every
expansion has met some form of criticism regarding rarity schemes. Are
they changing because of us? I don´t think so. I think they are
changing to find something they are comfortable with, and maybe,
something that won´t get flamed (highly unlikely due to the
aformentioned childish players). but like I said, we are in the dark
about all this. WW´s not commenting, not asking questiongs and not
shedding any light on their thoughts. I hope you are right in thinking
that this is best for the game. I really do.
Some more cents (soon we´ll have a dolar!)
And i´m very pleased to be discussing with sharp minds and educated
people. :))
Orpheus wrote:
>
> I think new Caitiff would just have to be Group 3, as we don't want them to
> be mixeable with Group 1, so I'm not too worried about that. I agree that
> "lots of new Panders" would have to be group 4, but we don't NEED lots of
> new panders, as most of them were reissued in the already reprinted Sabbat
> War ; just a few maybe to make up for the ones from Sabbat never
> reprinted (and that most people will never have access to).
There were actually 11 original Pander in The Sabbat - the same as any other
Sabbat clan. Only 5 were reprinted. The other 6 could be reprinted with a
group two marker, I suppose. New ones would always be welcome, but not in
group 4 in the absence of large number of new group 4 Sabbat vampires.
Fred
Derek <lor...@yahoo.com> wrote in message news:<f.Cdnfpg0pj...@News.GigaNews.Com>...
[ quoted text not captured ]
Mind you group 4, 5 plus would be a small price to pay for get Orpheus
off the Conclave and STFU.
"reyda" <true_...@hotmail.com> wrote in message news:<3dc26097$0$5274$79c1...@nan-newsreader-02.noos.net>...
> you'll always have access to group 1 vampires. you can buy all this jyhad
> old stock on the internet, and old vampire will give eagerly give (or trade)
> lots of them to newbies.
I agree that Jyhad and VTES vamps will be readily available to most
new players in the near future. There may be a point where they are
not, though.
> I don't see what the problem is with the grouping. If it's only the
> dial-a-vamp and weenie madness that may occur, i don't think it's a real
> threat.
It seems that someone at the R&D team feels that both of those ideas
are a potential problem. With all of the complaints/flames that
appear whenever someone posts a weenie Dominate or weenie Presence
deck, I'd stake a claim that many players feel that weenies don't need
any more help.
-Snapcase
> Mind you group 4, 5 plus would be a small price to pay for get Orpheus
> off the Conclave and STFU.
Fuck you assholes. You don't know me and don't know of my work promoting
this game. You have no right to judge me. And your opinions, or the bunch of
crap you're shitting from the assholes you use as mouths, are worth nothing
to me. I take the time to read the very interesting, even if sometimes
contrary to my opinions, posts some people have put here, and answering
them. I won't waste my time and energy reading another line from simpletons
like you ; if you won't to mess with somebody, find one you can't look at in
the eyes and let's see if you're so bold.
Will all absence of respect due,
Orpheus
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.
By who? Is this a credible source? How did they come by their
information?
> A few Group 4 Camarilla vampires isn't dramatical, it's just useless (they
> just re-released group 2 Cammies, and now you can't mix them anymore with the
> enw vampires ?!).
I'd be upset but a good portion of the DS/AH Camarilla vampires suck.
And group 4 Cammies can be combined with the group 3 Cammies (which
they're likely meant to be).
> If White Wolf sees that a product designed to "force us to buy" has the
> opposite effect, I think and hope that they will stop the insanity NOW. Up
> until now they have heeded our thoughts and needs, more or less, so we have
> to show them what we want, or rather what we DON'T WANT !!!
Hmm... I didn't feel "forced to buy" Cam Ed. I thought "hey, those
new (insert clan here) look pretty cool. Lemme buy a box and trade
all the Malkavians I get for the (insert clan here) vamps I didn't get
in the box."
> But I also know what will the difference in sales will be the day when I
> won't. Or, for that matter, the day when any of my players will see Group 5
> Cammies or Group 4 Sabbat.
This begs the question, "What's the big deal?".
I'm more disappointed with the library backgrounds than anything. I'm
putting forth a request to at least have the master card background
reverted to the old one (so I can tell what the hell something is
across the table).
-Snapcase
Derek wrote:
:: Good. I always thought you were an incompetent anyway.
utterly false. Orpheus is one of the coolest princes on the planet. I
attended his first tournament and it was far better than expected.
:: I would like to request (of those involved with VEKN who are:: undoubtedly reading this) that Orpheus be removed from his
:: Princeship immediately, as a person with this attitude is no
:: longer a suitable ambassador for the game, nor is he capable of
:: making the correct value judgements necessary to run tournaments:: and distribute information and/or prize support to a city. [...)
Orpheus has started to gather the scattered players from south of france and
his tournaments become more and more popular. He's promoting the game in a
way you cannot imagine. What he won't support is the commercial abuse the
introduction of group 4 and 5 may represent. Don't misjudge him.
I know you're good at flaming people, sometime some bozo just need a kick in
the ass to start to walk in the right direction. But the problem is
orpheus's worries are shared by more than one player. I don't want to have
to cycle my vamps every six months. I don't like the grouping idea for
starters, but i'll use it since tournament rules require it.
:: I say you are a liar.::
:: I think you should stop work on your new site, and abandon all
:: association with V:TES. Someone like you is simply out for his
:: own glory, as opposed to the mythical "good of the game".
no, no, you're wrong my friend =)
Orpehus seeks entertainment thru V:tes and glory thru music.
:: [...] You are not motivated, as your:: words above show. You are, in fact, attempting to DE-promote
:: V:TES. No Prince should ever act this way, especially in a PUBLIC
:: FORUM.
A prince is still a human being, not a robot under the order of WW or any
other company. Besides this, the prince work is on a benevolent basis,
meaning he's not even paid to promote the game. Nothing forces him to agree
every WW decision.
:: Business is about making money. The best way to make money is to:: give people what they want.
Another way is to give them new expansion every 6 months, with more and more
power cards to collect, and suppres previous sets from the competition, as
Magic the gathering does. Magic is making money and has a solid player base,
i understand it can be a model for those marketing guys at WW. But which
v:tes player would like to see v:tes walk that way ?
If we have to protest , it's now or never, and its on this forum where WW
actually reads our stuff. Period.
reyda
"skippy" <ski...@dontspammetamu.edu> wrote in message
news:apubhe$47j$1...@news.tamu.edu...
>
> [snip]
>
> > create, say, a cluster of Brujah with Dementation.
>
> !!!!!!!!!!!!!
> drool
No kidding. Play Lunatic Eruption on your PREDATOR'S vampires, sit back and
watch them hurl themselves at you. Fun!!!
[ quoted text not captured ]
>Doc ReTardis
>True Brujah
>11 cap, group7
>
>TEM, PRE, pot, aus, chi, for, san
>Independent. 2 votes. When Doc ReTardis enters play, you may choose
>a circle. Doc ReTardis counts as and may play cards as a Blood
>Brother of that circle. When Doc ReTardis is in your crypt, vampires
>of any combination of group numbers are allowed to be in your crypt.
>(If, during play, your crypt contains an illegal combination of group
>numbers of vampires, but no copies of Doc ReTardis, you are
>immediately ousted.) Scarce. Sterile.
There are thematic elements here I don't get, though maybe it's because they
weren't intended to be thematic. Potence? Sanguinus? And, I'd just have his
circle text be "Doc is a member of all Circles."
"Joshua Duffin" <jtdu...@yahoo.com> wrote in message news:<aps6g6$4indc$1...@ID-121616.news.dfncis.de>...
> "Jeff Kuta" <jeff...@hotmail.com> wrote in message
> news:621dd332.02103...@posting.google.com...
> > "Joshua Duffin" <jtdu...@yahoo.com> wrote in message
> news:<apriku$4dltd$1...@ID-121616.news.dfncis.de>...
> > > It also is supposed to keep "perfect crypts" from becoming too
> > > easy to build.
> >
> > One other effect of grouping is that it allows WW to redistribute Sect
> > Titles where appropriate. I wouldn't be surprised if some group 4
> > vampires hold European Prince titles. This wouldn't bother me in the
> > least.
>
> I think they could do that even without grouping, though? If you're
> referring to the practice of "reassigning" the vampire to which the
> title of "Prince of City X" belongs?
>
> Sure, without grouping you could have all the Princes of the same
> cities in the same crypt, but I personally doubt that that's too big
> a problem, given how many princes it's already possible to put in a
> crypt. Plus, the ones from the same city would contest titles if
> you brought them both out...
What I really was trying to get at is I don't think it would
necessarily be appropriate for titled Camarilla Gangrel to be mixing
with titled Anarch Gangrel in the same crypt. IMO the Group 4
designation should ONLY be used where there is a significant Storyline
problem they are trying to solve. I would expect there are a handful
of "transitional" Gangrel in the mix which are the Group 3 bunch, some
Cammies, most not. I really haven't followed the storyline one bit so
I am purely speculating. I guess it's to late to argue now. :)
Jeff
In article <621dd332.02110...@posting.google.com>,
Jeff Kuta <jeff...@hotmail.com> wrote:
>What I really was trying to get at is I don't think it would
>necessarily be appropriate for titled Camarilla Gangrel to be mixing
>with titled Anarch Gangrel in the same crypt.
Why?
>IMO the Group 4
>designation should ONLY be used where there is a significant Storyline
>problem they are trying to solve.
That's strictly an aesthetic backstory problem -- I'd strongly object to
using the club of rules mechanics to prohibit a mere aesthetic problem.
It is currently legal to have minions from clans and sects that (in
backstory) loathe each other powerfully in the same crypt; how much less
jarring is it, from a backstory perspective, to have cam Gangrel and indep
Gangrel together?
gomi
--
Peace is generally good in itself, but it is never the highest good unless
it comes as the handmaid of righteousness; and it becomes a very evil thing
if it serves merely as a mask for cowardice and sloth, or as an instrument
to further the ends of despotism or anarchy. --Theodore Roosevelt
Ok, here's my thought too:
1 - I think that "grouping" vamps was a disgusting commercial choice since
the born of CE
2 - We usually shun that stupid rule during our league here in Bologna, and
I personally refused to play according to it in any
tournament...sadly...just skipping tournaments.
3 - Orpheus is definitely right ! I think that to ignore the rule "en
masse" will be a good choice, but I'm really, (REALLY), thinking to give-up
any further buying too if WW will do the same disgusting choices previosly
done by Wizards of The Coast with "Magic".
4 - Go On Orpheus !
Akaisuisei
[ quoted text not captured ]
Thanks a lot for your support, but I don't want this thing to become too
personnal. It's not like I'm leading a crusade against WW or anything. I'm
just trying to bring them to what I think is reason (and I have many
confirmations, including private mail, that I'm not the only one thinking
this ; but we've also seen that some people think the opposite). Also, when
Group 3 came out, I didn't think it was a bad thing, but as many people
said, the trouble is with the precedent, and it can go to lengths where lots
of us won't follow.
I do not, and will not as long as I'm a Prince not endorse playing by
houserules, be it in tournaments or friendly games. I also think that, if
ever the group 5 comes out, I won't suddenly decide to mix them with the
Group 3 : it would be too easy, and once you choose which rule to apply and
which not, it's like when you start creating groups : there's no reason for
stopping. I just won't play them, period.
I think and hope that WW is not turning into Wizards. Time only will tell.
Yours,
Orpheus
On Thursday 31 October 2002 23:12 in message
<apsuuo$o92$1...@news-reader10.wanadoo.fr>, Orpheus mumbled something about:
>> > Hello all,
>> >>> > I have been assured that some group 4 Camarilla vampires will come out> in>> > the Anarchs.
>>>> Assured? By who?
>>
>> And you *believed* them?
>>
>> Why?>> It doesn't matter, as I've said already, read again and try to understand.
It certainly does matter. If there aren't any group 4 vampires in Anarchs,
then you look even more of a blithering idiot than you already do, and your
inability to run a Princely domain is even more demonstrated, because you
did all this on... inaccurate information.
Now YOU go read, child.
> Ok, I'll cut your insults. I don't know who you think you are, but you
I'm Derek Ray. I've been playing this game for a long damn time, and I love
it just as much as you say you do. The difference is that I actually THINK
about things and why they may need to happen, and you appear to just cry
like a little baby.
> have no idea who I am either, and nothing gives you the right to speak to
> me as you did. Whether or not this idea is stupid is just a point of view.
You posted. That gives me the right to respond. I don't know who you think
YOU are, as a matter of fact. You think you know what's best for this
game? You haven't been involved anywhere NEAR enough to know what's best
for this game, nor do you have anywhere NEAR the full picture of what's
actually happening (for example, you do not know what the sales figures for
this game are)... making your post just a pile of blithering CRAP.
YOU ARE (were) A PRINCE.
YOU ARE AN AMBASSADOR OF THIS GAME.
What can you POSSIBLY believe gives you the excuse to stand in a public
forum, AS AN AMBASSADOR AND PROMOTER OF THIS GAME, and take the position
that you have? HOW can you possibly consider this to be putting the game
in a good light? What new player who sees this is going to want to buy any
V:TES at all, whether it be Sabbat War, Camarilla Edition, Anarchs, or the
new Yer Mom expansion being released in 2004?
> Whether or not I am stupid is not in your power to judge, and if you want
> to get flaming re-read the usenet and this group's etiquette. To me you
> just proved one thing : you're a no-brainer only able to resort to insults
> rather than proving your points (which is stupid of you, because for a
I demonstrated all the points that needed to be made in my previous post;
that ultimatums do nothing, reasoning does everything, and your first post
contained NOTHING but ultimatums...per its title.
> fraction of a second you nearly had an argument saying that ultimatums
> didn't get anywhere, but a) you're wrong, as the changes from the May
No, I am CORRECT. Did you not read anything from May? No rulings were even
considered for change until Josh Duffin posted his well-reasoned arguments
for the changes to occur. You can ask LSJ directly, but I've talked to him
about MANY different things over the past few years, both in person and on
the net; let me assure you, if you don't have actual good reasons, you're
going to get a blank stare and a facial expression that reads "so what?"
All the ranting, crying, and foot-stamping proved nothing. And let me
assure you, there was a lot more of that for the 7/7 rulings... and NONE of
those changed as a result. I don't know where you get off thinking
anything was "proved", but you need to go back and do more research,
because you are DEAD WRONG here.
Ultimatums do nothing, and never have.
> Rulings proved, and b) you just proved your immaturity and inintelligence,
> not to mention lack of respect). I won't fall into your game. But if you
> really want to play the asshole, go do it somewhere else, or do dare tell
> me this to my face and see if I don't smash the brainless piece of ass
> that you use for a head into an even more useless clump of dried shit.
Speaking of immaturity, I see that you degenerate into the typical USENET
response of threats over a computer. I couldn't care less; I would repeat
anything I said on USENET to someone's face. And yes, I would repeat it to
your face if I were ever to see you. Rest assured I will definitely let
you know when I finally get around to visiting the UK, and if I manage to
make it down to Europe/France at the same time (would really like to meet
reyda one of these days), so much the better.
-- Derek
On Friday 01 November 2002 06:52 in message
<aptpu1$t6c$1...@news-reader11.wanadoo.fr>, Orpheus mumbled something about:
> whole of the discussion). But my "Whacko stunt" did have one merit, though
> : people reacted, albeit not in the way I would have thought, and that, in
> itself, is a good thing to me.
I accept your admission that you have no idea what is actually happening, or
what the opinion of most people is about this game and the possibility of
group 4. I know far more about what is occurring in V:TES France than you
think, by the way; don't be so quick to blow your own horn.
I also accept your admission that your ultimatum is a "whacko stunt". I
assume you will be retracting the ultimatum now, with an apology?
> That is not what I'm doing here, because I'm working on an hypothesis and
> saying how I would react. And hoping some people who express themselves (I
> know you're out there) also would disagree with these things, and would
> react in a way or another, probably one bad for WW's sales. I know that
So if you can't have it your way you want to ruin it for everyone?
Is that what you're saying here?
It sure looks like it to me.
-- Derek
On Friday 01 November 2002 07:20 in message
<3dc271a3$0$261$7a62...@news.club-internet.fr>, Arpeges mumbled something
about:
> Vtes won't live forever if it doesn't succeed in acquiring new players.
> Let's think what are the ways a CCG company has got to get them, and for
> that, look at the competitors' marketing actions, as companies often copy
> on each other.
>
> Arpeges (ready for Derek's flame)
Why? You made the counterpoint quite effectively.
V:TES will die without new players. Grouping rules encourage new players to
join the game, because they will be able to compete with old players
without having to have all the old cards. The V:TES grouping rules are
significantly better than many other options (such as type 2) for grouping,
as players can still use their old cards. I can make an Anvil/Tura
Vaughn/Theo Bell/Donal/Constanza/Don Cruez deck, for example, using the new
Will of the Council and Tension in the Ranks, and it runs much better than
it EVER did previously.
Orpheus just doesn't like it because it isn't what HE wants. Spinney99 said
it superbly: the tone of his entire post was "my cult and i will suicide
if you don't do what I want." I can't possibly respect a person who
conveys that attitude, much less a person who is ostensibly an ambassador
and promoter of this game.
-- Derek
> I accept your admission that you have no idea what is actually happening,
or
> what the opinion of most people is about this game and the possibility of
> group 4. I know far more about what is occurring in V:TES France than you
> think, by the way; don't be so quick to blow your own horn.
I never said I had no idea. I said I am no playtester, and therefore have no
proof or can't be 100% sure. Even if I was, I wouldn't want to start a "oh
my god they're doing it" panic thing. I prefer to prevent than heal. Good
for you if you're informed.
> I also accept your admission that your ultimatum is a "whacko stunt". I
> assume you will be retracting the ultimatum now, with an apology?
Not at all. Retract ? No, I expressed my opinion and said what I would do in
the face of the events I described. Apologize for what ? I didn't insult
anybody in anyway (except in answer to provocations), and only put some
myself on the line. So I don't think I own anyone an apology. Now, that my
move was bolder than needed, maybe so. But it didn't harm anybody but
myself, and even now I think it was worth it. It's a free planet, ain't it ?
> > That is not what I'm doing here, because I'm working on an hypothesis
and
> > saying how I would react. And hoping some people who express themselves
(I
> > know you're out there) also would disagree with these things, and would
> > react in a way or another, probably one bad for WW's sales. I know that
>
> So if you can't have it your way you want to ruin it for everyone?
> Is that what you're saying here?
>
> It sure looks like it to me.
Sorry Derek (by the way, hope you're not the same Derek who previously
insulted me), but we don't seem to speak the same language (but then, I'm no
english native). I don't want to ruin anything for anybody. My only goal is
to express an opinion, which many players here and elsewhere share, and to
try to change things from within, to keep alive the game I and these people
love. Is saying that we don't want new groups popping up on a regular basis
"ruining" anything for anyone ?? I'm ready (and willing !) to buy whole new
inventive extensions for Jyhad (even if they are not compatible at all with
the old extension, like a Dark Age version) as long as I will feel that it
will bring something new and interesting to the game, and not be motivated
only by commercial purposes. Playing Dark Ages versions of the Lasombra is
one thing, playing modern Times Lasombra and not be able to play Gratiano or
Lucita would royally suck. And if I have to chose between new Lasombras, no
matter how overpowered, and these characters from the novels and books of
WW, my choice is already done. Does that example make my PoV clearer to you
? Also, I already pointed out that I would find it silly and disgusting to
render obsolete vampires that just got reprinted, hence my desire not ever
to see Group 4 Indies or Sabbat (Bloodlines would be worse than anything, as
they could need some more help, and not a variation of crypt). Yeah, I know,
you can still play the old vampires in different groups. Right. So why
bother buying the new ones ? I'm no Rockfeller, and if I bought so many
vampires I intend to play them as long as I enjoy it (and I hope that will
be a very long time), including new guys, but not throwing all the old ones
away. Group 3 Cammies I could understand, for me that's qhere it's got to
stop.
Now, I never said I'd burn all the Group 5 (or 584,678 for that matter)
vampires I would see, nor did I threaten to put a bomb in WW's building if
they issued new groups, did I ? I just said my involvment as a consumer and
a promoter of the game would stop, and that I thought (and hoped, for I hate
blind followers) that I wouldn't be the only one to react so. Does this
hamper in any way your freedom to spend all your money for Group 6 Austin
Circle Blood Brothers ? Methinks not.
So I won't ruin anything for you (couldn't even if I wanted it, and don't
see why I could want such a thing). But I won't ruin myself buying cards I
don't need just because of an intelligent but disgusting commercial
strategy. I just hope WW will not take this turn for the worse.
Orpheus
> V:TES will die without new players. Grouping rules encourage new players
to
> join the game, because they will be able to compete with old players
> without having to have all the old cards.
Although this may be true for VTES vampires, it is not the case for recently
printed / reprinted vampires. Why, for instance, make DS / AH vampires group
2 and reprint them in starters if, for example, WW intends to soon make new
Group 4 Inner Circles ? This would, to me, lack all logic except the "we
don't care about our customers' logic.
The V:TES grouping rules are
> significantly better than many other options (such as type 2) for
grouping,
> as players can still use their old cards. I can make an Anvil/Tura
> Vaughn/Theo Bell/Donal/Constanza/Don Cruez deck, for example, using the
new
> Will of the Council and Tension in the Ranks, and it runs much better than
> it EVER did previously.
No dispute on that point.
> Orpheus just doesn't like it because it isn't what HE wants.
Wrong. It is what all my players told me they didn't want. As soon as Group
3 came out, we all had the same reaction (except the ones who were instantly
allergic to Group 3) : this can be a nice way of getting on with the game,
but it has to stop right there, for at least some years, because if it
doesn't it will turn into Magic. And you may have noticed that I'm not the
only one to think that, even here.
Spinney99 said
> it superbly: the tone of his entire post was "my cult and i will suicide
> if you don't do what I want." I can't possibly respect a person who
> conveys that attitude, much less a person who is ostensibly an ambassador
> and promoter of this game.
I am and will be the ambassador of the game I love and believe in. I am not
paid to do this, have no material advantage, and invest time and energy in
promoting this game, for one reason only : I like doing it. My reward is
getting new players to the game, hearing that people had fun at my events,
etc. If I was an employee with a salary, I'd do what my boss wants and shut
up. As I'm not, I only do what I enjoy doing, and you should understand that
I could not keep on going if I felt utterly betrayed. That is the feeling I
would have in the aforementionned situations. Humor put aside, I have no
cult, and am not the least bit suicidal. But I'll only do what I believe in.
Is taht clearer to you now ?
As for the respect, I had private and public proofs of it from some people I
didn't know who felt that my plee was theirs. Guess you can't be everyone's
idol, uh ? Nor do I want it or care about it.
Ok, I don't think I'll have time to answer so many (often personnal)
arguments over the next days, so don't think I retreat, but I feel like I've
said all I needed to. The rest is only empty rethorics, and far too
personnal attacks (at least you argumented calmly here). Let some other
people express themselves on the subject, I've done my part.
Orpheus
On Friday 01 November 2002 21:40 in message
<apvduq$ikh$1...@news-reader10.wanadoo.fr>, Orpheus mumbled something about:
>> V:TES will die without new players. Grouping rules encourage new players> to>> join the game, because they will be able to compete with old players
>> without having to have all the old cards.>
> Although this may be true for VTES vampires, it is not the case for
> recently printed / reprinted vampires. Why, for instance, make DS / AH
> vampires group 2 and reprint them in starters if, for example, WW intends
> to soon make new Group 4 Inner Circles ? This would, to me, lack all logic
> except the "we don't care about our customers' logic.
And do you know that WW is intending to make new group 4 ICs?
Of course not. This is silly, random speculation. Your logic is
functional, but is based on certain assumptions that simply don't hold
water yet; namely, that group 4 ICs will exist. You don't know that;
nobody does.
You give WW's designers and playtesters little credit for identifying
obvious conflicts between its most recent printing and later printings, and
as a result are demonizing WW un-necessarily and pre-emptively.
>> Orpheus just doesn't like it because it isn't what HE wants.>
> Wrong. It is what all my players told me they didn't want. As soon as
However, what your players told you they didn't want was based on even less
information than you yourself possess.
> Group 3 came out, we all had the same reaction (except the ones who were
> instantly allergic to Group 3) : this can be a nice way of getting on with
> the game, but it has to stop right there, for at least some years, because
> if it doesn't it will turn into Magic. And you may have noticed that I'm
> not the only one to think that, even here.
That's fine. But you have no knowledge of whether or not any group 4
vampires exist, no knowledge of what those vampires ARE, ...and making
rabble-rousing ultimatums based on rumors (because that IS all you've got,
is rumors) is simply poor judgement, plain and simple -- and EXTREMELY
inappropriate for a Prince.
I don't agree that it has to "stop right there", but others have made that
argument more eloquently than I care to at this point. However, I will
note that printing a group 4 vampire named "ROSCOE P. COLTRAIN" with
OBF/DOM/PRE/FOR/cel/vic, and a special ability that reads "+2 bleed. 4
votes. Your prey burns a pool on their untap for each locations they
control, or burns the location." is hardly going to be the end of the
world, is it?
> Spinney99 said>> it superbly: the tone of his entire post was "my cult and i will suicide
>> if you don't do what I want." I can't possibly respect a person who
>> conveys that attitude, much less a person who is ostensibly an ambassador
>> and promoter of this game.>
> I am and will be the ambassador of the game I love and believe in. I am
Then believe in the game you love -- don't assume that its creators, who
have carefully put out four expansions that did not suck, are going to
suddenly put out a fifth expansion that DOES suck.
I recall a significant hue and outcry over group 3... what happened there?
I am minded to quote something about "storm in a teacup", and the famous
"full of sound and fury, signifying nothing", but I'm old and decrepit and
too lazy to look up the source.
> suicidal. But I'll only do what I believe in. Is taht clearer to you now ?
Then do your game a favor: think before speaking.
> I've said all I needed to. The rest is only empty rethorics, and far too
> personnal attacks (at least you argumented calmly here). Let some other
> people express themselves on the subject, I've done my part.
Many careless people assume that because I am capable of loading a post with
two handsful of vitriol, I am incapable of making a rational argument.
This simply attests to some sloppy thinking on the part of those posters.
However, I would disagree with the last four words of your sentence... you
still have a LOT more work to do.
-- Derek
Orpheus wrote:
> Why, for instance, make DS / AH vampires group
> 2 and reprint them in starters if, for example, WW intends to soon make new
> Group 4 Inner Circles ?
Why print the AH and DS vampires as group 2? Because it gives all the
"middle" players (people who got in after AH and DS were hard to get but
before CE came out) access to these previously non reprinted vampires.
'Cause they are completely useable with CE, and will continue to be so, even
and if they print group 4 vampires. If there is a particular group 2 vampire
from AH/DS that was reprinted in CE that you really want to use, there is
going to be a crypt that makes them worth using, even if it is only made of
group 2 and group 3 vampires.
Peter D Bakija
PD...@bigplanet.com
http://www.myplanet.net/pdb6
"I need a doctor, kinda, sorta. What's wrong with me?
He said there's a skid mark on my aorta and there's no remedy."
-The Donnas
cur...@aol.commetal (Curevei) wrote in message news:<20021101163358...@mb-cr.aol.com>...
[ quoted text not captured ]
if you choose to have him be a member of a circle, he is additionally
a blood brother, and therefore must pay his scarceness for them as
well.
picture him as a vampiric "doctor who," a tardis-wielding fiend who
obviously has some sort of affinity with going back and snagging vamps
of any era, and who may do a special time-loop to be there at the
formation of a blood brother circle, as an "extra" participant. a
methuselah using his services can find herself ruing the day she met
this "ultrapowerful" vamp. orpheus said he needed more superiors at
his capacity, but like so much of what he's said lately, i strongly
disagree. he's grossly overpowered, if anything. with each new
expansion, his power grows.
certainly, he was mostly meant to show that even the loathesome (?)
grouping rule could spur game mechanics to allow babies their bottles,
if desired.
i can't believe that this view that the grouping rule is a terrible
thing has even the support it has. IT PROTECTS US FROM EXACTLY WHAT
ORPHEUS/REYDA/&co. CLAIM IT PROMOTES!!! my old cards will always be
competitive and any buying i do is strictly my own desire for MORE.
black cat has yet to be fully explored, same with many other original
vamps. so if i buy a group5 vamp, it's my own inability to resist
buying, not the fault of the company trying to balance a desire for
sales with inclusion for us oldsters. then again, a lot of hatfields
and mccoys play with card limits, too, and that has little to do with
the reality of the game, WW, VEKN, or me.
-john sporemage.
"i didn't expect the improvised flame-thrower to draw its fuel from
there..."
cur...@aol.commetal (Curevei) wrote in message news:<20021101163358...@mb-cr.aol.com>...
[ quoted text not captured ]
you might want to look up the background on blood brothers here ;)
Daniel Figueiredo wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in
> message news:<3DC238A3...@removethis.com>...
>> > Any rules that are not the official rules are _by definition_ "House
> > Rules".
...
> > The point I'm trying to make is simply that they're different from the
> > universal rules that are understood in other places. By virtue of this
> > fact, in turn, *automatically* leads to all the issues I raised in my
> > previous post. These are serious issues and that leads me to conclude
> > that simply ignoring any potential problems caused partially by the
> > grouping rule by ignoring grouping itself is not an answer to them.
>
> Well, you may be right in THEORY, but in practice, when we play,
> group and no group rule has made no difference yet. And don´t think we
> wouldn´t know. We´ve been playing this game from day 1.
Sorry...I think you wouldn't know. From the other thinks you wrote in
your posts, I do not think you could know because you don't jump back
and forth between environments constantly. Doing it once in a while in
official VEKN tournaments does not allow local players a reasonable
amount of experience with which to create a separate metagame.
> And I never
> said anything about not using grouping rules in tournaments, as prince
> I always use 100% official rules, be the tournaments sacntioned or
> not.
I wasn't accusing you of anything. In a non-sanctioned tournament,
however, you are allowed to do as you like. Thus I was simply making
no assumptions about what rules you used in your tournaments.
> I´ll try once more to get my point(s) across. Please remember that
> English is not my native tongue so don´t be mad if you don´t get it,
> it is probably just my fault for not using the best words for
> expressing myself.
(elided list of points)
I believe I understand what you're trying to say and I'm not at all
mad. These doesn't really seem to be anything new, here, so there's
no point to respond to it as I believe I have already responded to them.
> I understand what you said about WW wanting to avoid problems with
> their people getting pressure from the players if they started to open
> all doors. but they don´t have to name names. They really don´t. All
> they need to do is say We, WW, are planning to do this and that, or
> We, WW WILL be doing this and that, or We, WW would like to know your
> thoughts on such and such.
No, they don't. They can reveal or not reveal anything they like about
their decision-making process and it says nothing about whether anyone
listens to us. I will repeat: if we talk, White Wolf may listen or they
not. And if they listen, they may be persuaded or they may not. No
failure to be persuaded at any time ever proves that they may not be
persuaded the next time. It's that simple. You seem to keep trying to
read into their actions more than what these actions actually prove.
That is a mistake.
> The changes to rarity schemes WW has made
> until now probably have nothing to do with complaints from people
> here. It has probably something to do with the fact that this is WW´s
> first card game, and they are experimenting with various rarity
> schemes. Every expansion of theirs until now had different ones. Every
> expansion has met some form of criticism regarding rarity schemes. Are
> they changing because of us? I don´t think so.
I don't see how you come to that conclusion. Of course they make mistakes.
Determining the popular rarity for cards is another one of the many
subjective things in a CCG and certainly impossible to ever please
everybody. And each of their four expansions has been printed under
completely different conditions, attempting to do completely different
things. Sabbat War was a kind-of, sort-of, mostly reprint of The Sabbat
with a few new cards. Final Nights was a balls-out expansions of the
independent clans. Camarilla Edition was intended as a new base set.
And Bloodlines was completely different than everything else. Of course
they make changes every time. I don't know if they listen to what we
say, but I'm pretty well impressed by how they've avoided what I would
personally consider the worst mistakes. Just for that alone, I'm willing
to give them the benefit of the doubt. There's companies out there that
act like "Blunder" is their middle name.
Fred
legbiter wrote:
>
> Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
> groupings rule - i know it's not just you, so this is kind of a reply
> to everyone who thinks your way. Doesn't ANYBODY except, well, quite a
> few people see that this is the ONLY way to introduce new strategies
> into the game without breaking the old ones?
I try not to be too hostile to it despite disagreeing with it. But I
had to post in response to this because...well...I don't actually see
that this is the "only way to introduce new strategies into the game
without breaking the old ones". I'm not even sure what you could mean
by such a claim.
> Isn't it OBVIOUS that
> grouping creates an entirely-desirable chronological direction to the
> game, which could be extended backwards as well as forwards? i
> personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> Dark Ages expansion!
I guess I can see the potential for things like independent Gangrel
replacing Camarilla Gangrel over time - for whatever it's worth. But I
don't think your Dark Ages expansion idea works without some more futzing,
frankly. Otherwise you're going to need to explain things like .44 Magnums
and RPG Launchers in the dark ages.
> You also need to think about Scott's Big Project of reintegrating ALL
> the cards into the game, and think about how that could be done, it
> seems to me.
Didn't see it.
Fred
Curevei wrote:
>>Doc ReTardis
>>True Brujah
>>11 cap, group7
>>
>>TEM, PRE, pot, aus, chi, for, san
>>Independent. 2 votes. When Doc ReTardis enters play, you may choose
>>a circle. Doc ReTardis counts as and may play cards as a Blood
>>Brother of that circle. When Doc ReTardis is in your crypt, vampires
>>of any combination of group numbers are allowed to be in your crypt.
>>(If, during play, your crypt contains an illegal combination of group
>>numbers of vampires, but no copies of Doc ReTardis, you are
>>immediately ousted.) Scarce. Sterile.
So if you draw all 4 of your Doc's into your uncontrolled region and you
only had 4 in your crypt, your going to be ousted. Perhaps this should
read, if you do not have Doc in your crypt ot uncontrolled region whould
be better.
However, this card means that a Judge would have to periodically stop by
and check out your cards. Thats just too much work.
Raille
Derek wrote:
> On Thursday 31 October 2002 23:12 in message> All the ranting, crying, and foot-stamping proved nothing. And let me> assure you, there was a lot more of that for the 7/7 rulings... and NONE of
> those changed as a result. I don't know where you get off thinking
> anything was "proved", but you need to go back and do more research,
> because you are DEAD WRONG here.
Actually a lot of the complaints created by the 7/7 rulings and the
subsequent attempts to correct the alleged inconsistancies by the NJL
and other parties, have be incorporated into the current game play in
bits and pieces. Not 100% mind you, but it happened.
Player involvement CAN make a difference. It just has to be rational
and fit within the game structure.
Raille
> >> V:TES will die without new players. Grouping rules encourage new
players
> > to
> >> join the game, because they will be able to compete with old players
> >> without having to have all the old cards.
> >
> > Although this may be true for VTES vampires, it is not the case for
> > recently printed / reprinted vampires. Why, for instance, make DS / AH
> > vampires group 2 and reprint them in starters if, for example, WW
intends
> > to soon make new Group 4 Inner Circles ? This would, to me, lack all
logic
> > except the "we don't care about our customers' logic.
>
> And do you know that WW is intending to make new group 4 ICs?
I don't know at all, and don't pretend at all. It is a working hypothesis.
It is also, as someone pointed out, the only valid reason I would find for
creating a group 4, to stick with the WoD storyline.
> Of course not. This is silly, random speculation.
Your logic is
> functional, but is based on certain assumptions that simply don't hold
> water yet; namely, that group 4 ICs will exist. You don't know that;
> nobody does.
Repeat : working hypothesis. If I knew for sure that they will come out, or
won't, I wouldn't tell anyway. You can replace IC with Euro-Princes, Obf
Ventrue, San !Tremere or what the heck you like. Try to see the meaning
behind the words, and not to stop at some rethoric details. I know you can
do it.
> You give WW's designers and playtesters little credit for identifying
> obvious conflicts between its most recent printing and later printings,
and
> as a result are demonizing WW un-necessarily and pre-emptively.
I don't demonize anyone. Did you hear me say "WW sucks, they're assholes,
they lead this game to shit" ? No. What I said was : I'm afraid this is a
possible way for things to go, and I don't want it, as many players don't.
As for the designers credits, I think hearing what players want or do'nt may
only be useful to them. And I prefer to intervene pre-emptively than say
later "oh, man, it's too late but hey, that's bad !!". They didn't warn us
B4 making any major change lately, right ? So it's up to us to warn them of
what we'd like or not.
> >> Orpheus just doesn't like it because it isn't what HE wants.
> >
> > Wrong. It is what all my players told me they didn't want. As soon as
>
> However, what your players told you they didn't want was based on even
less
> information than you yourself possess.
Wrong again. We agree on things based upon what we know : the group rulings.
And as much as most of the players accepted the Group 3 thing without
problem, everyone said at the time, and still says, that Group 4 and up
would open the way to many, many abuses. This is based on only one type of
information : the Group rules.
> > Group 3 came out, we all had the same reaction (except the ones who
were
> > instantly allergic to Group 3) : this can be a nice way of getting on
with
> > the game, but it has to stop right there, for at least some years,
because
> > if it doesn't it will turn into Magic. And you may have noticed that I'm
> > not the only one to think that, even here.
>
> That's fine. But you have no knowledge of whether or not any group 4
> vampires exist, no knowledge of what those vampires ARE, ...and making
> rabble-rousing ultimatums based on rumors (because that IS all you've got,
> is rumors) is simply poor judgement, plain and simple -- and EXTREMELY
> inappropriate for a Prince.
Man, can you read ? Did I EVER say : "I'm sure that WW will issue Group 4
and warn you all" ?! No, I didn't. What I did say was : "this rumor brings a
question about how we would react to new groups. This is how I would react,
and why."
As for what a Prince should or not do, I totally agree with Reyda's post on
the subject. And I think we HAVE to bring back to WW the thoughts of our
playerbase. As the Conclave Mailing List isn't made for this, here is the
most appropriate place to do so IMO. Hey, if / when WW employs me and pays
me whole lotta bucks to find new ways to sell you loads of cards, be assured
that I'll conceive every possible way to make you empty your wallet, and
you'll probably like it. For now, all I care about is me, my players, and
this game in general from the player and buyer's viewpoint. My Princeship
means I'm appointed to promote the game, which I do. It doesn't prevent me
from having opinions or expressing them.
> I don't agree that it has to "stop right there", but others have made that
> argument more eloquently than I care to at this point. However, I will
> note that printing a group 4 vampire named "ROSCOE P. COLTRAIN" with
> OBF/DOM/PRE/FOR/cel/vic, and a special ability that reads "+2 bleed. 4
> votes. Your prey burns a pool on their untap for each locations they
> control, or burns the location." is hardly going to be the end of the
> world, is it?
LOL. Yeah, sure !!! Especially for a cost of 6. And seeing as every vampire
in group 8 will be like him, nobody will want Group 6 anymore, so the
playerbase will split between :
1) the ones who buy and buy
2) the ones who refuse to play group 8, and after a while get tired of
getting their asses kicked by the ones who do, and in turn split into 2 more
categories :
a) the ones who play among themselves with no vampire of group 8
b) the ones who make the houserule of ignoring groups (that already
happened)
How is that supposed to help the game in any way ?
> > I am and will be the ambassador of the game I love and believe in. I am
>
> Then believe in the game you love -- don't assume that its creators, who
> have carefully put out four expansions that did not suck, are going to
> suddenly put out a fifth expansion that DOES suck.
Everyone can make mistakes, so it is up to us to tell them what is the game
we love to play. Which I did.
> I recall a significant hue and outcry over group 3... what happened there?
>
> I am minded to quote something about "storm in a teacup", and the famous
> "full of sound and fury, signifying nothing", but I'm old and decrepit and
> too lazy to look up the source.
I wasn't against group 3. And believe me, if ever Group 4 or 5 gets out, the
outcry will be much, much worse.
As for the "old and decrepit" part, you should try a Giant's Blood, this out
to get you up. ;-)
> > suicidal. But I'll only do what I believe in. Is taht clearer to you now
?
>
> Then do your game a favor: think before speaking.
I do. Do me a favor : read before answering.
The way I launched this thread may not have been the best one, but as I said
people make mistakes. Mine was to underestimate the way people just follow
with what is given to them. It seems that many here want only to buy more
and more, not caring about the contents. Too bad.
> > I've said all I needed to. The rest is only empty rethorics, and far too
> > personnal attacks (at least you argumented calmly here). Let some other
> > people express themselves on the subject, I've done my part.
>
> Many careless people assume that because I am capable of loading a post
with
> two handsful of vitriol, I am incapable of making a rational argument.
> This simply attests to some sloppy thinking on the part of those posters.
Many people assume that, because I prefer rational, calm and interesting
discussions, I am incapable of flaming. Now you know better.
But even when you're not flaming, you display an enormous amount of
"mauvaise foi", which is an intranslatable (or I don't know the word) way to
say that despite being, I think, intelligent, you see only what you wanna
see, and overlook anything that wouldn't suit your thoughts (which I try not
to do, and some interesting counter-arguments have been displayed, to which
I have answered in honesty). In other words : you brass the air and make me
lose my time. Not a very nice thing to do, Derek, time is precious to me,
Temporis or not.
> However, I would disagree with the last four words of your sentence... you
> still have a LOT more work to do.
Yeah, if I want to get to you, sure. For the rest, I know what I have to do,
thank you.
--
Orpheus
http://cypheranima.free.fr (goth band)
http://no.exit.free.fr (online novel)
http://necrobones.free.fr (card game site)
news://news.zoo-logique.org/VTES-francophone
"And the corridors of Power, they're an ocean away
We're the 51st State of America"
New Model Army
> Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
> groupings rule - i know it's not just you, so this is kind of a reply
> to everyone who thinks your way.
Ok.
> Doesn't ANYBODY except, well, quite a
> few people see that this is the ONLY way to introduce new strategies> into the game without breaking the old ones? Isn't it OBVIOUS that> grouping creates an entirely-desirable chronological direction to the
> game, which could be extended backwards as well as forwards?
No, it is not obvious at all. Rather the opposite. It has been and will be
argued enough that you may see there are quite different, and valid opinions
about it.
> i
> personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> Dark Ages expansion!
Not speaking about groupings, I would look forward to Dark Ages too. But
this is an entirely different thing !! Can't you see ? Dark Ages would be a
totally different and mostly uncompatible (except for some neutral cards I
guess) extension, which makes you speak of groups in the minus (or maybe you
have inside info ? by the way, Group 0 wouldn't exist because it would allow
mixing with Group 1...). People who don't want to play Dark Ages won't HAVE
to, and it would be more like in the RPG : "well, what do we play tonight,
Dark Ages or modern times ? Of COURSE you can't play you DA Crusader in New
York 2003 !!!). I have absolutely no problem with that, and think it would
be a smart commercial move, and still respectful to the players. What
wouldn't be is getting into WotC stuff like "buy the new extension or you
can't play (or at least not as well as the ones who will). Do you get the
difference in my book ?
> You also need to think about Scott's Big Project of reintegrating ALL
> the cards into the game,
I don't know about that. What is it about ? Has it been said on the Dev's
Chat ?
> and think about how that could be done, it> seems to me. Meanwhile, i recommend putting less of that tasty crack
> cocaine into your next glass of pastis ;-)
LOL. I take my pastaga pure with ice, it's quite enough. But seriously, I
don't feel like the one who's been smoking crack here. Or the drug addict.
But some people here obviously are addicts, and want their dope no matter
how badly cut.
I don't.
[ quoted text not captured ]
> > I have been assured that some group 4 Camarilla vampires will come out
in
> > the Anarchs.
>
> By who? Is this a credible source? How did they come by their
> information?
Ok, for the last time :
I AM NOT SURE OF ANYTHING ABOUT SUCH A RELEASE, BUT THINK IT HAS TO BE
DISCUSSED NOW ANYWAY.
Sorry for shouting, but maybe this way everyone will see it and stop asking
the same questions. For the details see numerous previous answers.
> > A few Group 4 Camarilla vampires isn't dramatical, it's just useless
(they
> > just re-released group 2 Cammies, and now you can't mix them anymore
with the
> > enw vampires ?!).
>
> I'd be upset but a good portion of the DS/AH Camarilla vampires suck.
Yes, they do. Some others are great and seen at every tournament, though,
like Arika, Muaziz, Donal etc. And as I've already said, if they sucked so
much, why make them Group 2 and reprint them ? Because WW was afraid of the
players reaction and preferred to fuck them in the ass later, but with more
vaseline ??
> And group 4 Cammies can be combined with the group 3 Cammies (which
> they're likely meant to be).
Sure. But not with the hundreds of Group 2 vampires that have been printed
in the last 3 years, and the latest only what, 6, 9 months ago ?
> > If White Wolf sees that a product designed to "force us to buy" has the
> > opposite effect, I think and hope that they will stop the insanity NOW.
Up
> > until now they have heeded our thoughts and needs, more or less, so we
have
> > to show them what we want, or rather what we DON'T WANT !!!
>
> Hmm... I didn't feel "forced to buy" Cam Ed. I thought "hey, those
> new (insert clan here) look pretty cool. Lemme buy a box and trade
> all the Malkavians I get for the (insert clan here) vamps I didn't get
> in the box."
Same here, because they were compatible to most of the vampires I'd bought
(I joined the game with SW). Even if I understand and sort of approve Group
3, I can also understand why people who had all the vampires in Group 1
could be pissed off by this. But the more Groups come, the worts the
situation will become, is all I'm saying.
> > But I also know what will the difference in sales will be the day when I
> > won't. Or, for that matter, the day when any of my players will see
Group 5
> > Cammies or Group 4 Sabbat.
>
> This begs the question, "What's the big deal?".
Ok, if you have to ask I can't do anything for you. Now, if you really want
to know, read what people have written on this thread, newsgroup etc. If you
still don't see the big deal, I'll have to ask you your monthly income.
> I'm more disappointed with the library backgrounds than anything. I'm
> putting forth a request to at least have the master card background
> reverted to the old one (so I can tell what the hell something is
> across the table).
>
> -Snapcase
THAT is a lost case. They have made this decision, once again, without
asking anyone, and it may have been a mistake or not. I'm getting used to
the new layout, but the thing I cannot get used to is having old and new
vampires side by side and not looking like they belong in the same game, not
mentionning the same Clan. And Masters layout suck. But I don't think WW
will ever turn from this decision. Hell, it will even be an argument to sell
more Group 4 Sabbat, like "See, they have the new layout !!!".
:-(
[ quoted text not captured ]
Raille <rai...@mich.com> wrote in message news:<3DC3A664...@mich.com>...
> Curevei wrote:
> >>Doc ReTardis
> >>True Brujah
> >>11 cap, group7
> >>
> >>TEM, PRE, pot, aus, chi, for, san
> >>Independent. 2 votes. When Doc ReTardis enters play, you may choose
> >>a circle. Doc ReTardis counts as and may play cards as a Blood
> >>Brother of that circle. When Doc ReTardis is in your crypt, vampires
> >>of any combination of group numbers are allowed to be in your crypt.
> >>(If, during play, your crypt contains an illegal combination of group
> >>numbers of vampires, but no copies of Doc ReTardis, you are
> >>immediately ousted.) Scarce. Sterile.
>
> So if you draw all 4 of your Doc's into your uncontrolled region and you
> only had 4 in your crypt, your going to be ousted. Perhaps this should
ousted immediately. one of the drawbacks to such a powerful
pan-grouping ability. intentional deterrent to playing this cheeser.
> read, if you do not have Doc in your crypt ot uncontrolled region whould
> be better.
>
> However, this card means that a Judge would have to periodically stop by
> and check out your cards. Thats just too much work.
amen. it's (as stated) mainly a junk card-suggestion, designed to
show that there _could_ be a card mechanic based on groupings. also,
i'm not very familiar with the magical process of Blood Brother
creation, so the Doc must've found some process in his time-travels
that provides him the ability to count as a member of said circle...
what that is, or even could be, is beyond me.
-spinspore
perhaps he was originally a last-surviving member of said circle, who
over long years and Tardis use became a trujah... circa 3250ad.
>
> Raille
On Saturday 02 November 2002 05:23 in message <3DC3A7B0...@mich.com>,
Raille mumbled something about:
> Derek wrote:>> On Thursday 31 October 2002 23:12 in message>>> All the ranting, crying, and foot-stamping proved nothing. And let me
>> assure you, there was a lot more of that for the 7/7 rulings... and NONE
>> of
>> those changed as a result. I don't know where you get off thinking
>> anything was "proved", but you need to go back and do more research,
>> because you are DEAD WRONG here.>
> Actually a lot of the complaints created by the 7/7 rulings and the
> subsequent attempts to correct the alleged inconsistancies by the NJL
> and other parties, have be incorporated into the current game play in
> bits and pieces. Not 100% mind you, but it happened.
Which ones are you thinking of?
The only complaint made by the NJL that has been addressed (off the top of
my head; please add in any I've missed) was the complaint about errata, and
"cards don't do what they say they do" making it difficult for new players.
NOBODY disagreed with the premise -- of course it'd be nice to play a game
where the cards did what they said! But if you recall, when the 7/7
rulings were issued, WotC was still in control of the game and there were
going to be NO new printings. It was either play a broken game, or issue
errata. Given that choice, the game was preserved with errata.
The demands of the NJL for no errata on the spot were unreasonable given the
current circumstances, and were correctly ignored. Once the circumstances
changed (WW took the game back over and printings started to happen again),
reprints of old cards matching the errata issued for those cards started to
happen -- WWEF being the first and most obvious.
> Player involvement CAN make a difference. It just has to be rational
> and fit within the game structure.
Yes, I agree completely. But the loud shouting and ranting created by 7/7
didn't accomplish a single thing. What accomplished far more was the
return of the game to White Wolf, where suddenly the entire baseline from
which to begin assessing things changed.
-- Derek
On Saturday 02 November 2002 07:49 in message <aq0hks$677$1...@wanadoo.fr>,
Orpheus mumbled something about:
>> And do you know that WW is intending to make new group 4 ICs?>
> I don't know at all, and don't pretend at all. It is a working hypothesis.
> It is also, as someone pointed out, the only valid reason I would find for
> creating a group 4, to stick with the WoD storyline.
It is not a "working hypothesis"! It is foolish speculation. I repeat, you
KNOW NOTHING. When your baseline argument is random guessing, how can you
possibly expect to produce anything useful from it?
"If WW prints ICs for all the bloodlines and makes them group 4, that will
suck!" Well, of COURSE it will! For god's sake, man, wake up and smell
the coffee. You can speculate for years, and you won't get anywhere.
>> Of course not. This is silly, random speculation.> Your logic is>> functional, but is based on certain assumptions that simply don't hold
>> water yet; namely, that group 4 ICs will exist. You don't know that;
>> nobody does.>
> Repeat : working hypothesis. If I knew for sure that they will come out,
Repeat: RANDOM GUESSING.
> or won't, I wouldn't tell anyway. You can replace IC with Euro-Princes,
> Obf Ventrue, San !Tremere or what the heck you like. Try to see the
> meaning behind the words, and not to stop at some rethoric details. I know
> you can do it.
Orpheus, what I'm pointing out to you is that there IS no meaning behind
your words. All you demonstrate is more rhetoric along the lines of "THE
SKY MAY BE FALLING!"
> > You give WW's designers and playtesters little credit for identifying>> obvious conflicts between its most recent printing and later printings,> and>> as a result are demonizing WW un-necessarily and pre-emptively.>
> I don't demonize anyone. Did you hear me say "WW sucks, they're assholes,
> they lead this game to shit" ? No. What I said was : I'm afraid this is a
> possible way for things to go, and I don't want it, as many players don't.
No, Orpheus, this is not what you said.
You waved your flag in the air and said "If it goes this way, it will
DEFINITELY BE WRONG, and I will LEAD A CRUSADE to BOYCOTT the future sets!
All who are with me, stand now!" It was very dramatic, filled with
hyperbole, and it was a total crock of shit.
One doesn't lead crusades against things which aren't demons, Orpheus. You
cannot pretend that your initial post was a rational argument; please do us
both the favor of not trying.
> As for the designers credits, I think hearing what players want or do'nt
> may only be useful to them. And I prefer to intervene pre-emptively than
> say later "oh, man, it's too late but hey, that's bad !!". They didn't
> warn us B4 making any major change lately, right ? So it's up to us to
> warn them of what we'd like or not.
Your second attempt at doing this was a far better means of broaching the
subject than declaring an ultimatum.
>> However, what your players told you they didn't want was based on even> less>> information than you yourself possess.>
> Wrong again. We agree on things based upon what we know : the group
> rulings. And as much as most of the players accepted the Group 3 thing
> without problem, everyone said at the time, and still says, that Group 4
> and up would open the way to many, many abuses. This is based on only one
> type of information : the Group rules.
Right. And you know nothing about whether there will be group 4 vampires,
or what those vampires will be. Can you not see that there are many ways
to implement a group 4, and not ALL of them are wrong?
But you attempted to paint the entire situation as bad. You were sadly
incorrect there, and you are sadly incorrect now. You jumped to
conclusions based on wildly inaccurate information, and now you are paying
the price for it.
>> That's fine. But you have no knowledge of whether or not any group 4
>> vampires exist, no knowledge of what those vampires ARE, ...and making
>> rabble-rousing ultimatums based on rumors (because that IS all you've
>> got, is rumors) is simply poor judgement, plain and simple -- and
>> EXTREMELY inappropriate for a Prince.>
> Man, can you read ? Did I EVER say : "I'm sure that WW will issue Group 4
> and warn you all" ?! No, I didn't. What I did say was : "this rumor brings
> a question about how we would react to new groups. This is how I would
> react, and why."
Yes, Orpheus, I can read. This is what you said:
"I have been assured that some group 4 Camarilla vampires will come out in
the Anarchs."
So there's one open lie. You DID, in fact, say that you were sure that WW
would issue Group 4. And the rest of your message certainly reads like a
warning to us...
"Whether this is true or not isn't the point here ... A few Group 4
Camarilla vampires isn't dramatical, it's just useless (they just
re-released group 2 Cammies, and now you can't mix them anymore with the
enw vampires ?!). But it needs to STOP NOW !!!"
And from there, you went RIGHT downhill...
"I, Orpheus, Prince of Marseille, France, hereby declare that if any
GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
out, I will :
- stop buying new products
- resign from my Princeship
I ask EVERYBODY who shares these feelings to add a "me too" to this thread."
Now, if this isn't a crusade, then I don't know what it is. It certainly
isn't just a statement of your own opinions -- it's a call to arms. Trying
to pretend otherwise at this point to save face is just pathetic, and
assuming that we'll all believe you is even more pathetic.
> As for what a Prince should or not do, I totally agree with Reyda's post
> on the subject. And I think we HAVE to bring back to WW the thoughts of
> our playerbase. As the Conclave Mailing List isn't made for this, here is
> the most appropriate place to do so IMO. Hey, if / when WW employs me and
There was NO appropriate place for your previous message.
> players, and this game in general from the player and buyer's viewpoint.
> My Princeship means I'm appointed to promote the game, which I do. It
> doesn't prevent me from having opinions or expressing them.
Can you not see that declaring a crusade to boycott the product if things
don't go your way is the complete opposite of promoting the game? Are you
really this stupid?
>> I don't agree that it has to "stop right there", but others have made
>> that
>> argument more eloquently than I care to at this point. However, I will
>> note that printing a group 4 vampire named "ROSCOE P. COLTRAIN" with
>> OBF/DOM/PRE/FOR/cel/vic, and a special ability that reads "+2 bleed. 4
>> votes. Your prey burns a pool on their untap for each locations they
>> control, or burns the location." is hardly going to be the end of the
>> world, is it?>
> LOL. Yeah, sure !!! Especially for a cost of 6. And seeing as every
> vampire in group 8 will be like him, nobody will want Group 6 anymore, so
> the playerbase will split between :
More foolish, unfounded speculation and "sky-is-falling" crap. What if he
cost 11? What then?
It seems you're shifting focus here, Orpheus. Is the REAL concern of your
players that there will be unwarranted power escalation in future groups?
Now THAT's a possibly valid concern -- but why not address that issue
directly, instead of tilting at windmills?
> 1) the ones who buy and buy
> 2) the ones who refuse to play group 8, and after a while get tired of
> getting their asses kicked by the ones who do, and in turn split into 2
> more categories :
> a) the ones who play among themselves with no vampire of group 8
> b) the ones who make the houserule of ignoring groups (that already
> happened)
All of this is foolish speculation, and based on the assumption that WW will
make a series of poor business decisions, and that the game designers will
do a whole bunch of stupid things (such as create a power escalation
curve).
> How is that supposed to help the game in any way ?
It wouldn't. But again, you're giving absolutely no credit to WW or its
designers here; you are assuming the worst, where you should be assuming
the best. Again, FOUR EXPANSIONS which didn't suck... and a group 3 rule
that everyone swore would be the death of the game, and in fact has turned
out to be absolutely insignificant.
>> > I am and will be the ambassador of the game I love and believe in. I am
>>
>> Then believe in the game you love -- don't assume that its creators, who
>> have carefully put out four expansions that did not suck, are going to
>> suddenly put out a fifth expansion that DOES suck.>
> Everyone can make mistakes, so it is up to us to tell them what is the
> game we love to play. Which I did.
How very Napoleonic. You should wait until someone actually makes a mistake
before telling them they've made one, Orpheus. Right now you've got no
indication that a mistake is even being MADE.
>> I recall a significant hue and outcry over group 3... what happened
>> there?
>>
>> I am minded to quote something about "storm in a teacup", and the famous
>> "full of sound and fury, signifying nothing", but I'm old and decrepit
>> and too lazy to look up the source.>
> I wasn't against group 3. And believe me, if ever Group 4 or 5 gets out,
> the outcry will be much, much worse.
More unfounded speculation. You haven't the slightest idea about this,
because you haven't the slightest idea what group 4 or 5 might contain.
What if group 5 were all Dark Ages Camarilla clans? That would make an
awful lot of sense, now wouldn't it -- you wouldn't want those vampires to
be playable with ANY of the previous Camarilla vamps, would you?
> The way I launched this thread may not have been the best one, but as I
> said people make mistakes. Mine was to underestimate the way people just
> follow with what is given to them. It seems that many here want only to
> buy more and more, not caring about the contents. Too bad.
You are a fool, Orpheus. If you read ANYTHING anyone else has posted here,
then you would know that this isn't true. It's just that everyone else
THINKS, and UNDERSTANDS how a business must run... and also understands how
a game of this complexity needs to be designed in order to be viable.
> But even when you're not flaming, you display an enormous amount of
> "mauvaise foi", which is an intranslatable (or I don't know the word) way
(un)Fortunately for you, I do not require the translation.
A literal translation would be "bad faith", but that's not correct and means
something entirely different in English. The closest equivalent in English
might be "poor judgement and excessive confidence in that judgement", and
even that doesn't quite capture the meaning.
> to say that despite being, I think, intelligent, you see only what you
> wanna see, and overlook anything that wouldn't suit your thoughts (which I
> try not to do, and some interesting counter-arguments have been displayed,
> to which I have answered in honesty). In other words : you brass the air
> and make me lose my time. Not a very nice thing to do, Derek, time is
> precious to me, Temporis or not.
No, Orpheus, I see EVERYTHING, and I assess EVERYTHING... and THEN I speak.
I considered the potential impact of group 4 a long, long time ago, and
dismissed it as irrelevant if done properly. Group 5 isn't even on the
horizon yet, and is not worth considering, as there are also many ways to
do group 5 properly.
We have no indication at this time that group 4 is going to be done
improperly, or that group 4 even exists yet. We do, however, have four
indications (one per expansion, including the group 3 rulings) that WW and
the game designers are capable of making intelligent decisions that don't
screw the playerbase.
It is only logic, Orpheus. But it's non-hysterical logic, based on solid
assumptions and foundations.
>> However, I would disagree with the last four words of your sentence...
>> you still have a LOT more work to do.>
> Yeah, if I want to get to you, sure. For the rest, I know what I have to
> do, thank you.
Don't misunderstand your situation right now, Orpheus. You stuck your neck
out carelessly, and now you've got to convince EVERYONE that it shouldn't
be chopped off. I'm far from the only person who believes that you're
making a huge, unwarranted outcry over nothing.
-- Derek
orph...@wanadoo.fr writes:
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
>GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
>out, I will :>- stop buying new products
>- resign from my Princeship
Grouping is a brilliant idea, the best fix for a hard problem.
There's no way I could honestly suggest new players start
the game without grouping (unless they're very rich). I
will continue to enthusiastically support V:tES as long as
WW continues with it's excellent work at improving
balance and playability with great ideas like grouping.
I'll even support it more enthusiastically by pointing out
to newbies that grouping is making suitcases quit
because they can't lord it over the newbies with their
collections. I'll probably buy more too.
Currently there's about 15 vamps per clan per group.
That's exactly where it should stay. If any group goes
substantially over this the game is in serious trouble.
Curt Adams (curt...@aol.com)
"It is better to be wrong than to be vague" - Freeman Dyson
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC39027...@removethis.com>...
> legbiter wrote:
> >
> > Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
> > groupings rule - i know it's not just you, so this is kind of a reply
> > to everyone who thinks your way. Doesn't ANYBODY except, well, quite a
> > few people see that this is the ONLY way to introduce new strategies
> > into the game without breaking the old ones?
>
> I try not to be too hostile to it despite disagreeing with it. But I
> had to post in response to this because...well...I don't actually see
> that this is the "only way to introduce new strategies into the game
> without breaking the old ones". I'm not even sure what you could mean
> by such a claim.
Because the old guys and gals have all the old cards and would gain
from the new cards [so that their already-functional old decks would
get even better]; whereas the new, incoming people would only have the
new cards, and could not compete except [a] is everone was playing new
cards, or [b] if the new cards and vampires were better than the old
ones. But under groupings, everyone is equal, no-one is better, and
the old guys n gals do not lose their good ol' decks.
>
> > Isn't it OBVIOUS that
> > grouping creates an entirely-desirable chronological direction to the
> > game, which could be extended backwards as well as forwards? i
> > personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> > Dark Ages expansion!
>
> I guess I can see the potential for things like independent Gangrel
> replacing Camarilla Gangrel over time - for whatever it's worth. But I
> don't think your Dark Ages expansion idea works without some more futzing,
> frankly.
Undoubtedly you are right. But this is a concept thing, as i'm sure
you understand.
Otherwise you're going to need to explain things like .44 Magnums
> and RPG Launchers in the dark ages.
GREAT man, that Leonardo da Vinci.
>
> > You also need to think about Scott's Big Project of reintegrating ALL
> > the cards into the game, and think about how that could be done, it
> > seems to me.
>
> Didn't see it.
What, the project, or why grouping is good for it?
>
> Fred
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<aq0i48$4s8$1...@news-reader11.wanadoo.fr>...
> > Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
> > groupings rule - i know it's not just you, so this is kind of a reply
> > to everyone who thinks your way.
>
> Ok.
>
> > Doesn't ANYBODY except, well, quite a
> > few people see that this is the ONLY way to introduce new strategies
> > into the game without breaking the old ones? Isn't it OBVIOUS that
> > grouping creates an entirely-desirable chronological direction to the
> > game, which could be extended backwards as well as forwards?
>
> No, it is not obvious at all. Rather the opposite. It has been and will be
> argued enough that you may see there are quite different, and valid opinions
> about it.
Sorry brother, but i do not see the validity of the objections to it.
Rather, i see the conservative Scumbag Gamer rampant. in fact i would
even count myself in that group; my INITIAL reaction to the groupings
rule and to the changes in card appearance was hostile, but now i have
undergone a TOTAL conversion and am WHOLLY in favour of them. As for
WHY i think it is OBVIOUS that this is the only way forward, see my
reply to Fred. For those who can't be bothered to look, i believe the
groupings rule keeps the old deck-styles intact but allows new people
to compete - something that couldn't be achieved in any other way that
i can see.
>
> > i
> > personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> > Dark Ages expansion!
>
> Not speaking about groupings, I would look forward to Dark Ages too. But
> this is an entirely different thing !! Can't you see ? Dark Ages would be a
> totally different and mostly uncompatible (except for some neutral cards I
> guess) extension,
Maybe, maybe not. i used to think like you. Groupings now makes me
think the whole thing could be done in such a way that ALL the
expansions could be compatible. i'ld prefer that.
which makes you speak of groups in the minus (or maybe you
> have inside info ?
No
by the way, Group 0 wouldn't exist because it would allow
> mixing with Group 1...).
Sure, what's wrong with that?
People who don't want to play Dark Ages won't HAVE
> to, and it would be more like in the RPG : "well, what do we play tonight,
> Dark Ages or modern times ? Of COURSE you can't play you DA Crusader in New
> York 2003 !!!).
Alright, but you know as well as i do that in the typical RPG session
it is the clash between the ancient and the modern which is half the
fun. Groupings imposes a certain integrity upon that in the card game,
so i'ld have thought it would be welcomed with open arms by the
RPGers.
I have absolutely no problem with that, and think it would
> be a smart commercial move, and still respectful to the players.
Right, so we agree, basically. i knew we would.
What
> wouldn't be is getting into WotC stuff like "buy the new extension or you
> can't play (or at least not as well as the ones who will). Do you get the
> difference in my book ?
Not really, and sorry if i am being dim ... but i just don't see that
ANY of the old decks i built has been nuked by the new expansion,
rather it seems to me a load of old cards that were gathering dust in
my folders suddenly look awfully tasty, and that this would be true
whether or not i had bought new cards.
>
> > You also need to think about Scott's Big Project of reintegrating ALL
> > the cards into the game,
>
> I don't know about that. What is it about ? Has it been said on the Dev's
> Chat ?
Not on developer's chat AFAIK, but it's kinda obvious from what he has
done in rehabilitating Rowan Ring, the Monocle and Concealed weapon.
i'm sure he would like to go further, if he could and if the new cards
could be balanced. i will say no more.
>
> > and think about how that could be done, it
> > seems to me. Meanwhile, i recommend putting less of that tasty crack
> > cocaine into your next glass of pastis ;-)
>
> LOL. I take my pastaga pure with ice, it's quite enough.
What, not even water? <awestruck silence>
But seriously, I
> don't feel like the one who's been smoking crack here. Or the drug addict.
> But some people here obviously are addicts, and want their dope no matter
> how badly cut.
i'll confess to being an addict, right enough. i don't accept that i
patronise dodgy pushers.
>
> I don't.
Cool, so you are sticking to the best-cut dope and you aren't an
addict, right? ;-)
[ quoted text not captured ]
<snip>
Rest assured I will definitely let
> you know when I finally get around to visiting the UK, and if I manage to
> make it down to Europe/France at the same time (would really like to meet
> reyda one of these days), so much the better.
>
> -- Derek
Cool, so please let me know when and where to pick you up, brother.
And you DID remember to give Lasombra Jeff his 16 USD, right?
<snip praise of Orpheus, who has always struck ME as a dam' fine
fellow>
>
> I know you're good at flaming people, sometime some bozo just need a kick in
> the ass to start to walk in the right direction. But the problem is
> orpheus's worries are shared by more than one player. I don't want to have
> to cycle my vamps every six months. I don't like the grouping idea for
> starters, but i'll use it since tournament rules require it.
But you DON'T have to. ALL your old decks still work except for the
ones based on abusing Second and Fifth Tradition, Embrace or
ToGP/Hostile takeover, and that's not because of the grouping rule,
but because of much-needed changes to individual library cards. Some
of them may work better because of new cards; and some decks that you
would NEVER have dreamed could be competitive now are, because of
cards like harass, high ground, [new] rowan ring, [new] concealed
weapon, tension in the ranks and weighted walking stick. Scott is
EXPANDING the game, or maybe rehabilitating it is the right phrase,
and you don't have to spend a single euro-cent to benefit from his
work.
>
<snip>
>
> :: Business is about making money. The best way to make money is to
> :: give people what they want.
>
> Another way is to give them new expansion every 6 months, with more and more
> power cards to collect, and suppres previous sets from the competition, as
> Magic the gathering does. Magic is making money and has a solid player base,
> i understand it can be a model for those marketing guys at WW. But which
> v:tes player would like to see v:tes walk that way ?
> If we have to protest , it's now or never, and its on this forum where WW
> actually reads our stuff. Period.
Though i accept the right to protest, i STILL find this particular
spat bewildering. You can still play all your old decks. If you want,
you can spice them up with some of your old cards that you wouldn't
otherwise have played. People who invest in CE won't necessarily be
able to make better decks than you can, because of grouping. So you
gain from CE whether you buy it or not. On the other hand, if you
WANT, you can buy into the expansion and make some funky new decks,
equally as powerful as, but different from, the old decks you built.
Whatever your decision, you need to beware the bright-eyed and
bushy-talied young 'uns with their all-group 2/3 crypts and totally
new [but NOT more powerful] strategies. This seems to me to be win,
win and thrice win, for all concerned. How is this cynical marketing?
How is it pushing the power-curve? What am i missing?
>
> reyda
Derek Ray wrote:
>>Actually a lot of the complaints created by the 7/7 rulings and the
>>subsequent attempts to correct the alleged inconsistancies by the NJL
>>and other parties, have be incorporated into the current game play in
>>bits and pieces. Not 100% mind you, but it happened.>
>
> Which ones are you thinking of?
Well we first used something akin to the table win. We called it the
last man standing, which measured simply the ability of a player to have
staying power and that person of course always got 2 vps, which in the
current game setting usually means a table win.
Then we also started to run calculations of how well rated a player was
as a % of wins.
<ego>
There have been a lot of bits of errata made to cards that paralleled
changes teh NJL worked on. Of course these cards had already been
highlighted by all parties involved that they needed corrections, so We
can't really claim anything here, but as a long time player involved in
many aspects of the game, these little bit seem to indicate that in our
breif heydey we were not simple making waves we actually help set the
template for the furture game.
Ok. The drugs are wearing off and the ego is deflating. :)
</ego>
Raille
Derek Ray <lor...@yahoo.com> wrote in message news:<NM6dnXYVluP...@News.GigaNews.Com>...
> On Friday 01 November 2002 21:40 in message
> <apvduq$ikh$1...@news-reader10.wanadoo.fr>, Orpheus mumbled something about:> note that printing a group 4 vampire named "ROSCOE P. COLTRAIN" with
We already have a card "Flash" so I'm all for Roscoe!
[ quoted text not captured ]
Per my recollection; our stance on this particular topic was that if a
card needed to be completely rewritten so as not to be broken, that it
should be banned rather than to receive errata.
At a time when it didn't appear that there would ever be another
expansion printed, the stance was quite reasonable.
>changed (WW took the game back over and printings started to happen again),
>reprints of old cards matching the errata issued for those cards started to
>happen -- WWEF being the first and most obvious.
>>> Player involvement CAN make a difference. It just has to be rational
>> and fit within the game structure.>
>Yes, I agree completely. But the loud shouting and ranting created by 7/7
>didn't accomplish a single thing. What accomplished far more was the
>return of the game to White Wolf, where suddenly the entire baseline from
>which to begin assessing things changed.
What 7/7 accomplished was to drive away a large number of players from
the newsgroup and the game. Primarily as people who were voicing
concerns and queries were blatantly attacked and turned away from the
NG..
Times have certainly changed for the better when White Wolf regained
control of their product. While I still don't agree with everything
that comes down that pipe, it's usually something I can live with.
There is soooo much ground that has yet to be explored that I cannot
conceive of seeing a Group 5+ for a very long time.
>-- Derek
BernieTime
Lansing, Michigan
legbiter wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message
> news:<3DC39027...@removethis.com>...
> > legbiter wrote:
> > >
> > > Definitely NOT ME. i'm absolutely BEWILDERED by this hostility to the
> > > groupings rule - i know it's not just you, so this is kind of a reply
> > > to everyone who thinks your way. Doesn't ANYBODY except, well, quite a
> > > few people see that this is the ONLY way to introduce new strategies
> > > into the game without breaking the old ones?
> >
> > I try not to be too hostile to it despite disagreeing with it. But I
> > had to post in response to this because...well...I don't actually see
> > that this is the "only way to introduce new strategies into the game
> > without breaking the old ones". I'm not even sure what you could mean
> > by such a claim.
>
> Because the old guys and gals have all the old cards and would gain
> from the new cards [so that their already-functional old decks would
> get even better]; whereas the new, incoming people would only have the
> new cards, and could not compete except [a] is everone was playing new
> cards, or [b] if the new cards and vampires were better than the old
> ones. But under groupings, everyone is equal, no-one is better, and
> the old guys n gals do not lose their good ol' decks.
Oh. I guess I wouldn't term that "introducing new strategies". That's just
adding new cards to the game. Any new card may introduce a new strategy or
improve an old one. There's a segment of people out here (I'm one of them)
who would agree with you that grouping has a beneficial effect in this sense.
However, whether it was really an important enough benefit vs. the cost is
another question. And grouping vampires doesn't solve the analogous problem
in terms of library cards, which to me, it seems like a more pernicious
problem anyway.
> > > You also need to think about Scott's Big Project of reintegrating ALL
> > > the cards into the game, and think about how that could be done, it
> > > seems to me.
> >
> > Didn't see it.
>
> What, the project, or why grouping is good for it?
I didn't see the project, whatever it is you're talking about.
Fred
Jeff Kuta wrote:
:: Derek Ray <lor...@yahoo.com> wrote in message
[ quoted text not captured ]
I guess Praxis seizure : Hazzard would be a great idea too (^.^;)
Legbiter, while under the influence of pastaga, said :
> <snip praise of Orpheus, who has always struck ME as a dam' fine
> fellow>
Thanks for that. Nice to see that some people can disagree with me without
putting me right away in the asshole department. It must be a maturity
thing...
Isn't it OBVIOUS that
> > > grouping creates an entirely-desirable chronological direction to the
> > > game, which could be extended backwards as well as forwards?
> >
> > No, it is not obvious at all. Rather the opposite. It has been and will
be
> > argued enough that you may see there are quite different, and valid
opinions
> > about it.
>
> Sorry brother, but i do not see the validity of the objections to it.
> Rather, i see the conservative Scumbag Gamer rampant. in fact i would
> even count myself in that group; my INITIAL reaction to the groupings
> rule and to the changes in card appearance was hostile, but now i have
> undergone a TOTAL conversion and am WHOLLY in favour of them. As for
> WHY i think it is OBVIOUS that this is the only way forward, see my
> reply to Fred. For those who can't be bothered to look, i believe the
> groupings rule keeps the old deck-styles intact but allows new people
> to compete - something that couldn't be achieved in any other way that
> i can see.
Only idiots don't change their minds, so I guess you're not as conservative
as you say. And I may yet change mine on that subject, if there are some new
elements I couldn't take into consideration, but I dount it as I've given a
lot of thought to the question.
My point is that I could understand the use of making new vampires in Group
3 instead of re-issuing Group 1, if only for one reason : the vampires
weren't as well balanced as their followers, and some Clans were really
advantaged over others ; also, there could have been copyright problems with
the pictures, but then this could be overcome ; last, the "new" vampires
stick to the background and the old didn't. AAMOF, I'd have liked to see DS
and AH included in Group 1, if only never to see Arika's face again... Err,
I mean so that the new ones would totally fit the background. Now, if
rectifying this is the reason for Group 4, they should have done it before.
If it is not, what could be the reason ? Renewing sales ? As we both said,
there are whole lots of new ideas out there that can be used and don't
involve grouping (allies, which could make for 5 extensions - not all
commercially viable, agreed, so let's say 3 - , Dark Ages, maybe a High Tech
version, etc). Furthermore, you can still issue lots of compatible vampires
which wouldn't make the game cheesy. An argument for Grouping has been that
you could avoid making too easy some combos ; an excellent counter-argument
has been that new, however improbable, combos could still be found. Some
people even took to playing Vic / Pre, so what is impossible ?
Of course, all the old decks will be playable, BUT :
- we have lots of vampires to chose from in the old groups, even if some
more couldn't hurt, so why start all over again with new, non-compatible
ones (say, Group 4 Sabbat) ? Why put aside all the background characters ?
Is it necessary to include many new vampires (just a few wouldn't justify a
new grouping) in the extensions to come ? My answer is : no. I would buy
extensions with good cards and not-so-many vampires, I have already enough
to chose from (not mentionning Group 1, as some people may not have them).
So the only argument for buying new vampires is that they will raise the
power curve, as has already been done in Group 3 compared to 1 (or most of
2, who sucked anyway). This means, as I've already said, that the players
not buying new extensions will have to face new, bigger vampires, or get
their asses kicked. That is, to me, forcing a cosumer to buy-or-leave. Of
course, we cannot know for sure there will be a power surge, but then what
argument will there be for buying new vampires ? I see no use to them. Do
you think many people will want to play Giovanni without Carlotta/Isabel,
!Brujah without Jacko, Lasombra without Gratiano/Talley/Monçada, !Ventrue
without Lazve, Power Ventrue without Arika, True Brujah without any True
Brujah in it ? ;-)
Answer : only if more powerful vampires are issued. Nut Carlotta will always
stay Carlotta to me (yeah, she's ugly, but does she *censored* !!!).
> > > i
> > > personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> > > Dark Ages expansion!
> >
> > Not speaking about groupings, I would look forward to Dark Ages too. But
> > this is an entirely different thing !! Can't you see ? Dark Ages would
be a
> > totally different and mostly uncompatible (except for some neutral cards
I
> > guess) extension,
>
> Maybe, maybe not. i used to think like you. Groupings now makes me
> think the whole thing could be done in such a way that ALL the
> expansions could be compatible. i'ld prefer that.
Dark Ages could be compatible with everything in term of Library cards
except guns and modern vehicles / weapons, I guess, but vampires would have
to be changed. Also, what about the Sabbat / Camarilla cards, including
Crusades (there were Princes) ? What about modern Bloodlines ?
> by the way, Group 0 wouldn't exist because it would allow
> > mixing with Group 1...).
>
> Sure, what's wrong with that?
Well, if it's done in the minus it would be so as not to miw them with
existing extensions. Also, why make it compatible with old vampires rather
then new ones ? I wouldn't see the point for that.
> People who don't want to play Dark Ages won't HAVE
> > to, and it would be more like in the RPG : "well, what do we play
tonight,
> > Dark Ages or modern times ? Of COURSE you can't play you DA Crusader in
New
> > York 2003 !!!).
>
> Alright, but you know as well as i do that in the typical RPG session
> it is the clash between the ancient and the modern which is half the
> fun. Groupings imposes a certain integrity upon that in the card game,
> so i'ld have thought it would be welcomed with open arms by the
> RPGers.
Sorry, I don't understand you point here, care to develop ?
> I have absolutely no problem with that, and think it would
> > be a smart commercial move, and still respectful to the players.
>
> Right, so we agree, basically. i knew we would.
Sure, can't disagree on everything, can we ? ;-)
And we both enjoy playing, and the perspective of new, fun ways to play ;
where we don't agree about is what exactly would or wouldn't be fun to play.
> What
> > wouldn't be is getting into WotC stuff like "buy the new extension or
you
> > can't play (or at least not as well as the ones who will). Do you get
the
> > difference in my book ?
>
> Not really, and sorry if i am being dim ... but i just don't see that
> ANY of the old decks i built has been nuked by the new expansion,
> rather it seems to me a load of old cards that were gathering dust in
> my folders suddenly look awfully tasty, and that this would be true
> whether or not i had bought new cards.
See arguments above. Some Group 3 clans are not that good, say, many people
prefer the Group 1 titled Ventrue (except if they play Obf), so mine
wouldn't gather too much dust. But for what is to follow, time will tell...
> > > You also need to think about Scott's Big Project of reintegrating ALL
> > > the cards into the game,
> >
> > I don't know about that. What is it about ? Has it been said on the
Dev's
> > Chat ?
>
> Not on developer's chat AFAIK, but it's kinda obvious from what he has
> done in rehabilitating Rowan Ring, the Monocle and Concealed weapon.
> i'm sure he would like to go further, if he could and if the new cards
> could be balanced. i will say no more.
Hum, inside info for sure... ;-)
> > > and think about how that could be done, it
> > > seems to me. Meanwhile, i recommend putting less of that tasty crack
> > > cocaine into your next glass of pastis ;-)
> >
> > LOL. I take my pastaga pure with ice, it's quite enough.
>
> What, not even water? <awestruck silence>
What for ????
Ok, most of the time I put water in it. By the way, ever tasted Absynthe ?
:-))
> But seriously, I
> > don't feel like the one who's been smoking crack here. Or the drug
addict.
> > But some people here obviously are addicts, and want their dope no
matter
> > how badly cut.
>
> i'll confess to being an addict, right enough. i don't accept that i
> patronise dodgy pushers.
> >
> > I don't.
>
> Cool, so you are sticking to the best-cut dope and you aren't an
> addict, right? ;-)
LOL. Damn it, I'm unmasked.
Orpheus, glad to be able to talk politely and without personnal attacks.
Orpheus wrote:
> > > I, Orpheus, Prince of Marseille, France, hereby declare that if any
> > > GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever
> > > comes out, I will :
> > >
> > > - stop buying new products> > > - resign from my Princeship
> > >
> > Or how
> > about 12 different Ventrue princes (and in the long run, 8 of those
> > with obfuscate, too)? Or...
>
> I obviously agree, but your statement seems distorded to me. If we don't
> need more Ventrue Obf Princes, so let's just not issue any new ones !!!
> We can issue Ventrue Princes with Dem, San, Myt, new specials
Hmm, okay. Forget obf. Think dom for pre. If, eventually, there were 12
princes with 5-6 levels of in-clans and 42 with mostly (non-obf) out of
clans, what would be the point? The first 12 would see play, the other
42 would (mostly) not.
Better have (mostly) useful vampires in different groups than that, imo.
> And when that runs out, as they will need to sell more cards, there are
> still infinite possibilities, as has already been suggested, with
> mixeable-or-not werewolves/mages/hunters/wraiths/changelings (in other
> words, current allies) extensions, or non-mixeable Dark Ages extension
>
Non-mixable? Is that non-mixable "crypt", which would make little
difference as compared to a grouping rule, or non-mixable buttloads of
cards, which would mean "I'm not about to buy another damn CCG"?
[The latter might still actually be an advantage for WW though,
potentially drawing fans of the other storyteller games, I suppose.]
> > It is, however, a question of whether or not the arrival of yag (yet
> > another group) is sensibly timed.
> > Personally I'd say, that particular line would be pretty much crossed
> > by any group 4 vampires in The Anarchs, unless The Anarchs would be
> > huge enough a set to have 3+ group 4 vampires per clan that gets any.
> > [Effectivly being a DS replacement for CE.]
>
> I agree, although not to your last point : why reprint DS / AH vampires
> just to render them moot right away ??? If they really wanted to issue
> new Inner Circles or Euros Princes, the only thing they had to do was
> declare DS and AH Group 1, and there would have been no more problem
> !!!! So, bad timing, or bad planning ? Bad anyway.
Not entirely true. The CE vampires alone would be a rather limited
selection for crypt building, so reprinting the group 2 vampires in the
starters was important to give new players better chances of playing
competetively without chasing down back stock of old sets (easy enough
for DS, granted, but not so for AH).
> > There should be group 4 Independent/Sabbat vampires eventually -
> > several Sabbat decks, for example, would gain too powerful a crypt if
> > another Sabbat set with 15 vampires (goup 3) came out.
>
> Again, moot. A few more Sabbat vampires sprikled over each new edition
> will be enough, no need to make a whole set of new ones.
>
The same would have been true of Camarilla vampires. Aside from that,
new players might beg to differ, considering that aside from reprinted
starters (and thus, small selections of vampires for only 4 Sabbat
clans), no Sabbat set can be considered easily available at this time.
> > There'd even have to be group 5 vampires some time down the road, when
> > all group 3/4 option (and those are aplenty) are exhausted - it
> > doesn't need to happen for a few years yet, and consequently shouldn't
> > happen for a few years, but it'll be inevitable in the long run. (At 8
> > month intervals between sets and 4 sets [Anarchs, Sabbat, Independent,
> > next Cammie], 32 months would be a quick estimate.)
>
> And where does it stop ?
>
Theoretically, not ever. [Practically, it seems doubtful a group 5
Camarilla base set could sell well, but that's a library card problem -
there's only so many more master: discipline cards old players need
(quick estimate, if I never draw one again it'll be too soon), but a
base set that can't support new players would be pointless. Problems of
CE squared, basically.]
Thomas
Peter D Bakija <PD...@bigplanet.com> wrote in message news:<B9E8DF0E.9795%PD...@bigplanet.com>...
[ quoted text not captured ]
The reality is I think WW is brilliant. The thing is crypt cards and
library cards are very very different; they have a very different
function/utility to players. Here's the thing:
IF WW instituted a "Type II" thing where all of a sudden my 15 Jyhad
Flesh of Marble's are now kindling I'd freak out.
BUT if I have to continually buy group 4, 5, 6 etc. vampires, even
buying a vampire identical to older ones but with different names and
group numbers, that's fine. WW has to make money, and create *some*
incentive for players to buy cards. Remember, nearly EVERY SINGLE card
EVER printed is tournament legal. That's impressive. Sure you can't
mix a small group together but at this point, I'd guess less than 25%
of all Magic cards every printed are legal. We have it good folks. I
could even live with Jyhad vamps becoming illegal if they basically
reprinted them all with different names and group #'s. Library cards
are a different matter though, which is my point.
Remember, crypt cards is not a card that you need millions of like
some library cards. I mean the absolute most you would ever *need* of
a vampire is 12 technically, realistically 2-6 of each vampire is
plenty.
I think the group thing strikes a perfect balance between encouraging
new and old players to buy new cards, from every new set without
alienating anyone too much (the people who over-react always
over-react)
I think in the end the group thing has very little to do with
preventing a "Dial-A-Crypt" scenario as I think others have pointed
out that such a scenario would not "break" the game.
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC4DF3C...@removethis.com>...
[ quoted text not captured ]
OK, so i THINK we agree about this, if i accept your implicit point
that new cards may NOT introduce/potentiate new strategies. i'm happy
to do that - playtesting doesn't always snip the stinkers.
> However, whether it was really an important enough benefit vs. the cost is
> another question.
The cost being an increase in complexity, correct? i too dislike
increased complexity, but in this case think it was necessary.
And grouping vampires doesn't solve the analogous problem
> in terms of library cards, which to me, it seems like a more pernicious
> problem anyway.
This is true, potentially. i think in the future, or past, it might be
necessary to group library cards.
>
> > > > You also need to think about Scott's Big Project of reintegrating ALL
> > > > the cards into the game, and think about how that could be done, it
> > > > seems to me.
> > >
> > > Didn't see it.
> >
> > What, the project, or why grouping is good for it?
>
> I didn't see the project, whatever it is you're talking about.
The project is the rehabilitation of the banned/useless list through
rewording. Already we have Concealed weapon, Rowan ring, Patagia and
Monocle of clarity back. i think this process is likely to continue,
if Scott thinks it can be done in a balanced way, but it has
implications. i will say no more.
>
> Fred
On Saturday 02 November 2002 16:26 in message
<22fea992.02110...@posting.google.com>, legbiter mumbled
something about:
[ quoted text not captured ]
Yes, I did. Immediately on my return. ;)
-- Derek
Peter Muto wrote:
>
> The reality is I think WW is brilliant. The thing is crypt cards and
> library cards are very very different; they have a very different
> function/utility to players. Here's the thing:
> IF WW instituted a "Type II" thing where all of a sudden my 15 Jyhad
> Flesh of Marble's are now kindling I'd freak out.
Most of my comments will be at the bottom. I had stop here and point
out, however, that you're obviously comparing apples with oranges.
No one proposed a "Type II" thing for library cards any more than
anyone proposed one for crypt cards. The analogous rules for library
cards would be to print group numbers on the library cards - like the
crypt cards - and invent some rule about which group-numbered library
cards could be used in the same library deck. As they say for vampires,
"You can *STILL* use your Flesh of Marbles...this is NOT like Type II,
after all...". Enjoy!
> BUT if I have to continually buy group 4, 5, 6 etc. vampires, even
> buying a vampire identical to older ones but with different names and
> group numbers, that's fine. WW has to make money, and create *some*
> incentive for players to buy cards. Remember, nearly EVERY SINGLE card
> EVER printed is tournament legal. That's impressive. Sure you can't
> mix a small group together but at this point, I'd guess less than 25%
> of all Magic cards every printed are legal. We have it good folks. I
> could even live with Jyhad vamps becoming illegal if they basically
> reprinted them all with different names and group #'s. Library cards
> are a different matter though, which is my point.
> Remember, crypt cards is not a card that you need millions of like
> some library cards. I mean the absolute most you would ever *need* of
> a vampire is 12 technically, realistically 2-6 of each vampire is
> plenty.
You've stated a bunch of true facts that miss the central point,
though. Variety of cards is power - period. This is every bit as true
of library cards as crypt cards. It doesn't matter how many library
library cards it takes to make a crypt. What matters is the ability
to combine different combinations of cards - for instance Aid from Bats
with Carrion Crows. Combinations of library cards are much more likely
than crypt cards to confer advantage to longer-time players if the
newbies can't get them. Note, I said *if*. Frequent reprinting of
key library cards actually tends to mute the advantage quite a bit to
prevent too much real advantage. But one can conclude that if the
newbie disadvantage is the sole reason for grouping, then you ought to
group library cards, too - rather than bothering to reprint any.
> I think the group thing strikes a perfect balance between encouraging
> new and old players to buy new cards, from every new set without
> alienating anyone too much (the people who over-react always
> over-react)
It's a balance. It's completely subjective to suggest it's a "perfect"
one. I guess I'm glad they didn't do it to library cards, though by
logic one would certain expect that, too.
> I think in the end the group thing has very little to do with
> preventing a "Dial-A-Crypt" scenario as I think others have pointed
> out that such a scenario would not "break" the game.
I'm not really sure what are saying, if not that the group thing is to
prevent D-A-C. It is not to sell vampire cards, certainly. They will
sell more new vampire cards by allowing the existing players to use new
vampires with their current vampires.
Fred
[ quoted text not captured ]
I see. If that's what it is, then I have to say I'm against it. Or at
least, I'm against bothering to try and dredge up every old, forgotten
card and attempting to do something about it. Every single one of these
puppies is another card that has copies out in the card population that
don't do what they SAY they do. That's bad! It's one thing to errata
overpowered cards. (And let's not kid ourselves, folks. Reprinting is
scarcely better than errata.) It's quite another to take an underpowered
piece of wallpaper which is doing relatively little harm except serving
as a laughing stock and a good example of how NOT to design future cards
and turn it into a true negative.
This process is turning particularly obnoxious when only slight changes
are made to old cards, so it's hard to spot when one comes up in play.
We need to start asking ourselves: WHY do this? What is the point
supposed to be?!? It's beginning to seem like the game is being gripped
by overly rigid and anal retentive motives that can't let a past mistake,
however harmless, just lie there. Worse, I feel like the reprints I'm see
are getting rather spotty play-testing at times, leading to a worse game
rather than a better one - even if you don't count the inaccurate pieces
of cardboard in circulation, which I do.
Please, let's stop this!
Fred
<most of the post snip-ed, will adress only thing about library
grouping>
> And grouping vampires doesn't solve the analogous problem
> > in terms of library cards, which to me, it seems like a more pernicious
> > problem anyway.
>
> This is true, potentially. i think in the future, or past, it might be
> necessary to group library cards.
Definitely.
Take MtG Type 1 for instance. Only like 5 cards from each new set are
playable in that format. Slightly more are playable for Type 1.5 ,
even more for Extended , like 10-15 percent of a new set is playable
in Type 2 and lot of the cards are playable in Block Constructed (one
big and two small set with common theme both in backstory and card
mechanics).
<example>
If you add 100 new cards to base of 2000+ cards the impact of the 100
new cards is small unless you create power escalation curve. Which is
BAD thing (and even Wizards are aware of this as seen in current sets,
contrary to what many peoples seems to believe here)
</example>
I would not like to see that happen in V:TES. (insignificance of new
cards or power escalation) I am not saying it is happening now, it's
might start to be a problem in distant (or not so distant) future.
The Block Constructed type of tournaments are considered to be:
1) most balanced of constructed formats
-mainly because it's easier to catch possible broken combos in testing
where only 500 cards exists in format compared to 2000+ cards format
2) most popular of constructed formats (and yes Wizards do
polls/researchs and DO care about their customers)
-because many cards otherwise not playable in other constructed
formats are playable here (or biggest percentage of cards you buy are
actually playable besides in draft)
-new players can compete with old players
The extended format (where you can use cards from last 3-4 such
cycles) is also very popular (although sometimes not very balanced)
The problem is that even in extended cards phase out in T1 void.
(because it becomes impossible to balance it) The problem with block
constructed is that every two or so years the block changes
completely.
So is there any similarity between this and current V:TES situation ?
I believe it is.
Grouping of vampires basically creates kind of 'block constructed'
crypt but the catch is that no crypt 'cycle' phase out entirely (you
can STILL play with group 1 vampires). It also enables to print new
and interesting vampires which do have an impact (and think about how
many of new CE vampires would not have an impact if grouping rule
didn't existed)
Grouping of library cards would open vast posibilities for new cards
and abilities which do have an impact and are not broken (and it may
become a problem otherwise in (not so) distant future)
It would also combine the essence of two most popular MtG constructed
formats:
- Block Constructed with it's ability to use most of cards you buy in
actual game
- Extended with it's ability to choose from vast/different deck
archetypes
It would also solve newcomers vs old players issue:
Newbies would be able to compete with old players (because current
group block of library/crypt card would not be weaker or stronger than
previous one, just different one)
Assuming the content of each new group cycle would be interesting old
players WOULD buy the set (I definitely bought Camarilla because of
cool new cards not because of the power level of cards - I can still
win without single new CE card in my crypt or library) and they would
still be able to play with their old favourite decks in order to
invoke fear in hearts of fellows players.
Karol
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<aq35la$c7b$1...@news-reader11.wanadoo.fr>...
> Legbiter, while under the influence of pastaga, said :
>
> > <snip praise of Orpheus, who has always struck ME as a dam' fine
> > fellow>
>
> Thanks for that. Nice to see that some people can disagree with me without
> putting me right away in the asshole department. It must be a maturity
> thing...
Well, thank YOU right back! However, IIUC Derek isn't cross with you
because of your views - he is cross with you because he thinks the way
you are expressing them is likely to be counterproductive for your
chances of getting something done about them, and might even damage
the game. i think he is right on the first count, but i do not think
the game will be damaged by free speech and open discussion.
[ quoted text not captured ]
i actually think there is more mileage in retuning the clans than you
seem to, and hence i disagree with you that more vampires necesarily
means more powerful vampires. Just to give ONE example, the Tremere
were obviously meant to have a fight dimension, but it doesn't really
work very well because Thaumaturgy takes such a long time to get
going, meshes so poorly with the other disciplines in that clan, and
is so feeble against virtually any other kind of combat. Oliver Thrace
and the one who can ditch tha cards for +1 bleed are a way round that,
it seems to me.
>
> > > > i
> > > > personally look forward IMMENSELY to the group 0/-1/-2 vampires of the
> > > > Dark Ages expansion!
> > >
> > > Not speaking about groupings, I would look forward to Dark Ages too. But
> > > this is an entirely different thing !! Can't you see ? Dark Ages would
> be a
> > > totally different and mostly uncompatible (except for some neutral cards
> I
> > > guess) extension,
> >
> > Maybe, maybe not. i used to think like you. Groupings now makes me
> > think the whole thing could be done in such a way that ALL the
> > expansions could be compatible. i'ld prefer that.
>
> Dark Ages could be compatible with everything in term of Library cards
> except guns and modern vehicles / weapons, I guess, but vampires would have
> to be changed. Also, what about the Sabbat / Camarilla cards, including
> Crusades (there were Princes) ? What about modern Bloodlines ?
i think there are several possible ways round this. If i were on the
design team [i'm not] i would be thinking about a meta-rule or Big
Master card which abolished sect, or possibly a general text on all
the vampires: "Dark Age [sectless]".
>
> > by the way, Group 0 wouldn't exist because it would allow
> > > mixing with Group 1...).
> >
> > Sure, what's wrong with that?
>
> Well, if it's done in the minus it would be so as not to miw them with
> existing extensions. Also, why make it compatible with old vampires rather
> then new ones ? I wouldn't see the point for that.
i think the idea would be that the old vampires could have known the
oldest ones, but the young ones couldn't .... so that would set limits
to their ability to form coteries. But then the different coteries can
get together for some good ol' anachronistic fun.
>
> > People who don't want to play Dark Ages won't HAVE
> > > to, and it would be more like in the RPG : "well, what do we play
> tonight,
> > > Dark Ages or modern times ? Of COURSE you can't play you DA Crusader in
> New
> > > York 2003 !!!).
> >
> > Alright, but you know as well as i do that in the typical RPG session
> > it is the clash between the ancient and the modern which is half the
> > fun. Groupings imposes a certain integrity upon that in the card game,
> > so i'ld have thought it would be welcomed with open arms by the
> > RPGers.
>
> Sorry, I don't understand you point here, care to develop ?
Sure, my point is that the groupings rule, probably unintentionally,
essentially gives you a limited pool of vampires from which to pick
your coterie [crypt]. Roughly speaking, if you go for group 1/2 you
are working with one temporal snap-shot of vampiric society, and if
you go for group 2/3 then you are choosing a later one.
>
> > I have absolutely no problem with that, and think it would
> > > be a smart commercial move, and still respectful to the players.
> >
> > Right, so we agree, basically. i knew we would.
>
> Sure, can't disagree on everything, can we ? ;-)
> And we both enjoy playing, and the perspective of new, fun ways to play ;
> where we don't agree about is what exactly would or wouldn't be fun to play.
OK, if you say so. But it's still not completely clear to me that we
DO disagree. i think you have read something into WW policy which i
don't see.
>
> > What
> > > wouldn't be is getting into WotC stuff like "buy the new extension or
> you
> > > can't play (or at least not as well as the ones who will).
Here's the bit with which i agree in principle, and here's the bit
that i don't think IS part of WW policy, in fact quite the reverse.
Do you get
> the
> > > difference in my book ?
> >
> > Not really, and sorry if i am being dim ... but i just don't see that
> > ANY of the old decks i built has been nuked by the new expansion,
> > rather it seems to me a load of old cards that were gathering dust in
> > my folders suddenly look awfully tasty, and that this would be true
> > whether or not i had bought new cards.
>
> See arguments above. Some Group 3 clans are not that good, say, many people
> prefer the Group 1 titled Ventrue (except if they play Obf), so mine
> wouldn't gather too much dust. But for what is to follow, time will tell...
Some group 3 clans are not as good at group 1 at certain things, but
they are better at others. eg Ventrue; lots of stealth in group 3,
more compatibility with !Ventrue, but less raw voting power.
Different, i suggest, but equal - and you need different strategies to
bring this out.
>
> > > > You also need to think about Scott's Big Project of reintegrating ALL
> > > > the cards into the game,
> > >
> > > I don't know about that. What is it about ? Has it been said on the
> Dev's
> > > Chat ?
> >
> > Not on developer's chat AFAIK, but it's kinda obvious from what he has
> > done in rehabilitating Rowan Ring, the Monocle and Concealed weapon.
> > i'm sure he would like to go further, if he could and if the new cards
> > could be balanced. i will say no more.
>
> Hum, inside info for sure... ;-)
Well, not exactly. Scott and i had a little private chat at Zopfcon
while he was preparing Aidan's grits and i was making coffee. Scott
plays his cards close to his chest so i am really not sure whether i
am encouraging him to do something which is already underway, or
lobbying for him to start doing it. In other words, i am saying no
more so as not to create TOO much misinformation.
>
> > > > and think about how that could be done, it
> > > > seems to me. Meanwhile, i recommend putting less of that tasty crack
> > > > cocaine into your next glass of pastis ;-)
> > >
> > > LOL. I take my pastaga pure with ice, it's quite enough.
> >
> > What, not even water? <awestruck silence>
>
> What for ????
>
> Ok, most of the time I put water in it. By the way, ever tasted Absynthe ?
> :-))
No, but i once fell off a Greek mountain after a night of drinking
Raki [similar but worse]. Next time we meet i will show you the scar.
>
> > But seriously, I
> > > don't feel like the one who's been smoking crack here. Or the drug
> addict.
> > > But some people here obviously are addicts, and want their dope no
> matter
> > > how badly cut.
> >
> > i'll confess to being an addict, right enough. i don't accept that i
> > patronise dodgy pushers.
> > >
> > > I don't.
> >
> > Cool, so you are sticking to the best-cut dope and you aren't an
> > addict, right? ;-)
>
> LOL. Damn it, I'm unmasked.
>
> Orpheus, glad to be able to talk politely and without personnal attacks.
No problem, i think you WOULD have a point if grouping did the things
you seem to think it does. i, however, see the situation in much less
apocalyptic terms and, in fact, have come to regard grouping as a
really cool new game mechanic.
Orpheus wrote:
> I never said I had no idea. I said I am no playtester,
"I am no playtester" is equivalent to "I have no idea", since the only people
who have any idea are the ones who are bound by a non-disclosure agreement
not to tell you anything about it.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
"Arpeges" <ego...@club-internet.fr> wrote in message news:<3dc271a3$0$261$7a62...@news.club-internet.fr>...
> Another thing comes in mind.
> 15% of Vtes sales are made in France (dixit : WW ceo in an interview in
> french mag "Black Lotus", assuming my memory is correct).
>
> For such a small country, regarding to the huge potential of US, it is a
> huge number.
>
> Let's see what happened some times ago with Magic. This CCG has been the
> most sold in France (I'm not considering Pokemon which is not the same
> marketing target). Expansions after expansions, WotCoast introduced a nasty
> selling system with Type1 and Type2. Tournaments are now almost exclusively
> played in Type 2. The definition of Type 2 is : a combination between the
> last 3 or 4 expansions sold in store.
>
> By this way, regarding the frequency of new expansions apparition, players
> wanting to play in tournaments are OBLIGED to buy new expansions to stay at
> the level.
>
> NOTHING can let us think such a commercial way will NOT be attempted when we
> will have groupe 4, 5, 6, which could occur, cause Vtes is well-sold around
> the world (dixit WW ceo...).
>
> As it is well-sold, it must be encouraged that way, taken care of. That is
> what the game brainers are doing (thank you LSJ...) by being there to answer
> to players, to introduce a community aspect in the game etc... But the
> commercial and marketing departments, in order to have the game grow, need
> to improve the sales. This is called the Raisonnement Marginal in economy
> (in french. Dunno the translation. Will never work in US -( ).
>
> SO, it is POSSIBLE, in few years, as the game will sales better again, that,
> in order to sale it better, such a "magic-style" tournament rule appears,
> letting us play only with some group vampires. In this case, we will be
> OBLIGED to buy expansions.
Technically, we wouldn't... we'd be forced to purchase the new cards
for the vampires... library cards have no markings... this isn't a
HUGE deal, as we could always just trade for 12 vampires from someone
else.
> As nothing of this could merely happen if no other group 5 and more are
> sold, I think it is clever to tell WW that some people want to buy
> expansions, merely if they are well designed like those ones we have got for
> the moment, but don't want to be obliged to buy them.
>
> One more time again, I'm just talking about a correlation to Orpheus'
> reflexion, and I thought people should think of that.
>
> Vtes won't live forever if it doesn't succeed in acquiring new players.
What does grouping have to do with aquiring new players?
> Let's think what are the ways a CCG company has got to get them, and for
> that, look at the competitors' marketing actions, as companies often copy on
> each other.
~SV
curt...@aol.com (CurtAdams) wrote in message news:<20021102145923...@mb-mc.aol.com>...
[ quoted text not captured ]
Well, that's not true... If each of those extra vampires have very
little continuity with other vampires, so be it. But if we reach the
DAV status, that's a bit much.
But to be honest, I think there needs to be more (larger capacity)
vampires of any given clan. It makes it possible to work some combos
(like, as for now, there are NO Malkavians with necromancy. Not
fair.).
~SV
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> Hello all,>
> I have been assured that some group 4 Camarilla vampires will come out in
> the Anarchs.
Assured huh?
> Whether this is true or not isn't the point here (I'm not a playtester so
> can't be sure ; if I was I wouldn't speak about it yet).
Then why bring it up?
> If you want to
> discuss it start a new thread. A few Group 4 Camarilla vampires isn't> dramatical, it's just useless (they just re-released group 2 Cammies, and
> now you can't mix them anymore with the enw vampires ?!).
They did that so newbies could have access to them.
> But it needs to
> STOP NOW !!!
Please provide reasons for why you're posting something that's
essentially flame bait. As it is, this post resembles, closely, a
troll. If so, I'll admit, I'm troll bait.
> The reason why I'm launching this now and not waiting for Anarchs is that I
> guess game conception needs time, and that by then the new extension will
> already be thought over. So I'm launching an ultimatum and a petition HERE
> and NOW :>
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> out, I will :
>
> - stop buying new products
> - resign from my Princeship
What about independent vampires? So if any G4 Indies come out you'll
quit too? I'd like to know. Its important.
> I ask EVERYBODY who shares these feelings to add a "me too" to this thread.
Come now, that's bad nettiquette. This is looking more and more like a
troll...
> If White Wolf sees that a product designed to "force us to buy" has the
> opposite effect, I think and hope that they will stop the insanity NOW.
Please provide support of your arguements.
> Up
> until now they have heeded our thoughts and needs, more or less, so we have
> to show them what we want, or rather what we DON'T WANT !!!
>
> I must say that I still love this game (just wait to see my new site...)
Good.
>, am
> still motivated to continue my job of promoting it, and for now will still
> encourage people to buy new extensions. But I also know what will the
> difference in sales will be the day when I won't. Or, for that matter, the
> day when any of my players will see Group 5 Cammies or Group 4 Sabbat.
>
> It's up to us, guys, let's show the businessmen what we want.
What do you want? Why do you want it?
> Sincerely yours, and more than a little pissed off,
Any one more than a little pissed off about a game needs to take a
walk in the park, clear your head and not think about card combos...
It helps me out alot from time to time. Maybe you should try it?
~SV
> - Now, Group 4 Sabbat and Indies would mean : all your old Sabbatics and
> Indies are to be thrown away and replaced, OR there is no interest in buying
> new vampires. It would stink, and there is no valid reason to this that I
> can see. Same can be said with Group 5, which would render obsolete all the
> new vampires that just came out. That, for me, would be the proof of the
> "screw you" politics. And PLEASE don't tell me that old vampires would still
> be tournament legal, we all know where it will end if we start on that road
Um... No I'm afraid I don't know where that will lead...
Could you please elaborate with careful reasoning.
~SV
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC5CFB5...@removethis.com>...
> legbiter wrote:
> >
> > The project is the rehabilitation of the banned/useless list through
> > rewording. Already we have Concealed weapon, Rowan ring, Patagia and
> > Monocle of clarity back.
>> I see. If that's what it is, then I have to say I'm against it. Or at
> least, I'm against bothering to try and dredge up every old, forgotten
> card and attempting to do something about it. Every single one of these
> puppies is another card that has copies out in the card population that
> don't do what they SAY they do. That's bad!
Why? If it's an entirely useless card (Oxford University for
example), people aren't using the old copies anyway. When they
reprint it, it's just like they had printed a new card. It ALSO has
the advantage of already being in circulation so people can use the
old copies as well as the new copies (just have to remember what it
does or use a marker on it or something).
> It's quite another to
> take an underpowered piece of wallpaper which is doing relatively little
> harm except serving as a laughing stock and a good example of how NOT to
> design future cards and turn it into a true negative.
How is it a "true negative" that Rowan Ring is a legal card again? Or
that Oxford University actually has a place in some decks now?
> Worse, I feel like the reprints I'm see are getting rather spotty play-
> testing at times, leading to a worse game rather than a better one
Examples?
-Snapcase
legb...@mailandnews.com (legbiter) wrote in message news:<22fea992.0211...@posting.google.com>...
> Though i accept the right to protest, i STILL find this particular
> spat bewildering. You can still play all your old decks. If you want,
> you can spice them up with some of your old cards that you wouldn't
> otherwise have played. People who invest in CE won't necessarily be
> able to make better decks than you can, because of grouping. So you
Personally, the grouping rule irritates me because I'm left with a
choice of either not using my old vampires, or not buying new
vampires. You can't do both, unless you want to maintain two separate
collections of vampires that you can't mix, which seems a bit
ridiculous to me. End result? White Wolf has told me they don't want
me as a customer, and I am willing to cooperate with them.
What is bewildering about people being mad about WW telling them they
can't play with the new toys unless they put away their old toys? Just
because you really like the old toys shouldn't mean you're excluded
from everything that will come out from now on.
JSpektr
curt...@aol.com (CurtAdams) wrote in message news:<20021102145923...@mb-mc.aol.com>...
> orph...@wanadoo.fr writes:
>> > I, Orpheus, Prince of Marseille, France, hereby declare that if any
> >GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> >out, I will :
>
> >- stop buying new products
> >- resign from my Princeship
>> Grouping is a brilliant idea, the best fix for a hard problem.
Do you know what other solutions there were for fixing it? It would
seem to me that claiming it is best, when it's the only solution
that's been presented, is a bit excessive.
For all we know, there were dozens of solutions that were much better
than grouping. Just because you don't know what those solutions are,
doesn't mean they don't exist.
> There's no way I could honestly suggest new players start
> the game without grouping (unless they're very rich). I
You could direct them to eBay, where they can get all the Jyhad and
Dark Soveriegns vampires they could possibly want for around $40,
along with tons of staple cards.
Or you could do like we do, and give away vampires and commons to new
players. I have a huge box of commons, uncommons and vampires that I
let all our new players go through and take what they want. Seems like
they don't have to be very rich at all to play without grouping.
> will continue to enthusiastically support V:tES as long as
> WW continues with it's excellent work at improving
> balance and playability with great ideas like grouping.
From my perspective, grouping reduces playability. It reduces the
number of combinations of vampires that can go into a crypt, and
personally, I don't see the claimed benefits that are supposed to
offset this huge limitation. Many people are ignoring the grouping
rules, and so far none of them report any problems. That may be
evidence that White Wolf was simply incorrect in their assumptions
that grouping was necessary.
> I'll even support it more enthusiastically by pointing out
> to newbies that grouping is making suitcases quit
> because they can't lord it over the newbies with their
> collections. I'll probably buy more too.
I think people with large collections might be quitting because WW has
told them they can't use their old cards with the new cards. Their
motivation for buying new cards is gone, and for some people the game
stops being fun when they stop getting new cards. Maybe you do have
old players that "lord it over newbies" but we don't here, and I'm not
even sure how having lots of rares gives them that much of an
advantage. Rares in VTES make trick decks easier, but in my experience
it rarely makes them better than a focused deck made from commons.
>
> Currently there's about 15 vamps per clan per group.
> That's exactly where it should stay. If any group goes
> substantially over this the game is in serious trouble.
Why? What kind of trouble would that create?
JSpektr
On Monday 04 November 2002 13:40 in message
<196f2577.02110...@posting.google.com>, jspektr mumbled
something about:
> legb...@mailandnews.com (legbiter) wrote in message
> news:<22fea992.0211...@posting.google.com>...
>>> Though i accept the right to protest, i STILL find this particular
>> spat bewildering. You can still play all your old decks. If you want,
>> you can spice them up with some of your old cards that you wouldn't
>> otherwise have played. People who invest in CE won't necessarily be
>> able to make better decks than you can, because of grouping. So you>
> Personally, the grouping rule irritates me because I'm left with a
> choice of either not using my old vampires, or not buying new
> vampires. You can't do both, unless you want to maintain two separate
> collections of vampires that you can't mix, which seems a bit
> ridiculous to me. End result? White Wolf has told me they don't want
> me as a customer, and I am willing to cooperate with them.
This is a blatant misstatement of the facts.
You can use the old vampires. Or the new. Just not both AT THE SAME TIME.
You can maintain an "old" crypt for a deck, and a "new" crypt for the same
deck. Depending on which vampires you choose to include, the focus of the
deck could change entirely.
End result? Much ado about nothing.
> What is bewildering about people being mad about WW telling them they
> can't play with the new toys unless they put away their old toys? Just
Because that's not what WW told you.
That's just what you WANT WW to have told you, so you can have a good old
foot-stamping tantrum over your toys. But they didn't.
> because you really like the old toys shouldn't mean you're excluded
> from everything that will come out from now on.
But you're not. Tension in the Ranks works great with Anvil and Don Cruez.
You can still bring Didi, Ozmo, Gilbert, and Mariel to a tournament and
play the good old OBF/DOM stealth-bleed bonanza.
I'm willing to bet that none of the library cards in the new set say
"Playable only by a group 3+ vampire."
-- Derek
On Monday 04 November 2002 14:18 in message
<196f2577.02110...@posting.google.com>, jspektr mumbled
something about:
> curt...@aol.com (CurtAdams) wrote in message
> news:<20021102145923...@mb-mc.aol.com>...>>>> Grouping is a brilliant idea, the best fix for a hard problem.>> For all we know, there were dozens of solutions that were much better
> than grouping. Just because you don't know what those solutions are,
> doesn't mean they don't exist.
However, I note that you haven't come up with one yet, weren't able to at
the time, and it's no longer relevant since grouping IS here and it's now a
dead subject.
Grouping was a good solution. Maybe not the best, but it didn't suck.
>> There's no way I could honestly suggest new players start
>> the game without grouping (unless they're very rich). I>
> You could direct them to eBay, where they can get all the Jyhad and
> Dark Soveriegns vampires they could possibly want for around $40,
> along with tons of staple cards.
This won't help at all when I haul out my copies of Artemis, Olivia, and
other Sabbat-only vampires.
Not to mention that not everyone has access to the Internet, not everyone
has access to eBay, and not everyone is willing to purchase from eBay.
> Or you could do like we do, and give away vampires and commons to new
> players. I have a huge box of commons, uncommons and vampires that I
> let all our new players go through and take what they want. Seems like
> they don't have to be very rich at all to play without grouping.
Not everyone has a playgroup with plenty of vampires and commons to give
away. It shouldn't be a criteria that you HAVE to get freebies from
someone (see "twinked up in EQ") in order to play.
>> will continue to enthusiastically support V:tES as long as
>> WW continues with it's excellent work at improving
>> balance and playability with great ideas like grouping.>
> From my perspective, grouping reduces playability. It reduces the
Your perspective as a new player who hasn't seen the abominations that can
be produced by someone who really wants to put effort into it, you mean?
> number of combinations of vampires that can go into a crypt, and
> personally, I don't see the claimed benefits that are supposed to
> offset this huge limitation. Many people are ignoring the grouping
What, you mean the ones where a new player doesn't have to compete with a
dial-a-crypt of the midrange vamps, including a bunch that he's never seen
before? I doubt anyone, yourself especially, has REALLY taken a good look
at the problem. I don't think it's so much the weenie hordes being a
problem as it is the mid-range guys, personally.
> rules, and so far none of them report any problems. That may be
> evidence that White Wolf was simply incorrect in their assumptions
> that grouping was necessary.
Daniel Figuerido is the only person I've seen openly state that he's
ignoring the grouping rules. I submit that the opinion of one playgroup is
insufficient "evidence" for anything.
>> I'll even support it more enthusiastically by pointing out
>> to newbies that grouping is making suitcases quit
>> because they can't lord it over the newbies with their
>> collections. I'll probably buy more too.>
> I think people with large collections might be quitting because WW has
> told them they can't use their old cards with the new cards. Their
I think you're wrong. As stated in a previous message, that's not what WW
has told them at all, and anyone who quits for those reasons has not really
thought about things at all.
> motivation for buying new cards is gone, and for some people the game
> stops being fun when they stop getting new cards. Maybe you do have
I think the game is 8 years old, and a set was just released that didn't
have that many new cards for veterans to purchase. No, I imagine they
AREN'T buying that much of the new set. It wasn't aimed at them, unlike
the previous THREE.
I think a lot of veterans are having Real Life(tm) overtake them. This game
is 8 years old, and appealed mostly to college students anyway at its peak.
This makes the average player age something above 25.
Two of our local players have brand-new children. They're out of the
picture for the foreseeable future. Three just got married. So much for
THAT free time. Two have moved away recently. One is about to.
None of this was caused by the Camarilla Edition, and absolutely none of it
was caused by the grouping rules.
> old players that "lord it over newbies" but we don't here, and I'm not
> even sure how having lots of rares gives them that much of an
> advantage. Rares in VTES make trick decks easier, but in my experience
> it rarely makes them better than a focused deck made from commons.
Having 40 Freak Drives can be a pretty damn solid advantage.
>> Currently there's about 15 vamps per clan per group.
>> That's exactly where it should stay. If any group goes
>> substantially over this the game is in serious trouble.>
> Why? What kind of trouble would that create?
When the optimal crypt for a given deck type includes vampires from
hard-to-get previous expansions, it's pretty damn easy to see that this
screws new players with no access to those same hard-to-get previous
expansions. eBay is not the answer, and never will be.
-- Derek
jspektr wrote:
>
> curt...@aol.com (CurtAdams) wrote in message
> news:<20021102145923...@mb-mc.aol.com>...> > There's no way I could honestly suggest new players start
> > the game without grouping (unless they're very rich). I
>
> You could direct them to eBay, where they can get all the Jyhad and
> Dark Soveriegns vampires they could possibly want for around $40,
> along with tons of staple cards.
>
Now picture new player X wanting to play a Sabbat clan.
Won't she be happy when group 4 Sabbat vampires arrive and she doesn't
need to chase down the in some cases dearly expensive group 2 ones?
Thomas
In article <196f2577.02110...@posting.google.com>,
jspektr <jsp...@sprynet.com> wrote:
>For all we know, there were dozens of solutions that were much better
>than grouping. Just because you don't know what those solutions are,
>doesn't mean they don't exist.
Can you come up with one that's better? Because I can't, and I'm not really
dim, local evidence notwithstanding.
>Or you could do like we do, and give away vampires and commons to new
>players. I have a huge box of commons, uncommons and vampires that I
>let all our new players go through and take what they want. Seems like
>they don't have to be very rich at all to play without grouping.
that's not a sustainable model -- people will run out of overflow in time,
and not everyone has a local cardlord with overflow bins in local reach.
>From my perspective, grouping reduces playability. It reduces the
>number of combinations of vampires that can go into a crypt, and
I have to point out that 'not increasing combinations' != 'reducing
the number of combinations'. You have just as many group 1 + 2 combos
as you did before, and in addition you have 2 + 3 combos. So you have
MORE combinations, not FEWER.
>personally, I don't see the claimed benefits that are supposed to
>offset this huge limitation. Many people are ignoring the grouping
>rules, and so far none of them report any problems. That may be
>evidence that White Wolf was simply incorrect in their assumptions
>that grouping was necessary.
The grouping rule is forward-looking, in that it addresses a problem
caused not by CE, but by future expansions. It's an accumulative thing --
I wouldn't expect any problems caused by groups 1+2+3, but as group 3 expands,
or groups 4, 5, and 6 appear, I would definitely expect there to be trouble
with ignoring grouping.
>I think people with large collections might be quitting because WW has
>told them they can't use their old cards with the new cards. Their
>motivation for buying new cards is gone, and for some people the game
>stops being fun when they stop getting new cards.
Hm. I'm pretty sure I can use all the new CE library cards with my old
crypt, and all my old cards with my new crypt. I can't use a small proportion
of my old cards simultaneously with a small proportion of my new cards.
That's not a huge restriction for me.
>> Currently there's about 15 vamps per clan per group.
>> That's exactly where it should stay. If any group goes
>> substantially over this the game is in serious trouble.>
>Why? What kind of trouble would that create?
- Too much cross-clan overlap leading to easily made bizarro discipline
combos
or
- Too many useful mid-caps with in-clan superiors, making crypt selection
for, say, a canonical ANI/FOR/CHI ravnos deck trivial
or
- Too many weenies, making mono-<foo> trivial
Some of these problems were (are?) already extant, to hear some players
tell it.
gomi
--
Never be the first to believe
Never be the last to deceive
snap...@eudoramail.com (Snapcase) wrote in message news:<9945f27a.02110...@posting.google.com>...
> Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC5CFB5...@removethis.com>...
>
> > legbiter wrote:
> > >
> > > The project is the rehabilitation of the banned/useless list through
> > > rewording. Already we have Concealed weapon, Rowan ring, Patagia and
> > > Monocle of clarity back.
> >
> > I see. If that's what it is, then I have to say I'm against it. Or at
> > least, I'm against bothering to try and dredge up every old, forgotten
> > card and attempting to do something about it. Every single one of these
> > puppies is another card that has copies out in the card population that
> > don't do what they SAY they do. That's bad!
>
> Why? If it's an entirely useless card (Oxford University for
> example), people aren't using the old copies anyway. When they
> reprint it, it's just like they had printed a new card. It ALSO has
> the advantage of already being in circulation so people can use the
> old copies as well as the new copies (just have to remember what it
> does or use a marker on it or something).
>
> > It's quite another to
> > take an underpowered piece of wallpaper which is doing relatively little
> > harm except serving as a laughing stock and a good example of how NOT to
> > design future cards and turn it into a true negative.
>
> How is it a "true negative" that Rowan Ring is a legal card again? Or
> that Oxford University actually has a place in some decks now?
>
> > Worse, I feel like the reprints I'm see are getting rather spotty play-
> > testing at times, leading to a worse game rather than a better one
>
> Examples?
>
> -Snapcase
If they want to do it, they should do it right then. Almost all the
useless cards from DS and AH got revamped, some evem became very good,
like oxford and Aquired Ventrue Assets. But some, they just ignored..
If you want to ignore a wallpaper card, great! It愀 wallpaper anyway,
but why fiz all the other ones and REPRINT wallpaper trash like the
Grand Temple of Set exactly like it was...
Derek Ray <lor...@yahoo.com> wrote in message news:<px.dnUzkBo_...@News.GigaNews.Com>...
> On Monday 04 November 2002 14:18 in message
> <196f2577.02110...@posting.google.com>, jspektr mumbled
> something about:
>
> > curt...@aol.com (CurtAdams) wrote in message
> > news:<20021102145923...@mb-mc.aol.com>...
> >>
> >> Grouping is a brilliant idea, the best fix for a hard problem.> >
> > For all we know, there were dozens of solutions that were much better
> > than grouping. Just because you don't know what those solutions are,
> > doesn't mean they don't exist.
>> However, I note that you haven't come up with one yet, weren't able to at
> the time, and it's no longer relevant since grouping IS here and it's now a
> dead subject.
I never said I had a better answer. I was merely pointing out that
claiming the current answer is the BEST answer is a bit foolish
without the presence of other answers to compare it to.
Personally, I would have reprinted the majority of the old Jyhad, Dark
Sovereigns, and Ancient Hearts vampires, and possibly some of the
unreprinted Sabbat vampires as well. That would solve the problem of
new players not being able to get their hands on the old vampires.
For players wanting new vampires, I would have "updated" some of the
vampires, especially the old Jyhad ones of dubious worth, with more
disciplines or new specials. If the old vampire was really bad, the
capacity could stay the same, and the new scheme could be applied. If
the old vampire wasn't bad, the new version could have a higher
capacity. Then instead of grouping, a new rule that said the new
versions of vampires did not replace the old ones, but still contested
them, could be created. The effect would be to get a new version of,
say, Raven, but one that could NOT be played at the same time as the
old Raven, because they would contest each other. The options would be
increased, because you could play either version of the vampire, but
you could still mix and match vampires from all editions of the game.
But that's just off the top of my head. It seems to me that with
serious thought, several alternatives that are at least as good as, if
not better than, the grouping rule could be created. Thus, it also
seems likely that the grouping rule is not necessarily the best
possible answer.
> > You could direct them to eBay, where they can get all the Jyhad and
> > Dark Soveriegns vampires they could possibly want for around $40,
> > along with tons of staple cards.
>
> This won't help at all when I haul out my copies of Artemis, Olivia, and
> other Sabbat-only vampires.
You might want to check eBay then, before you make claims. Getting
Sabbat only vampires is quite easy, and often for relatively low
prices. I've picked up unreprinted Sabbat vamps for $1 each or less.
More expensive than buying them in packs, maybe, but hardly
prohibitive.
And how does this address the problem? We were discussing new players
not being able to get old vampires, which necessitates the grouping
rule. How does the grouping rule protect them from not having
unreprinted Sabbat vampires? Currently, it has absolutely no effect on
their ability to get a copy of Olivia, or any other unreprinted card.
> > Or you could do like we do, and give away vampires and commons to new
> > players. I have a huge box of commons, uncommons and vampires that I
> > let all our new players go through and take what they want. Seems like
> > they don't have to be very rich at all to play without grouping.
>> Not everyone has a playgroup with plenty of vampires and commons to give
> away. It shouldn't be a criteria that you HAVE to get freebies from
> someone (see "twinked up in EQ") in order to play.
If they have a playgroup without extra old cards around, then what
difference does grouping make? Such a group would be just as well off
without it.
>
> >> will continue to enthusiastically support V:tES as long as
> >> WW continues with it's excellent work at improving
> >> balance and playability with great ideas like grouping.> >
> > From my perspective, grouping reduces playability. It reduces the
>> Your perspective as a new player who hasn't seen the abominations that can
> be produced by someone who really wants to put effort into it, you mean?
Nope. Seen those "abominations." Not impressed.
> > number of combinations of vampires that can go into a crypt, and> > personally, I don't see the claimed benefits that are supposed to
> > offset this huge limitation. Many people are ignoring the grouping
>> What, you mean the ones where a new player doesn't have to compete with a
> dial-a-crypt of the midrange vamps, including a bunch that he's never seen
> before? I doubt anyone, yourself especially, has REALLY taken a good look
> at the problem. I don't think it's so much the weenie hordes being a
> problem as it is the mid-range guys, personally.
I've taken a pretty good look at it. Don't see the problem. IF Cam had
contained a bunch of 7-cap Ventrue princes with all three clan
disciplines at superior, then I'd agree with you. Or 2 more Gangrel
that were clones of Raven. Or something like that. But from what I've
seen of Cam, the vampires rather conspicuously don't duplicate the old
VTES mid caps, so it doesn't seem to be a problem.
Please give me an example of a combo of type 1 and type 3 midcaps that
would cause a horrible imbalance in the game. Really, I'd like to
know. I'm perfectly willing to accept that there's something I'm not
seeing here, but you're going to have to provide examples and proof,
not just rhetoric.
>
> > rules, and so far none of them report any problems. That may be
> > evidence that White Wolf was simply incorrect in their assumptions
> > that grouping was necessary.
>> Daniel Figuerido is the only person I've seen openly state that he's
> ignoring the grouping rules. I submit that the opinion of one playgroup is
> insufficient "evidence" for anything.
Our group has ignored it from day 1. No problems so far.
>
> >> I'll even support it more enthusiastically by pointing out
> >> to newbies that grouping is making suitcases quit
> >> because they can't lord it over the newbies with their
> >> collections. I'll probably buy more too.> >
> > I think people with large collections might be quitting because WW has
> > told them they can't use their old cards with the new cards. Their
>> I think you're wrong. As stated in a previous message, that's not what WW
> has told them at all, and anyone who quits for those reasons has not really
> thought about things at all.
I thought you might say something like that. You cannot use old
vampires with new vampires. Please explain how that is NOT "can't use
their old cards with the new cards."
> > old players that "lord it over newbies" but we don't here, and I'm not
> > even sure how having lots of rares gives them that much of an
> > advantage. Rares in VTES make trick decks easier, but in my experience
> > it rarely makes them better than a focused deck made from commons.
>
> Having 40 Freak Drives can be a pretty damn solid advantage.
How? A deck with 40 Freak Drives is going to be amusing, but how would
it win? What is it possibly going to do with those Freak Drives that
is better than 40 other cards?
>
> >> Currently there's about 15 vamps per clan per group.
> >> That's exactly where it should stay. If any group goes
> >> substantially over this the game is in serious trouble.
> >
> > Why? What kind of trouble would that create?
>> When the optimal crypt for a given deck type includes vampires from
> hard-to-get previous expansions, it's pretty damn easy to see that this
> screws new players with no access to those same hard-to-get previous
> expansions. eBay is not the answer, and never will be.
I think that's irrelevant to the grouping rules. Simply reprint the
old, hard to get vampires, and create new ones that don't stack with
old ones in abusive ways.
JSpektr
go...@panix.com (Gomi no Sensei) wrote in message news:<aq6nvk$3oh$1...@panix2.panix.com>...
> In article <196f2577.02110...@posting.google.com>,
> jspektr <jsp...@sprynet.com> wrote:
Most snipped, because the same statements were replied to in another
post.
> >> Currently there's about 15 vamps per clan per group.
> >> That's exactly where it should stay. If any group goes
> >> substantially over this the game is in serious trouble.
> >
> >Why? What kind of trouble would that create?
>
> - Too much cross-clan overlap leading to easily made bizarro discipline
> combos
So? I think having say, another couple of vampires with Animalism
Dominate would be interesting, and expand the game, not destroy it.
How does the ability to have bizarre combinations of disciplines hurt
the game?
> or
>
> - Too many useful mid-caps with in-clan superiors, making crypt selection
> for, say, a canonical ANI/FOR/CHI ravnos deck trivial
Simply don't make new vampires with those stats. Pretty easy problem
to avoid, really.
> or
>
> - Too many weenies, making mono-<foo> trivial
See previous answer. Don't print new small caps, reprint old ones.
JSpektr
"> > - Now, Group 4 Sabbat and Indies would mean : all your old Sabbatics
and
> > Indies are to be thrown away and replaced, OR there is no interest in
buying
> > new vampires. It would stink, and there is no valid reason to this that
I
> > can see. Same can be said with Group 5, which would render obsolete all
the
> > new vampires that just came out. That, for me, would be the proof of the
> > "screw you" politics. And PLEASE don't tell me that old vampires would
still
> > be tournament legal, we all know where it will end if we start on that
road
>
> Um... No I'm afraid I don't know where that will lead...
>
> Could you please elaborate with careful reasoning.
I will try it, but briefly. As my good friend Derek would say, "Real Life,
TM" is taking its toll. I will not have anymore the time, the energy or the
will to spend so much time trying to explain my PoV to people who are stuck
in this (this discussion is getting more sterile than a Blood Brother), and
much less taking personnal attacks (nothing for you here). Anyway I'll be
away for 10 days, so don't nobody think I'm cowarding here. I know some
people can take the arguments further (go Spektr !!) and maybe, just maybe,
make this worth anything.
Where does it lead IMNSHO ?
- to "Type" tournaments à-la-Magic, sooner or later.
- to more and more people playing houserules, if only the "we ignore groups"
one
- to old, or not-so-old players leaving the game because they will feel
cheated.
- in the worst hypothesis and if people let it happen, to library grouping.
Yes, you can make many different decks with different groupings. But why the
need ? Someone said he would like whole bunch of new, yet non-compatible
Assamites ?! Well, they won't change their main disciplines, and they COULD
use some help, but that can be done with just a few more well-placed
vampires, and of course cards. Same with any Sabbat or Indie, not to mention
Bloodlines (1 or 2 more of each couldn't hurt, especially in the
less-favored clans). But WHY in Caine's sake start a collection anew when
you already enjoy playing the vampires out there ? At worst, they can be
errated and re-issued, and a few more with different combos can only do them
good (still much less choice in Sabbat than Indie / Cama, and some Indie
Clans really don't have so many playable vampires - do check the Giovanni,
for example ; they're one of my favourite Clans, but there are more than a
few vampires I'll NEVER play ! - ).
And I CAN'T believe some of you actually would be in favor of library
grouping too !!! With Magic, it lead to many old players leaving the game,
while all the new ones were newbies with an average of 13 years old (I'm
converting more and more of them to Jyhad as they grow up). I've never
played Magic myself, but speaking with ex-players, the main argument was
always that they got tired of being taken for idiots and sqeezed out of
their money by every means possible, especially tournament type rules.
It won't, of course, come to this if WW know where to stop. But why should
they, when many players here show that they would buy anything, no matter
what ? Perhaps because many people who don't write here will react
otherwise, and they will see it soon enough.
It is also interesting to see how the reactions coming from Americans and
europeans (english being apparently somewhere in the middle) is quite
drastically different. I don't have enough data to really be sure of
anything, but it does seem to me that "we" are more concerned with the
playing part, while US seem more concerned about collecting and getting new
cards no matter what, or accepting whatever will be given to them (I may, of
course be wrong, it is my impression only, so don't get all started up).
Anyway, I am SURE that the player reactions here are very different from US
ones, and that the sales will show quite efficiently the displeasure of the
players should this group thing go to far.
Yours, and away,
Orpheus
"Akaisuisei" <sam-ga...@libero.it> wrote in message news:<ecDw9.104544$RO.26...@twister1.libero.it>...
> Ok, here's my thought too:
>
> 1 - I think that "grouping" vamps was a disgusting commercial choice since
> the born of CE
> 2 - We usually shun that stupid rule during our league here in Bologna, and
> I personally refused to play according to it in any
> tournament...sadly...just skipping tournaments.
> 3 - Orpheus is definitely right ! I think that to ignore the rule "en
> masse" will be a good choice, but I'm really, (REALLY), thinking to give-up
> any further buying too if WW will do the same disgusting choices previosly
> done by Wizards of The Coast with "Magic".
> 4 - Go On Orpheus !
>
> Akaisuisei
Grouping vamps was a stupid idea, IMO. This, added to the layout
changes in CE, stopped me and my playgroup from buying any CE.
Still looking for Sabbat War, Final Nights and Bloodlines, however...
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<apre0s$2io$1...@news-reader10.wanadoo.fr>...
> I, Orpheus, Prince of Marseille, France, hereby declare that if any
> GROUP 5 vampire, or any Sabbatic (or Bloodlines) GROUP 4 vampire ever comes
> out, I will :
>
> - stop buying new products
> - resign from my Princeship
Oh no! The French are threatening to surrender!
-Mongrel
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<aq0ilo$790$1...@news-reader11.wanadoo.fr>...
> > > I have been assured that some group 4 Camarilla vampires will come out
> > > in the Anarchs.
> Ok, for the last time :
> I AM NOT SURE OF ANYTHING ABOUT SUCH A RELEASE, BUT THINK IT HAS TO BE
> DISCUSSED NOW ANYWAY.
It's kind of bad form to start your thread with such a statement then.
It makes it seem like you have some kind of "inside information" when
you're really guessing just as much as the rest of us.
> Sorry for shouting, but maybe this way everyone will see it and stop asking
> the same questions. For the details see numerous previous answers.
I missed your explanation of such, and was responding to your first
post.
> Yes, they do. Some others are great and seen at every tournament, though,
> like Arika, Muaziz, Donal etc. And as I've already said, if they sucked so
> much, why make them Group 2 and reprint them ?
As far as I can tell, they were gonna be group 2 whether they
reprinted them or not. All reprinting does is get some more copies
into circulation. It gives new players a chance to get Donal and
Constanza and Theo and Volker all in the same starter so they can make
a Eurobrujah deck if they want.
> Because WW was afraid of the players reaction and preferred to fuck them in
> the ass later, but with more vaseline ??
Huh? How is making some of the somewhat-harder-to-get vamps from DS
and AH available in a starter "fucking players in the ass"? I wasn't
upset to get extra copies of Donal and Arika, were you?
> Sure. But not with the hundreds of Group 2 vampires that have been printed
> in the last 3 years, and the latest only what, 6, 9 months ago ?
So? You play them with the group 3 vamps. Did you have some master
plan to combine the anarch set toreador into a bloodlines deck or
something?
> Same here, because they were compatible to most of the vampires I'd bought
> (I joined the game with SW).
A good portion of my vamps are group 1, and it didn't upset me in the
slightest. I didn't have to buy any new vamps if I didn't want to.
> Even if I understand and sort of approve Group
> 3, I can also understand why people who had all the vampires in Group 1
> could be pissed off by this. But the more Groups come, the worts the
> situation will become, is all I'm saying.
Speaking as someone who has all the vampires in Group 1, I was very
happy with the grouping rule.
> Ok, if you have to ask I can't do anything for you. Now, if you really want
> to know, read what people have written on this thread, newsgroup etc. If you
> still don't see the big deal, I'll have to ask you your monthly income.
No, I've heard the arguments. They have failed to convince me that
this is anything other than a "good idea". How is my monthly income
relevant? I didn't buy all the group 3 vampires. I'm not going to
buy all the group 4 vampires. I'm going to do what most people do:
buy some, trade for what I like.
> THAT is a lost case. They have made this decision, once again, without
> asking anyone, and it may have been a mistake or not. I'm getting used to
> the new layout, but the thing I cannot get used to is having old and new
> vampires side by side and not looking like they belong in the same game, not
> mentionning the same Clan.
Well, lost cause or not, I'm still putting the idea forth. You
obviously felt the grouping protest wasn't a lost cause. I agree that
the new backgrounds don't make a whole lot of sense. With the
exception of the Tremere background, the old backgrounds were pretty
good. While I'm not going to guess why they were changed, they did
make it less easy to tell that two side-by-side vampires are from the
same clan. Any time we can preserve consistency, and increase ease of
recognition, I think we should do it.
> And Masters layout suck. But I don't think WW
> will ever turn from this decision. Hell, it will even be an argument to sell
> more Group 4 Sabbat, like "See, they have the new layout !!!".
I can't talk from a graphic design standpoint (I don't have the
background). I much prefer the layout of the original Sabbat set to
the other sets before or since. It had everything- discipline icons
on the library cards, the type size was easier to read than the
current one, the inks were nice and vivid. I don't particularly like
the icon bar; it introduces more empty space on many cards. Another
annoyance is the Ultra Pro hologram covering up important icons when
sleeved. The layout, to me, was much larger of an issue than the
grouping rule. Is it a "different game" because of the different
layout? No. But I just prefer the look and feel of the old layout
and will use those cards over their newer counterparts when I can.
-Snapcase
> Oh no! The French are threatening to surrender!
>
> -Mongrel
LOL
NEVER SURRENDER !!! FIGHT UNTIL THE END !!!
But only for a cause we (I) believe in.
Frenchmen will always be ready to make a revolution and look in the teeth at
the mouth of the Establishment Horse. Well, I hope.
Speaking of horse, gotta go. Thanks for making me laugh, didn't happen much
in this thread.
Orpheus
jsp...@sprynet.com writes:
>> Grouping is a brilliant idea, the best fix for a hard problem.>Do you know what other solutions there were for fixing it? It would
>seem to me that claiming it is best, when it's the only solution
>that's been presented, is a bit excessive.
I've been thinking of the escalation due to vampire expansion since
the first time I played against a DS-enhanced deck in, oh, 1996.
Crypt choice limitations are a fundamental part of the game and
the only way to keep them is to limit the set of vamps you can
choose from. The only other solution I ever thought of was to print
no new vamps - obviously inferior.
>For all we know, there were dozens of solutions that were much better
>than grouping. Just because you don't know what those solutions are,
>doesn't mean they don't exist.
If you've got a proposal, put it on the table.
>> There's no way I could honestly suggest new players start
>> the game without grouping (unless they're very rich). I>You could direct them to eBay, where they can get all the Jyhad and
>Dark Soveriegns vampires they could possibly want for around $40,
>along with tons of staple cards.
Well, prices are climbing. But the real problem is that without
grouping, they must *keep* buying in the future to keep up.
It's not right to force people onto that treadmill.
>From my perspective, grouping reduces playability. It reduces the>number of combinations of vampires that can go into a crypt,
No, not if you want competitive crypts. Without grouping, many viable
vampires and crypts are lost because they can't compete with
the supercharged everybody-at-superior-for-minimum-cost
crypts.
>and
>personally, I don't see the claimed benefits that are supposed to
>offset this huge limitation.
Uck. Try playing a crypt from a limited set against an unlimited
set. Or look at the wear marks on your vampires - mine are
becoming far less even now that I have most of the new
group 2 vampires. Many of my vampires never get used anymore.
Curt Adams (curt...@aol.com)
"It is better to be wrong than to be vague" - Freeman Dyson
LSJ wrote:
>
> Orpheus wrote:
> > I never said I had no idea. I said I am no playtester,
>
> "I am no playtester" is equivalent to "I have no idea", since the only people
> who have any idea are the ones who are bound by a non-disclosure agreement
> not to tell you anything about it.
Perhaps. But one of the latter may have broken his agreement and told Orpheus.
As this does not cause Orpheus to become a playtester, the two statements are
hardly synonymous.
Fred
Snapcase wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message
> news:<3DC5CFB5...@removethis.com>...
>
> > legbiter wrote:
> > >
> > > The project is the rehabilitation of the banned/useless list through
> > > rewording.
> >> > I see. If that's what it is, then I have to say I'm against it. Or at
> > least, I'm against bothering to try and dredge up every old, forgotten
> > card and attempting to do something about it. Every single one of these
> > puppies is another card that has copies out in the card population that
> > don't do what they SAY they do. That's bad!
>
> Why? If it's an entirely useless card (Oxford University for
> example), people aren't using the old copies anyway. When they
> reprint it, it's just like they had printed a new card. It ALSO has
> the advantage of already being in circulation so people can use the
> old copies as well as the new copies (just have to remember what it
> does or use a marker on it or something).
...which is BAD! Why do I have to repeat myself. I don't WANT old, misleading
cards in circulation. For one thing, you have to know there's a new version of
the card to remember that it does something different than what it says it does.
When cards are screwing up the game due to being overpowered, that's one thing.
Cards that no one is using are not screwing up the games. Hence, don't create
bad in order to gain little good. In fact, the "good" of allowing people to use
their old cards is precisely the "bad" of the confusion those very same old
cards cause. We don't need to rehabilitate cardboard at the cost of confusion.
This is a bad idea. Shelve it.
> > Worse, I feel like the reprints I'm see are getting rather spotty play-
> > testing at times, leading to a worse game rather than a better one
>
> Examples?
Blood Puppy. Anyone rushing to use it now? That's the main complaint I can
think of offhand for cards increased in power. (Though there's a number of
cards in CE and the other WW expansions I haven't yet looked at very hard,
though.) A number of cards that have been decreased in power have been
castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
Because of this, I'm guessing the cards ramped up in power will have as bad a
record. I don't mind such problems when there's a good reason to redesign a
card. When the reason is bad, it's thoroughly annoying.
Fred
In article <3DC871F0...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> wrote:
>...which is BAD! Why do I have to repeat myself.
Well, the thing is, some of us don't think it's bad. I, for one, think it
frigging rocks.
> I don't WANT old, misleading
>cards in circulation. For one thing, you have to know there's a new version of
>the card to remember that it does something different than what it says it does.
Annoying, to be sure, but less annoying that having 3 inches of cardstock
that might as well be blank for all the use you'll get out of 'em. Rewording
garbage cards to make them useful is like getting a bunch of new cards for
FREE, as Derek Ray pointed out when CE first came out.
>Cards that no one is using are not screwing up the games. Hence, don't create
Sure, they're not screwing up the game, but they're not being used. Reviving
them is a complete win for older players and transparent to new players.
>bad in order to gain little good. In fact, the "good" of allowing people to use
>their old cards is precisely the "bad" of the confusion those very same old
>cards cause. We don't need to rehabilitate cardboard at the cost of confusion.
What's to confuse? If you're an old player, you either know about the change
or don't. If you don't know, you lose nothing -- you continue to not use
cards you weren't using anyway. If you do know, you can start using the cards
again -- net win. If you're a new player, you play with the recent prints
that work as printed, again to no confusion.
>This is a bad idea. Shelve it.
I disagree.
>A number of cards that have been decreased in power have been
>castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
...all of which continue to see regular use, Misdirection in particular.
gomi
--
Never make a promise or plan
Take a little love where you can
Karol Magda wrote:
>
> <most of the post snip-ed, will adress only thing about library
> grouping>
>
> > And grouping vampires doesn't solve the analogous problem
> > > in terms of library cards, which to me, it seems like a more pernicious
> > > problem anyway.
> >
> > This is true, potentially. i think in the future, or past, it might be
> > necessary to group library cards.
>
> Definitely.
>
> Take MtG Type 1 for instance. Only like 5 cards from each new set are
> playable in that format. Slightly more are playable for Type 1.5 ,
> even more for Extended , like 10-15 percent of a new set is playable
> in Type 2 and lot of the cards are playable in Block Constructed
That's because the DCI has no concept of banning or errataing overpowered
cards unless they're *so* overpowered their effect simply can't be ignored.
Somewhat overpowered cards are ignored as a problem. Since the designers
of the early editions of Magic cards were so clueless about game balance,
many of the most overpowered as well as the worst examples of wallpaper
came from those printings. The result is that even after restricting and
banning the worst cards, it's still hard for the better balanced cards
printed in the last few years to make a dent in any environment that allows
old cards.
Also, the Magic designers don't seem to hold themselves to a very high
standard in terms of balance in general. So even in a single set even in
recent years, there's still far much variation in the value of various
cards.
> If you add 100 new cards to base of 2000+ cards the impact of the 100
> new cards is small unless you create power escalation curve. Which is
> BAD thing (and even Wizards are aware of this as seen in current sets,
> contrary to what many peoples seems to believe here)
True. And that point certainly does reduce the number of useful cards
recent additions are going to make effective in Types 1, 1.5, and 1.X.
But it's not the main thing. The main thing is that the variation in
card power is much less in recent years so players, preferring to use
the best cards available, will obviously choose to use the best cards from
old printings whenever possible because they're so much better.
> I would not like to see that happen in V:TES. (insignificance of new
> cards or power escalation) I am not saying it is happening now, it's
> might start to be a problem in distant (or not so distant) future.
V:tES is different from Magic in that the designers fix card balance
problems over time - even card balance problems that are somewhat
subtle. (In fact, I tend to think they've gone overboard at times with
the negative effect that unnecessary confusion is caused, but that's a
different subject.) For this reason, you don't have old cards hanging
around in the game that everybody loves because they're old mistakes and
they're just *better* than all the recent cards. Tomb of Ramses III,
Mind Rape, and Return to Innocence are examples of cards that the DCI
refused to fix when they were in charge of V:tES. Now they're fixed
and hence, no better than, say, Baltimore Purge more or less.
Over time, continuing to add more and more new cards should not cause
an issue of making the new ones insignificant. I do think card
_variation_ will get to be somewhat of a problem, as players with
particularly good, full card collections will be able to build better
decks by coming up with any possible combination of cards in existence.
It's hard to say how much of a problem that will be because we don't
have any previous experience to work with.
> The Block Constructed type of tournaments are considered to be:
>
> 1) most balanced of constructed formats
>
> -mainly because it's easier to catch possible broken combos in testing
> where only 500 cards exists in format compared to 2000+ cards format
That might be said of block vs. T2 but I've never noticed a significant
difference in how balanced block tournaments are vs. T2 tournaments.
Such a statement is absurd when comparing block tournaments to T1, T1.5,
and T1.X due to the existence of overpowered older cards that the DCI
won't ban or errata.
> 2) most popular of constructed formats (and yes Wizards do
> polls/researchs and DO care about their customers)
Again, not sure why it would be true of block tournaments vs. T2. But
balance is clearly a drawback in the other formats. Particularly
balance that emphasizes use of expensive, powerful old cards. At least
a power escalation curve would emphasize recent - and thus cheaper -
power cards. But, no, Wizards does these things in the dumbest ways.
> -because many cards otherwise not playable in other constructed
> formats are playable here (or biggest percentage of cards you buy are
> actually playable besides in draft)
All this amounts to is basically banning cards by card set that should
be banned or errated on an individual basis. You really can't draw any
conclusions from the experience of Magic. When unbalanced card problems
are actually dealt with correctly, I think you discover that *more* cards
get used and are considered playable over the course of printing more
cards. Not less.
> -new players can compete with old players
In a balanced environment, new players should be able to compete with old
players. It's clear players with large collections have an advantage
that starts out being quite substantial compared to a new player who's
just started collecting. However, as the latter gets hold of a certain
level in terms of variety of cards, the advantage is likely to become
fairly minimal. Again, the experience of Magic tells you nothing about
how this works in a game where problem cards are fixed.
> The extended format (where you can use cards from last 3-4 such
> cycles) is also very popular (although sometimes not very balanced)
>
> The problem is that even in extended cards phase out in T1 void.
> (because it becomes impossible to balance it)
(Sigh) It's not impossible to balance it. The DCI simply refuses to
do so.
> Grouping of vampires basically creates kind of 'block constructed'
> crypt but the catch is that no crypt 'cycle' phase out entirely (you
> can STILL play with group 1 vampires). It also enables to print new
> and interesting vampires which do have an impact (and think about how
> many of new CE vampires would not have an impact if grouping rule
> didn't existed)
But you could just print those cards without grouping. As I reject
your reasoning WRT using Magic as an example which explains why grouping
vampires is necessary, I likewise reject the necessity of grouping
vampires altogether. Curt Adams may document certain somewhat
significant effects of dial-a-crypt over the course of one base set to
two base sets plus several expansions of varying sizes. That's to be
expected since we're starting from a very small pool to one several
times its size. But I think it's reasonable to expect that factor to
level off over time. Grouping is really unnecessary to allow newer
players to compete.
> Grouping of library cards would open vast posibilities for new cards
> and abilities which do have an impact and are not broken (and it may
> become a problem otherwise in (not so) distant future)
It is unlikely to become a problem. At least, let it become a true
problem and then we can evaluate what to do about it. The MtG example
is not applicable to V:tES.
Fred
Gomi no Sensei wrote:
>
> In article <3DC871F0...@removethis.com>,
> Frederick Scott <freds64_at_...@removethis.com> wrote:
> >Cards that no one is using are not screwing up the games. Hence, don't create
>
> Sure, they're not screwing up the game, but they're not being used. Reviving
> them is a complete win for older players and transparent to new players.
>
> >bad in order to gain little good. In fact, the "good" of allowing people to use
> >their old cards is precisely the "bad" of the confusion those very same old
> >cards cause. We don't need to rehabilitate cardboard at the cost of confusion.
>
> What's to confuse?
Anyone who doesn't have the "Book of true card text" out on the table and looking
at the right entry is to confuse.
> If you're an old player, you either know about the change
> or don't. If you don't know, you lose nothing -- you continue to not use
> cards you weren't using anyway. If you do know, you can start using the cards
> again -- net win.
You can forget what the cards do between deckbuilding time and play time and use
them wrong. Your opponents (this game *is* played by more than one person at a
time, ya know?) might not know there's a new version and assume (God help them)
that the card does what it says it does.
Cards with incorrect text are time bombs. They might not go off the first or
second time you play the deck, but if you play it long enough, at some point
they'll strike. Such things are a nuisance. A nuisance repeated over endlessly
gets to be an aggravation. I can foresee this thing becoming far more annoying
than anything else White Wolf has ever done to the game with which I disagreed
if they really try to rehabilitate every wallpaper card in history. As it is,
I try not play with my old copies of Wake with Evenings Freshness whenever
possible - which it isn't, since I like keeping 20 or more decks built at all
times. Now, all my old Majesties are misleading. I understand why...I guess.
But I'd hate this if a million other cards misled. There are far too many
already.
> >A number of cards that have been decreased in power have been
> >castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
>
> ...all of which continue to see regular use, Misdirection in particular.
You must be joking! I saw maybe one ToR III and one Misdirection at all of Week
of Nightmares (I think I saw the Misdirection played by LSJ in a game I wasn't
in) and Gencon and barely ever see either of them in other tournaments. Haven't
been to a tournament since September 17, but I don't expect to see The Embrace at
all, ever.
Fred
In article <3DC871F0...@removethis.com>, freds64
_at_cox_...@removethis.com says...
> ...which is BAD! Why do I have to repeat myself. I don't WANT old, misleading
> cards in circulation. For one thing, you have to know there's a new version of
> the card to remember that it does something different than what it says it does.
If someone's not using them, they're not going to start using them all
of a sudden if they don't know a new version exists. All of the current
card texts are available on the website.
> When cards are screwing up the game due to being overpowered, that's one thing.
> Cards that no one is using are not screwing up the games. Hence, don't create
> bad in order to gain little good. In fact, the "good" of allowing people to use
> their old cards is precisely the "bad" of the confusion those very same old
> cards cause. We don't need to rehabilitate cardboard at the cost of confusion.
> This is a bad idea. Shelve it.
I disagree. Most everyone knows what Fame does now. I'm certainly not
going to throw out all my VTES ones just because some people can't
understand the concept of "play by newest wording". Now all my Oxford
Universities do something useful, instead of collecting dust.
> Blood Puppy. Anyone rushing to use it now? That's the main complaint I can
> think of offhand for cards increased in power.
Your worst complaint is Blood Puppy? How is it "screwing up the game"?
> A number of cards that have been decreased in power have been
> castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
There are many tournament winning decks that include Misdirection for
its current effect.
-Snapcase
curt...@aol.com (CurtAdams) wrote in message news:<20021105182728...@mb-dd.aol.com>...
> jsp...@sprynet.com writes:
>> >> There's no way I could honestly suggest new players start
> >> the game without grouping (unless they're very rich). I
>
> >You could direct them to eBay, where they can get all the Jyhad and
> >Dark Soveriegns vampires they could possibly want for around $40,
> >along with tons of staple cards.
>
> Well, prices are climbing. But the real problem is that without
> grouping, they must *keep* buying in the future to keep up.
> It's not right to force people onto that treadmill.
As mentioned before, there is nothing inherent in VTES that says they
cannot reprint old vampires. One of the agruements for grouping seems
to be that new players cannot get old vampires. That arguement
disappears if White Wolf simply reprints all the currently out of
print vampires (or at least the good ones).
What if the Camarilla set had contained around 40 new vampires,
reprints of all the "good" Jyhad/VTES vampires, all of Dark Soveriegns
and Ancient Hearts, and the unreprinted Sabbat edition vampires? Forty
new camarilla vampires could probably have been designed in a way to
not cause stacking problems with old vampires by giving them unusual
discipline sets (which I think many old players enjoy, as it enables
new and interesting decks). Then you'd have a base set with all the
cards newbies supposedly can't get, without grouping.
JSpektr
Snapcase wrote:
>
> In article <3DC871F0...@removethis.com>, freds64
> _at_cox_...@removethis.com says...
>
> > ...which is BAD! Why do I have to repeat myself. I don't WANT old, misleading
> > cards in circulation. For one thing, you have to know there's a new version of
> > the card to remember that it does something different than what it says it does.
>
> If someone's not using them,
...blahblahblahetc.
Already answered in my other post and/or in previous posts. Time to move on.
> I disagree. Most everyone knows what Fame does now.
Fame was not changed just to pull sad underpowered 3-year old cards out of
people's card boxes once more. Thus it's not what I was objecting to. But
it is still bad in a certain sense.
It's like warts. If you've got one on your thumb, no big deal. If you've
got a million of 'em all over your body, it's awful.
> > A number of cards that have been decreased in power have been
> > castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
>
> There are many tournament winning decks that include Misdirection for
> its current effect.
It's virtually unknown in this part of the world. I can't imagine why anyone would
bother with it.
Fred
Guys, can we beg to differ on this? It's like the CE - some people
like it, some people don't.
Yes, it's inconvenient that some cards "don't do what they say on the
tin" but most players either know the erratas, or else (if they're
newbies) they're playing with the newly printed versions of the cards
anyway...
If you don't like it, you don't have to play with the "new cards".
Iain.
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> Karol Magda wrote:
> >
> > <most of the post snip-ed, will adress only thing about library
> > grouping>
> >
> > > And grouping vampires doesn't solve the analogous problem
> > > > in terms of library cards, which to me, it seems like a more pernicious
> > > > problem anyway.
> > >
> > > This is true, potentially. i think in the future, or past, it might be
> > > necessary to group library cards.
> >
> > Definitely.
> >
> > Take MtG Type 1 for instance. Only like 5 cards from each new set are
> > playable in that format. Slightly more are playable for Type 1.5 ,
> > even more for Extended , like 10-15 percent of a new set is playable
> > in Type 2 and lot of the cards are playable in Block Constructed
>
> That's because the DCI has no concept of banning or errataing overpowered
> cards unless they're *so* overpowered their effect simply can't be ignored.
> Somewhat overpowered cards are ignored as a problem. Since the designers
> of the early editions of Magic cards were so clueless about game balance,
> many of the most overpowered as well as the worst examples of wallpaper
> came from those printings. The result is that even after restricting and
> banning the worst cards, it's still hard for the better balanced cards
> printed in the last few years to make a dent in any environment that allows
> old cards.
That's only valid argument for T1 (where no cards , perhaps except of
ante cards are banned and thus half of the deck is no-brainer fill of
restricted
list). In T1.5 there is vast banned list.
Hovewer almost no-brainer cards do exists in V:TES , one classic
example would
be a blood doll (and I am not saying it is broken, I am just saying
that most
people when they create decks put 3-5 copies of blood doll
automatically in)
And it is irritating to me that half of my master cards in my various
decks are
same.
And besides in such formats you have probably 10 000 + cards to choose
from,
with ANY power curve in such format most cards would not be played.
Contrary to popular belief here, VTES DO have a power curve. Sure, not
such
a steep one as say Morphing vs Air Elemental but there still is here.
Why would then almost everyone play with Govern and not so many
peoples play with Scouting Mission ? (and before anyone gives me
examples of decks where SM is better that GtU , yes I know that they
exists, there are but few compared to decks where GtU is better)
Example of cards on top of power curve: GtU, Blood Doll, Dreams of
Sphinx
Everyone's favourite arguments seems to be that since there are no
strictly
inferior cards in V:TES besides chainsaw (a strictly inferior card is
card that
does the same thing as some other cards , but at greater cost) almost
every
card is viable/playable. That's just not true. There are lot's of
(potentially
good cards) which are not played that often because better
alternatives exists.
(and yes, it might be more problem with players not realizing subtle
benefits of
such cards compared to 'obvious' alternatives)
Example of such cards: Scouting Mission, Intimidation, Redirection,
Melange
(note to everyone: I do not feel that this cards are bad, quite
oposite. But I do feel that this cards are underplayed and would not
be if some kind of grouping scheme was created with library cards)
Would it not be that if we had:
Group1
GtU, Threats, Deflection, Legal Manipulation, StareDown, Eagle's
Sight, My Enemies Enemy
Group2
Scouting Mission, Conditioning, Redirection, Intimidation, Melange,
Telepatic Misdirection
Rather than Big group:
Threats, Deflection, Legal Manipulation, StareDown, Eagle's Sight, My
Enemies Enemy, Scouting Mission, Conditioning, Redirection,
Intimidation, Melange,
Telepatic Misdirection
All of the cards would appear in decks with similar frequency ? (and
which is not a case now)
>
> Also, the Magic designers don't seem to hold themselves to a very high
> standard in terms of balance in general. So even in a single set even in
> recent years, there's still far much variation in the value of various
> cards.
I do believe that Magic is far more balanced than it was say two or
three
years before (by Magic I mean extended, T2, block constructed)
>
> > If you add 100 new cards to base of 2000+ cards the impact of the 100
> > new cards is small unless you create power escalation curve. Which is
> > BAD thing (and even Wizards are aware of this as seen in current sets,
> > contrary to what many peoples seems to believe here)
>
> True. And that point certainly does reduce the number of useful cards
> recent additions are going to make effective in Types 1, 1.5, and 1.X.
> But it's not the main thing. The main thing is that the variation in
> card power is much less in recent years so players, preferring to use
> the best cards available, will obviously choose to use the best cards from
> old printings whenever possible because they're so much better.
Grinning Demon is comparable to Juzam
>
> > I would not like to see that happen in V:TES. (insignificance of new
> > cards or power escalation) I am not saying it is happening now, it's
> > might start to be a problem in distant (or not so distant) future.
>
> V:tES is different from Magic in that the designers fix card balance
> problems over time - even card balance problems that are somewhat
> subtle. (In fact, I tend to think they've gone overboard at times with
> the negative effect that unnecessary confusion is caused, but that's a
> different subject.) For this reason, you don't have old cards hanging
> around in the game that everybody loves because they're old mistakes and
> they're just *better* than all the recent cards. Tomb of Ramses III,
> Mind Rape, and Return to Innocence are examples of cards that the DCI
> refused to fix when they were in charge of V:tES. Now they're fixed
> and hence, no better than, say, Baltimore Purge more or less.
Do you consider banning of the card (RtI) a way of fixing it ? :)
In other post you stated that ToR3 was wallpaperized, now you use it
as an
example of pointing differences between Magic and V:TES :)
And yes, I also do find the subtle changes on some old cards annoying.
(and even more so, when you have to found it out for yourself as these
changes are not listed anywhere)
Would you thing that some of the following things would be good for
the game:
1)printing 5 more aus/AUS intercept cards
2)printing 5 more obf/OBF stealth cards
3)printing 5 more for/FOR prevent cards
4)printing some more ANI intercept cards
5)printing some more free OBT stealth cards
6)printing more dominate bleed cards
7)printing more presence bleed cards
1) would lead to players putting 4-6 enhanced senses in the deck
and rest intercept slots would be filled with single copies of given
intercept cards avaiable, that way one entire principle of
game/deckbuilding
would be , well nonexistant.
2) same as 1 with regard to stealth
3),6),7) - the cards would be too good or too bad compared to what we
have in their categories now. Both options are not good.
4),5) - the entire balance between disciplines would be throwed out of
window
in process
You could argue that no such cards need to be printed. Hovewer how can
you print
many new cards for many of current disciplines that would be in
flavour of given discipline ?
I would not like to see every discipline to have acess to anything.
With grouping of library cards such problems would cease to exist
since you could just rotate cards within each category a discipline
has an acess to.
>
> Over time, continuing to add more and more new cards should not cause
> an issue of making the new ones insignificant. I do think card
> _variation_ will get to be somewhat of a problem, as players with
> particularly good, full card collections will be able to build better
> decks by coming up with any possible combination of cards in existence.
> It's hard to say how much of a problem that will be because we don't
> have any previous experience to work with.
If you do not come with card variations within disciplines, the best
results would be as explained in 1)
If you variate the cards after some time every discipline would have
access to everything, not a good idea either.
Note that from last 4 WW expansions only ONE was truly 'new'
expansion.
(and I am not criticizing designers here, actually I think they are
doing excellent job)
SW - was correction of what was wrong with Sabbat (lack of some
vampires, adding
new effects to new disciplines to help define them)
FN - repaired stupid DS/AH cards (and although boosters contained all
new cards
it was just AWESOME repair of something somebody else screwed badly,
but it was
just it, repair)
CE - was reprint of base set (library side)
From crypt side it introduced grouping rule along with new vampires to
prevent
stupid 'half my crypt are princes of different cities with all in
clans at superior' decks among other things (and yes as Derek, I too
think that mid caps would be even more problematic than weenies had no
grouping existed , having discipline advantage of old vampires and
action advantage of young vampires)
BL - was fun, good an innovative expansion with new concepts (the one
I like most are split discipline cards and multidiscipline cards ,
both of which exists in magic :) ('split' cards and multi coloured
cards)
It's also my favourite expansion of all times.
Hovewer it seems to me that game cannot be pushed to altogether new
directions as it was in BL for eternity. So after some unspecified
time you would have to phase out cards in order to make room for a new
cards (by phasing out cards I mean grouping of library cards in this
context)
>
> > The Block Constructed type of tournaments are considered to be:
> >
> > 1) most balanced of constructed formats
> >
> > -mainly because it's easier to catch possible broken combos in testing
> > where only 500 cards exists in format compared to 2000+ cards format
>
> That might be said of block vs. T2 but I've never noticed a significant
> difference in how balanced block tournaments are vs. T2 tournaments.
> Such a statement is absurd when comparing block tournaments to T1, T1.5,
> and T1.X due to the existence of overpowered older cards that the DCI
> won't ban or errata.
Except T1 every other format have banned list.
>
> > 2) most popular of constructed formats (and yes Wizards do
> > polls/researchs and DO care about their customers)
>
> Again, not sure why it would be true of block tournaments vs. T2. But
> balance is clearly a drawback in the other formats. Particularly
> balance that emphasizes use of expensive, powerful old cards. At least
> a power escalation curve would emphasize recent - and thus cheaper -
> power cards. But, no, Wizards does these things in the dumbest ways.
Actually I don't think Wizards are that dumb. There was one critical
point
in game (Combo Winter) but game is much more healthier now.
>
> > -because many cards otherwise not playable in other constructed
> > formats are playable here (or biggest percentage of cards you buy are
> > actually playable besides in draft)
>
> All this amounts to is basically banning cards by card set that should
> be banned or errated on an individual basis. You really can't draw any
> conclusions from the experience of Magic. When unbalanced card problems
> are actually dealt with correctly, I think you discover that *more* cards
> get used and are considered playable over the course of printing more
> cards. Not less.
So what do you suggest ? Banning 100 most abusive cards in the game ?
Guess what ? Even after that another 100 most abusive cards appear.
The number of cards played in given format is some percentage of
number of cards in format. The greater the number of cards in format ,
the smaller the percentage.
So grouping library cards would actually make more of your cards
playable in the
long run. I can't see why it is bad thing.
>
> > -new players can compete with old players
>
> In a balanced environment, new players should be able to compete with old
> players. It's clear players with large collections have an advantage
> that starts out being quite substantial compared to a new player who's
> just started collecting. However, as the latter gets hold of a certain
> level in terms of variety of cards, the advantage is likely to become
> fairly minimal. Again, the experience of Magic tells you nothing about
> how this works in a game where problem cards are fixed.
If there was no grouping of crypt my weenie animalism deck would be
much better than new players one ,because he would not have access to
Dani or Gillian Krader for example.
If many new animalism cards are printed with each new expansion, my
animalism
deck would be better for same reasoning. (since I would have acess to
ALL goodies , while he only to those from last expansions)
My deck would be more efficient both on crypt side and both on library
side. I would have GREAT advantage over him. EBAY is NOT an option for
most players.
>
> > The extended format (where you can use cards from last 3-4 such
> > cycles) is also very popular (although sometimes not very balanced)
> >
> > The problem is that even in extended cards phase out in T1 void.
> > (because it becomes impossible to balance it)
>
> (Sigh) It's not impossible to balance it. The DCI simply refuses to
> do so.
Worldgorger Dragon/Animate Dead combo is clear example that it is
impossible to balance vast formats while still printing new cards.
Note that
both cards are O.K. on their own. The only problem is that they exist
simultaneously in given format.
>
> > Grouping of vampires basically creates kind of 'block constructed'
> > crypt but the catch is that no crypt 'cycle' phase out entirely (you
> > can STILL play with group 1 vampires). It also enables to print new
> > and interesting vampires which do have an impact (and think about how
> > many of new CE vampires would not have an impact if grouping rule
> > didn't existed)
>
> But you could just print those cards without grouping. As I reject
> your reasoning WRT using Magic as an example which explains why grouping
> vampires is necessary, I likewise reject the necessity of grouping
> vampires altogether. Curt Adams may document certain somewhat
> significant effects of dial-a-crypt over the course of one base set to
> two base sets plus several expansions of varying sizes. That's to be
> expected since we're starting from a very small pool to one several
> times its size. But I think it's reasonable to expect that factor to
> level off over time. Grouping is really unnecessary to allow newer
> players to compete.
Magic and VTES have MANY things in common. Almost any given Magic
concept have
VTES equivalent and vice versa.
My group 1/2/3 Tremere would be WAY much stronger than new players
group 2/3 Tremere crypt wise.
It would be cheaper and filled with better vampires.
If you really want to see new cards printed for classic disciplines
(and not just card here, and card there among a dozens of reprints)
without giving too much advantage to old players (which WILL scare new
players from the game away, if they feel/think that they cannot
compete) then the grouping is one way to go.
Since it let old players to play with all his cards (although he won't
be able to mix some od them together) and it will allow new player to
compete (so he would not be scared off) it's quite reasonable solution
to both old and new players.
>
> > Grouping of library cards would open vast posibilities for new cards
> > and abilities which do have an impact and are not broken (and it may
> > become a problem otherwise in (not so) distant future)
>
> It is unlikely to become a problem. At least, let it become a true
> problem and then we can evaluate what to do about it. The MtG example
> is not applicable to V:tES.
I would rather identify a possible problem , analyze it and prevent
it. The let us destroy a world so we can built it anew attitude is
something I do not subscribe to.
Karol
Frederick Scott wrote:
> Over time, continuing to add more and more new cards should not cause
> an issue of making the new ones insignificant. I do think card
> _variation_ will get to be somewhat of a problem, as players with
> particularly good, full card collections will be able to build better
> decks by coming up with any possible combination of cards in existence.
[...]
> Curt Adams may document certain somewhat
> significant effects of dial-a-crypt over the course of one base set to
> two base sets plus several expansions of varying sizes. That's to be
> expected since we're starting from a very small pool to one several
> times its size. But I think it's reasonable to expect that factor to
> level off over time. Grouping is really unnecessary to allow newer
> players to compete.
Those two paragraphs are arguing opposite sides of the debate, BTW.
The grouping rule was introduced to alleviate the problem you describe in
the first paragraph above.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC8C85F...@removethis.com>...
> Snapcase wrote:
> >
> > In article <3DC871F0...@removethis.com>, freds64
> > _at_cox_...@removethis.com says...
> >
> > > ...which is BAD! Why do I have to repeat myself. I don't WANT old, misleading
> > > cards in circulation. For one thing, you have to know there's a new version of
> > > the card to remember that it does something different than what it says it does.
> >
> > If someone's not using them,
> ...blahblahblahetc.
>
> Already answered in my other post and/or in previous posts. Time to move on.
>
> > I disagree. Most everyone knows what Fame does now.
>
> Fame was not changed just to pull sad underpowered 3-year old cards out of
> people's card boxes once more. Thus it's not what I was objecting to. But
> it is still bad in a certain sense.
>
> It's like warts. If you've got one on your thumb, no big deal. If you've
> got a million of 'em all over your body, it's awful.
>
> > > A number of cards that have been decreased in power have been
> > > castrated to near uselessness, such as ToR III, The Embrace, and Misdirection.
ToR 3, Embrace and Misdirection are still very good cards. ToR is much
more prefered to Zillah's Valley by most players here since it saves
pool while Zillah's do not. Embrace is still kind of disciplinless
Ruthor's Hand and Misdirection can still tap that annoying untaped
deflector. Perfectly viable and fun cards right now.
> >
> > There are many tournament winning decks that include Misdirection for
> > its current effect.
>
> It's virtually unknown in this part of the world. I can't imagine why anyone would
> bother with it.
>
> Fred
Because they know better, perhaps ?
Karol
Derek Ray <lor...@yahoo.com> wrote in message news:<px.dnUzkBo_...@News.GigaNews.Com>...
> > old players that "lord it over newbies" but we don't here, and I'm not
> > even sure how having lots of rares gives them that much of an
> > advantage. Rares in VTES make trick decks easier, but in my experience
> > it rarely makes them better than a focused deck made from commons.
>
> Having 40 Freak Drives can be a pretty damn solid advantage.
Hell, having unholy amounts of the good uncommons is an incredible
advantage. Tell me which deck wouldn´t favor putting 15 Torn Signposts
in it, compared to 15 Undead Strength ? :)
Magnus
In article <3DC8C85F...@removethis.com>, freds64
_at_cox_...@removethis.com says...
> > > ...which is BAD! Why do I have to repeat myself. I don't WANT old, misleading
> > > cards in circulation. For one thing, you have to know there's a new version of
> > > the card to remember that it does something different than what it says it does.> Already answered in my other post and/or in previous posts. Time to move on.
K, look at it this way. We've already got a boatload of cards that
don't do what they say they do. It's part of the game, good or bad.
Rehabilitating underpowered cards basically gives me free (and useful)
cards. I like free, useful cards.
> Fame was not changed just to pull sad underpowered 3-year old cards out of
> people's card boxes once more. Thus it's not what I was objecting to. But
> it is still bad in a certain sense.
2nd Tradition then?
> >Misdirection> It's virtually unknown in this part of the world. I can't imagine why anyone would
> bother with it.
Beats me. Ask the people who won tournaments with it.
-Snapcase
>Hovewer almost no-brainer cards do exists in V:TES , one classic
>example would
>be a blood doll (and I am not saying it is broken, I am just saying
>that most
>people when they create decks put 3-5 copies of blood doll
>automatically in)
>
>And it is irritating to me that half of my master cards in my various
>decks are
>same.
I've noticed this with my decks.
>And besides in such formats you have probably 10 000 + cards to choose
>from,
>with ANY power curve in such format most cards would not be played.
I have my doubts about 10000. IME, CCGs have a surprisingly low number of
different cards. But, this is an important point.
The typical CCG has a significant percentage of cards that are too weak to play
in competitive constructed. "Good cards squeeze out bad." By significant, not
talking about 10% or so. One game I played, I estimated around 50%. Magic
varies by format, but I'd estimate higher than 50%. V:TES, I'd estimate around
a third of the cards aren't worth playing.
>Contrary to popular belief here, VTES DO have a power curve. Sure, not
>such
>a steep one as say Morphing vs Air Elemental but there still is here.
>Why would then almost everyone play with Govern and not so many
>peoples play with Scouting Mission ? (and before anyone gives me
>examples of decks where SM is better that GtU , yes I know that they
>exists, there are but few compared to decks where GtU is better)
>
>Example of cards on top of power curve: GtU, Blood Doll, Dreams of
>Sphinx
>
>Everyone's favourite arguments seems to be that since there are no
>strictly
>inferior cards in V:TES besides chainsaw (a strictly inferior card is
>card that
>does the same thing as some other cards , but at greater cost) almost
>every
>card is viable/playable. That's just not true. There are lot's of
>(potentially
>good cards) which are not played that often because better
>alternatives exists.
>(and yes, it might be more problem with players not realizing subtle
>benefits of
>such cards compared to 'obvious' alternatives)
I wouldn't call them good, since, by definition, in order to be good, a card
has to be desirable to play. But, yes, there are cards that would see (more)
play if better cards didn't exist.
This is why I don't like seeing generic, high utility cards designed. I once
used to explain to people that: if you build three different decks with
completely different strategies, it's a bad thing if a card to automatically
goes into all three decks; what is desired is for cards to be obvious for one
of the decks and useless in another.
>Example of such cards: Scouting Mission, Intimidation, Redirection,
>Melange
>
>(note to everyone: I do not feel that this cards are bad, quite
>oposite. But I do feel that this cards are underplayed and would not
>be if some kind of grouping scheme was created with library cards)
>
>Would it not be that if we had:
>
>Group1
>
>GtU, Threats, Deflection, Legal Manipulation, StareDown, Eagle's
>Sight, My Enemies Enemy
>
>Group2
>
>Scouting Mission, Conditioning, Redirection, Intimidation, Melange,
>Telepatic Misdirection
>
>Rather than Big group:
>
>Threats, Deflection, Legal Manipulation, StareDown, Eagle's Sight, My
>Enemies Enemy, Scouting Mission, Conditioning, Redirection,
>Intimidation, Melange,
>Telepatic Misdirection
>
>All of the cards would appear in decks with similar frequency ? (and
>which is not a case now)
Probably not as players come up with the optimal strategies for the given
format which may very well not include certain disciplines/strategies.
Personally, I like the idea of restricted formats as they require people to
rethink deck construction and can eliminate particularly overplayed cards.
However, V:TES sets don't lend themselves that well to doing this. Sabbat only
would have been something I'd like to have tried (for a tournament, I used to
do it for other reasons), but it's too scarce to use now and SW reprinted some
of the cards I was hoping not to see.
>> > If you add 100 new cards to base of 2000+ cards the impact of the 100
>> > new cards is small unless you create power escalation curve. Which is
>> > BAD thing (and even Wizards are aware of this as seen in current sets,
>> > contrary to what many peoples seems to believe here)
>>
>> True. And that point certainly does reduce the number of useful cards
>> recent additions are going to make effective in Types 1, 1.5, and 1.X.
>> But it's not the main thing. The main thing is that the variation in
>> card power is much less in recent years so players, preferring to use
>> the best cards available, will obviously choose to use the best cards from
>> old printings whenever possible because they're so much better.>
>Grinning Demon is comparable to Juzam
There are a number of Magic cards printed in recent sets that are good enough
to play in any format.
But, anyway, if you avoid making staple cards (generic, high utility) and avoid
making new cards similar and/or better to old cards, then you might see a
relatively higher percentage of cards used. Also means more work for designers
as duplicating existing effects is easier and safer.
>> > I would not like to see that happen in V:TES. (insignificance of new
>> > cards or power escalation) I am not saying it is happening now, it's
>> > might start to be a problem in distant (or not so distant) future.
>>
>> V:tES is different from Magic in that the designers fix card balance
>> problems over time - even card balance problems that are somewhat
>> subtle. (In fact, I tend to think they've gone overboard at times with
>> the negative effect that unnecessary confusion is caused, but that's a
>> different subject.) For this reason, you don't have old cards hanging
>> around in the game that everybody loves because they're old mistakes and
>> they're just *better* than all the recent cards. Tomb of Ramses III,
>> Mind Rape, and Return to Innocence are examples of cards that the DCI
>> refused to fix when they were in charge of V:tES. Now they're fixed
>> and hence, no better than, say, Baltimore Purge more or less.
Adding more cards without taking away cards will always up the power level.
The flatter the power level to begin with, the less noticeable, of course.
Magic never had a very flat power level. The set rotation system saved the
game as far as I'm concerned. Now, with V:TES, it's very possible that the
rate of the power escalation is low enough that such drastic measures never
become essential.
>Would you thing that some of the following things would be good for
>the game:
>
>1)printing 5 more aus/AUS intercept cards
>2)printing 5 more obf/OBF stealth cards
>3)printing 5 more for/FOR prevent cards
>4)printing some more ANI intercept cards
>5)printing some more free OBT stealth cards
>6)printing more dominate bleed cards
>7)printing more presence bleed cards
Hell no. I think the game already has way too much redundancy. Sure, there
are reasons to play one close substitute over another, but far more interesting
would be to have cards that aren't close substitutes instead.
>You could argue that no such cards need to be printed. Hovewer how can
>you print
>many new cards for many of current disciplines that would be in
>flavour of given discipline ?
You brainstorm good ideas. I think there's tremendous room for more action
cards because action cards can be made to do more specifically useful things
than other sorts of cards.
While not the best example because I don't think it's particularly in flavor,
cards like Ecstatic Agony are what I'm thinking of.
>I would not like to see every discipline to have acess to anything.
Okay. I would like to see some disciplines do something different, though,
primarily Celerity and Potence.
>With grouping of library cards such problems would cease to exist
>since you could just rotate cards within each category a discipline
>has an acess to.
Creates other problems, such as annoying lots of folks.
[ quoted text not captured ]
Getting back to a central point, while a lot of people really dislike the idea
that they can no longer play cards when a game rotates them out, it's not
really any different in a competitive environment from new cards making old
ones obsolete.
>So what do you suggest ? Banning 100 most abusive cards in the game ?
>Guess what ? Even after that another 100 most abusive cards appear.
Ideally, you deal with those cards that have effectively banned a significantly
larger number of cards. Banning a few cards to make 50 cards playable may well
be constructive where making 10 playable wouldn't be.
>The number of cards played in given format is some percentage of
>number of cards in format. The greater the number of cards in format ,
>the smaller the percentage.
Generally true, but if cards were, across the board, more specialized, it
wouldn't necessarily have to be.
Note, at the same time, suddenly making cards highly specialized without making
sure they are worth playing in tournament level decks is just printing a bunch
of coasters.
>So grouping library cards would actually make more of your cards
>playable in the
>long run. I can't see why it is bad thing.>> > Grouping of vampires basically creates kind of 'block constructed'>> > crypt but the catch is that no crypt 'cycle' phase out entirely (you
>> > can STILL play with group 1 vampires). It also enables to print new
>> > and interesting vampires which do have an impact (and think about how
>> > many of new CE vampires would not have an impact if grouping rule
>> > didn't existed)
>>
>> But you could just print those cards without grouping. As I reject
>> your reasoning WRT using Magic as an example which explains why grouping
>> vampires is necessary, I likewise reject the necessity of grouping
>> vampires altogether. Curt Adams may document certain somewhat
>> significant effects of dial-a-crypt over the course of one base set to
>> two base sets plus several expansions of varying sizes. That's to be
>> expected since we're starting from a very small pool to one several
>> times its size. But I think it's reasonable to expect that factor to
>> level off over time. Grouping is really unnecessary to allow newer
>> players to compete.>
>Magic and VTES have MANY things in common. Almost any given Magic
>concept have
>VTES equivalent and vice versa.
And, so it is with most CCGs.
>I would rather identify a possible problem , analyze it and prevent
>it. The let us destroy a world so we can built it anew attitude is
>something I do not subscribe to.
It is possible, however, that the cure is worse than the ill. A lot of CCGs
don't last long enough for the problem of bloat to matter. So, resetting the
playing field hasn't been done that often, nevermind that CCGs are less than 10
years old. This game has had the "advantage" of having numerous redundant
effects which has effectively reduced the number of real strategies which has
helped keep it under control (with a cost in variety).
The important thing is how often will the game see expansion v. the rate at
which expansion is escalating the power level. The higher either is, the more
important the problem. Neither seems that high relative to what they could be.
Iain Wilson wrote:
> Yes, it's inconvenient that some cards "don't do what they say on the
> tin" but most players either know the erratas, or else (if they're
> newbies) they're playing with the newly printed versions of the cards
> anyway...
But the issue become more pernicious the more cards get errata. The
fact that errata needed to be used to deal with the overpowered cards
seems to be leading to a complete lack of sensitivity to the drawback
of changing cards. It's a minor drawback but it adds up.
If you don't think so, then why even print *any* text on a card? In
the future, White Wolf should just issue cards with serial numbers and
no text at all on them - at the various rarity levels by the usual
number of these things and all that: say 1 rare, 3 uncommon, 2 vampires,
and 5 commons per pack. Then, on release day, they can update "The
Book". "The Book" has all the current card text so we can walk around
with decks of cards that just have serial numbers on them and "The Book"
will tell us what the cards mean. If any cards need to be errataed in
the future, White Wolf need only modify "The Book" electronically and
stamp a new date on it and then announce (via newsgroup, mail lists, and
such) that a new book exists. We can all download it and print it or
carry it around on notepad computers and look up the new versions as
we need them.
If this doesn't sound like such a hot idea to you, then you need to
admit that at some point the concept that any card can be modified
at any time for any reason, no matter how trivial, is going too far.
> If you don't like it, you don't have to play with the "new cards".
GOSH, it sure would be nice if that were true! But of course, it's not.
To be fully competitive in a competitive game, I need to make use of all
viable tools offered or I'm crippling myself. But never mind that, even.
Even if never use a modified card, the fact is that my opponents can and
I have no control of what they put in their deck. In fact, these kinds
of things are worse in an opponent's deck. At least he had the chance
to look up his cards before he built them into the deck. I have to be
aware there's even a change before I can think to look it up - as I'm not
going to constantly look up every card all my opponents use as they use
them because that would be insane.
Fred
> If you don't think so, then why even print *any* text on a card? In
> the future, White Wolf should just issue cards with serial numbers and> no text at all on them...
You know what?
As silly and bitter as the intent of this post is, I kinda like that idea
for a card game.
The cards have pretty art, a name, and a bar code.. and you get a
book, or a barcode scanner, or a computer program, that tells you what the
correct card text is, if you need to; and you can update this to the "latest
text" regularly.
Like, how many times do you have to read a Dodge? Or an Arson? Or a
Wake?
I'm not saying do it for V:tES, but it's a neat idea, in theory, for
a "collectible format" game... It would be nice to be able to scan a
Heroclix mini over a scanner and see what his current abilities are...
Karol Magda wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> > Karol Magda wrote:
> > >
> > > Take MtG Type 1 for instance. Only like 5 cards from each new set are
> > > playable in that format. Slightly more are playable for Type 1.5 ,
> > > even more for Extended , like 10-15 percent of a new set is playable
> > > in Type 2 and lot of the cards are playable in Block Constructed
> >
> > That's because the DCI has no concept of banning or errataing overpowered
> > cards unless they're *so* overpowered their effect simply can't be ignored.
> > Somewhat overpowered cards are ignored as a problem. Since the designers
> > of the early editions of Magic cards were so clueless about game balance,
> > many of the most overpowered as well as the worst examples of wallpaper
> > came from those printings. The result is that even after restricting and
> > banning the worst cards, it's still hard for the better balanced cards
> > printed in the last few years to make a dent in any environment that allows
> > old cards.
>
> That's only valid argument for T1 (where no cards , perhaps except of
> ante cards are banned and thus half of the deck is no-brainer fill of
> restricted list). In T1.5 there is vast banned list.
It's not vast enough. Last I looked, T1.5 still allowed things liked
Juzam Djinn, Ernam Djinn, and other things that they'd never print nowadays.
The fact that they _wouldn't_ print such a thing in a current expansion tells
you there's a problem. And that is my exact point.
(from further down she wrote)
> Grinning Demon is comparable to Juzam
Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been old joke
on the Magic newsgroup for years. They've had a million years to print something
comparable to Juzam Djinn and they've never done it and I doubt they've done it
recently. Unless they shot their entire design group in the last two years and
replaced them with evil changelings. In any case, such a change in policy would
be a recent event and you therefore couldn't use the previous experience you'd
had with T1.5 to say anything about Jyhad. You'd have to wait some number of
years for them to continue printing a lot of new cards that were as good as the
still-allowed oldest good cards in T1.5
Extended still allowed multilands last I looked. They stopped printing multilands
and proceeded to design cards after 4th edition as if multilands didn't exist. At
some point, extended will lop of all the base sets and expansions that included
anything really bad and will likely become a fairly balanced game that point.
(They may have already done it. I haven't look lately.) That's only because all
of the real problem cards were in the oldest expansions. Even now, however, if
they print an overpowered that's not absolutely gamebreaking, they don't bother to
errata it or ban it or anything. They just let it sit there and fester, causing
a number of other cards to be much less useful because they don't measure up to a
game filled with top-of-the-heap power cards. In V:tES, that's not true, so I
would absolutely expect our experience in this sense to differ.
This point to me is just not debatable. If you want to believe T1.5 is balanced,
go ahead. If nothing else, simply the amount of time it
> Hovewer almost no-brainer cards do exists in V:TES , one classic
> example would be a blood doll (and I am not saying it is broken, I am just saying
> that most people when they create decks put 3-5 copies of blood doll
> automatically in)
I build lots of decks without Blood Dolls. Some people may say that's why I don't
win as often as I could and perhaps that's true. But there are certain types of
decks that simply don't need them.
In any event, what you're talking about is not an overpowered card. It's called
a "staple", and it differs from overpowered cards in that its function is
consciously intended by the designers. In theory, they could issue other cards
that fill similar functions but frequently, the one card fills the function so
well that they just make it a common and assume people will use them in large
numbers. In the case of Blood Dolls, there's Tribute to the Master, which can
work better in a weeny deck and Minion Tap which can work better in a high-cap
vampire deck, and things like Consanguineous Boon if you want to trust your
ability to call and pass votes, but Blood Doll is probably the best one. And
that's fine. You just reprint it on a regular basis and everyone, old and new,
can use it.
> And besides in such formats you have probably 10 000 + cards to choose
> from, with ANY power curve in such format most cards would not be played.
>
> Contrary to popular belief here, VTES DO have a power curve. Sure, not such
> a steep one as say Morphing vs Air Elemental but there still is here.
> Why would then almost everyone play with Govern and not so many
> peoples play with Scouting Mission ? (and before anyone gives me
> examples of decks where SM is better that GtU , yes I know that they
> exists, there are but few compared to decks where GtU is better)
It's impossible for there _not_ to be a power curve. There's no way to make
all cards exactly equal in power. There is a difference, however, in the
designer philosophy for Magic cards and the designer philosophy for V:tES
cards (since LSJ took control, at least) as I noted in my previous post.
That difference is why having 10,000+ V:tES cards to choose from will not
cause the same problem as having 10,000+ Magic cards to choose from. And
Magic could be fixed, too, if the DCI had a desire to do so.
> > Also, the Magic designers don't seem to hold themselves to a very high
> > standard in terms of balance in general. So even in a single set even in
> > recent years, there's still far much variation in the value of various
> > cards.
>
> I do believe that Magic is far more balanced than it was say two or
> three years before (by Magic I mean extended, T2, block constructed)
I agree. They definitely got distinctly better over time. But they've
never gotten to the point of being totally honest (either with themselves or
with the public, I'm not sure which) about the overpowered old cards and what
truly needs to be done about them. Or about "somewhat overpowered" new cards,
for that matter.
> Do you consider banning of the card (RtI) a way of fixing it ? :)
Yes, I do. (Who was the American General who said of South Vietnam, "We
had to destroy these people to save them."?) It "fixes it" in the sense
that RtI is not dominating the game preventing people from using other cards
because RtI is too good to ignore. (And using the various support cards for
RtI and the cards that best defend against other players' RtI cards, etc.)
> In other post you stated that ToR3 was wallpaperized, now you use it
> as an example of pointing differences between Magic and V:TES :)
I'm not sure what you fail to understand. An overpowered card causes people
to ignore the large, "middle" class of cards because they want to use the
best cards they can use. A wallpaper card only causes people to ignore one
single card: the wallpaper card. The problems of overpowered cards and
wallpaper cards are not equivalent problems. The former is clearly much
more destructive to deckbuilding games.
> Would you thing that some of the following things would be good for
> the game:
>
> 1)printing 5 more aus/AUS intercept cards
> 2)printing 5 more obf/OBF stealth cards
> 3)printing 5 more for/FOR prevent cards
> 4)printing some more ANI intercept cards
> 5)printing some more free OBT stealth cards
> 6)printing more dominate bleed cards
> 7)printing more presence bleed cards
>
> 1) would lead to players putting 4-6 enhanced senses in the deck
> and rest intercept slots would be filled with single copies of given
> intercept cards avaiable, that way one entire principle of> game/deckbuilding would be, well nonexistant.>
> 2) same as 1 with regard to stealth
I assume you refer to the rule about playing identical action modifier
and reaction cards on the same action. My opinion is simply that there
are already so many different types of these cards that it really doesn't
come up much if players want to avoid the problem anyway. So it doesn't
strike as changing the game much to give them yet more options. Often,
however, they want one particular function such as the maneuver granted
by Spirit's Touch at superior. If so, then they wind up needing to use
multiple copies of Spirit's Touch instead of just any old intercept
reaction card and the rule will come into play. If they were to start
printing cards that had exactly the same function with different names,
then it would change the game over time.
> 3),6),7) - the cards would be too good or too bad compared to what we
> have in their categories now. Both options are not good.
It isn't clear to me that such cards would necessarily be too good or
too bad. I agree it's bad if it happens. But if such cards are too
bad, you've wasted some cardboard. If they're too good, then that's
when errata things.
>
> 4),5) - the entire balance between disciplines would be throwed out of
> window in process
It could be. You can simply reprint the existing free OBT stealth cards
or ANI intercept cards in future expansions if it's the designers' intent
to limit the number of different named cards. So this is not really an
issue, either.
> You could argue that no such cards need to be printed. Hovewer how can
> you print many new cards for many of current disciplines that would be in
> flavour of given discipline?
Given my individual responses to the various situations you listed above,
I don't believe this is an issue.
> > Over time, continuing to add more and more new cards should not cause> > > -because many cards otherwise not playable in other constructed
> > > formats are playable here (or biggest percentage of cards you buy are
> > > actually playable besides in draft)
> >
> > All this amounts to is basically banning cards by card set that should
> > be banned or errated on an individual basis. You really can't draw any
> > conclusions from the experience of Magic. When unbalanced card problems
> > are actually dealt with correctly, I think you discover that *more* cards
> > get used and are considered playable over the course of printing more
> > cards. Not less.
>
> So what do you suggest ? Banning 100 most abusive cards in the game ?
> Guess what ? Even after that another 100 most abusive cards appear.
That's the old Magic newsgroup refrain, isn't it? My reply to it is invariable:
cards that are randomly distributed in terms of what can loosely be called,
"power". This distribution is a classic bell-shaped curve in which the most
powerful cards are a relative few located at the top of the curve. Lop off
this thin "tip" of the curve and other cards will, indeed become "the most
powerful". However, once you've lopped off enough of the tip, the cards left
on top are only a little bit more powerful than most of the rest of the cards
in the middle. At that point, the game is now much better because it's much
harder to choose the best cards and strategies. Life is now good.
Rather than banning cards, of course, you can errata them. WotC goes to the
other side of errata fanaticism: they almost entirely refuse to do it at all,
ever. That's their choice but regardless of which choice they make, it's much
better than simply ignoring the problem which they've done. And yes, in T1.5,
a *lot* of cards would need to be dealt with. Dozens, maybe over a hundred,
just because they printed so many cards before the idea of game balance
penetrated the thick skulls of the Magic design team. That's unfortunate, but
it still doesn't help to ignore a real problem that exists and pretend T1.5
is balanced in its current form. It isn't. Not even close.
> The number of cards played in given format is some percentage of
> number of cards in format. The greater the number of cards in format ,
> the smaller the percentage.
I disagree.
> So grouping library cards would actually make more of your cards
> playable in the long run. I can't see why it is bad thing.
It's a bad thing because 1) it's not necessary, 2) it's too complicated, and
3) it clearly annoys people.
> > > The extended format (where you can use cards from last 3-4 such
> > > cycles) is also very popular (although sometimes not very balanced)
> > >
> > > The problem is that even in extended cards phase out in T1 void.
> > > (because it becomes impossible to balance it)
> >
> > (Sigh) It's not impossible to balance it. The DCI simply refuses to
> > do so.
>
> Worldgorger Dragon/Animate Dead combo is clear example that it is
> impossible to balance vast formats while still printing new cards.
> Note that both cards are O.K. on their own. The only problem is that they
> exist simultaneously in given format.
I think it's somewhat tricky to do at times. Particularly in Magic, where
combinations of cards has a different meaning than Jyhad. In Magic, the
4-card limit is now an accepted part of the game. (Original, Richard
Garfield claimed it was not. For a while, there was talk of designing it
out. Eventually, they just gave up and accepted it.) Between the 4-card
limit and the 60-card deck minimum, card combinations are in most cases
somewhat difficult to pull off. (Note how the various "Tutor" cards
drastically modify the chance of pulling off card combo, ultimately
causing them to get banned in T1.5 as the designers finally realized how
tricky they were to design around.) Because card combos are a low odds
proposition, they must have a high payoff when two cards with synergy
appear together or no one would ever use them at all. The trouble is that
designing combo cards that do something worthwhile enough to have that
high payoff can be very risky when there are so many other cards out there
that a designer and all the playtesters can't remember and try out all the
possibilities.
Dealing with such things is really not so hard but the DCI handcuffs
themselves by refusing to consider timely bannings or the use of errata.
There's a mentality in the DCI that insists on just living with all their
mistakes unless a mistake is of certain magnitude. Also, V:tES does not
have the same problem because all V:tES cards are designed to be used in
combinations in the first place. V:tES has no card limits so the designers
are much more mindful of the sorts of things they must never do. For instance,
I notice they avoid designing cards that make burning a vampire during minion
phase easy, as this combos powerfully with things like Mind Rape and Spirit
Minionette. Likewise, they avoid designing cards that steal another player's
vampire over the course of Untap and Master phases, when it could be
sacrificed to things like Golconda and Khobar Towers. It's tricky stuff, but
the designers are used to avoiding pitfalls.
> Magic and VTES have MANY things in common. Almost any given Magic
> concept have VTES equivalent and vice versa.
They may have things in common, but they also have many serious
differences. In determining whether to use experience from Magic to
decide what to do about V:tES, the differences are far more important
than the similarities.
> > > Grouping of library cards would open vast posibilities for new cards
> > > and abilities which do have an impact and are not broken (and it may
> > > become a problem otherwise in (not so) distant future)
> >
> > It is unlikely to become a problem. At least, let it become a true
> > problem and then we can evaluate what to do about it. The MtG example
> > is not applicable to V:tES.
>
> I would rather identify a possible problem , analyze it and prevent
> it. The let us destroy a world so we can built it anew attitude is
> something I do not subscribe to.
It's not destroying the world to rebuilt it anew. It's a question of not
fixing things that aren't broken. If you go down that road, you never
discover whether the thing was ever going to become broken in the first
place. We don't know whether this will ever be broken because attempting
to use experience from Magic, as you are, is not valid.
Fred
LSJ wrote:
>
> Frederick Scott wrote:
> > Over time, continuing to add more and more new cards should not cause
> > an issue of making the new ones insignificant. I do think card
> > _variation_ will get to be somewhat of a problem, as players with
> > particularly good, full card collections will be able to build better
> > decks by coming up with any possible combination of cards in existence.
>
> [...]
>
> > Curt Adams may document certain somewhat
> > significant effects of dial-a-crypt over the course of one base set to
> > two base sets plus several expansions of varying sizes. That's to be
> > expected since we're starting from a very small pool to one several
> > times its size. But I think it's reasonable to expect that factor to
> > level off over time. Grouping is really unnecessary to allow newer
> > players to compete.
>
> Those two paragraphs are arguing opposite sides of the debate, BTW.
>
> The grouping rule was introduced to alleviate the problem you describe in
> the first paragraph above.
Ah, sorry! I did address this point a bit further down in my post. Essentially
I was conceding that a problem does appear to exist in the first paragraph above.
But later, I explained why I didn't think it was a very important problem:
> > In a balanced environment, new players should be able to compete with old
> > players. It's clear players with large collections have an advantage
> > that starts out being quite substantial compared to a new player who's
> > just started collecting. However, as the latter gets hold of a certain
> > level in terms of variety of cards, the advantage is likely to become
> > fairly minimal. Again, the experience of Magic tells you nothing about
> > how this works in a game where problem cards are fixed.
Sorry for the confusion.
Fred
Jozxyqk wrote:
>
> > If you don't think so, then why even print *any* text on a card? In
> > the future, White Wolf should just issue cards with serial numbers and
> > no text at all on them...
>
> You know what? As silly and bitter as the intent of this post is,
It's not intended to be bitter and only intended as silly to prove a
point. A few people seem to have trouble with the concept that a massive
amount of errata could be that bad for the game because they insist on
looking at it from the standpoint of how minor a single instance is.
I am attempting to demonstrate why leaning on this tool too much over
time actually causes a serious problem.
Fred
[ quoted text not captured ]
The current design idea is that having a "level playing field" at the
"any possible combination of <vampire> cards <ever to be> in existence"
level is not satisfactory. Allowing everyone equal access to a broken
system doesn't fix the system, it just means that everyone can abuse
the system equally. Otherwise, why not just reprint Return to Innocence
with the original text rather than errata'ing it and banning it?
[ quoted text not captured ]
jspektr wrote:
> What if the Camarilla set had contained around 40 new vampires,
> reprints of all the "good" Jyhad/VTES vampires, all of Dark Soveriegns
> and Ancient Hearts, and the unreprinted Sabbat edition vampires? Forty
> new camarilla vampires could probably have been designed in a way to
> not cause stacking problems with old vampires by giving them unusual
> discipline sets (which I think many old players enjoy, as it enables
> new and interesting decks). Then you'd have a base set with all the
> cards newbies supposedly can't get, without grouping.
I fail to see how this is preferable to the current system. Instead of 40
new vampires, we get 100 new vampires with which to build new crypts.
Different crypts. Just looking at the Nosferatu, if you want a Pot/Obf deck,
you stick with group 1/2 (using Nos and !Nos). If you wan't a Pot/Ani deck,
you use group 2/3 (using !Nos, Nos, and Raziya--a crypt revolving around
Raziya, Tommy, Nigel, and Amelia is going to be quite effective). If you
want a Pot/For Rush deck, you use group 2/3. If you want a Pot/For Prince
deck, you use group 1/2. There are now more options than there used to be
because of 100 new vampires, and we get to avoid:
A) The super optimized crypts that would come from each clan having 30
vampires.
B) New players from feeling like they *have* to get all the old, out of
print vampires to compete.
Peter D Bakija
PD...@bigplanet.com
http://www.myplanet.net/pdb6
"she tore down Paris on the tail of Thom Paine
but the left wing's broken and the right's insane"
-Bowie
[ quoted text not captured ]
I don't think the "brokeness" of unequal access to either cards in general or
vampires in particular is equivalent the brokeness of an individual unbalanced
card. But if you insist on comparing the two, then I'm saying in effect, unequal
access to cards - once a new player has gotten his collection up to a certain
reasonable size - is the equivalent of (pre-CE) Second Tradition, not Return to
Innocence. It's not completely fair, obviously. But is it unfair enough to
group cards? IMHO, not a chance. Especially not if you reprint key things to
mitigate the problem as an alternative. (Granted, the reprinting thing is more
applicable to library cards than to vampires since few or no vampires are the
"key" vampires. The advantage of owning lots of vampires is spread out, more
or less, over all of them.)
Fred
"Curevei" <cur...@aol.commetal> wrote in message
news:20021106125345...@mb-co.aol.com...
[Karol Magda wrote]
> >There are lot's of (potentially
> >good cards) which are not played that often because better
> >alternatives exists.
> >(and yes, it might be more problem with players not realizing subtle
> >benefits of
> >such cards compared to 'obvious' alternatives)
>
> I wouldn't call them good, since, by definition, in order to be good, a
card
> has to be desirable to play. But, yes, there are cards that would see
(more)
> play if better cards didn't exist.
>
> This is why I don't like seeing generic, high utility cards designed. I
once
> used to explain to people that: if you build three different decks with
> completely different strategies, it's a bad thing if a card to
automatically
> goes into all three decks; what is desired is for cards to be obvious for
one
> of the decks and useless in another.
This is true, I think. But I wonder if VTES doesn't by its structure
mostly squeeze all "strategies" into a fairly narrow space?
That is: all "strategies" must reduce their prey's pool to 0. Most
of them will have to bleed at some point to do this. All (or nearly
all) of them will use vampires of their own to accomplish it. Because
of these commonalities, things like Blood Doll tend to be useful for
every deck. If things like Blood Doll (totally generic cards, in the
game's "world", generally) didn't exist, there would certainly be less
commonality among the cards in decks. But if things like Blood Doll
(ways to move blood back from your vampires to your pool) didn't
exist, cards like Conditioning (+3 bleed for a single card and blood)
would be vastly more powerful than they already are (and they're
already very powerful).
That could be fine, if "games going fast" is something desirable and
the supremacy of fast-attack decks (or bounce etc) is generally
considered okay. But in a way, the existence of these "generic"
cards makes a lot of slower "strategies" more viable. (Scare quotes
because I'm not sure that they are truly different strategies in
the way you mean, Ian. Different methods, maybe, or flavors.)
Josh
flavorful
"LSJ" <vte...@white-wolf.com> wrote in message
news:3DC98011...@white-wolf.com...
> The current design idea is that having a "level playing field" at the
> "any possible combination of <vampire> cards <ever to be> in existence"
> level is not satisfactory. Allowing everyone equal access to a broken
> system doesn't fix the system, it just means that everyone can abuse
> the system equally. Otherwise, why not just reprint Return to Innocence
> with the original text rather than errata'ing it and banning it?
I agree. But in the context of vampires, I'm not convinced that it's
possible to (within the bounds of reasonable adherence to the "point
system") have a more broken system than the one that's already in
existence.
We have - and will apparently always have - access to plenty of
Dominate, Presence, Obfuscate, Protean, Celerity, etc. weenies. If
it's possible for a profusion of midcaps and high-caps to be "more
broken" than this, I'd like to see evidence.
Josh
for those who will survive
>But if things like Blood Doll
>(ways to move blood back from your vampires to your pool) didn't
>exist, cards like Conditioning (+3 bleed for a single card and blood)
>would be vastly more powerful than they already are (and they're
>already very powerful).
>
>That could be fine, if "games going fast" is something desirable and
>the supremacy of fast-attack decks (or bounce etc) is generally
>considered okay. But in a way, the existence of these "generic"
>cards makes a lot of slower "strategies" more viable.
I'm all for eliminating Conditioning. Bleeding for a lot is way too easy, as
is hitting for a lot, stealthing for a lot, intercepting for a lot, passing
votes by a lot.
Not that I'd advocate eliminating Blood Doll, but Tribute is hardly useful in a
deck that puts out 1-2 vampires, Tap is hardly useful if you put out a bunch of
2 caps. Then, there's Powerbases, Blood Puppy, Slave Auction, Investments,
Ascendance, and whatever else. Blood Doll is just plain better than all of
them.
Snapcase <snap...@eudoramail.com> wrote in message news:<MPG.1832e1eb8...@news.optonline.net>...
> K, look at it this way. We've already got a boatload of cards that
> don't do what they say they do. It's part of the game, good or bad.
> Rehabilitating underpowered cards basically gives me free (and useful)
> cards. I like free, useful cards.
Maybe, but I have to agree with Fred. We constantly have problems with
cards that have been changed, and every game, EVERY GAME breaks down
at some point when someone has to stop and check a card to see what
the text has been changed to and whether clarifications/errata have
been issued on it. It's incredibly irritating, and turns off new
players.
If White Wolf is going to change card texts, I think they should then
reprint the changed cards, and make them available for a small fee
from the White Wolf website. Like packs of 10 2nd Traditions with the
new text for $1. Otherwise, text should only be changed if the card is
having a serious detrimental impact, like Return to Innocence.
JSpektr
In article <aqc33k$8ohfq$1...@id-121616.news.dfncis.de>,
Joshua Duffin <jtdu...@yahoo.com> wrote:
>That is: all "strategies" must reduce their prey's pool to 0. Most
>of them will have to bleed at some point to do this. All (or nearly
>all) of them will use vampires of their own to accomplish it. Because
>of these commonalities, things like Blood Doll tend to be useful for
>every deck. If things like Blood Doll (totally generic cards, in the
>game's "world", generally) didn't exist, there would certainly be less>commonality among the cards in decks. But if things like Blood Doll>(ways to move blood back from your vampires to your pool) didn't
>exist, cards like Conditioning (+3 bleed for a single card and blood)
>would be vastly more powerful than they already are (and they're
>already very powerful).
What I'd like to see is different ways of accomplishing goals -- the
new combat options (Tension in the Ranks) plus existing Fame let combat
decks get somewhere here, and vote decks don't _have_ to bleed to remove
pool, of course. But what I'd really like is more options for gaining
pool that aren't master cards. A 'strike: gain 1 pool' seems really
in-character for Ravnos/CHI, for instance, or a financier ally that
can take an action to gain 1 pool, or other ways -- because pool
replenishment tends to eat up a third to half to all my master slots in
decks these days, and I'd sure like to use those scarce master phases
for things that are more fun.
GtU-based bloat, f'rinstance, is pretty viable with a Crypt-Machine
kind of approach, and GtU's versatility is one of the things that makes
it such a staple.
Other things I wouldn't mind seeing is more special-case bleed actions,
like a THA or AUS 'bleed at -1 bleed, bounces cost 1 more blood' or
wacky specials like Propaganda. Action modifiers on successful (D)
or even non-(D) actions to burn a pool/blood. Wacky shit like that.
And, as Ian mentions, things for Celerity/Potence to do that aren't
combat. That would be super neat.
gomi
portentous celery
--
Everybody's playing the game
But nobody's rules are the same
In article <196f2577.02110...@posting.google.com>,
jsp...@sprynet.com says...
> Maybe, but I have to agree with Fred. We constantly have problems with
> cards that have been changed, and every game, EVERY GAME breaks down
> at some point when someone has to stop and check a card to see what
> the text has been changed to and whether clarifications/errata have
> been issued on it. It's incredibly irritating, and turns off new
> players.
Looking at the perspective of a new player, I could see how it would be
a detriment. From the perspective of a veteran, every time they upgrade
old cards it's like a portion of my collection has been given a new
lease on life. I don't think it's going to happen a whole lot more,
though. My guess is we'll see a few cards relating to the gangrel
altered in Anarchs (Shackles of Enkidu and Gangrel Revel come to mind)
and that'll be it, barring errata to cards that absolutely need it.
> If White Wolf is going to change card texts, I think they should then
> reprint the changed cards, and make them available for a small fee
> from the White Wolf website. Like packs of 10 2nd Traditions with the
> new text for $1.
Well, the text of 2nd tradition was changed long before it was ever
reprinted in CE. But this idea is actually really damn good. I'd
gladly pay a bit to get a bunch of updated reprints, instead of having
to buy/trade for starter-only cards. I don't suppose we have a shot at
seeing this ever happen?
-Snapcase
In article <3DC97AE1...@removethis.com>, freds64
_at_cox_...@removethis.com says...
<snip some magic arguments>
> It's not vast enough. Last I looked, T1.5 still allowed things liked
> Juzam Djinn, Ernam Djinn, and other things that they'd never print nowadays.
> The fact that they _wouldn't_ print such a thing in a current expansion tells
> you there's a problem. And that is my exact point.
Ernham Djinn was reprinted sometime earlier this year in a set that is
still legal for Type 2.
> > Grinning Demon is comparable to Juzam
>
> Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been old joke
> on the Magic newsgroup for years. They've had a million years to print something
> comparable to Juzam Djinn and they've never done it and I doubt they've done it
> recently.
They have been making comparable critters to Juzam for years, actually.
Juzam is just a poor example of a power card. Mana Drain will do,
though.
> Extended still allowed multilands last I looked. They stopped printing multilands
> and proceeded to design cards after 4th edition as if multilands didn't exist. At
> some point, extended will lop of all the base sets and expansions that included
> anything really bad and will likely become a fairly balanced game that point.
This has happened fairly recently and indeed has resulted in a more
balanced Extended.
> Even now, however, if they print an overpowered that's not absolutely gamebreaking,
> they don't bother to errata it or ban it or anything. They just let it sit there and
> fester, causing a number of other cards to be much less useful because they don't
> measure up to a game filled with top-of-the-heap power cards.
Part of this reason is that the cards will rotate out of type 2 in a
relatively short period of time. Also, Wizards has a habit of printing
a card or series of cards in future expansions to hose the old card that
was at the top of the power curve.
> That's unfortunate, but
> it still doesn't help to ignore a real problem that exists and pretend T1.5
> is balanced in its current form. It isn't. Not even close.
Completely true, but there are *many* broken strategies in type 1.5; at
least it's not a stagnant imbalance. And really, there are no
sanctioned 1.5 tournaments anymore. Wizards doesn't have the need to
balance it, because nobody's playing it (and it doesn't bring them any
new business).
> > So grouping library cards would actually make more of your cards
> > playable in the long run. I can't see why it is bad thing.
>
> It's a bad thing because 1) it's not necessary, 2) it's too complicated, and
> 3) it clearly annoys people.
Amen on #3. It's pretty much the reason I stopped playing magic. It
wasn't the cost of keeping up as much as the fact that being forced to
start over every year just wasn't very interesting anymore. If I had a
neat deck that I liked in type 2 it was obsoleted in a year (sometimes
as little time as 5 months, depending on what set combinations the key
cards came from). Sure, it was still legal in Extended but it wasn't
competitive.
The way Wizards has structured the tournament scene, card groupings
cause less of your cards to be playable in the long run. Type 2 is the
most common tournament by far, extended less so, with 1.5 being
nonexistent. Would White Wolf fall into the same trap? Unknown. I'd
rather not be forced to find out.
-Snapcase
jsp...@sprynet.com (jspektr) wrote:
> If White Wolf is going to change card texts, I think they should then
> reprint the changed cards, and make them available for a small fee
> from the White Wolf website. Like packs of 10 2nd Traditions with the
> new text for $1.
What reason would I have to buy as many boosters if I could get
multiples of useful cards in one packet for a minimal price?
WW might as well give up on random distribution and just sell singles.
james o'rance
Peter D Bakija <PD...@bigplanet.com> wrote in message news:<B9EEEF4C.9AD0%PD...@bigplanet.com>...
> jspektr wrote:
>
> > What if the Camarilla set had contained around 40 new vampires,
> > reprints of all the "good" Jyhad/VTES vampires, all of Dark Soveriegns
> > and Ancient Hearts, and the unreprinted Sabbat edition vampires? Forty
> > new camarilla vampires could probably have been designed in a way to
> > not cause stacking problems with old vampires by giving them unusual
> > discipline sets (which I think many old players enjoy, as it enables
> > new and interesting decks). Then you'd have a base set with all the
> > cards newbies supposedly can't get, without grouping.
>
> I fail to see how this is preferable to the current system. Instead of 40
It is preferable because it expands the combinations available to
existing decks and existing collections, instead of creating a new,
separate set of decks and a new, separate collection of vampires.
If you have a collection of primarily type 1 vampires, you have to
purchase a large quantity of Cam cards to have a viable crypt, because
NONE of the crypt cards are usable with what you have. Cam is only
useful if you have a lot of type 2, or you are prepared to invest
heavily in new cards. I don't think that's really as kind to new
players as some people think.
> new vampires, we get 100 new vampires with which to build new crypts.
> Different crypts. Just looking at the Nosferatu, if you want a Pot/Obf deck,
Yes, different crypts. Crypts that can only be played by large amounts
of Group 3 vampires to make them. This is less expansion to the game
than it would be without the Grouping rule.
With grouping rule = new Group 3 crypts possible
Without grouping rule = same new crypts possible + crypts combining
new and old vampires possible
Which expands the game more?
> you stick with group 1/2 (using Nos and !Nos). If you wan't a Pot/Ani deck,
> you use group 2/3 (using !Nos, Nos, and Raziya--a crypt revolving around
> Raziya, Tommy, Nigel, and Amelia is going to be quite effective). If you
> want a Pot/For Rush deck, you use group 2/3. If you want a Pot/For Prince
> deck, you use group 1/2. There are now more options than there used to be
> because of 100 new vampires, and we get to avoid:
>
> A) The super optimized crypts that would come from each clan having 30
> vampires.
As I stated above, this is easily avoidable. Print less new vampires,
reprint old vampires, and design the new vampires to not cause
stacking issues that would result in "super optimized crypts."
>
> B) New players from feeling like they *have* to get all the old, out of
> print vampires to compete.
Did you read what I posted? You might want to go back to the top and
try again. My suggestion was to reprint the old, out of print
vampires. Thus, problem B would not exist.
JSpektr
[snip]
> >And besides in such formats you have probably 10 000 + cards to choose
> >from,
> >with ANY power curve in such format most cards would not be played.
>
> I have my doubts about 10000. IME, CCGs have a surprisingly low number of
> different cards. But, this is an important point.
Magic might have 10 000 + cards, other games definitely not, sure.
> The typical CCG has a significant percentage of cards that are too weak to play
> in competitive constructed. "Good cards squeeze out bad." By significant, not
> talking about 10% or so. One game I played, I estimated around 50%. Magic
> varies by format, but I'd estimate higher than 50%. V:TES, I'd estimate around
> a third of the cards aren't worth playing.
Yes, VTES is very good in that aspect.
[snip]
> >Everyone's favourite arguments seems to be that since there are no
> >strictly
> >inferior cards in V:TES besides chainsaw (a strictly inferior card is
> >card that
> >does the same thing as some other cards , but at greater cost) almost
> >every
> >card is viable/playable. That's just not true. There are lot's of
> >(potentially
> >good cards) which are not played that often because better
> >alternatives exists.
> >(and yes, it might be more problem with players not realizing subtle
> >benefits of
> >such cards compared to 'obvious' alternatives)
>
> I wouldn't call them good, since, by definition, in order to be good, a card
> has to be desirable to play. But, yes, there are cards that would see (more)
> play if better cards didn't exist.
OK let's call them cards with potential :)
>
> This is why I don't like seeing generic, high utility cards designed. I once
> used to explain to people that: if you build three different decks with
> completely different strategies, it's a bad thing if a card to automatically
> goes into all three decks; what is desired is for cards to be obvious for one
> of the decks and useless in another.
Yes, that would be ideal.
> >Example of such cards: Scouting Mission, Intimidation, Redirection,
> >Melange
> >
> >(note to everyone: I do not feel that this cards are bad, quite
> >oposite. But I do feel that this cards are underplayed and would not
> >be if some kind of grouping scheme was created with library cards)
> >
> >Would it not be that if we had:
> >
> >Group1
> >
> >GtU, Threats, Deflection, Legal Manipulation, StareDown, Eagle's
> >Sight, My Enemies Enemy
> >
> >Group2
> >
> >Scouting Mission, Conditioning, Redirection, Intimidation, Melange,
> >Telepatic Misdirection
> >
> >Rather than Big group:
> >
> >Threats, Deflection, Legal Manipulation, StareDown, Eagle's Sight, My
> >Enemies Enemy, Scouting Mission, Conditioning, Redirection,
> >Intimidation, Melange,
> >Telepatic Misdirection
> >
> >All of the cards would appear in decks with similar frequency ? (and
> >which is not a case now)
>
> Probably not as players come up with the optimal strategies for the given
> format which may very well not include certain disciplines/strategies.
I am not sure I agree with that line.
[snip]
> Adding more cards without taking away cards will always up the power level.
> The flatter the power level to begin with, the less noticeable, of course.
> Magic never had a very flat power level. The set rotation system saved the
> game as far as I'm concerned. Now, with V:TES, it's very possible that the
> rate of the power escalation is low enough that such drastic measures never
> become essential.
Even with relatively flat power level (such as V:TES has) I believe
that power level might become problematic after two or three
expansions which would be true expansions (and not only corrections of
previous designers mistakes)
> >Would you thing that some of the following things would be good for
> >the game:
> >
> >1)printing 5 more aus/AUS intercept cards
> >2)printing 5 more obf/OBF stealth cards
> >3)printing 5 more for/FOR prevent cards
> >4)printing some more ANI intercept cards
> >5)printing some more free OBT stealth cards
> >6)printing more dominate bleed cards
> >7)printing more presence bleed cards
>
> Hell no. I think the game already has way too much redundancy. Sure, there
> are reasons to play one close substitute over another, but far more interesting
> would be to have cards that aren't close substitutes instead.
Yes.
> >You could argue that no such cards need to be printed. Hovewer how can
> >you print
> >many new cards for many of current disciplines that would be in
> >flavour of given discipline ?> You brainstorm good ideas. I think there's tremendous room for more action
> cards because action cards can be made to do more specifically useful things
> than other sorts of cards.
Yes, brainstorming is good thing. I trust current designers that they
will brainstorm good ideas. But I do believe/fear that with adding
more cards to the system (without 'taking' some away in some way) will
cause collapse of a system in one way or another.
> While not the best example because I don't think it's particularly in flavor,
> cards like Ecstatic Agony are what I'm thinking of.
Yes it was nice attempt to bring action card to auspex. Pity that it
is not used.
> >I would not like to see every discipline to have acess to anything.
>
> Okay. I would like to see some disciplines do something different, though,
> primarily Celerity and Potence.
>
> >With grouping of library cards such problems would cease to exist
> >since you could just rotate cards within each category a discipline
> >has an acess to.> Creates other problems, such as annoying lots of folks.
Probably yes, you cannot please everyone.
[snip]
> Getting back to a central point, while a lot of people really dislike the idea
> that they can no longer play cards when a game rotates them out, it's not
> really any different in a competitive environment from new cards making old
> ones obsolete.
True. Actually I do think that grouping of library cards will prevent
this (such as grouping of vampire cards prevented this)
> >So what do you suggest ? Banning 100 most abusive cards in the game ?
> >Guess what ? Even after that another 100 most abusive cards appear.
>
> Ideally, you deal with those cards that have effectively banned a significantly
> larger number of cards. Banning a few cards to make 50 cards playable may well
> be constructive where making 10 playable wouldn't be.
Yes, but that just don't work that good with relatively flat shaped
power level curve.
[snip]
> >Magic and VTES have MANY things in common. Almost any given Magic
> >concept have
> >VTES equivalent and vice versa.> And, so it is with most CCGs.> >I would rather identify a possible problem , analyze it and prevent
> >it. The let us destroy a world so we can built it anew attitude is
> >something I do not subscribe to.> It is possible, however, that the cure is worse than the ill. A lot of CCGs
> don't last long enough for the problem of bloat to matter. So, resetting the
> playing field hasn't been done that often, nevermind that CCGs are less than 10
> years old. This game has had the "advantage" of having numerous redundant
> effects which has effectively reduced the number of real strategies which has
> helped keep it under control (with a cost in variety).
Yes it is possible. But again from Magic it seems to me that cure will
be someday necessary. (If at least company wants to repeatably make
money from a given CCG)
Karol
"Joshua Duffin" <jtdu...@yahoo.com> wrote in message news:<aqc33k$8ohfq$1...@ID-121616.news.dfncis.de>...
[ quoted text not captured ]
Some kind of new alternative victory condition would be nice in that
respect (like some card that would say that if player has no library
he is ousted would be nice addition to HoS stupid Slaughterhouse deck)
[snip rest]
Karol
Seeker of variety
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC97AE1...@removethis.com>...
> Karol Magda wrote:
> >
> > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> > > Karol Magda wrote:
> > > >
> > > > Take MtG Type 1 for instance. Only like 5 cards from each new set are
> > > > playable in that format. Slightly more are playable for Type 1.5 ,
> > > > even more for Extended , like 10-15 percent of a new set is playable
> > > > in Type 2 and lot of the cards are playable in Block Constructed
> > >
> > > That's because the DCI has no concept of banning or errataing overpowered
> > > cards unless they're *so* overpowered their effect simply can't be ignored.
> > > Somewhat overpowered cards are ignored as a problem. Since the designers
> > > of the early editions of Magic cards were so clueless about game balance,
> > > many of the most overpowered as well as the worst examples of wallpaper
> > > came from those printings. The result is that even after restricting and
> > > banning the worst cards, it's still hard for the better balanced cards
> > > printed in the last few years to make a dent in any environment that allows
> > > old cards.
> >
> > That's only valid argument for T1 (where no cards , perhaps except of
> > ante cards are banned and thus half of the deck is no-brainer fill of
> > restricted list). In T1.5 there is vast banned list.
>
> It's not vast enough. Last I looked, T1.5 still allowed things liked
> Juzam Djinn, Ernam Djinn, and other things that they'd never print nowadays.
> The fact that they _wouldn't_ print such a thing in a current expansion tells
> you there's a problem. And that is my exact point.
Wrong, Erham Djinn is in print now (and legal in T2).
> (from further down she wrote)
> > Grinning Demon is comparable to Juzam> Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been old joke
> on the Magic newsgroup for years. They've had a million years to print something
> comparable to Juzam Djinn and they've never done it and I doubt they've done it
> recently. Unless they shot their entire design group in the last two years and
> replaced them with evil changelings. In any case, such a change in policy would
> be a recent event and you therefore couldn't use the previous experience you'd
> had with T1.5 to say anything about Jyhad. You'd have to wait some number of
> years for them to continue printing a lot of new cards that were as good as the
> still-allowed oldest good cards in T1.5
Grinning Demon B Creature - Demon 6/6 At the beginning of your
upkeep, you lose 2 life. Morph (You may play this face down as a 2/2
creature for . Turn it face up any time for its morph cost.)
Grinning Demon Cost 2BB Creature - Demon 6/6 At the beginning of your
upkeep, you lose 2 life. Morph 2BB (You may play this face down as a
2/2 creature for 3 Turn it face up any time for its morph cost.)
Be shocked now.
Almost complete removal of fast mana from T2 enviroment makes such
card far less
problematic.
> Extended still allowed multilands last I looked. They stopped printing multilands
> and proceeded to design cards after 4th edition as if multilands didn't exist. At
> some point, extended will lop of all the base sets and expansions that included
> anything really bad and will likely become a fairly balanced game that point.
> (They may have already done it. I haven't look lately.) That's only because all
> of the real problem cards were in the oldest expansions. Even now, however, if
> they print an overpowered that's not absolutely gamebreaking, they don't bother to
> errata it or ban it or anything. They just let it sit there and fester, causing
> a number of other cards to be much less useful because they don't measure up to a
> game filled with top-of-the-heap power cards. In V:tES, that's not true, so I
> would absolutely expect our experience in this sense to differ.
Multilands are not in extended right now. You should probably be more
in touch with magic if you want to ramble about it.
> This point to me is just not debatable. If you want to believe T1.5 is balanced,
> go ahead. If nothing else, simply the amount of time it
And what are you doing, now ?
> > Hovewer almost no-brainer cards do exists in V:TES , one classic
> > example would be a blood doll (and I am not saying it is broken, I am just saying
> > that most people when they create decks put 3-5 copies of blood doll
> > automatically in)
>
> I build lots of decks without Blood Dolls. Some people may say that's why I don't
> win as often as I could and perhaps that's true. But there are certain types of
> decks that simply don't need them.
>
> In any event, what you're talking about is not an overpowered card. It's called
> a "staple", and it differs from overpowered cards in that its function is
> consciously intended by the designers. In theory, they could issue other cards
> that fill similar functions but frequently, the one card fills the function so
> well that they just make it a common and assume people will use them in large
> numbers. In the case of Blood Dolls, there's Tribute to the Master, which can
> work better in a weeny deck and Minion Tap which can work better in a high-cap
> vampire deck, and things like Consanguineous Boon if you want to trust your
> ability to call and pass votes, but Blood Doll is probably the best one. And
> that's fine. You just reprint it on a regular basis and everyone, old and new,
> can use it.
So what if I call all broken / powerfull cards 'staple' ?
> > And besides in such formats you have probably 10 000 + cards to choose
> > from, with ANY power curve in such format most cards would not be played.
> >
> > Contrary to popular belief here, VTES DO have a power curve. Sure, not such
> > a steep one as say Morphing vs Air Elemental but there still is here.
> > Why would then almost everyone play with Govern and not so many
> > peoples play with Scouting Mission ? (and before anyone gives me
> > examples of decks where SM is better that GtU , yes I know that they
> > exists, there are but few compared to decks where GtU is better)
>
> It's impossible for there _not_ to be a power curve. There's no way to make
> all cards exactly equal in power. There is a difference, however, in the
> designer philosophy for Magic cards and the designer philosophy for V:tES
> cards (since LSJ took control, at least) as I noted in my previous post.
> That difference is why having 10,000+ V:tES cards to choose from will not
> cause the same problem as having 10,000+ Magic cards to choose from. And
> Magic could be fixed, too, if the DCI had a desire to do so.
There is desire in both DCI and R&D, don't make no mistake.
> > > Also, the Magic designers don't seem to hold themselves to a very high
> > > standard in terms of balance in general. So even in a single set even in
> > > recent years, there's still far much variation in the value of various
> > > cards.
> >
> > I do believe that Magic is far more balanced than it was say two or
> > three years before (by Magic I mean extended, T2, block constructed)
>
> I agree. They definitely got distinctly better over time. But they've
> never gotten to the point of being totally honest (either with themselves or
> with the public, I'm not sure which) about the overpowered old cards and what
> truly needs to be done about them. Or about "somewhat overpowered" new cards,
> for that matter.
Actually they are quite honest. Just go read www.wizards.com/magic
where designers talk about things they do and WHY they do it.
> > Do you consider banning of the card (RtI) a way of fixing it ? :)
>
> Yes, I do. (Who was the American General who said of South Vietnam, "We
> had to destroy these people to save them."?) It "fixes it" in the sense
> that RtI is not dominating the game preventing people from using other cards
> because RtI is too good to ignore. (And using the various support cards for
> RtI and the cards that best defend against other players' RtI cards, etc.)
>
> > In other post you stated that ToR3 was wallpaperized, now you use it
> > as an example of pointing differences between Magic and V:TES :)
>
> I'm not sure what you fail to understand. An overpowered card causes people
> to ignore the large, "middle" class of cards because they want to use the
> best cards they can use. A wallpaper card only causes people to ignore one
> single card: the wallpaper card. The problems of overpowered cards and
> wallpaper cards are not equivalent problems. The former is clearly much
> more destructive to deckbuilding games.
What I am saying that adding new cards to the system will walpaperize
some cards in process no matter how would you like to prevent it (why
should I play with pokers in my !Salubri when there is weighted
walking stick in format ?)
[ quoted text not captured ]
Most of the time, what you need is different intercept cards.
> > 3),6),7) - the cards would be too good or too bad compared to what we
> > have in their categories now. Both options are not good.
>
> It isn't clear to me that such cards would necessarily be too good or
> too bad. I agree it's bad if it happens. But if such cards are too
> bad, you've wasted some cardboard. If they're too good, then that's
> when errata things.
If they are bad - wallpaper printed, point proven.
If they are good - old card wallpaperized, point proven.
> > 4),5) - the entire balance between disciplines would be throwed out of
> > window in process
>
> It could be. You can simply reprint the existing free OBT stealth cards
> or ANI intercept cards in future expansions if it's the designers' intent
> to limit the number of different named cards. So this is not really an
> issue, either.
It is, you don't get new cards in that category and therefore you will
create less incentive for old players to buy (parts) of new set.
Although I feel that reprints are necessary (in current state, since
game is just being reintroduced to larger audience) they are quite
boring.
> > You could argue that no such cards need to be printed. Hovewer how can
> > you print many new cards for many of current disciplines that would be in
> > flavour of given discipline?
>
> Given my individual responses to the various situations you listed above,
> I don't believe this is an issue.
I desperately want to see new cards for old disciplines. If that
didn't happen soon, I am afraid the game will become too dull for me
soon :(
> > > Over time, continuing to add more and more new cards should not cause
>
>
> > > > -because many cards otherwise not playable in other constructed
> > > > formats are playable here (or biggest percentage of cards you buy are
> > > > actually playable besides in draft)
> > >
> > > All this amounts to is basically banning cards by card set that should
> > > be banned or errated on an individual basis. You really can't draw any
> > > conclusions from the experience of Magic. When unbalanced card problems
> > > are actually dealt with correctly, I think you discover that *more* cards
> > > get used and are considered playable over the course of printing more
> > > cards. Not less.
> >
> > So what do you suggest ? Banning 100 most abusive cards in the game ?
> > Guess what ? Even after that another 100 most abusive cards appear.
>
> That's the old Magic newsgroup refrain, isn't it? My reply to it is invariable:
> cards that are randomly distributed in terms of what can loosely be called,
> "power". This distribution is a classic bell-shaped curve in which the most
> powerful cards are a relative few located at the top of the curve. Lop off
> this thin "tip" of the curve and other cards will, indeed become "the most
> powerful". However, once you've lopped off enough of the tip, the cards left
> on top are only a little bit more powerful than most of the rest of the cards
> in the middle. At that point, the game is now much better because it's much
> harder to choose the best cards and strategies. Life is now good.
What if power level of cards has different distribution ? What then ?
Entire construction out of window.
> Rather than banning cards, of course, you can errata them. WotC goes to the
> other side of errata fanaticism: they almost entirely refuse to do it at all,
> ever. That's their choice but regardless of which choice they make, it's much
> better than simply ignoring the problem which they've done. And yes, in T1.5,
> a *lot* of cards would need to be dealt with. Dozens, maybe over a hundred,
> just because they printed so many cards before the idea of game balance
> penetrated the thick skulls of the Magic design team. That's unfortunate, but
> it still doesn't help to ignore a real problem that exists and pretend T1.5
> is balanced in its current form. It isn't. Not even close.
Actually when I talked with one of my friend who does not play CCG
anymore
about how things WotC do ( no errata, rather phasing it out and
printing lesser version) and how things WW do (errata when card is too
powerfull) he considered WotC approach better one. So I guess it's
matter of taste. (note: I do prefer WW approach, but I can understand
the other one)
> > The number of cards played in given format is some percentage of
> > number of cards in format. The greater the number of cards in format ,
> > the smaller the percentage.
>
> I disagree.
Care to say why ?
> > So grouping library cards would actually make more of your cards
> > playable in the long run. I can't see why it is bad thing.
>
> It's a bad thing because 1) it's not necessary, 2) it's too complicated, and
> 3) it clearly annoys people.
1) we have precedence
2) ditto
3) So what ? The product is not aimed at people who cries sky is
falling everytime something annoys them.
[ quoted text not captured ]
Given enough time it will become problem in V:TES too, no matter how
hardly designers/playtesters try to avoid it.
> Dealing with such things is really not so hard but the DCI handcuffs
> themselves by refusing to consider timely bannings or the use of errata.
> There's a mentality in the DCI that insists on just living with all their
> mistakes unless a mistake is of certain magnitude. Also, V:tES does not
> have the same problem because all V:tES cards are designed to be used in
> combinations in the first place. V:tES has no card limits so the designers
> are much more mindful of the sorts of things they must never do. For instance,
> I notice they avoid designing cards that make burning a vampire during minion
> phase easy, as this combos powerfully with things like Mind Rape and Spirit
> Minionette. Likewise, they avoid designing cards that steal another player's
> vampire over the course of Untap and Master phases, when it could be
> sacrificed to things like Golconda and Khobar Towers. It's tricky stuff, but
> the designers are used to avoiding pitfalls.
DCI do ban cards if there is need.
> > Magic and VTES have MANY things in common. Almost any given Magic
> > concept have VTES equivalent and vice versa.> They may have things in common, but they also have many serious
> differences. In determining whether to use experience from Magic to
> decide what to do about V:tES, the differences are far more important
> than the similarities.
What are the differencies you are refering to ?
> > > > Grouping of library cards would open vast posibilities for new cards
> > > > and abilities which do have an impact and are not broken (and it may
> > > > become a problem otherwise in (not so) distant future)
> > >
> > > It is unlikely to become a problem. At least, let it become a true
> > > problem and then we can evaluate what to do about it. The MtG example
> > > is not applicable to V:tES.
> >
> > I would rather identify a possible problem , analyze it and prevent
> > it. The let us destroy a world so we can built it anew attitude is
> > something I do not subscribe to.
>
> It's not destroying the world to rebuilt it anew. It's a question of not
> fixing things that aren't broken. If you go down that road, you never
> discover whether the thing was ever going to become broken in the first
> place. We don't know whether this will ever be broken because attempting
> to use experience from Magic, as you are, is not valid.
I don't saw any point made that would made my example not valid.
Sorry.
Karol
For the really bad cards you can make combo-cards.
Example:
"Monsters from the past" combines Legacy of Caine, Anachronism and
Fear of Mekhet into one card. When you play the card you choose one of
the three effects.
The method works only on certain cards, but masters can be dealt with
this way. When was the last time you saw "The Damned" in play? Combine
it with some other minor effects and you have a flexible card that
works against younger vampires.
("Under preassure: >4 cap is tapped & doesn´t untap during next
untap"; "Questionable Lineage: >4 cap becomes clanless & indepedent")
For the really good cards there are four ways to go.
Ban, restrict, errata or print a nullifier. All four of them are lame,
but I think that a restriction is the least bad option. No, I don´t
play with a cardlimit. No, I´m not a fascist.
But I wouldn´t mind if you only were allowed 3-5 2nd & 5th, for
example. (old versions)
/Mathias
agzocgud wrote:
> For the really good cards there are four ways to go.
> Ban, restrict, errata or print a nullifier. All four of them are lame,
> but I think that a restriction is the least bad option.
I think it's clearly the worst option. Admit a card is overpowered but
allow _some_ copies? So you're allowing _some_ overpowered cards in each
game? On top of which, when and if they come up in the deck makes for
a swing of luck since if they don't, you have to rely on your "mundane"
cards to carry you through...
Fred
[ quoted text not captured ]
It might not be the "worst" option if the card was only overpowered when
played in multiples with itself. Putting it on a restricted list whereby
only 1 could be in a deck would "fix" the card (neuter it) more severely
than adding errata to say "a minion can play only 1 <X> each <time period>".
Not that there's any plan to make a restricted list currently, of course.
[ quoted text not captured ]
"reyda" <true_...@hotmail.com> wrote in message
news:3dc26097$0$5274$79c1...@nan-newsreader-02.noos.net...
> Joshua Duffin wrote:
>
> ::
> :: The grouping rule is supposed to keep the playing field level for
> :: newer players who will never have access to group 1 vampires.
>
> you'll always have access to group 1 vampires. you can buy all this jyhad
> old stock on the internet, and old vampire will give eagerly give (or
trade)
> lots of them to newbies.
>
> I don't see what the problem is with the grouping. If it's only the
> dial-a-vamp and weenie madness that may occur, i don't think it's a real
> threat.
Yeah, I was just saying "supposed to" as in that's, as I understand
it, the argument in favor of grouping. It is hypothetically possible
for the supply of group 1 vampires to be exhausted someday, but then
it's always possible to reprint those vampires, too.
I mostly agree with you: we already have as much weenie madness as
we're likely to get, and dial-a-vamp isn't likely to become any
more of a problem than it already is, in my opinion.
Josh
would rather dial a song than dial a vamp
Karol Magda wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC97AE1...@removethis.com>...
> > Karol Magda wrote:
> > >
> > > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> > > > Karol Magda wrote:
> > > > >
> > > > > Take MtG Type 1 for instance. Only like 5 cards from each new set are
> > > > > playable in that format. Slightly more are playable for Type 1.5 ,
> > > > > even more for Extended , like 10-15 percent of a new set is playable
> > > > > in Type 2 and lot of the cards are playable in Block Constructed
> > > >
> > > > That's because the DCI has no concept of banning or errataing overpowered
> > > > cards unless they're *so* overpowered their effect simply can't be ignored.
> > > > Somewhat overpowered cards are ignored as a problem.
> > >> > > In T1.5 there is vast banned list.
> >
> > It's not vast enough. Last I looked, T1.5 still allowed things liked
> > Juzam Djinn, Ernam Djinn, and other things that they'd never print nowadays.
> > The fact that they _wouldn't_ print such a thing in a current expansion tells
> > you there's a problem. And that is my exact point.
>
> Wrong, Erham Djinn is in print now (and legal in T2).
It may be that they've finally loosened up on creatures. Particularly green
creatures, after years of people talking about what a joke green was as a
color. None the less, I repeat, such experience with T1.5 is only fairly recent
then so you can't really rely on long-haul statements about how many new-issue cards
are useable in T1.5 at this point. Not if design policy has recently changed.
And, as the another poster mentioned, there's still other things allowed in T1.5
they would clearly never reprint - which is my point.
> > (from further down she wrote)
> > > Grinning Demon is comparable to Juzam
>
> > Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been old joke
> > on the Magic newsgroup for years.
>> Grinning Demon B Creature - Demon 6/6 At the beginning of your
> upkeep, you lose 2 life. Morph (You may play this face down as a 2/2
> creature for . Turn it face up any time for its morph cost.)
>
> Grinning Demon Cost 2BB Creature - Demon 6/6 At the beginning of your
> upkeep, you lose 2 life. Morph 2BB (You may play this face down as a
> 2/2 creature for 3 Turn it face up any time for its morph cost.)
>
> Be shocked now.
Sorry. I don't consider it to be as good as Juzam.
> > Extended still allowed multilands last I looked. They stopped printing multilands
> > and proceeded to design cards after 4th edition as if multilands didn't exist. At
> > some point, extended will lop of all the base sets and expansions that included
> > anything really bad and will likely become a fairly balanced game that point.
> > (They may have already done it. I haven't look lately.) That's only because all
> > of the real problem cards were in the oldest expansions. Even now, however, if
> > they print an overpowered that's not absolutely gamebreaking, they don't bother to
> > errata it or ban it or anything. They just let it sit there and fester, causing
> > a number of other cards to be much less useful because they don't measure up to a
> > game filled with top-of-the-heap power cards. In V:tES, that's not true, so I
> > would absolutely expect our experience in this sense to differ.
>
> Multilands are not in extended right now. You should probably be more
> in touch with magic if you want to ramble about it.
I haven't looked in on it in two years. I have a few specific details wrong (which
I already conceded were suspect) but so what? Please address how this affects the
overall issue. Simply finding an incorrect statement that doesn't alter the
underpinnings of the other person's argument is irrelevant.
To the extent Extended has become "fair", it has also turned into a slow-moving T2
that bans whole expansions and editions of the base set at a time. So it can not be
seen as a good example for another CCG to emulate. Your cards rotate through states:
being legal for all tournaments, being legal for Extended, T1, and T1.5, then only
for T1 and T1.5 at some point. Unless reprinted, they then become effectively useless
as no one wants to play unbalanced T1 OR T1.5. This is one of the reasons I stopped
playing Magic.
> > > Hovewer almost no-brainer cards do exists in V:TES , one classic
> > > example would be a blood doll (and I am not saying it is broken, I am just saying
> > > that most people when they create decks put 3-5 copies of blood doll
> > > automatically in)
> >> > ...what you're talking about is not an overpowered card. It's called> > a "staple", and it differs from overpowered cards in that its function is
> > consciously intended by the designers. In theory, they could issue other cards
> > that fill similar functions but frequently, the one card fills the function so
> > well that they just make it a common and assume people will use them in large
> > numbers. In the case of Blood Dolls, there's Tribute to the Master, which can
> > work better in a weeny deck and Minion Tap which can work better in a high-cap
> > vampire deck, and things like Consanguineous Boon if you want to trust your
> > ability to call and pass votes, but Blood Doll is probably the best one. And
> > that's fine. You just reprint it on a regular basis and everyone, old and new,
> > can use it.
>
> So what if I call all broken / powerfull cards 'staple' ?
What if you do? Is anyone going to believe you? Does your "staple" lend itself
to a making one easy, obvious deck that tends to dominate the game or does it get
used as a building block in lots of completely different types of decks? Was its
effect clearly intended by the designers or did its use (particularly in combination
with one or a small number of other cards) seem to surprise them?
It's not always cut and dried whether a card is a "staple" or a broken card. But
usually there are fairly obvious clues to discern the two different situations.
The bottom line is whether it seems to help or hurt the game as a whole.
> > Magic could be fixed, too, if the DCI had a desire to do so.
>
> There is desire in both DCI and R&D, don't make no mistake.
No, I mean if they had a DESIRE to. Like, if they cared more about making the
game balanced than not getting flamed a bunch of people who don't understand
game balance issues. One difference between the Magic newsgroup and this one:
you mention game balance here and most everyone understands what you're talking
about. Bring up the issue in the Magic newsgroup and there's still a bunch of
people who are clueless about it and will not accept it as a reason for doing
anything with the game. They care only about other things, such as promoting
the type of deck they like to play and making sure their collection remains as
powerful and monetarily valuable as possible. I don't fault such motivations.
But many of them don't seem to understand that if you don't have game balance,
ultimately, you have a lousy game.
The DCI, for one reason or another, has never been able to stand up and take
care of the balance problems in T1.5. (And who even cares about T1?) They
refuse to use errata and they don't want to take responsibility for banning
cards. The result is a format nobody plays. So cards rotated out of Extended
have no place to go unless/until they happen to get reprinted.
> > > > Also, the Magic designers don't seem to hold themselves to a very high
> > > > standard in terms of balance in general. So even in a single set even in
> > > > recent years, there's still far much variation in the value of various
> > > > cards.
> > >
> > > I do believe that Magic is far more balanced than it was say two or
> > > three years before (by Magic I mean extended, T2, block constructed)
> >
> > I agree. They definitely got distinctly better over time. But they've
> > never gotten to the point of being totally honest (either with themselves or
> > with the public, I'm not sure which) about the overpowered old cards and what
> > truly needs to be done about them. Or about "somewhat overpowered" new cards,
> > for that matter.
>
> Actually they are quite honest. Just go read www.wizards.com/magic
> where designers talk about things they do and WHY they do it.
I didn't say anything about being literally dishonest with their reasoning. I said
being totally honest about overpowered old cards and what truly needs to be done
about them. I mean I do think the DCI has some concept of balancing the game,
they just can't bring themselves to the inevitable, indisputable conclusion that
if they wouldn't print an old card in this year's expansion because it is now
considered too powerful, then they shouldn't allow it in its original form in
T1.5. To me, that seems obvious. Why the DCI can't see that is perplexing.
> What I am saying that adding new cards to the system will walpaperize
> some cards in process no matter how would you like to prevent it (why
> should I play with pokers in my !Salubri when there is weighted
> walking stick in format ?)
I don't understand the question. The two cards clearly have their differences
and you might choose to use either, depending on whether you care how easy the
weapon is to put into play, how quickly it goes away and whether you're more
likely to see Fortitude damage prevention or Kiaysd vampires in your metagame.
Clearly, Weighted Walking Stick does not "wallpaperize" Poker. It simply
provides another alternative that does the same thing with somewhat different
specifics.
I think you need to come up with a different example to express your question.
> > > Would you thing that some of the following things would be good for
> > > the game:
> > >
> > > 1)printing 5 more aus/AUS intercept cards
> > > 2)printing 5 more obf/OBF stealth cards
> > >> > > 1) would lead to players putting 4-6 enhanced senses in the deck
> > > and rest intercept slots would be filled with single copies of given
> > > intercept cards avaiable, that way one entire principle of
> > > game/deckbuilding would be, well nonexistant.
> > >
> > > 2) same as 1 with regard to stealth
> >> > My opinion is simply that there
> > are already so many different types of these cards that it really doesn't
> > come up much if players want to avoid the problem anyway. So it doesn't
> > strike as changing the game much to give them yet more options. Often,
> > however, they want one particular function such as the maneuver granted
> > by Spirit's Touch at superior. If so, then they wind up needing to use
> > multiple copies of Spirit's Touch instead of just any old intercept
> > reaction card and the rule will come into play. If they were to start
> > printing cards that had exactly the same function with different names,
> > then it would change the game over time.
>
> Most of the time, what you need is different intercept cards.
Sure. So what? Not all the time. And even if so, all you've done is
change the game a bit by adding more variety. That's not evidence of a
problem, per se.
> > > 3)printing 5 more for/FOR prevent cards> > > 6)printing more dominate bleed cards
> > > 7)printing more presence bleed cards
>> > > 3),6),7) - the cards would be too good or too bad compared to what we
> > > have in their categories now. Both options are not good.
> >
> > It isn't clear to me that such cards would necessarily be too good or
> > too bad. I agree it's bad if it happens. But if such cards are too
> > bad, you've wasted some cardboard. If they're too good, then that's
> > when errata things.
>
> If they are bad - wallpaper printed, point proven.
> If they are good - old card wallpaperized, point proven.
Those are mistakes in design. If they are bad, they are ignored, which is
not a problem. If they are good, as I said, they will get errata or get
banned. Also not a problem. I don't know what your point could be. This
does not cause the overall problem you claimed.
> > > 4)printing some more ANI intercept cards
> > > 5)printing some more free OBT stealth cards> > > 4),5) - the entire balance between disciplines would be throwed out of> > > window in process
> >
> > It could be. You can simply reprint the existing free OBT stealth cards
> > or ANI intercept cards in future expansions if it's the designers' intent
> > to limit the number of different named cards. So this is not really an
> > issue, either.
>
> It is, you don't get new cards in that category and therefore you will
> create less incentive for old players to buy (parts) of new set.
So? That situation already exists. We already have reprints in sets. There
are ways to reprint cards that tend to funnel them into places that they can
have little or no effect on new card sales. Put them precons. Reprint in
sets like Camarilla Edition that are intended mainly for new players (and get
rid of most or all new cards in such sets). Or reprint few enough cards in
boosters intended to release new cards that old players won't care very much.
I believe you're struggling to insist that there's a problem here but there
isn't. It has a reasonably easy alternative solution. And I suggest another
alternative solution below (i.e. the Elder Intervention/Pack Tactics and
bleed modifier types of solutions).
> Although I feel that reprints are necessary (in current state, since
> game is just being reintroduced to larger audience) they are quite
> boring.
Sure. That's why White Wolf should try to isolate them to places that new
players can buy and you can ignore.
> I desperately want to see new cards for old disciplines. If that
> didn't happen soon, I am afraid the game will become too dull for me
> soon :(
Sure. You can have new cards for old disciplines. There's nothing here that
prevents it. Your last example, about discipline balance issues with respect
to a limitation in named cards that will do a certain thing (e.g. free stealth
for obtenebration) may place limitations on designing a few sorts of isolated
things but so what? Even that has an answer. Notice what they did for Elder
Intervention and Pack Tactics? They didn't want two disciplineless +2 intercept
cards allowed to react to the same bleed action. So they just wrote it straight
out: you may not use both cards against the same action. Notice what they do
for bleed modifiers. They have lots of different named bleed action modifiers
that do different things but you can only use one of them in a given action
anyway (excepting the case of Command of the Beast). Your issues have other
solutions aside from grouping library cards.
> > > So what do you suggest ? Banning 100 most abusive cards in the game ?
> > > Guess what ? Even after that another 100 most abusive cards appear.
> >
> > That's the old Magic newsgroup refrain, isn't it? My reply to it is invariable:
> > cards that are randomly distributed in terms of what can loosely be called,
> > "power". This distribution is a classic bell-shaped curve in which the most
> > powerful cards are a relative few located at the top of the curve. Lop off
> > this thin "tip" of the curve and other cards will, indeed become "the most
> > powerful". However, once you've lopped off enough of the tip, the cards left
> > on top are only a little bit more powerful than most of the rest of the cards
> > in the middle. At that point, the game is now much better because it's much
> > harder to choose the best cards and strategies. Life is now good.
>
> What if power level of cards has different distribution ? What then ?
> Entire construction out of window.
It doesn't have a different distribution. There's no reason it should.
> > Rather than banning cards, of course, you can errata them. WotC goes to the
> > other side of errata fanaticism: they almost entirely refuse to do it at all,
> > ever. That's their choice but regardless of which choice they make, it's much
> > better than simply ignoring the problem which they've done. And yes, in T1.5,
> > a *lot* of cards would need to be dealt with. Dozens, maybe over a hundred,
> > just because they printed so many cards before the idea of game balance
> > penetrated the thick skulls of the Magic design team. That's unfortunate, but
> > it still doesn't help to ignore a real problem that exists and pretend T1.5
> > is balanced in its current form. It isn't. Not even close.
>
> Actually when I talked with one of my friend who does not play CCG
> anymore about how things WotC do ( no errata, rather phasing it out and
> printing lesser version) and how things WW do (errata when card is too
> powerfull) he considered WotC approach better one. So I guess it's
> matter of taste. (note: I do prefer WW approach, but I can understand
> the other one)
It is a matter of taste, I suppose. But the results speak for themselves. No
one is satisfied with the end result in Magic. People leave the game inevitably
because they consider it to be a huge money sucker that ultimately leaves them
with far too many dead cards for various reasons.
Be that as it may, the overall point I was making was that the two approaches
were different. Whether you consider the White Wolf approach superior not is
orthogonal to the conclusion that grouping library cards are not necessary to
answer a potential problem in V:tES that you see in Magic. Since the same
conditions do not apply in V:tES as in Magic, you can't claim that the same
eventual problem will occur.
> > > The number of cards played in given format is some percentage of
> > > number of cards in format. The greater the number of cards in format ,
> > > the smaller the percentage.
> >
> > I disagree.
>
> Care to say why?
I already have: because overpowered cards are fixed in V:tES whereas they're
allowed to fester in Magic.
> > > So grouping library cards would actually make more of your cards
> > > playable in the long run. I can't see why it is bad thing.
> >
> > It's a bad thing because 1) it's not necessary, 2) it's too complicated, and
> > 3) it clearly annoys people.
>
> 1) we have precedence
> 2) ditto
So? Precedence is not a reason to do something if it was a bad thing. And
whatever you may think of grouping vampires, again, the same conditions do
not apply to library cards so the same answer is not necessary.
> 3) So what ? The product is not aimed at people who cries sky is
> falling everytime something annoys them.
Annoying people is a bad thing to do if you don't have a good reason to do it.
I'll accept bad things if you have a greater good thing come from it. But you
haven't shown anything good would come from grouping library cards.
(Elided several questions I've already answered.)
> > > > > Grouping of library cards would open vast posibilities for new cards
> > > > > and abilities which do have an impact and are not broken (and it may
> > > > > become a problem otherwise in (not so) distant future)
> > > >
> > > > It is unlikely to become a problem. At least, let it become a true
> > > > problem and then we can evaluate what to do about it. The MtG example
> > > > is not applicable to V:tES.
> > >
> > > I would rather identify a possible problem , analyze it and prevent
> > > it. The let us destroy a world so we can built it anew attitude is
> > > something I do not subscribe to.
> >
> > It's not destroying the world to rebuilt it anew. It's a question of not
> > fixing things that aren't broken. If you go down that road, you never
> > discover whether the thing was ever going to become broken in the first
> > place. We don't know whether this will ever be broken because attempting
> > to use experience from Magic, as you are, is not valid.
>
> I don't saw any point made that would made my example not valid.
> Sorry.
I guess we'll have to disagree about that. You've essentially conceded that the
philosophies of the designers of the two different game clearly differ in terms
of handling overpowered cards. Some of the other issues you brought up are
either irrelevant and/or have better answers than grouping library cards.
Inevitably, people will vary in how they look at complex issues such as these.
But I think the case for group library cards at this point is extremely weak.
Fred
"Karol Magda" <karol...@yahoo.com> wrote in message
news:df69cc0d.02110...@posting.google.com...
> Some kind of new alternative victory condition would be nice in that
> respect (like some card that would say that if player has no library
> he is ousted would be nice addition to HoS stupid Slaughterhouse deck)
Sure. But it might make Slaughterhouses too powerful then. :-)
I'm wary, in general, of "somebody gets ousted" cards that act
outside the "ousted at 0 pool" framework. The pool-gain/destruction
dynamic is one of the core concepts of VTES in my opinion, and should
be circumvented only with great caution.
Josh
center vented
LSJ wrote:
>
> Frederick Scott wrote:
> >
> > agzocgud wrote:
> > > For the really good cards there are four ways to go.
> > > Ban, restrict, errata or print a nullifier. All four of them are lame,
> > > but I think that a restriction is the least bad option.
> >
> > I think it's clearly the worst option. Admit a card is overpowered but
> > allow _some_ copies? So you're allowing _some_ overpowered cards in each
> > game? On top of which, when and if they come up in the deck makes for
> > a swing of luck since if they don't, you have to rely on your "mundane"
> > cards to carry you through...
>
> It might not be the "worst" option if the card was only overpowered when
> played in multiples with itself. Putting it on a restricted list whereby
> only 1 could be in a deck would "fix" the card (neuter it) more severely
> than adding errata to say "a minion can play only 1 <X> each <time period>".
Yep, you're right. I shot back an answer, totally forgetting that the issue
was more complicated than that. I think what you're saying is that it's OK
to play the odd Reality Mirror because it's likely to have an opportunity
cost equal to its potential benefit if played sporadically. On the other
hand, if people can design whole decks around that effect, it may somehow
become an abusive card. (I can't think how exactly but I can see how there
might be the potential for it.) This, as opposed to the original form of
Return to Innocence, which is generally too powerful even if only played
once. Restricting it only limits the damage.
> Not that there's any plan to make a restricted list currently, of course.
Of course, when you restrict a card, it's much nicer to do it on card text
in some manner (e.g. uniqueness, "only 1 can be played per game", that sort
of thing). This should never require a VEKN rule.
Fred
"Curevei" <cur...@aol.commetal> wrote in message
news:20021106171141...@mb-fa.aol.com...
[I wrote]
> >But if things like Blood Doll
> >(ways to move blood back from your vampires to your pool) didn't
> >exist, cards like Conditioning (+3 bleed for a single card and blood)
> >would be vastly more powerful than they already are (and they're
> >already very powerful).
> >
> >That could be fine, if "games going fast" is something desirable and
> >the supremacy of fast-attack decks (or bounce etc) is generally
> >considered okay. But in a way, the existence of these "generic"
> >cards makes a lot of slower "strategies" more viable.
>
> I'm all for eliminating Conditioning. Bleeding for a lot is way too easy,
as
> is hitting for a lot, stealthing for a lot, intercepting for a lot,
passing
> votes by a lot.
Heh. Funny you should say that, as that was sort of what I was thinking
at the time too. That the game as a whole might be "better" (for my own
personal value of better I guess) if no individual cards had such large
pool impacts (or perhaps impacts of any kind) as the strongest ones
actually do.
But it'd be a whole different game, really. One with a lot fewer cards,
maybe. (Since making it harder to get large stealth/intercept would
(at least under current rules) require reducing the number of different-
named stealth/intercept cards, etc.)
> Not that I'd advocate eliminating Blood Doll, but Tribute is hardly useful
in a
> deck that puts out 1-2 vampires, Tap is hardly useful if you put out a
bunch of
> 2 caps. Then, there's Powerbases, Blood Puppy, Slave Auction,
Investments,
> Ascendance, and whatever else. Blood Doll is just plain better than all
of
> them.
Right. Which is why it's a "staple" and the others aren't. Because
you have to get pool from somewhere, and making it possible to get
the same quantities "from nowhere" (ie not from the blood influenced
to your vampires) would probably be too strong (which is why the
other sources can't really compete).
Josh
bled hard and put away dry
>Blood Doll is just plain better than all
>of>> them.>
>Right. Which is why it's a "staple" and the others aren't.
Should we just say (for the appropriate cards):
if it's a common, it's a staple;
if it's a rare, it's overpowered?
Not a horrible "definition".
"Curevei" <cur...@aol.commetal> wrote in message
news:20021107161003...@mb-fp.aol.com...
[I wrote, re Blood Doll vs other inferior pool-gaining masters]
> >Right. Which is why it's a "staple" and the others aren't.
>
> Should we just say (for the appropriate cards):
> if it's a common, it's a staple;
> if it's a rare, it's overpowered?
>
> Not a horrible "definition".
Heh. I can't help thinking that "magnitude of effect" (relative to
everything else in the "card universe") should come into here
somewhere. Return to Innocence would still be annoying if it were
common, right? And Disarm?
This is probably why (pretty much) no one minds Blood Doll being
so good, though. If it were rare, people would most likely complain.
Likewise Conditioning. Kine Resources Contested.
Josh
and uncommons fall on both sides, it seems
Joshua Duffin wrote:
>
> "Curevei" <cur...@aol.commetal> wrote in message
> news:20021107161003...@mb-fp.aol.com...
>
> [I wrote, re Blood Doll vs other inferior pool-gaining masters]
>
> > >Right. Which is why it's a "staple" and the others aren't.
> >
> > Should we just say (for the appropriate cards):
> > if it's a common, it's a staple;
> > if it's a rare, it's overpowered?
> >
> > Not a horrible "definition".
>
> Heh. I can't help thinking that "magnitude of effect" (relative to
> everything else in the "card universe") should come into here
> somewhere. Return to Innocence would still be annoying if it were
> common, right? And Disarm?
Disarm would be fine. Just overprinted I suspect. I was responding
to Karol Magda about this elsewhere in this thread. To me, "stapleness"
implies a designer-intended common utility effect that itself doesn't
constrain overall strategy. Return to Innocence could be a staple
if the game had been designed around letting vampires burn themselves to
effect large bleeds. If so, the game would need to branch out into a
number of alternative substrategies within that reality, or else provide
alternative strategies that were as powerful and/or somehow could turn
RtI against itself. (Bounce actually does that somewhat but bounce
itself is deemed too narrow to be considered an answer.) Were this true,
it could reasonably be thought of as a staple. Then it probably shouldn't
be a rare, of course. But none of this is true. So it's overpowered.
This is why I say, commonality isn't really proof that a card is or isn't
a staple. It's just that if a card truly functions as a staple, it
_should_ be common because it's going to be used to effect many different
strategies.
Another clue, by the way, involves whether the card was originally printed
in a base set. Although in rare cases, certain cards get printed in
expansions that ultimately become staples (at least sort of) because they
drop into the game so nicely. Carrion Crows is a good example of this because
it became such a nice partner to Aid From Bats and animalism really needed the
combat option. Normally, though, most staples were created in the beginning
and the game has "grown up" around them. So it's unlikely that an expansion
rare is going to qualify. A card is an expansion rare because it was thought
of as a highly specialized card to begin with. Trying to justify a card like
that as a "staple" would be like uprooting a tree and planting it by one the
end of one of its outside branches. The tree is gonna look kind of funny
that way...and probably not stand up very well.
Fred
Snapcase <snap...@eudoramail.com> wrote in message news:<MPG.1833a0d65...@news.optonline.net>...
> In article <196f2577.02110...@posting.google.com>,
> jsp...@sprynet.com says...
>
> > Maybe, but I have to agree with Fred. We constantly have problems with
> > cards that have been changed, and every game, EVERY GAME breaks down
> > at some point when someone has to stop and check a card to see what
> > the text has been changed to and whether clarifications/errata have
> > been issued on it. It's incredibly irritating, and turns off new
> > players.
>
> Looking at the perspective of a new player, I could see how it would be
> a detriment. From the perspective of a veteran, every time they upgrade
> old cards it's like a portion of my collection has been given a new
> lease on life. I don't think it's going to happen a whole lot more,
I'd agree, if most of the changes made the cards better. The changes
to 2nd Tradition, Majesty, 4th Tradition, Temptation of Greater Power,
etc. did not make them better. Many will argue that changes to those
cards were needed, but that is irrelevant to the question of whether
it is irritating to have the text on them changed.
> though. My guess is we'll see a few cards relating to the gangrel
> altered in Anarchs (Shackles of Enkidu and Gangrel Revel come to mind)
> and that'll be it, barring errata to cards that absolutely need it.
>
> > If White Wolf is going to change card texts, I think they should then
> > reprint the changed cards, and make them available for a small fee
> > from the White Wolf website. Like packs of 10 2nd Traditions with the
> > new text for $1.
>
> Well, the text of 2nd tradition was changed long before it was ever
> reprinted in CE. But this idea is actually really damn good. I'd
> gladly pay a bit to get a bunch of updated reprints, instead of having
> to buy/trade for starter-only cards. I don't suppose we have a shot at
> seeing this ever happen?
Unlikely.
I *would* like to see a set of reprinted cards, with EVERY card that
has had a text change in it, all done in the ORIGINAL format. They
could call it "Vampire: Classic Edition" or something. I'd buy it to
get correct wording on cards that don't have a jarring design change
from the rest of my collection, and new players could buy it to get
their hands on useful rares that have been changed.
But I don't expect them to do that either, at least not for a couple
of years. White Wolf might eventually try it to attempt to capitalize
on nostalgia, it would be pretty cheap to update and reprint all those
cards (compared to printing all new ones, anyway), and it might be a
useful PR move to placate older players. But they won't do it soon
because it would undermine their position that the new design is the
only design, and there is no going back.
JSpektr
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC9689C...@removethis.com>...
> Iain Wilson wrote:> > If you don't like it, you don't have to play with the "new cards".
>
> GOSH, it sure would be nice if that were true! But of course, it's not.
> To be fully competitive in a competitive game, I need to make use of all
> viable tools offered or I'm crippling myself. But never mind that, even.
> Even if never use a modified card, the fact is that my opponents can and
> I have no control of what they put in their deck. In fact, these kinds
> of things are worse in an opponent's deck. At least he had the chance
> to look up his cards before he built them into the deck. I have to be
> aware there's even a change before I can think to look it up - as I'm not
> going to constantly look up every card all my opponents use as they use
> them because that would be insane.
Personally, I've been doing this, and not playing with any changed
cards. Unfortunately, in a competitive environment, that rules out
many decks. I have a Daughters of Cacophony deck I'm working on for
the Eye of Overpowered Cheese tournament, and it just flat-out doesn't
work well enough without Majesty. Ditto my Eurobrujah deck and 2nd
Tradition/Thoughts Betrayed/Fame.
It has been fun to be forced to play unusual decks, I've been doing a
lot of Tzemisce, because most Animalism/Auspex/Vissiccitude cards
haven't been changed. But it is not a limitation I would prefer to
have.
Also, like Fred said, your opponents frequently play cards with
incorrect text. That causes a huge problem you can't control.
The problem is worse for newbies and players without net access. Last
night, an older player that had just returned to the game had his
entire deck ruined because several cards he'd based it around no
longer did what they said. He was a good sport about it, but how does
this help us bring back old players? Should we just tell them "too
bad, White Wolf hates you and doesn't want your business, all your old
stuff doesn't work anymore and there was no way for you to know about
it"?
When I came back to the game last fall, I didn't even know White Wolf
was reprinting cards. It's not as if they advertise, or put up posters
in comic shops, at least not around here. Old and new players aren't
going to know about the errata, and it is going to hurt the game when
they are surprised by it. The best solution I can think of is to stop
issuing card text changes unless absolutely necessary, and to included
a list of all changes in the rule books in the starters, even if that
means doubling the size of the rule book.
JSpektr
Snapcase wrote:
>
> In article <196f2577.02110...@posting.google.com>,
> jsp...@sprynet.com says...
>
> > Maybe, but I have to agree with Fred. We constantly have problems with
> > cards that have been changed, and every game, EVERY GAME breaks down
> > at some point when someone has to stop and check a card to see what
> > the text has been changed to and whether clarifications/errata have
> > been issued on it. It's incredibly irritating, and turns off new
> > players.
>
> Looking at the perspective of a new player, I could see how it would be
> a detriment. From the perspective of a veteran, every time they upgrade
> old cards it's like a portion of my collection has been given a new
> lease on life.
Yea, and those exact same cards become someone else's time bomb. You may
be able to remember every change made to every card all the time without
fail. Have mercy on those who don't, however. It may only take one
additional pool or blood cost to make a function you though was possible
impossible and lose a game by it. Or one less cost to make a function
you though your opponent couldn't take turn into something he could and
lose a game by it.
Sometimes I screw up for lack of reading a card, or only reading it
superficially and not truly noticing something that's important. That's
my fault. However, not knowing the card was even changed is something
that's hard to pin down on any one person. Even the guy who built the
deck will forget once in a while and what are others supposed to do when
he does? It's not worth it rehabilitating cards this way.
> I don't think it's going to happen a whole lot more, though.
Actually, I renamed this branch of the "Group 4 ultimatum" thread when
Legbiter told me that is was being considered to rehabilitate all "cards
on the banned and useless list", whatever that is, through rewording. As
I know of lots of useless cards in the game, such a list could be
massive.
> > If White Wolf is going to change card texts, I think they should then
> > reprint the changed cards, and make them available for a small fee
> > from the White Wolf website. Like packs of 10 2nd Traditions with the
> > new text for $1.
>
> Well, the text of 2nd tradition was changed long before it was ever
> reprinted in CE.
Hmmm. Of course, they changed it a second time. But now that you mention it,
I'd forgotten that. They were going to need to reword it anyway so it didn't
work the gunky, confusing way it was originally written. I guess it didn't
exactly matter what the new wording was for these purposes. Well, I guess
that makes me feel better about their rewording of one card, anyway.
Fred
Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DCAA1C3...@removethis.com>...
> Karol Magda wrote:
> >
> > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC97AE1...@removethis.com>...
> > > Karol Magda wrote:
> > > >
> > > > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> > > > > Karol Magda wrote:
> > > > > >
[snip]
> > > > In T1.5 there is vast banned list.
> > >
> > > It's not vast enough. Last I looked, T1.5 still allowed things liked
> > > Juzam Djinn, Ernam Djinn, and other things that they'd never print nowadays.
> > > The fact that they _wouldn't_ print such a thing in a current expansion tells
> > > you there's a problem. And that is my exact point.
> >
> > Wrong, Erham Djinn is in print now (and legal in T2).
>
> It may be that they've finally loosened up on creatures. Particularly green
> creatures, after years of people talking about what a joke green was as a
> color. None the less, I repeat, such experience with T1.5 is only fairly recent
> then so you can't really rely on long-haul statements about how many new-issue cards
> are useable in T1.5 at this point. Not if design policy has recently changed.
>
> And, as the another poster mentioned, there's still other things allowed in T1.5
> they would clearly never reprint - which is my point.
Green is VERY viable for a long time now. Again, completely out of
touch and still arguing...
Most of the cards they can reprint (according to their reprint policy)
might be someday reprinted. (if there is need to)
> > > (from further down she wrote)
I am male.
> > > > Grinning Demon is comparable to Juzam
>
> > > Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been old joke
> > > on the Magic newsgroup for years.
> >> > Grinning Demon Cost 2BB Creature - Demon 6/6 At the beginning of your
> > upkeep, you lose 2 life. Morph 2BB (You may play this face down as a
> > 2/2 creature for 3 Turn it face up any time for its morph cost.)
> >
> > Be shocked now.
>
> Sorry. I don't consider it to be as good as Juzam.
Care to explain why ? (besides, if I admitted it, my arguments would
fail)
[snip]
> > Multilands are not in extended right now. You should probably be more
> > in touch with magic if you want to ramble about it.
>
> I haven't looked in on it in two years. I have a few specific details wrong (which
> I already conceded were suspect) but so what? Please address how this affects the
> overall issue. Simply finding an incorrect statement that doesn't alter the
> underpinnings of the other person's argument is irrelevant.
Because someone on crack too thinks he can fly.
(just an example, no offense meant)
Last time I checked incorrect statements do altered the underpinnings
of the other person's argument, most of the time.
> To the extent Extended has become "fair", it has also turned into a slow-moving T2
> that bans whole expansions and editions of the base set at a time. So it can not be
> seen as a good example for another CCG to emulate. Your cards rotate through states:
> being legal for all tournaments, being legal for Extended, T1, and T1.5, then only
> for T1 and T1.5 at some point. Unless reprinted, they then become effectively useless
> as no one wants to play unbalanced T1 OR T1.5. This is one of the reasons I stopped
> playing Magic.
I explained (in my original post), what could be learned from Magic
case, and how to learn from it.
T1/T1.5 has same following (tournamentwise) as V:TES have at least.
(just amusing fact, nothing more)
> > > > Hovewer almost no-brainer cards do exists in V:TES , one classic
> > > > example would be a blood doll (and I am not saying it is broken, I am just saying
> > > > that most people when they create decks put 3-5 copies of blood doll
> > > > automatically in)
> > >
> > > ...what you're talking about is not an overpowered card. It's called
> > > a "staple", and it differs from overpowered cards in that its function is
> > > consciously intended by the designers. In theory, they could issue other cards
> > > that fill similar functions but frequently, the one card fills the function so
> > > well that they just make it a common and assume people will use them in large
> > > numbers. In the case of Blood Dolls, there's Tribute to the Master, which can
> > > work better in a weeny deck and Minion Tap which can work better in a high-cap
> > > vampire deck, and things like Consanguineous Boon if you want to trust your
> > > ability to call and pass votes, but Blood Doll is probably the best one. And
> > > that's fine. You just reprint it on a regular basis and everyone, old and new,
> > > can use it.
> >
> > So what if I call all broken / powerfull cards 'staple' ?
>
> What if you do? Is anyone going to believe you? Does your "staple" lend itself
> to a making one easy, obvious deck that tends to dominate the game or does it get
> used as a building block in lots of completely different types of decks? Was its
> effect clearly intended by the designers or did its use (particularly in combination
> with one or a small number of other cards) seem to surprise them?
>
> It's not always cut and dried whether a card is a "staple" or a broken card. But
> usually there are fairly obvious clues to discern the two different situations.
> The bottom line is whether it seems to help or hurt the game as a whole.
I don't believe in your staple philosophy, sorry. No-brainer cards
(call it staples or whatever, I do not care) are quite bad/boring.
[snip]
> > Actually they are quite honest. Just go read www.wizards.com/magic
> > where designers talk about things they do and WHY they do it.
>
> I didn't say anything about being literally dishonest with their reasoning. I said
> being totally honest about overpowered old cards and what truly needs to be done
> about them. I mean I do think the DCI has some concept of balancing the game,
> they just can't bring themselves to the inevitable, indisputable conclusion that
> if they wouldn't print an old card in this year's expansion because it is now
> considered too powerful, then they shouldn't allow it in its original form in
> T1.5. To me, that seems obvious. Why the DCI can't see that is perplexing.
May I suggest you read www.wizards.com/magic sometimes, yet again ?
> > What I am saying that adding new cards to the system will walpaperize
> > some cards in process no matter how would you like to prevent it (why
> > should I play with pokers in my !Salubri when there is weighted
> > walking stick in format ?)
>
> I don't understand the question. The two cards clearly have their differences
> and you might choose to use either, depending on whether you care how easy the
> weapon is to put into play, how quickly it goes away and whether you're more
> likely to see Fortitude damage prevention or Kiaysd vampires in your metagame.
> Clearly, Weighted Walking Stick does not "wallpaperize" Poker. It simply
> provides another alternative that does the same thing with somewhat different
> specifics.
Because going Gift of Bellona/Poker way is WAY too much fragile than
WWStick way (and few card slots have to be dedicated to it, too)
Same case could be made with respect to Concealed Weapon/Poker ws
WWStick in AUS/CEL close range combat for example.
Poker WAS wallpaperized by WWStick.
> I think you need to come up with a different example to express your question.
>
> > > > Would you thing that some of the following things would be good for
> > > > the game:
> > > >
> > > > 1)printing 5 more aus/AUS intercept cards
> > > > 2)printing 5 more obf/OBF stealth cards
> > > >
> > > > 1) would lead to players putting 4-6 enhanced senses in the deck
> > > > and rest intercept slots would be filled with single copies of given
> > > > intercept cards avaiable, that way one entire principle of
> > > > game/deckbuilding would be, well nonexistant.
> > > >
> > > > 2) same as 1 with regard to stealth
> > >
> > > My opinion is simply that there
> > > are already so many different types of these cards that it really doesn't
> > > come up much if players want to avoid the problem anyway. So it doesn't
> > > strike as changing the game much to give them yet more options. Often,
> > > however, they want one particular function such as the maneuver granted
> > > by Spirit's Touch at superior. If so, then they wind up needing to use
> > > multiple copies of Spirit's Touch instead of just any old intercept
> > > reaction card and the rule will come into play. If they were to start
> > > printing cards that had exactly the same function with different names,
> > > then it would change the game over time.
> >
> > Most of the time, what you need is different intercept cards.
>
> Sure. So what? Not all the time. And even if so, all you've done is
> change the game a bit by adding more variety. That's not evidence of a
> problem, per se.
No, some game principles (which are there for good reason, I believe)
would be made obsolete.
> > > > 3)printing 5 more for/FOR prevent cards
> > > > 6)printing more dominate bleed cards
> > > > 7)printing more presence bleed cards
>
> > > > 3),6),7) - the cards would be too good or too bad compared to what we
> > > > have in their categories now. Both options are not good.
> > >
> > > It isn't clear to me that such cards would necessarily be too good or
> > > too bad. I agree it's bad if it happens. But if such cards are too
> > > bad, you've wasted some cardboard. If they're too good, then that's
> > > when errata things.
> >
> > If they are bad - wallpaper printed, point proven.
> > If they are good - old card wallpaperized, point proven.> Those are mistakes in design. If they are bad, they are ignored, which is
> not a problem. If they are good, as I said, they will get errata or get
> banned. Also not a problem. I don't know what your point could be. This
> does not cause the overall problem you claimed.
No, that's an inherent problem of adding (many) new cards to the
system.
> > > > 4)printing some more ANI intercept cards
> > > > 5)printing some more free OBT stealth cards
>
> > > > 4),5) - the entire balance between disciplines would be throwed out of
> > > > window in process
> > >
> > > It could be. You can simply reprint the existing free OBT stealth cards
> > > or ANI intercept cards in future expansions if it's the designers' intent
> > > to limit the number of different named cards. So this is not really an
> > > issue, either.
> >
> > It is, you don't get new cards in that category and therefore you will
> > create less incentive for old players to buy (parts) of new set.> So? That situation already exists. We already have reprints in sets. There
> are ways to reprint cards that tend to funnel them into places that they can
> have little or no effect on new card sales. Put them precons. Reprint in
> sets like Camarilla Edition that are intended mainly for new players (and get
> rid of most or all new cards in such sets). Or reprint few enough cards in
> boosters intended to release new cards that old players won't care very much.
> I believe you're struggling to insist that there's a problem here but there
> isn't. It has a reasonably easy alternative solution. And I suggest another
> alternative solution below (i.e. the Elder Intervention/Pack Tactics and
> bleed modifier types of solutions).
Reprints only solve problem partially (that acess to most of the old
cards is difficult for new players). As new cards are printed some
parts of old players collection will become obsolete.
> > Although I feel that reprints are necessary (in current state, since
> > game is just being reintroduced to larger audience) they are quite
> > boring.
>
> Sure. That's why White Wolf should try to isolate them to places that new
> players can buy and you can ignore.> > I desperately want to see new cards for old disciplines. If that
> > didn't happen soon, I am afraid the game will become too dull for me
> > soon :(> Sure. You can have new cards for old disciplines. There's nothing here that
> prevents it. Your last example, about discipline balance issues with respect
> to a limitation in named cards that will do a certain thing (e.g. free stealth
> for obtenebration) may place limitations on designing a few sorts of isolated
> things but so what? Even that has an answer. Notice what they did for Elder
> Intervention and Pack Tactics? They didn't want two disciplineless +2 intercept
> cards allowed to react to the same bleed action. So they just wrote it straight
> out: you may not use both cards against the same action. Notice what they do
> for bleed modifiers. They have lots of different named bleed action modifiers
> that do different things but you can only use one of them in a given action
> anyway (excepting the case of Command of the Beast). Your issues have other
> solutions aside from grouping library cards.
Elder Intervention and Pack Tactics is nice example why grouping is
good. Same goes for action modifier example. Notice that another
solution would be to print little number somewhere on the card. Saved
place (in card text), could be used for something better then.
Rather then adding stupid lines of text which would eventually appear
on many cards (and in long run would cause great confusion) why not
rather implement much robust system ?
> > > > So what do you suggest ? Banning 100 most abusive cards in the game ?
> > > > Guess what ? Even after that another 100 most abusive cards appear.
> > >
> > > That's the old Magic newsgroup refrain, isn't it? My reply to it is invariable:
> > > cards that are randomly distributed in terms of what can loosely be called,
> > > "power". This distribution is a classic bell-shaped curve in which the most
> > > powerful cards are a relative few located at the top of the curve. Lop off
> > > this thin "tip" of the curve and other cards will, indeed become "the most
> > > powerful". However, once you've lopped off enough of the tip, the cards left
> > > on top are only a little bit more powerful than most of the rest of the cards
> > > in the middle. At that point, the game is now much better because it's much
> > > harder to choose the best cards and strategies. Life is now good.
> >
> > What if power level of cards has different distribution ? What then ?
> > Entire construction out of window.
>
> It doesn't have a different distribution. There's no reason it should.
I doesn't have to have different distribution. Normal distribution
(with different parameters than classic bell curve you are suggesting)
would be sufficient for counterexample.
> > > Rather than banning cards, of course, you can errata them. WotC goes to the
> > > other side of errata fanaticism: they almost entirely refuse to do it at all,
> > > ever. That's their choice but regardless of which choice they make, it's much
> > > better than simply ignoring the problem which they've done. And yes, in T1.5,
> > > a *lot* of cards would need to be dealt with. Dozens, maybe over a hundred,
> > > just because they printed so many cards before the idea of game balance
> > > penetrated the thick skulls of the Magic design team. That's unfortunate, but
> > > it still doesn't help to ignore a real problem that exists and pretend T1.5
> > > is balanced in its current form. It isn't. Not even close.
> >
> > Actually when I talked with one of my friend who does not play CCG
> > anymore about how things WotC do ( no errata, rather phasing it out and
> > printing lesser version) and how things WW do (errata when card is too
> > powerfull) he considered WotC approach better one. So I guess it's
> > matter of taste. (note: I do prefer WW approach, but I can understand
> > the other one)
>
> It is a matter of taste, I suppose. But the results speak for themselves. No
> one is satisfied with the end result in Magic. People leave the game inevitably
> because they consider it to be a huge money sucker that ultimately leaves them
> with far too many dead cards for various reasons.
The game as a whole survives, and gets better as times goes on
(despite people leaving for one reason or another)
> Be that as it may, the overall point I was making was that the two approaches
> were different. Whether you consider the White Wolf approach superior not is
> orthogonal to the conclusion that grouping library cards are not necessary to
> answer a potential problem in V:tES that you see in Magic. Since the same
> conditions do not apply in V:tES as in Magic, you can't claim that the same
> eventual problem will occur.
Actually the problem is inherent to each CCG. Adding new cards to
current card set (without limiting their interaction in some way) will
walpaperize old some old cards and will cause some new cards not to be
even played.
> > > > The number of cards played in given format is some percentage of
> > > > number of cards in format. The greater the number of cards in format ,
> > > > the smaller the percentage.
> > >
> > > I disagree.
> >
> > Care to say why?
>
> I already have: because overpowered cards are fixed in V:tES whereas they're
> allowed to fester in Magic.
Every archetype out there is built from some sub-pool of the avaiable
cards. If you add more cards to that sub-pool some old cards will not
be used anymore. It's that simple.
> > > > So grouping library cards would actually make more of your cards
> > > > playable in the long run. I can't see why it is bad thing.
> > >
> > > It's a bad thing because 1) it's not necessary, 2) it's too complicated, and
> > > 3) it clearly annoys people.
> >
> > 1) we have precedence
> > 2) ditto
>
> So? Precedence is not a reason to do something if it was a bad thing. And
> whatever you may think of grouping vampires, again, the same conditions do
> not apply to library cards so the same answer is not necessary.
>
> > 3) So what ? The product is not aimed at people who cries sky is
> > falling everytime something annoys them.
>
> Annoying people is a bad thing to do if you don't have a good reason to do it.
> I'll accept bad things if you have a greater good thing come from it. But you
> haven't shown anything good would come from grouping library cards.
3) we have precedence :)
The conditions with library grouping are quite similar (or they will
be if there would be some vast influx of library cards to classic
disciplines (the ones they appeared in jyhad) )
> (Elided several questions I've already answered.)
>
> > > > > > Grouping of library cards would open vast posibilities for new cards
> > > > > > and abilities which do have an impact and are not broken (and it may
> > > > > > become a problem otherwise in (not so) distant future)
> > > > >
> > > > > It is unlikely to become a problem. At least, let it become a true
> > > > > problem and then we can evaluate what to do about it. The MtG example
> > > > > is not applicable to V:tES.
> > > >
> > > > I would rather identify a possible problem , analyze it and prevent
> > > > it. The let us destroy a world so we can built it anew attitude is
> > > > something I do not subscribe to.
> > >
> > > It's not destroying the world to rebuilt it anew. It's a question of not
> > > fixing things that aren't broken. If you go down that road, you never
> > > discover whether the thing was ever going to become broken in the first
> > > place. We don't know whether this will ever be broken because attempting
> > > to use experience from Magic, as you are, is not valid.
> >
> > I don't saw any point made that would made my example not valid.
> > Sorry.
>
> I guess we'll have to disagree about that.
Sure.
> You've essentially conceded that the
> philosophies of the designers of the two different game clearly differ in terms
> of handling overpowered cards. Some of the other issues you brought up are
> either irrelevant and/or have better answers than grouping library cards.
> Inevitably, people will vary in how they look at complex issues such as these.
> But I think the case for group library cards at this point is extremely weak.
And (even if I did) so what ? The problem is not about handling
overpowered cards (or is only partialy). The problem is that adding
new cards while keeping old cards in format cause -
1) format to be impossible to balance
2) wallpaperization of old cards
3) insignificance of new cards
4) creates BIG advantage to old or new players (depending whether 2 or
3 is prevalent)
5) make old players quit and new players scared
All of this issues could be solved differently that grouping, yes.
This solutions does not adress those problems that nicely as grouping
does. Therefore I think that grouping solution is quite robust.
Karol
"Joshua Duffin" <jtdu...@yahoo.com> wrote in message news:<aqe8gg$9c22e$1...@ID-121616.news.dfncis.de>...
> "Karol Magda" <karol...@yahoo.com> wrote in message
> news:df69cc0d.02110...@posting.google.com...
>
> > Some kind of new alternative victory condition would be nice in that
> > respect (like some card that would say that if player has no library
> > he is ousted would be nice addition to HoS stupid Slaughterhouse deck)
>
> Sure. But it might make Slaughterhouses too powerful then. :-)
Maybe :) At least there would be reason to put them in the deck :)
> I'm wary, in general, of "somebody gets ousted" cards that act
> outside the "ousted at 0 pool" framework. The pool-gain/destruction
> dynamic is one of the core concepts of VTES in my opinion, and should
> be circumvented only with great caution.
The conditions written on such cards would have to be quite severe.
However since that other game (YESSS, I am still using examples from
that other game ! )
have such cards (and they do have an impact on tournament scene
ocassionally) I believe such cards could be made here too.
An example would be:
Master cost X pool (where X is LOT)
Put this card in play, at the beggining of your untap phase if SEVERE
conditions are met, burn this card to oust your prey or something. Any
minion controlled by another methusalah can do bad things to you, your
minions or this card.
This is just example :) . To balance such card would be tricky
business, of course.
Karol
Karol Magda wrote:
> Would you thing that some of the following things would be good for
> the game:
>
> 1)printing 5 more aus/AUS intercept cards
> 2)printing 5 more obf/OBF stealth cards> 3)printing 5 more for/FOR prevent cards> 4)printing some more ANI intercept cards
> 5)printing some more free OBT stealth cards> 6)printing more dominate bleed cards
> 7)printing more presence bleed cards> 1) would lead to players putting 4-6 enhanced senses in the deck> and rest intercept slots would be filled with single copies of given
> intercept cards avaiable, that way one entire principle of
> game/deckbuilding> would be , well nonexistant.>
> 2) same as 1 with regard to stealth
>> 3),6),7) - the cards would be too good or too bad compared to what we
> have in their categories now. Both options are not good.> 4),5) - the entire balance between disciplines would be throwed out of
> window in process
Ok, I'll take a shot at it:
1)
Card ausA
Reaction
[aus] +1 intercept
[AUS] Acting minion gets -1 stealth.
Card ausB
Reaction
X+1 blood
[aus] +1 intercept
[AUS] +X intercept
Card ausC
Reaction
1 blood
[aus] Only usable when this minion is attempting to block an ally or
younger vampire. +2 intercept.
[AUS] As above, but with +3 intercept.
Card ausD
Reaction
[aus] +1 intercept
[AUS] As above, and if the action is successfully blocked, this minion
gets +1 strength on the first round of combat.
Card ausE
Reaction
[aus] +1 intercept.
[AUS] Only usable during a bleed action. This minion may burn up to X
blood to get +X+1 intercept, where X is the current amount of bleed.
2)
Card obfA
Action Modifier
[obf] +1 stealth
[OBF] The blocking minion has -1 intercept until the end of the turn.
Card obfB
Action Modifier
1 blood
[obf] The blocking minion has -1 intercept.
[OBF] Usable by an untapped ready vampire other than the acting minion.
Tap this minion. Reduce a blocking minion's intercept to 0.
Card obfC
Action Modifier
[obf] Only usable during a Political action. +2 stealth. This minion may
not cast any votes during this action.
[OBF] As above, but this minion may cast votes from his/hers title.
Card obfD
Action Modifier
1 blood
[obf] +1 stealth
[OBF] As above, and this minion gains First Strike during combat until
the end of the action.
Card obfE
Action Modifier
[obf] Only usable as this action is announced. Choose a younger vampire.
That vampire has -1 intercept until the end of the action.
[OBF] As above, but with -2 intercept.
3)
Card forA
Combat
[for] Prevent 2 non-aggravated damage from a strike.
[FOR] Prevent 2 damage from a strike.
Card forB
Combat
[for] Prevent all damage from a strike when in combat with an ally or
younger vampire.
[FOR] Prevent all damage from a strike.
Card forC
Combat
1 blood
[for] Only usable if this minion has taken (non-prevented) damage this
combat. Prevent any damage up to the amount that has been successfully
inflicted on this minion in this combat.
[FOR] As above, and the oposing minion takes an amount of damage equal
to the damage prevented this way.
Card forD
Combat
1 blood
[for] Prevent all enviromental damage to this vampire during this round.
[FOR] Prevent all damage inflicted to this vampire inflicted during this
strike resolution.
Card forE
Combat
[for] Prevent 1 damage
[FOR] Reduce 1 damage
4)
Card aniA
Reaction
[ani] Only usable if this minion has a retainer. Usable by a tapped
minion. This minion untaps and attempts to block with +1 intercept. The
retainer takes 1 damage at the end of the action.
[ANI] As above, but with +2 intercept.
Card aniB
Reaction
1 blood
[ani] Only usable if this minion successfully blocks an action. Untap
this minion (play after combat, if any)
[ANI] As above, and this minion gains +1 intercept until the end of the
turn.
Card aniC
Combat
1 blood
[ani] Only usable at the end of combat. Put this card on the opposing
minion with X counters, where X is the amount of damage successfully
inflicted on that minion during this combat. Once during each of this
minion's actions, you may burn 1 counter from this card to give one of
your minions +1 intercept. Burn this card when it has no more counters.
(ANI] As above, but any number of counters may be burned at one time.
5)
Card obtA
Action Modifier
[obt] +1 stealth, only usable when hunting.
[OBT] As above, and this minion gains 1 extra blood if the hunt is
successful.
Card obtB
Action Modifier
[obt] +1 stealth, only usable on a non-bleeding action.
[OBT] As above, with an optional maneuver if combat occurs.
Card obtC
Action Modifier
[obt] Only usable by a ready untapped vampire other than the acting
minion. Tap this vampire. The acting minion gains +1 stealth.
[OBT] As above, and if combat occurs the blocking minion takes 1 damage
before range is set.
6)
Card domA
Action Modifier
[dom] Only usable when this vampire successfully bleeds your prey. Put
this card on this vampire. You may burn this card when announcing a
bleed action to gain +1 bleed.
[DOM] As above, with +1 stealth.
Card domB
Action
1 blood
[dom] Bleed at +1 bleed. Younger vampires get -1 intercept when
attemptng to block this action.
[DOM] Bleed at +1 bleed. Vampires get -1 intercept when attempting to
block this action.
Card domC
Action Modifier
After playing this card, you cannot play another action modifier to
further increase the bleed amount.
[dom] Only usable when a bleed action is announced. Chose an ally or
younger vampire. This minion gains +X bleed, where X is the bleed
capacity of the chosen minion.
[DOM] As above, but you may chose an older vampire.
7)
Card preA
Action
[pre] Only usable by a titled vampire. Bleed at +1, gain 1 pool if
successfull.
[PRE] Only usable by a titled vampire. Bleed at +X bleed, where X is the
amount of votes this vampire has.
Card preB
Action Modifier
After playing this card, you cannot play another action modifier to
further increase the bleed amount. Only usable when this action is
announced.
[pre] +1 bleed.
[PRE] +2 bleed.
Card preC
Action
[pre] Bleed at +1 bleed.
[PRE] Bleed at +1 bleed. If this action is successful, put this card on
the acting minion. This minion may burn this card to gain 2 votes during
a political action.
(I give all rights to this cards to WW. Feel free to use them)
That should be enough.
They may need some balancing, but I think that most of these cards could
be introduced in the game without producing any of the problems that you
claim.
I rest my case (and myself :)
Flux
Fred writes:
>A few people seem to have trouble with the concept that a massive
>amount of errata could be that bad for the game because they insist on
>looking at it from the standpoint of how minor a single instance is.
>I am attempting to demonstrate why leaning on this tool too much over
>time actually causes a serious problem.
Originally I was thrilled about card rehabilitation but now I'm having
second thoughts. We have 2 new players coming this week and I
dread having to explain to them "oh, I know this card SAYS this
but it really does..." Reining in cards like Majesty is important enough
we have to deal with it but Blood Puppy could have stayed as it
was (ie, in my folder :-)
I can see why WW would want to do this though; it's another
attempt to be fair to existing card owners and not force them
onto the buying treadmill. If they had added a CE "Blood Poopy"
card which worked the way the errata'd BP did, all us old hands
would be at a disadvantage. They way they do it now maximizes
the ability of old players to stay in without buying more. So,
as usual, there are tradeoffs.
Curt Adams (curt...@aol.com)
"It is better to be wrong than to be vague" - Freeman Dyson
"jspektr" <jsp...@sprynet.com> wrote in message
news:196f2577.0211...@posting.google.com...
>
> He was a good sport about it, but how does
> this help us bring back old players? Should we just tell them "too
> bad, White Wolf hates you and doesn't want your business, all your old
> stuff doesn't work anymore and there was no way for you to know about
> it"?
Well, if you like the game and want it to continue to succeed, I
wouldn't recommend saying that, no. You might instead try something
like "White Wolf decided that game balance was crucial to keeping
the game interesting, so they changed a lot of cards that they
determined to be overpowered as originally printed." :-)
> When I came back to the game last fall, I didn't even know White Wolf
> was reprinting cards. It's not as if they advertise, or put up posters
> in comic shops, at least not around here. Old and new players aren't
> going to know about the errata, and it is going to hurt the game when
> they are surprised by it. The best solution I can think of is to stop
> issuing card text changes unless absolutely necessary, and to included
> a list of all changes in the rule books in the starters, even if that
> means doubling the size of the rule book.
That's a really good idea, I think. Putting the complete "card text
migrations" webpage in the rulebook would be really helpful in (a)
providing an easily-portable reference that people might actually have
with them whenever playing and (b) getting the word out to people who
aren't already WW-website-aware. (It'd be almost like Fred's "The
Book!")
Josh
flying south for the winter
Karol Magda wrote:
>
> Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DCAA1C3...@removethis.com>...
> > Karol Magda wrote:
> > >
> > > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC97AE1...@removethis.com>...
> > > > Karol Magda wrote:
> > > > >
> > > > > Frederick Scott <freds64_at_...@removethis.com> wrote in message news:<3DC89164...@removethis.com>...
> > > > > > Karol Magda wrote:
> > It may be that they've finally loosened up on creatures. Particularly green
> > creatures, after years of people talking about what a joke green was as a
> > color. None the less, I repeat, such experience with T1.5 is only fairly recent
> > then so you can't really rely on long-haul statements about how many new-issue cards
> > are useable in T1.5 at this point. Not if design policy has recently changed.
> >
> > And, as the another poster mentioned, there's still other things allowed in T1.5
> > they would clearly never reprint - which is my point.
>
> Green is VERY viable for a long time now. Again, completely out of
> touch and still arguing...
You need to read more carefully. I didn't say Green wasn't viable. (Though
in truth, such a judgment is somewhat subjective, wouldn't you agree?) I
said that for years people talked about what a joke green was as a color.
This is an accurate statement.
And what is this, "still arguing" comment intended to mean. If you believe that
simply pointing out some isolated inaccuracy in another person's facts completely
demolishes his entire argument, I'm afraid you're mistaken. If I've gotten
something wrong, I will apologize for it (and have), but you need to show how that
affects the issue we're posting about. Not simply expect him to go away. That
won't be happening, I'm afraid.
(Further down, on the issue of my being uninformed that Ernham Djinn had
been reprinted:)
> Last time I checked incorrect statements do altered the underpinnings
> of the other person's argument, most of the time.
They can. But the Ernham thing wasn't an underpinning of my argument so
it's meaningless. Or you need to show how it is, if you believe it is.
> > > > > Grinning Demon is comparable to Juzam
> >
> > > > Haven't seen it but I would be shocked. "It's the 'new' Juzam!" has been
> > > > old joke on the Magic newsgroup for years.
> > >
> > > Grinning Demon Cost 2BB Creature - Demon 6/6 At the beginning of your
> > > upkeep, you lose 2 life. Morph 2BB (You may play this face down as a
> > > 2/2 creature for 3 Turn it face up any time for its morph cost.)
> > >
> > > Be shocked now.
> >
> > Sorry. I don't consider it to be as good as Juzam.
>
> Care to explain why ? (besides, if I admitted it, my arguments would
> fail)
Because it's not. What do you want me to say? I look at the card text and I
look at a creature that doesn't appear to be something that's as good as Juzam
Djinn. Sorry.
(Comments elided which contained no new arguments.)
...
> > > What I am saying that adding new cards to the system will walpaperize
> > > some cards in process no matter how would you like to prevent it (why
> > > should I play with pokers in my !Salubri when there is weighted
> > > walking stick in format ?)
> >
> > I don't understand the question. The two cards clearly have their differences
> > and you might choose to use either, depending on whether you care how easy the
> > weapon is to put into play, how quickly it goes away and whether you're more
> > likely to see Fortitude damage prevention or Kiaysd vampires in your metagame.
> > Clearly, Weighted Walking Stick does not "wallpaperize" Poker. It simply
> > provides another alternative that does the same thing with somewhat different
> > specifics.
>
> Because going Gift of Bellona/Poker way is WAY too much fragile than
> WWStick way (and few card slots have to be dedicated to it, too)
First of all, that's a clearly subjective opinion. Other people might see it
differently. For one thing, it seems absolutely bizarre to complain that "Poker
is fragile" when the card you're comparing it to goes away automatically after
2-3 uses! Certainly in certain circumstances, Poker is much better than
Weighted Walking stick. Besides, you seem determined to look at it from the
standpoint of your Salubri antitribu deck. I think people might find that
another deck that makes extensive use of Disguised or Concealed Weapon cards
would work better with Pokers. I think this simply reveals your own bias. It
doesn't prove what you're saying about V:tES cards over time.
[ quoted text not captured ]
I've shown that they would not - in the situation where the superior card
text is used. So this is not actually true. It's only a thing that happens in
the specific instance you're complaining about. But simply indicating that the
effects of continually printing more intercept or stealth choices would somehow
change the game in some minor way over time is hardly the same things as
demonstrating that a problem exists. Or that solving this problem is worth the
drastic solution you propose. Every time they print new cards, the game is
changed in some way. That, you have to learn to live with.
(More non-new arguments elided)
...
> > > I desperately want to see new cards for old disciplines. If that
> > > didn't happen soon, I am afraid the game will become too dull for me
> > > soon :(
>
> > Sure. You can have new cards for old disciplines. There's nothing here that
> > prevents it. Your last example, about discipline balance issues with respect
> > to a limitation in named cards that will do a certain thing (e.g. free stealth
> > for obtenebration) may place limitations on designing a few sorts of isolated
> > things but so what? Even that has an answer. Notice what they did for Elder
> > Intervention and Pack Tactics? They didn't want two disciplineless +2 intercept
> > cards allowed to react to the same bleed action. So they just wrote it straight
> > out: you may not use both cards against the same action. Notice what they do
> > for bleed modifiers. They have lots of different named bleed action modifiers
> > that do different things but you can only use one of them in a given action
> > anyway (excepting the case of Command of the Beast). Your issues have other
> > solutions aside from grouping library cards.
>
> Elder Intervention and Pack Tactics is nice example why grouping is
> good. Same goes for action modifier example.
Huh?!? Please back up and explain the logic behind that statement. Elder
Intervention and Pack Tactics is an example of how to solve the problem
you cited _without_ doing something drastic like grouping. So how do you
figure it's a "nice example why grouping is good".
> > > > > So what do you suggest ? Banning 100 most abusive cards in the game ?
> > > > > Guess what ? Even after that another 100 most abusive cards appear.
> > > >
> > > > That's the old Magic newsgroup refrain, isn't it? My reply to it is invariable:
> > > > cards that are randomly distributed in terms of what can loosely be called,
> > > > "power". This distribution is a classic bell-shaped curve in which the most
> > > > powerful cards are a relative few located at the top of the curve. Lop off
> > > > this thin "tip" of the curve and other cards will, indeed become "the most
> > > > powerful". However, once you've lopped off enough of the tip, the cards left
> > > > on top are only a little bit more powerful than most of the rest of the cards
> > > > in the middle. At that point, the game is now much better because it's much
> > > > harder to choose the best cards and strategies. Life is now good.
> > >
> > > What if power level of cards has different distribution ? What then ?
> > > Entire construction out of window.
> >
> > It doesn't have a different distribution. There's no reason it should.
>
> I doesn't have to have different distribution. Normal distribution
> (with different parameters than classic bell curve you are suggesting)
> would be sufficient for counterexample.
I suppose. So it might work or it might not, depending on what you think the
distribution curve of the power cards looks like. But your original assertion was
that banning "100 most abusive cards" will cause another 100 "most abusive" cards
to appear. I explained why I thought banning or issuing errata to the most abusive
cards DOES work and doesn't simply cause the situation you fear. I believe Scott
Johnson has SHOWN that it works, given how much the game improved after the 7/7
errata he issued a few year ago. People complained a great deal but the result was
undeniably a better game. Abusive cards were NOT replaced by other cards that were
equally abusive. You can believe it or you can refuse to believe it but I think
the evidence speaks for itself. In fact, my only quibble with it was whether he
went to far and issued more errata than he had to to fix the game.
(More non-new arguments elided)
...
> > You've essentially conceded that the
> > philosophies of the designers of the two different game clearly differ in terms
> > of handling overpowered cards. Some of the other issues you brought up are
> > either irrelevant and/or have better answers than grouping library cards.
> > Inevitably, people will vary in how they look at complex issues such as these.
> > But I think the case for group library cards at this point is extremely weak.
>> And (even if I did) so what? The problem is not about handling> overpowered cards (or is only partialy). The problem is that adding
> new cards while keeping old cards in format cause -
>
> 1) format to be impossible to balance
> 2) wallpaperization of old cards
> 3) insignificance of new cards
> 4) creates BIG advantage to old or new players (depending whether 2 or
> 3 is prevalent)
> 5) make old players quit and new players scared
I disagree that any of these are true in V:tES. They are true in Magic
BECAUSE of the differences in the designers' handling of overpowered cards
in each game. The *MTG* T1 and T1.5 formats are impossible to balance because
the *MTG* designers refuse to ban or errata cards that are overpowered unless
the card in question reaches an unnecessarily high level of perniciousness.
Remove that policy and I believe you'll find that T1.5 can be balanced, that
new cards do not routinely wallpaperize old cards, nor visa versa. Absent
(1), (2), and (3), you will then find that old players needn't have nearly
as large an advantage over new players in T1.5 once the new players collect
a fairly reasonable number of cards. Since old players don't have the huge
advantage, T2 needn't be the "standard" format it is now. It can become a
format for new players to play in until their collections become large enough
to compete reasonably well with older players. Given THAT, in turn, the
standard format would become T1.5 and it would become a very popular format.
Therefore, older players needn't feel that newer players have an advantage,
either.
It all works. The reason I don't play Magic anymore is twofold: the DCI
refuses to fix T1.5 and make is useful, as the could; and 2) WotC issues
too many expansions every year causing poor card design and costing me
too much money to keep up. Slow down the expansions and I think you'll
find THAT helps avoid card imbalance - leading to all these good results
I cited about above as well.
Fred
Flux <fl...@netc.pt> wrote in message news:<3DCBC9D6...@netc.pt>...
[ quoted text not captured ]
Good card and I will play one in my deck.
> Card ausB
> Reaction
> X+1 blood
> [aus] +1 intercept
> [AUS] +X intercept
incredibly weak
> Card ausC
> Reaction
> 1 blood
> [aus] Only usable when this minion is attempting to block an ally or
> younger vampire. +2 intercept.
> [AUS] As above, but with +3 intercept.
weak
> Card ausD
> Reaction
> [aus] +1 intercept
> [AUS] As above, and if the action is successfully blocked, this minion
> gets +1 strength on the first round of combat.
incredibly strong, think AUS/CEL
> Card ausE
> Reaction
> [aus] +1 intercept.
> [AUS] Only usable during a bleed action. This minion may burn up to X
> blood to get +X+1 intercept, where X is the current amount of bleed.
weak
> 2)
> Card obfA
> Action Modifier
> [obf] +1 stealth
> [OBF] The blocking minion has -1 intercept until the end of the turn.
worth putting one in the deck
> Card obfB
> Action Modifier
> 1 blood
> [obf] The blocking minion has -1 intercept.
> [OBF] Usable by an untapped ready vampire other than the acting minion.
> Tap this minion. Reduce a blocking minion's intercept to 0.
probably too strong
> Card obfC
> Action Modifier
> [obf] Only usable during a Political action. +2 stealth. This minion may
> not cast any votes during this action.
> [OBF] As above, but this minion may cast votes from his/hers title.
weak
> Card obfD
> Action Modifier
> 1 blood
> [obf] +1 stealth
> [OBF] As above, and this minion gains First Strike during combat until
> the end of the action.
weak
> Card obfE
> Action Modifier
> [obf] Only usable as this action is announced. Choose a younger vampire.
> That vampire has -1 intercept until the end of the action.
> [OBF] As above, but with -2 intercept.
quite weak
> 3)
> Card forA
> Combat
> [for] Prevent 2 non-aggravated damage from a strike.
> [FOR] Prevent 2 damage from a strike.
interesting
> Card forB
> Combat
> [for] Prevent all damage from a strike when in combat with an ally or
> younger vampire.
> [FOR] Prevent all damage from a strike.
interesting but rolling is probably generally better
> Card forC
> Combat
> 1 blood
> [for] Only usable if this minion has taken (non-prevented) damage this
> combat. Prevent any damage up to the amount that has been successfully
> inflicted on this minion in this combat.
> [FOR] As above, and the oposing minion takes an amount of damage equal
> to the damage prevented this way.
huh ?
> Card forD
> Combat
> 1 blood
> [for] Prevent all enviromental damage to this vampire during this round.
> [FOR] Prevent all damage inflicted to this vampire inflicted during this
> strike resolution.
probably weak
> Card forE
> Combat
> [for] Prevent 1 damage
> [FOR] Reduce 1 damage
huh for superior version
> 4)
> Card aniA
> Reaction
> [ani] Only usable if this minion has a retainer. Usable by a tapped
> minion. This minion untaps and attempts to block with +1 intercept. The
> retainer takes 1 damage at the end of the action.
> [ANI] As above, but with +2 intercept.
weak and fragile
> Card aniB
> Reaction
> 1 blood
> [ani] Only usable if this minion successfully blocks an action. Untap
> this minion (play after combat, if any)
> [ANI] As above, and this minion gains +1 intercept until the end of the
> turn.
weak
> Card aniC
> Combat
> 1 blood
> [ani] Only usable at the end of combat. Put this card on the opposing
> minion with X counters, where X is the amount of damage successfully
> inflicted on that minion during this combat. Once during each of this
> minion's actions, you may burn 1 counter from this card to give one of
> your minions +1 intercept. Burn this card when it has no more counters.
> (ANI] As above, but any number of counters may be burned at one time.
weak
> 5)
> Card obtA
> Action Modifier
> [obt] +1 stealth, only usable when hunting.
> [OBT] As above, and this minion gains 1 extra blood if the hunt is
> successful.
superior has to be reworded otherwise it's extremely weak
> Card obtB
> Action Modifier
> [obt] +1 stealth, only usable on a non-bleeding action.
> [OBT] As above, with an optional maneuver if combat occurs.
could be interesting
> Card obtC
> Action Modifier
> [obt] Only usable by a ready untapped vampire other than the acting
> minion. Tap this vampire. The acting minion gains +1 stealth.
> [OBT] As above, and if combat occurs the blocking minion takes 1 damage
> before range is set.
weak
> 6)
> Card domA
> Action Modifier
> [dom] Only usable when this vampire successfully bleeds your prey. Put
> this card on this vampire. You may burn this card when announcing a
> bleed action to gain +1 bleed.
> [DOM] As above, with +1 stealth.
weak
> Card domB
> Action
> 1 blood
> [dom] Bleed at +1 bleed. Younger vampires get -1 intercept when
> attemptng to block this action.
> [DOM] Bleed at +1 bleed. Vampires get -1 intercept when attempting to
> block this action.
weak
> Card domC
> Action Modifier
> After playing this card, you cannot play another action modifier to
> further increase the bleed amount.
> [dom] Only usable when a bleed action is announced. Chose an ally or
> younger vampire. This minion gains +X bleed, where X is the bleed
> capacity of the chosen minion.
> [DOM] As above, but you may chose an older vampire.
weak
> 7)
> Card preA
> Action
> [pre] Only usable by a titled vampire. Bleed at +1, gain 1 pool if
> successfull.
> [PRE] Only usable by a titled vampire. Bleed at +X bleed, where X is the
> amount of votes this vampire has.
very powerfull
> Card preB
> Action Modifier
> After playing this card, you cannot play another action modifier to
> further increase the bleed amount. Only usable when this action is
> announced.
> [pre] +1 bleed.
> [PRE] +2 bleed.
as written weak
> Card preC
> Action
> [pre] Bleed at +1 bleed.
> [PRE] Bleed at +1 bleed. If this action is successful, put this card on
> the acting minion. This minion may burn this card to gain 2 votes during
> a political action.
interesting
> (I give all rights to this cards to WW. Feel free to use them)> That should be enough.
> They may need some balancing, but I think that most of these cards could
> be introduced in the game without producing any of the problems that you
> claim.
No, not really. If those cards say belonged to disciplines called dark
ages animalism, dark ages dominate etc... they would be perfectly
viable, if they were added to current ani dom etc. card pool their
impact would be in most cases marginal.
Karol
Karol
[snip]
> And what is this, "still arguing" comment intended to mean. If you believe that
> simply pointing out some isolated inaccuracy in another person's facts completely
> demolishes his entire argument, I'm afraid you're mistaken. If I've gotten
> something wrong, I will apologize for it (and have), but you need to show how that
> affects the issue we're posting about. Not simply expect him to go away. That
> won't be happening, I'm afraid.
Look, you are out of touch with magic for two years. Do you feel that
your view of how thinks are in magic is accurate ?
> (Further down, on the issue of my being uninformed that Ernham Djinn had
> been reprinted:)
> > Last time I checked incorrect statements do altered the underpinnings
> > of the other person's argument, most of the time.
>
> They can. But the Ernham thing wasn't an underpinning of my argument so
> it's meaningless. Or you need to show how it is, if you believe it is.
[you wrote]
It's not vast enough. Last I looked, T1.5 still allowed things liked
Juzam Djinn, Ernam Djinn, and other things that they'd never print
nowadays.
The fact that they _wouldn't_ print such a thing in a current
expansion tells
you there's a problem. And that is my exact point.
[/you wrote]
Showing that Erham Djinn was reprinted invalidate your point.
(about grinning demon)
> > Care to explain why ? (besides, if I admitted it, my arguments would
> > fail)
>
> Because it's not. What do you want me to say? I look at the card text and I
> look at a creature that doesn't appear to be something that's as good as Juzam
> Djinn. Sorry.
Giving some reasons would be suficient...
> (Comments elided which contained no new arguments.)
It's easier to elide them and write some smart line than to answer
them, don't you think ?
> > > > What I am saying that adding new cards to the system will walpaperize
> > > > some cards in process no matter how would you like to prevent it (why
> > > > should I play with pokers in my !Salubri when there is weighted
> > > > walking stick in format ?)
> > >
> > > I don't understand the question. The two cards clearly have their differences
> > > and you might choose to use either, depending on whether you care how easy the
> > > weapon is to put into play, how quickly it goes away and whether you're more
> > > likely to see Fortitude damage prevention or Kiaysd vampires in your metagame.
> > > Clearly, Weighted Walking Stick does not "wallpaperize" Poker. It simply
> > > provides another alternative that does the same thing with somewhat different
> > > specifics.
> >
> > Because going Gift of Bellona/Poker way is WAY too much fragile than
> > WWStick way (and few card slots have to be dedicated to it, too)
>
> First of all, that's a clearly subjective opinion. Other people might see it
> differently. For one thing, it seems absolutely bizarre to complain that "Poker
> is fragile" when the card you're comparing it to goes away automatically after
> 2-3 uses! Certainly in certain circumstances, Poker is much better than
> Weighted Walking stick. Besides, you seem determined to look at it from the
> standpoint of your Salubri antitribu deck. I think people might find that
> another deck that makes extensive use of Disguised or Concealed Weapon cards
> would work better with Pokers. I think this simply reveals your own bias. It
> doesn't prove what you're saying about V:tES cards over time.
I stated two examples of decks where WWStick is far superior to poker.
You didn't showed ANY counterexample...
Going 6 Gifts (6 concealed) and 6 poker vs say 10 WWStick and 2 other
cards is fragile and inefficient.
[ quoted text not captured ]
Again, you didn't show anything. It's irrelevant whether I have
precognition or spirit's touch superior effect most of the time. What
is relevant is to reduce chance of clumping my hand with multiply
copies of same intercept card.
> (More non-new arguments elided)
It's easier to elide them and write some smart line than to answer
them, don't you think ?
> > > > I desperately want to see new cards for old disciplines. If that
> > > > didn't happen soon, I am afraid the game will become too dull for me
> > > > soon :(
>
> > > Sure. You can have new cards for old disciplines. There's nothing here that
> > > prevents it. Your last example, about discipline balance issues with respect
> > > to a limitation in named cards that will do a certain thing (e.g. free stealth
> > > for obtenebration) may place limitations on designing a few sorts of isolated
> > > things but so what? Even that has an answer. Notice what they did for Elder
> > > Intervention and Pack Tactics? They didn't want two disciplineless +2 intercept
> > > cards allowed to react to the same bleed action. So they just wrote it straight
> > > out: you may not use both cards against the same action. Notice what they do
> > > for bleed modifiers. They have lots of different named bleed action modifiers
> > > that do different things but you can only use one of them in a given action
> > > anyway (excepting the case of Command of the Beast). Your issues have other
> > > solutions aside from grouping library cards.
> >
> > Elder Intervention and Pack Tactics is nice example why grouping is
> > good. Same goes for action modifier example.
>
> Huh?!? Please back up and explain the logic behind that statement. Elder
> Intervention and Pack Tactics is an example of how to solve the problem
> you cited _without_ doing something drastic like grouping. So how do you
> figure it's a "nice example why grouping is good".
Because it's FAR more robust than stupid Elder Intervention / Pack
Tactics example. Do you know what robust means ?
[ quoted text not captured ]
Counterexample #1 - after restriction of Black Vise new power cards
like Land Tax or Necropotence were abused.
Counterexample #2 - recent CE erratas of some power cards (or MRP
curse to be exact)
> (More non-new arguments elided)
It's easier to elide them and write some smart line than to answer
them, don't you think ?
[ quoted text not captured ]
Look. T1.5 have like 10 000 of cards. Most of the cards can interact
with themselves one way or another. Just compute the number of
two/three/four cards combos. (waiting for him to do so....) See, big
number isn't it ? Well and any of this combo can be really abusive.
How can you prevent it from happening ?
If we want to balance say tsimisce we have to take into account about
100 ani/aus/vic/tsimisce cards and about 400 ? relevant generic cards.
We had to prevent abusive combos within this category at least and
make it balanced with similar 15? or so subsystems. Not that easy
task, but still manageable.
Now imagine we had say 10 more cards in each subsystem.
Karol
Karol Magda wrote:
> Flux <fl...@netc.pt> wrote in message news:<3DCBC9D6...@netc.pt>...
>>>Karol Magda wrote:
>>>>>Would you thing that some of the following things would be good for
>>>the game:
>>>
>>>1)printing 5 more aus/AUS intercept cards
>>>2)printing 5 more obf/OBF stealth cards
>>>3)printing 5 more for/FOR prevent cards
>>>4)printing some more ANI intercept cards
>>>5)printing some more free OBT stealth cards
>>>6)printing more dominate bleed cards
>>>7)printing more presence bleed cards>>
>> > 1) would lead to players putting 4-6 enhanced senses in the deck
>> > and rest intercept slots would be filled with single copies of given
>> > intercept cards avaiable, that way one entire principle of
>> > game/deckbuilding
>> > would be , well nonexistant.
>> >
>> > 2) same as 1 with regard to stealth
>> >
>> > 3),6),7) - the cards would be too good or too bad compared to what we
>> > have in their categories now. Both options are not good.
>> > 4),5) - the entire balance between disciplines would be throwed out of
>> > window in process
>>
>>
>>Ok, I'll take a shot at it:
<snip card list and coments>
I do agree with some of your comments regarding card balance, but I
think you underestimate the usefullness of variety and combinations.
Those cards were not designed to stand by themselves, they are supposed
to add to the existing card base.
>>That should be enough.
>>They may need some balancing, but I think that most of these cards could
>>be introduced in the game without producing any of the problems that you
>>claim.>
>
> No, not really. If those cards say belonged to disciplines called dark
> ages animalism, dark ages dominate etc... they would be perfectly
> viable, if they were added to current ani dom etc. card pool their
> impact would be in most cases marginal.
I'd say quite the opposite. By themselves, these are mostly weak cards.
But if you combo them with existing cards, you gain a whole lot more
possibilities, and some might even become too strong instead.
Anyway, the point was not to make new 'staple' cards (that would be hard
to do without a climb up the power curve), but to prove that new card
can be introduced without producing the problems that you claimed. I
think I did reasonably well on that point :)
Flux
Karol Magda wrote:
>
> [snip]>
> > If I've gotten
> > something wrong, I will apologize for it (and have), but you need to show how that
> > affects the issue we're posting about.
>> Look, you are out of touch with magic for two years. Do you feel that
> your view of how thinks are in magic is accurate ?
How things are at this instant? Obviously not. At least, it's not completely accurate,
although it's also not that clear how much things have changed. As of a couple of years
ago, my view was accurate enough. Certainly enough to make a number of relevant
observations about the differences between Magic and Jyhad that you missed or
the you were waving your hand over.
> > (Further down, on the issue of my being uninformed that Ernham Djinn had
> > been reprinted:)
> > > Last time I checked incorrect statements do altered the underpinnings
> > > of the other person's argument, most of the time.
> >
> > They can. But the Ernham thing wasn't an underpinning of my argument so
> > it's meaningless. Or you need to show how it is, if you believe it is.
>
> [you wrote]
> It's not vast enough. Last I looked, T1.5 still allowed things liked
> Juzam Djinn, Ernam Djinn, and other things that they'd never print
> nowadays.
> The fact that they _wouldn't_ print such a thing in a current
> expansion tells
> you there's a problem. And that is my exact point.
> [/you wrote]
>
> Showing that Erham Djinn was reprinted invalidate your point.
It does not invalidate my point. As has been pointed out to you more
than once - and you never respond to - there are *other* things besides
Ernham Djinn which they will never reprint in a current set yet they still
allow in T1.5. Netreps have acknowledged this truth for years. And it is the
relevant point. *Not* one single card I mentioned that they apparently
changed their minds about.
You need to pay attention to the relevance of my examples. I indicated that
a certain class of cards existed: the class of cards that were designed and
printed in the past in older Magic expansions that WOULD NOT AND COULD NOT
be printed in the next expansion because of their very nature: they are
considered to be too powerful or too radical to risk printing such a card.
I gave an example of one such card: Ernham Djinn. You replied that Ernham
does not belong in the class because it has been reprinted. That's true,
but that doesn't mean this class of cards does not exist. In fact, the
designers have said straight out that this class of cards exist. They may
change their minds about which cards qualify but that is irrelevant to the
central point.
>
> (about grinning demon)
>
> > > Care to explain why ? (besides, if I admitted it, my arguments would
> > > fail)
> >
> > Because it's not. What do you want me to say? I look at the card text and I
> > look at a creature that doesn't appear to be something that's as good as Juzam
> > Djinn. Sorry.
>
> Giving some reasons would be suficient...
OK. Because it's not a 5/5 creature that has only one point of damage per turn
as a drawback. Grinning Demon's drawback is much worse then Juzam's.
Of course, this whole line of argument is mindless. The evaluation of which
creatures are or are not as good as which other creatures are clearly subjective.
You might make a decent argument if the two cards were near identical but they're
obviously not that much alike. So we're wasting our time.
> > (Comments elided which contained no new arguments.)
>
> It's easier to elide them and write some smart line than to answer
> them, don't you think ?
No I don't think. I removed them because I *already* answered them and you never
responded to my answers. I'm not prepared to go mindlessly arguing in circles
because you don't care to address the points I made.
...
Concerning whether Weighted Walking Stick obsolesces ("wallpaperizes") Poker,
thus demonstrating Karol's idea that cards become systematically obsolete over
the course of time, I wrote:
> > First of all, that's a clearly subjective opinion. Other people might see it
> > differently. For one thing, it seems absolutely bizarre to complain that "Poker
> > is fragile" when the card you're comparing it to goes away automatically after
> > 2-3 uses! Certainly in certain circumstances, Poker is much better than
> > Weighted Walking stick. Besides, you seem determined to look at it from the
> > standpoint of your Salubri antitribu deck. I think people might find that
> > another deck that makes extensive use of Disguised or Concealed Weapon cards
> > would work better with Pokers. I think this simply reveals your own bias. It
> > doesn't prove what you're saying about V:tES cards over time.
>
> I stated two examples of decks where WWStick is far superior to poker.
> You didn't showed ANY counterexample...
I don't have to show any counterexample. One, two, or ten examples of how one
card is better in a given deck than another shows nothing. To demonstrate
obsolescence, you must show that the card you believe is superior is the better
choice in *all* decks at *all* times. Or I'll settle for, "in the vast majority of
times" for practical purposes. You can't give only one or two examples and expect
anyone to accept this. To demonstrate this point, you must use inductive reasoning.
For instance: two weapons that cost the same but one causes more damage than the
other some of time and has no drawbacks that the other doesn't also have. If you
cannot do this, your assertion is not proved.
[ quoted text not captured ]
*Most* of the time. BUT NOT *ALL* THE TIME. You are assuming the designers
intend that the number of intercept cards available to use at inferior is supposed
to be limited. GET IT THROUGH YOUR HEAD: THAT'S *YOUR* ASSUMPTION! IT'S *NOT*
MY ASSUMPTION!!! I showed that there could be another reason that multiple Auspex
intercept cards exist: so they can do something else at superior. Since I don't
assume what you assume, and because there's no reason anyone *ELSE* should assume
what you assume, your theories about how this relates to grouping library cards
are questionable.
...
> > > > > I desperately want to see new cards for old disciplines. If that
> > > > > didn't happen soon, I am afraid the game will become too dull for me
> > > > > soon :(
> >
> > > > Sure. You can have new cards for old disciplines. There's nothing here that
> > > > prevents it. Your last example, about discipline balance issues with respect
> > > > to a limitation in named cards that will do a certain thing (e.g. free stealth
> > > > for obtenebration) may place limitations on designing a few sorts of isolated
> > > > things but so what? Even that has an answer. Notice what they did for Elder
> > > > Intervention and Pack Tactics? They didn't want two disciplineless +2 intercept
> > > > cards allowed to react to the same bleed action. So they just wrote it straight
> > > > out: you may not use both cards against the same action. Notice what they do
> > > > for bleed modifiers. They have lots of different named bleed action modifiers
> > > > that do different things but you can only use one of them in a given action
> > > > anyway (excepting the case of Command of the Beast). Your issues have other
> > > > solutions aside from grouping library cards.
> > >
> > > Elder Intervention and Pack Tactics is nice example why grouping is
> > > good. Same goes for action modifier example.
> >
> > Huh?!? Please back up and explain the logic behind that statement. Elder
> > Intervention and Pack Tactics is an example of how to solve the problem
> > you cited _without_ doing something drastic like grouping. So how do you
> > figure it's a "nice example why grouping is good".
>
> Because it's FAR more robust than stupid Elder Intervention / Pack
> Tactics example. Do you know what robust means ?
I know what 'robust' means. I simply can't imagine how it applies to this situation.
The Elder Intervention/Pack Tactics example works fine in the handful of situations
it's actually necessary to address your concern.
...
(Concerning Karol's assertion that, "Banning the 100 most abusive cards in the game
will only cause another 100 cards to become 'abusive'" and my reply that the normal
distribution of power in cards will assure that this is not an endless cycle. He
replies that this depends on what the normal distribution of power in cards truly
looks like. I replied:)
> > I suppose. So it might work or it might not, depending on what you think the
> > distribution curve of the power cards looks like. But your original assertion was
> > that banning "100 most abusive cards" will cause another 100 "most abusive" cards
> > to appear. I explained why I thought banning or issuing errata to the most abusive
> > cards DOES work and doesn't simply cause the situation you fear. I believe Scott
> > Johnson has SHOWN that it works, given how much the game improved after the 7/7
> > errata he issued a few year ago. People complained a great deal but the result was
> > undeniably a better game. Abusive cards were NOT replaced by other cards that were
> > equally abusive. You can believe it or you can refuse to believe it but I think
> > the evidence speaks for itself. In fact, my only quibble with it was whether he
> > went to far and issued more errata than he had to to fix the game.
>
> Counterexample #1 - after restriction of Black Vise new power cards
> like Land Tax or Necropotence were abused.
>
> Counterexample #2 - recent CE erratas of some power cards (or MRP
> curse to be exact)
Why are you giving counterexamples? Counterexamples prove nothing. I already
conceded, "It might work or it might not." Counterexamples don't prove something can
*never* work. They can only prove that the thing *sometimes* doesn't work.
In this case, I assert these counterexamples don't even prove *THAT*: 1) Magic examples,
as I've stated many times don't apply. The DCI doesn't ban all abusive cards anyway
so who cares what happens in Magic? Black Vise was abusive, Land Tax was abusive, and
Necropotence was abusive. In this case, the problem is that the DIC just didn't ban
enough cards to get near the point of fixing the problem. Doesn't mean the problem
couldn't be fixed. It just means the DCI wasn't willing to do what truly needed to be
done. 2) I don't agree that recent CE erratas of power cards were necessary, anyway.
That the V:tES designers seem a bit over finicky about the slightly more powerful cards
says nothing about the generally principle that's in dispute. And even if they were
necessary, who said there were any more abusive cards?
> > The reason I don't play Magic anymore is twofold: the DCI
> > refuses to fix T1.5 and make is useful, as the could; and 2) WotC issues
> > too many expansions every year causing poor card design and costing me
> > too much money to keep up. Slow down the expansions and I think you'll
> > find THAT helps avoid card imbalance - leading to all these good results
> > I cited about above as well.
>
> Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> with themselves one way or another. Just compute the number of
> two/three/four cards combos. (waiting for him to do so....) See, big
> number isn't it ? Well and any of this combo can be really abusive.
> How can you prevent it from happening ?
You stay alert to it as you design the cards. Part of the problem is that
Magic designers are careless and put out expansions far too quickly to properly
balance cards. And when they do make mistakes, they leave them in the game
as is instead of fixing them. So *of course* you get problems like this.
The other thing I've touched on is the issue of combinations in Magic. Due
to the fact that Magic is 4CL, the designers way of balancing combinations is
to make sure most combination cards don't work well as single cards. Then they
count on the fact that it's hard to get a combination of cards into play reliably.
In the short run, this seems to work well enough. In the long run, they don't
pay enough attention to how much payoff a given combination provides - so the
issue comes up time and again in T1.5. Jyhad designers are much more sensitive
to how combinations of cards could possibly work because there are no card
limits in Jyhad.
> If we want to balance say tsimisce we have to take into account about
> 100 ani/aus/vic/tsimisce cards and about 400 ? relevant generic cards.
> We had to prevent abusive combos within this category at least and
> make it balanced with similar 15? or so subsystems. Not that easy
> task, but still manageable.
> Now imagine we had say 10 more cards in each subsystem.
You do it by setting limits on what any single card is allowed to do in various
respects. In Magic, one card is frequently worthless by itself but changes the
rules of the game completely: for instance the way Moat does nothing directly
for you but makes non-Flying creatures irrelevant as long as it's in play. Cards
like that are dangerous over time. I believe the Jyhad designers are much more
careful about such things.
It generally isn't necessary that you directly compare every card to every other
card to expose problems with combinations if you're careful about what kind of
cards you allow to be designed. Or at least, it lessens the chance that an error
will occur if you're careful. And if you do make a mistake, it can be fixed.
Without grouping.
Fred
In article <df69cc0d.0211...@posting.google.com>,
karol...@yahoo.com says...
> Look, you are out of touch with magic for two years. Do you feel that
> your view of how thinks are in magic is accurate ?
Well, type 1.5 hasn't changed much in the past 2 years, so his points
about said format don't have any less weight, really.
> Showing that Erham Djinn was reprinted invalidate your point.
He did indeed choose the wrong creatures/cards to point out as "power
cards". Had he said "Hypnotic Specter" or "Mana Drain" or "The Abyss",
he would have gotten the point across. The point is still there,
though.
> Again, you didn't show anything. It's irrelevant whether I have
> precognition or spirit's touch superior effect most of the time.
This seems a bit shortsighted. It depends completely on what your deck
does, wants to do ideally, and what it's going up against.
> What is relevant is to reduce chance of clumping my hand with multiply
> copies of same intercept card.
Well, if you're going up against a deck running Immortal Grapple, you're
really gonna want that maneuver instead of the ability to prevent 1.
> Because it's FAR more robust than stupid Elder Intervention / Pack
> Tactics example. Do you know what robust means ?
Grouping library cards is certainly more all-encompassing. But you need
to show WHY this "robustness" is good for the game. If the game can get
by very well on EI/PT type text, there is no need to introduce it.
> Counterexample #1 - after restriction of Black Vise new power cards
> like Land Tax or Necropotence were abused.
We're talking Type 1 here now? Necropotence had its place in a few
decks, but it certainly didn't get overused until the Donate/Delusions
fiasco. Land Tax is a mediocre card in a format where few decks can
utilize basic lands (you'll note that it's neither restricted or
banned). Both don't mean as much in a format where Timetwister,
Ancestral and Wheel of Fortune are legal. These cards didn't have their
usefulness shoot through the roof when Vice got restricted/banned, the
entire deckstyle that wanted to play them did. Black Vice
singlehandedly prevented the slower/draw more cards control deckstyle.
When you can do six to nine damage on the first turn by dropping
multiple vices in their face, to a deck that wants to slow down and
control the game, you've basically won before they even hit their first
draw step. Especially when their deckstyle plays into getting hit more
by the vices.
> Counterexample #2 - recent CE erratas of some power cards (or MRP
> curse to be exact)
What new power cards have risen to the top in their place?
> Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> with themselves one way or another. Just compute the number of
> two/three/four cards combos. (waiting for him to do so....) See, big
> number isn't it ? Well and any of this combo can be really abusive.
> How can you prevent it from happening ?
Quite simply, by designing the cards more carefully.
Type 1 and 1.5 have become *more* broken over the years because Wizards
DOES NOT LOOK at those formats when designing new cards. They haven't
cared about them since they printed Ice Age and introduced type 2. They
print whatever cards they want to make Type 2 a fast-selling format, and
worry about restricting or banning them from the older formats later.
In article <df69cc0d.02111...@posting.google.com>,
karol...@yahoo.com says...
<some cards snipped>
> > Card ausA
> > Reaction
> > [aus] +1 intercept
> > [AUS] Acting minion gets -1 stealth.
>
> Good card and I will play one in my deck.
Agreed.
> > Card ausB
> > Reaction
> > X+1 blood
> > [aus] +1 intercept
> > [AUS] +X intercept
>
> incredibly weak
It already exists in a slightly different form (see Gestalt).
> > 2)
> > Card obfA
> > Action Modifier
> > [obf] +1 stealth
> > [OBF] The blocking minion has -1 intercept until the end of the turn.
>
> worth putting one in the deck
Eh. I'd rather just put in Faceless Night.
> > Card obfB
> > Action Modifier
> > 1 blood
> > [obf] The blocking minion has -1 intercept.
> > [OBF] Usable by an untapped ready vampire other than the acting minion.
> > Tap this minion. Reduce a blocking minion's intercept to 0.
>
> probably too strong
It's weaker than Blanket of Night, really.
> > Card obtA
> > Action Modifier
> > [obt] +1 stealth, only usable when hunting.
> > [OBT] As above, and this minion gains 1 extra blood if the hunt is
> > successful.
>
> superior has to be reworded otherwise it's extremely weak
Both need to be reworded. Just weak all around.
> > Card domA
> > Action Modifier
> > [dom] Only usable when this vampire successfully bleeds your prey. Put
> > this card on this vampire. You may burn this card when announcing a
> > bleed action to gain +1 bleed.
> > [DOM] As above, with +1 stealth.
>
> weak
I like it. A bonding that doesn't count as a bonding. Basically spying
mission that can't be used to bleed responsibly, but actually works as a
good bleed enhancer.
> > Card preA
> > Action
> > [pre] Only usable by a titled vampire. Bleed at +1, gain 1 pool if
> > successfull.
> > [PRE] Only usable by a titled vampire. Bleed at +X bleed, where X is the
> > amount of votes this vampire has.
>
> very powerfull
Way too good.
> No, not really. If those cards say belonged to disciplines called dark
> ages animalism, dark ages dominate etc... they would be perfectly
> viable, if they were added to current ani dom etc. card pool their
> impact would be in most cases marginal.
How would restricting the access of those cards to a minimal set of
vampires increase their viability? They would be the "only choice" for
those vampires, but just because you print weak cards and give them to a
small set of vampires, doesn't make them good cards (or grouping a good
idea). Perhaps in a "dark ages only" tournament. I'd rather play with
whatever library cards I want, though.
-Snapcase
Flux <fl...@netc.pt> wrote in message news:<3DD14DEE...@netc.pt>...
[ quoted text not captured ]
They failed on that aspect miserably.
Cards in weak category are well weak compared to what we have in given
disciplines. Therefore if you printed them, they would make no impact.
Point proven.
Card classified as strong/too strong would make some of the old cards
obsolete. Point proven.
Cards clasified as interesting usually (my personal experience) turn
out to be either weak (most of the time) or strong (seldom)
Card classified as: I would put one in the deck (along with 265
similar redunant different named cards) would be bad for deck
constructing. (it would became no-brain process in some aspects)
All of this classification was made on assumption that those cards
would be added to current cardpool.
If they were separated somewhat from current cardpool (be it group
thingy or dark ages disciplines thingy) they would probably all made
impact if their comparative weakness to existing disciplines would be
redeemed by making some facets of (say) dark ages disciplines stronger
than in the existing disciplines (combat?).
> >>That should be enough.
> >>They may need some balancing, but I think that most of these cards could
> >>be introduced in the game without producing any of the problems that you
> >>claim.> > No, not really. If those cards say belonged to disciplines called dark
> > ages animalism, dark ages dominate etc... they would be perfectly
> > viable, if they were added to current ani dom etc. card pool their
> > impact would be in most cases marginal.
>
> I'd say quite the opposite. By themselves, these are mostly weak cards.
> But if you combo them with existing cards, you gain a whole lot more
> possibilities, and some might even become too strong instead.
I explained above why this is not true.
> Anyway, the point was not to make new 'staple' cards (that would be hard
> to do without a climb up the power curve), but to prove that new card
> can be introduced without producing the problems that you claimed. I
> think I did reasonably well on that point :)
No, you failed.
I showed that those problems I talked about would appear.
Karol
[ quoted text not captured ]
Wrong. They are stackable with current cards, and that alone makes a
huge difference. You'd put in copies of existing cards first, but if you
needed an extra effect you'd use these. You can't get over +(whatever)
intercept with current cards, these new cards, even if they look weak to
you, would let you push that boundary.
> Card classified as strong/too strong would make some of the old cards
> obsolete. Point proven.
Take a second look at what you call 'too strong'.
You claim ausD (+1 intercept, +1 strength) is 'too strong' (I partially
agree, I intended to give +1 strength to one strike, but anyway).
Which card will this replace? In combat decks, it might replace Spirit's
Touch. But then you lose the maneuver, which is quite usefull. For
defense, you'd want ST or Precognition. For sheer intercept, any of
those would do equally well. So, which card will this one replace?
Another example: obfB (-1 intercept, reduce intercept to 0).
Too strong? Maybe, because you can combo it with Elder Impersonation.
What does it replace? Elder Impersonation is the closest you get to this
effect, yet it is clearly superior to this. This would never replace
Elder Impersonation, yet it would combo perfectly with it.
Doesn't look like it fits your definition either.
> Cards clasified as interesting usually (my personal experience) turn
> out to be either weak (most of the time) or strong (seldom)
'Interesting' cards usually means that you would put one, in some cases.
That's what they were designed for, they are good but have a limited use.
Compare with Fast Hands. It's great if someone else on the table is
using a Flamethrower, it's useless if nobody's playing equipment. That
doesn't make it a weak card, nor does it make it useless.
> Card classified as: I would put one in the deck (along with 265
> similar redunant different named cards) would be bad for deck
> constructing. (it would became no-brain process in some aspects)
You only made that comment on 2 cards. That hardly makes it 265 similar
redundant different named cards.
That's because I took that problem into consideration, and chose to add
a couple of similar cards, because I don't think a couple more will
break the game. Apparently, the current design team thought the same
when designing Domain of Evernight.
> All of this classification was made on assumption that those cards
> would be added to current cardpool.
No, you made this classification by _comparing_ them to the current
cardpool. That is not the same thing.
Compare Increased Strength to the existing cardpool (at the time). By
itself, Torn Signpost would be better 90% of the times. But that hardly
makes IS useless or too weak.
Another similar (and more recent) example: Lapse (at pot). +2 strength
for 2 blood? What where they thinking? Just use TS!!
Yet I've seen several peole here advocating the use of Lapse in pot
decks, because it's stackable with TS, it only requires inf pot, and you
can expect to regain the investment with a Taste.
It loses out in a direct comparison, but it's good when combined.
>>Anyway, the point was not to make new 'staple' cards (that would be hard
>>to do without a climb up the power curve), but to prove that new card
>>can be introduced without producing the problems that you claimed. I
>>think I did reasonably well on that point :)>
>
> No, you failed.
>
> I showed that those problems I talked about would appear.
You didn't.
- You didn't show how these [aus] and [obf] cards would lead to problems
1) and 2). Yes, it could occur if you design enough cards around the '+1
stealth/intercept' template, but you asked for 5, I gave you 5. If you
asked for more, I might have designed them all differently.
- You didn't show how these [for] cards would replace the existing
cards, or how they'd be inferior and not usable (btw, 'Reduce 1 damage'
is supposed to mean 'Prevent 1 damage, even if it is unpreventable').
- You didn't show how the [ani] and [obt] would throw the entire balance
between disciplines out of the window.
- The only point I could give you based on your comments would be
regarding the [dom] and [pre] cards. But even then I think a rebalancing
of those cards would be enough. I think most of those effects would be
different enough from existing cards to make them usable without
replacing current cards.
For example: if you remove the 'Only playable as the action is
announced' from domC ('chose younger vampire and gain +X bleed'), it
would usually be as good as Threats at inf, and potentially better than
Conditioning at SUP. You might what to put a few in if there's a Laptop
deck around, at worst you don't lose much when compared to Threats anyway.
Flux
[cards and their discussion snipped]
> > No, not really. If those cards say belonged to disciplines called dark
> > ages animalism, dark ages dominate etc... they would be perfectly
> > viable, if they were added to current ani dom etc. card pool their
> > impact would be in most cases marginal.
>
> How would restricting the access of those cards to a minimal set of
> vampires increase their viability? They would be the "only choice" for
> those vampires, but just because you print weak cards and give them to a
> small set of vampires, doesn't make them good cards (or grouping a good
> idea). Perhaps in a "dark ages only" tournament. I'd rather play with
> whatever library cards I want, though.
Because weakness in some parts of "dark ages" disciplines could be
mended by making some other parts of this disciplines stronger
(compared to existing disciplines counterparts). This would lead to
slightly different flavour of dark ages disciplines. Now do it in a
way where you do not separate those cards and power escalation will be
present.
A good example of what I have in mind is spiritus. The spiritus have
better combat than auspex have but worse combat than animalismus have.
The reverse is true with regarding of intercept capabilities. That way
spiritus feels different and ANI/AUS deck have better intercept and
worse combat than ANI/SPI as a result.
So result of some kind of card restriction would be that each subset
would have different feel but would be balanced overall.
Karol
Flux <fl...@netc.pt> wrote in message news:<3DD271CF...@netc.pt>...
[ quoted text not captured ]
If they are weak by their own why should I bother. The general idea
(of my deckbuilding) is to put cards in the deck that are good on
their own but work even better when combined with other cards in my
deck.
> > Card classified as strong/too strong would make some of the old cards
> > obsolete. Point proven.
>
> Take a second look at what you call 'too strong'.
>
> You claim ausD (+1 intercept, +1 strength) is 'too strong' (I partially
> agree, I intended to give +1 strength to one strike, but anyway).
> Which card will this replace? In combat decks, it might replace Spirit's
> Touch. But then you lose the maneuver, which is quite usefull. For
> defense, you'd want ST or Precognition. For sheer intercept, any of
> those would do equally well. So, which card will this one replace?
If it was reworded to meet designers intent I would play one in deck.
As it is now the card could be too easily abused in AUS/CEL intercept
combat IMO.
(high level intercept analysis follows, feel free to disagree ;) )
I categorize auspex intercept cards into roughly as follows
1) pure intercept
- enhanced senses
2) bleed defence intercept
- telepatic misdirection, my enemies enemy
3) combat intercept
- precognition
- spirit's touch
4) prey oriented intercept
- eagle's sight
- melange
When building intercept deck one of the challenges is to have enough
intercept for decks you definitely want to block but not that many
intercept cards that for deck you definitely do not want to block
That's why most of my intercept comes from group 2)
The group 1) is also important because it allows me to do thing I want
to do very often (intercept) most efficiently.
Group 3) and group 4) are less important and are a filler groups most
of the times
note that to most (or to almost every) of the intercept decks that I
built (and I built many of them) or that I saw it was quite irrelevant
whether he draw precognition or spirits touch - if he failed to block
it was clearly irrelevant.
If he do not failed to block it might have mattered on ocassion but
not in a way that player would sacrifice 2/2 of each setup for 4/0 or
0/4 setup.
There is enough redunancy in disciplines now. Printing some more
redunant cards could possibly "break" * some rules that are in effect
now.
* I refer to the fact that vampire cannot play same reaction card
twice, printing more (say 1-2) *equivalent* intercept cards in each
category would "break" this rule in the way (as it would became
useless) It might not be end of the world sure, but at least carefull
consideration would be in place before doing so.
> Another example: obfB (-1 intercept, reduce intercept to 0).
> Too strong? Maybe, because you can combo it with Elder Impersonation.
> What does it replace? Elder Impersonation is the closest you get to this
> effect, yet it is clearly superior to this. This would never replace
> Elder Impersonation, yet it would combo perfectly with it.
> Doesn't look like it fits your definition either.
than 1/1 setup would be better than 2/0 or 0/2 setup. Same possible
problems as with intercept example. Not to mention that deckbuilding
process would become less creative.
> > Cards clasified as interesting usually (my personal experience) turn
> > out to be either weak (most of the time) or strong (seldom)> 'Interesting' cards usually means that you would put one, in some cases.
> That's what they were designed for, they are good but have a limited use.
> Compare with Fast Hands. It's great if someone else on the table is
> using a Flamethrower, it's useless if nobody's playing equipment. That
> doesn't make it a weak card, nor does it make it useless.
It does make it useless in most cases. (as it does nothing in most
relevant cases)
> > Card classified as: I would put one in the deck (along with 265
> > similar redunant different named cards) would be bad for deck
> > constructing. (it would became no-brain process in some aspects)> You only made that comment on 2 cards. That hardly makes it 265 similar
> redundant different named cards.
> That's because I took that problem into consideration, and chose to add
> a couple of similar cards, because I don't think a couple more will
> break the game. Apparently, the current design team thought the same
> when designing Domain of Evernight.
The point is that new cards needs to be printed (for WW to make money)
Sure you can print card to existing disciplines here and there (like
it is happening right now) and nothing bad will happen. If you decide
to print 40 new dominate cards (or auspex, or animalism or whatever)
serious problems might arise.
> > All of this classification was made on assumption that those cards
> > would be added to current cardpool.> No, you made this classification by _comparing_ them to the current
> cardpool. That is not the same thing.
> Compare Increased Strength to the existing cardpool (at the time). By
> itself, Torn Signpost would be better 90% of the times. But that hardly
> makes IS useless or too weak.
Adding them to current cardpool means that they will be compared with
cards from current cardpool.
> Another similar (and more recent) example: Lapse (at pot). +2 strength
> for 2 blood? What where they thinking? Just use TS!!
> Yet I've seen several peole here advocating the use of Lapse in pot
> decks, because it's stackable with TS, it only requires inf pot, and you
> can expect to regain the investment with a Taste.
> It loses out in a direct comparison, but it's good when combined.
IS is higly stackable quite redunant effect to Torn Signpost. (and
much better than Lapse in that aspect, no Lapse in my weenie potence
(not that I have one) )
> >>Anyway, the point was not to make new 'staple' cards (that would be hard
> >>to do without a climb up the power curve), but to prove that new card
> >>can be introduced without producing the problems that you claimed. I
> >>think I did reasonably well on that point :)> > No, you failed.> > I showed that those problems I talked about would appear.> You didn't.
I did ;)
> - You didn't show how these [aus] and [obf] cards would lead to problems
> 1) and 2). Yes, it could occur if you design enough cards around the '+1
> stealth/intercept' template, but you asked for 5, I gave you 5. If you
> asked for more, I might have designed them all differently.
The point is it's you need to have room open for designing more (since
WW makes money by expanding player base and by pleasing old customers)
> - You didn't show how these [for] cards would replace the existing
> cards, or how they'd be inferior and not usable (btw, 'Reduce 1 damage'
> is supposed to mean 'Prevent 1 damage, even if it is unpreventable').
superior wording is still problematic ;)
> - You didn't show how the [ani] and [obt] would throw the entire balance
> between disciplines out of the window.
I did say that they are weak - problematic in other ways
(insignificance of new cards)
> - The only point I could give you based on your comments would be
> regarding the [dom] and [pre] cards. But even then I think a rebalancing
> of those cards would be enough. I think most of those effects would be
> different enough from existing cards to make them usable without
> replacing current cards.
> For example: if you remove the 'Only playable as the action is
> announced' from domC ('chose younger vampire and gain +X bleed'), it
> would usually be as good as Threats at inf, and potentially better than
> Conditioning at SUP. You might what to put a few in if there's a Laptop
> deck around, at worst you don't lose much when compared to Threats anyway.
You could hardly design better dominate bleed action that GtU is.
You could hardly design better bleed modifiers than current ones.
If you do power escalation appears. If you do not insignificance
appears. Yes you could design cards that would be better than existing
cards in some (cornercase) ocassions but overall those cards would not
be used (because "almost always better" is better then "better in
cornercase")
Karol
> > Look, you are out of touch with magic for two years. Do you feel that
> > your view of how thinks are in magic is accurate ?
>
> Well, type 1.5 hasn't changed much in the past 2 years, so his points
> about said format don't have any less weight, really.
The other things have changed however (how designers design new cards,
looks on certain issues, etc.)
> > Showing that Erham Djinn was reprinted invalidate your point.
>
> He did indeed choose the wrong creatures/cards to point out as "power
> cards". Had he said "Hypnotic Specter" or "Mana Drain" or "The Abyss",
> he would have gotten the point across. The point is still there,
> though.
Yes, those cards are better examples really. I will adress this point
in reply to his post.
> > Again, you didn't show anything. It's irrelevant whether I have
> > precognition or spirit's touch superior effect most of the time.> This seems a bit shortsighted. It depends completely on what your deck
> does, wants to do ideally, and what it's going up against.> > What is relevant is to reduce chance of clumping my hand with multiply
> > copies of same intercept card.> Well, if you're going up against a deck running Immortal Grapple, you're
> really gonna want that maneuver instead of the ability to prevent 1.
If he allows me to cycle intercept when he plays grapple both would be
sufficient since my combat hand would be quite comparable to his ;)
> > Because it's FAR more robust than stupid Elder Intervention / Pack
> > Tactics example. Do you know what robust means ?> Grouping library cards is certainly more all-encompassing. But you need
> to show WHY this "robustness" is good for the game. If the game can get
> by very well on EI/PT type text, there is no need to introduce it.
You would need to errata all the previous versions of EI/PT :)
The point I try to make (but which is sadly not getting through) is
that if you print large quantity of cards to existing many problems
may/will arise.
My base assumption were:
1) new cards have to be printed
2) need for new cards for old disciplines (it's sad that difference
between group 1/2 tremere and group 2/3 tremere is like 6 cards in
crypt and max 10 cards in library)
If you do not agree with any of those assumptions then entire
discussion is irrelevant
> > Counterexample #1 - after restriction of Black Vise new power cards
> > like Land Tax or Necropotence were abused.> We're talking Type 1 here now? Necropotence had its place in a few
> decks, but it certainly didn't get overused until the Donate/Delusions
> fiasco. Land Tax is a mediocre card in a format where few decks can
> utilize basic lands (you'll note that it's neither restricted or
> banned). Both don't mean as much in a format where Timetwister,
> Ancestral and Wheel of Fortune are legal. These cards didn't have their
> usefulness shoot through the roof when Vice got restricted/banned, the
> entire deckstyle that wanted to play them did. Black Vice
> singlehandedly prevented the slower/draw more cards control deckstyle.
> When you can do six to nine damage on the first turn by dropping
> multiple vices in their face, to a deck that wants to slow down and
> control the game, you've basically won before they even hit their first
> draw step. Especially when their deckstyle plays into getting hit more
> by the vices.
We are taking about T2 and how Land Tax and Necropotence was not
abused in format where Black Vise was restricted and how they were
abused after.
> > Counterexample #2 - recent CE erratas of some power cards (or MRP
> > curse to be exact)> What new power cards have risen to the top in their place?
From top of my head: GtU, Conditioning, Dreams of Sphinx, Powerbase
Montreal
Also note that since V:TES is slower game some problems appear later
than in Magic (but appear they will)
> > Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> > with themselves one way or another. Just compute the number of
> > two/three/four cards combos. (waiting for him to do so....) See, big
> > number isn't it ? Well and any of this combo can be really abusive.
> > How can you prevent it from happening ?> Quite simply, by designing the cards more carefully.
That's always an option. Vast amount of combination will get you even
if you do WANT and have TIME to design cards carefully.
> Type 1 and 1.5 have become *more* broken over the years because Wizards
> DOES NOT LOOK at those formats when designing new cards. They haven't
> cared about them since they printed Ice Age and introduced type 2. They
> print whatever cards they want to make Type 2 a fast-selling format, and
> worry about restricting or banning them from the older formats later.
True to some extent. The entire case could be make with just
extended,t2 and block constructed (as new cards are designed for those
formats are balanced for those formats but problems still arises
(worldgorger dragon case which enabled second turn kill in
extended)*).
*and before Fred jumps here saying: That's because they are putting so
many cards so fast! I say that:
i) cards are designed from 1-2 year in advance on average and there is
enough time and resources to test them
ii) many peoples from design team earned their job by breaking cards
in Pro Tours so there is also quality in testing not only quantity.
Karol
[snip]
> How things are at this instant? Obviously not. At least, it's not completely accurate,
> although it's also not that clear how much things have changed. As of a couple of years
> ago, my view was accurate enough. Certainly enough to make a number of relevant
> observations about the differences between Magic and Jyhad that you missed or
> the you were waving your hand over.
Which ones did I miss (or wawed my hand over). Restate them.
> It does not invalidate my point. As has been pointed out to you more
> than once - and you never respond to - there are *other* things besides
> Ernham Djinn which they will never reprint in a current set yet they still
> allow in T1.5. Netreps have acknowledged this truth for years. And it is the
> relevant point. *Not* one single card I mentioned that they apparently
> changed their minds about.> You need to pay attention to the relevance of my examples. I indicated that
> a certain class of cards existed: the class of cards that were designed and
> printed in the past in older Magic expansions that WOULD NOT AND COULD NOT
> be printed in the next expansion because of their very nature: they are
> considered to be too powerful or too radical to risk printing such a card.
> I gave an example of one such card: Ernham Djinn. You replied that Ernham
> does not belong in the class because it has been reprinted. That's true,
> but that doesn't mean this class of cards does not exist. In fact, the
> designers have said straight out that this class of cards exist. They may
> change their minds about which cards qualify but that is irrelevant to the
> central point.
Even without that class of cards such vast formats are impossible to
balance (unless you restrict the card interaction in some way, and
that's what grouping is all about, restricting card interaction so
format become more manageable)
(about grinning demon part 21)
> OK. Because it's not a 5/5 creature that has only one point of damage per turn
> as a drawback. Grinning Demon's drawback is much worse then Juzam's.> Of course, this whole line of argument is mindless. The evaluation of which
> creatures are or are not as good as which other creatures are clearly subjective.
> You might make a decent argument if the two cards were near identical but they're
> obviously not that much alike. So we're wasting our time.
You forgot to take Morph mechanics in account
We are wasting our time with this entire debate since we have zero
control on what vtes future will bring ;)
> > > (Comments elided which contained no new arguments.)
> >
> > It's easier to elide them and write some smart line than to answer
> > them, don't you think ?
>
> No I don't think. I removed them because I *already* answered them and you never
> responded to my answers. I'm not prepared to go mindlessly arguing in circles
> because you don't care to address the points I made.
Why do I have exactly same (reversed) feeling ? ;)
I restated my position so you could better reply to my position (and
in turn I could better understand you). Sadly you passed the
oportinity.
> Concerning whether Weighted Walking Stick obsolesces ("wallpaperizes") Poker,
> thus demonstrating Karol's idea that cards become systematically obsolete over
> the course of time, I wrote:
> > > First of all, that's a clearly subjective opinion. Other people might see it
> > > differently. For one thing, it seems absolutely bizarre to complain that "Poker
> > > is fragile" when the card you're comparing it to goes away automatically after
> > > 2-3 uses! Certainly in certain circumstances, Poker is much better than
> > > Weighted Walking stick. Besides, you seem determined to look at it from the
> > > standpoint of your Salubri antitribu deck. I think people might find that
> > > another deck that makes extensive use of Disguised or Concealed Weapon cards
> > > would work better with Pokers. I think this simply reveals your own bias. It
> > > doesn't prove what you're saying about V:tES cards over time.
> >
> > I stated two examples of decks where WWStick is far superior to poker.
> > You didn't showed ANY counterexample...
>
> I don't have to show any counterexample. One, two, or ten examples of how one
> card is better in a given deck than another shows nothing. To demonstrate
> obsolescence, you must show that the card you believe is superior is the better
> choice in *all* decks at *all* times. Or I'll settle for, "in the vast majority of
> times" for practical purposes. You can't give only one or two examples and expect
> anyone to accept this. To demonstrate this point, you must use inductive reasoning.
> For instance: two weapons that cost the same but one causes more damage than the
> other some of time and has no drawbacks that the other doesn't also have. If you
> cannot do this, your assertion is not proved.
The instance you are refering is clearly instance stricly
inferior/superior cards (chainsaw/gas powered chainsaw). I explained
why such thinking is stupid and give some nice examples. You failed to
respond to that.
Now it's time for some inductive reasoning :)
I will demonstrate that in almost every deck I want put poker in
WWStick is better. Therefore as a result Poker is walpaperized by
WWStick
These are the decks I might want to have Poker in:
1) !Salubri
2) Midcap/weenie CEL close range combat
3) source of permanent damage for intercept combat
case 1) and 2) was explained
case 3) is easy to explain too since I will not use poker more than
three times in such deck and it saves me an action to equip
How can disciplinless reusable version of Torn Signpost not
wallpaperize poker ? (note that WWStick does not wallpaperize Meat
Hook since meat hook goes to different decks than poker do)
[snipped many things]
> > Again, you didn't show anything. It's irrelevant whether I have
> > precognition or spirit's touch superior effect most of the time. What
> > is relevant is to reduce chance of clumping my hand with multiply
> > copies of same intercept card.
>
> *Most* of the time. BUT NOT *ALL* THE TIME. You are assuming the designers
> intend that the number of intercept cards available to use at inferior is supposed
> to be limited. GET IT THROUGH YOUR HEAD: THAT'S *YOUR* ASSUMPTION! IT'S *NOT*
> MY ASSUMPTION!!! I showed that there could be another reason that multiple Auspex
> intercept cards exist: so they can do something else at superior. Since I don't
> assume what you assume, and because there's no reason anyone *ELSE* should assume
> what you assume, your theories about how this relates to grouping library cards
> are questionable.
> ...
Screaming is unnecessary.
The good thing about internet comunication is that you can vent
yourself before you write your responce. I myself do this frequently.
I advise you to do the same.
When in trouble or in doubt run in circles scream and shout.
I consider that your arguments failed you here. If you want to prove
me otherwise you must restate your position in more polite version.
[sniped some robustness issues we disagreed upon]
> (Concerning Karol's assertion that, "Banning the 100 most abusive cards in the game
> will only cause another 100 cards to become 'abusive'" and my reply that the normal
> distribution of power in cards will assure that this is not an endless cycle. He
> replies that this depends on what the normal distribution of power in cards truly
> looks like. I replied:)
> > > I suppose. So it might work or it might not, depending on what you think the
> > > distribution curve of the power cards looks like. But your original assertion was
> > > that banning "100 most abusive cards" will cause another 100 "most abusive" cards
> > > to appear. I explained why I thought banning or issuing errata to the most abusive
> > > cards DOES work and doesn't simply cause the situation you fear. I believe Scott
> > > Johnson has SHOWN that it works, given how much the game improved after the 7/7
> > > errata he issued a few year ago. People complained a great deal but the result was
> > > undeniably a better game. Abusive cards were NOT replaced by other cards that were
> > > equally abusive. You can believe it or you can refuse to believe it but I think
> > > the evidence speaks for itself. In fact, my only quibble with it was whether he
> > > went to far and issued more errata than he had to to fix the game.
> >
> > Counterexample #1 - after restriction of Black Vise new power cards
> > like Land Tax or Necropotence were abused.
> >
> > Counterexample #2 - recent CE erratas of some power cards (or MRP
> > curse to be exact)
>
> Why are you giving counterexamples? Counterexamples prove nothing. I already
> conceded, "It might work or it might not." Counterexamples don't prove something can
> *never* work. They can only prove that the thing *sometimes* doesn't work.
The case could be made that it almost never works and therefore some
other solution (wich works more often) will be better.
Very few cards are bad on their own, strength of fifth tradition would
be less of a issue if minion tap would not exists. Again card
interaction is what is problematic.
> In this case, I assert these counterexamples don't even prove *THAT*: 1) Magic examples,
> as I've stated many times don't apply. The DCI doesn't ban all abusive cards anyway
> so who cares what happens in Magic? Black Vise was abusive, Land Tax was abusive, and
> Necropotence was abusive. In this case, the problem is that the DIC just didn't ban
> enough cards to get near the point of fixing the problem. Doesn't mean the problem
> couldn't be fixed. It just means the DCI wasn't willing to do what truly needed to be
> done. 2) I don't agree that recent CE erratas of power cards were necessary, anyway.
> That the V:tES designers seem a bit over finicky about the slightly more powerful cards
> says nothing about the generally principle that's in dispute. And even if they were
> necessary, who said there were any more abusive cards?
You stated many things many times , you didn't proved many things
though.
Examples of the cards which might be changed in future:
Dreams of Sphinx, Powerbase Montreal, Conditioning, Govern the
Unaligned, PtO
The case could be made:
1) some of them are no brainers
2) they disable more archetypes than they enable
3) they turn the game to a fight over a control of this resource
> > > The reason I don't play Magic anymore is twofold: the DCI
> > > refuses to fix T1.5 and make is useful, as the could; and 2) WotC issues
> > > too many expansions every year causing poor card design and costing me
> > > too much money to keep up. Slow down the expansions and I think you'll
> > > find THAT helps avoid card imbalance - leading to all these good results
> > > I cited about above as well.
I explained how this is not true in response to other poster.
> > Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> > with themselves one way or another. Just compute the number of
> > two/three/four cards combos. (waiting for him to do so....) See, big
> > number isn't it ? Well and any of this combo can be really abusive.
> > How can you prevent it from happening ?> You stay alert to it as you design the cards. Part of the problem is that
> Magic designers are careless and put out expansions far too quickly to properly
> balance cards. And when they do make mistakes, they leave them in the game
> as is instead of fixing them. So *of course* you get problems like this.
which is not true for extended,t2,block constructed
> The other thing I've touched on is the issue of combinations in Magic. Due
> to the fact that Magic is 4CL, the designers way of balancing combinations is
> to make sure most combination cards don't work well as single cards. Then they
> count on the fact that it's hard to get a combination of cards into play reliably.
> In the short run, this seems to work well enough. In the long run, they don't
> pay enough attention to how much payoff a given combination provides - so the
> issue comes up time and again in T1.5. Jyhad designers are much more sensitive
> to how combinations of cards could possibly work because there are no card
> limits in Jyhad.
they (magic designers) do pay attention, don't be mistaken
> > If we want to balance say tsimisce we have to take into account about
> > 100 ani/aus/vic/tsimisce cards and about 400 ? relevant generic cards.
> > We had to prevent abusive combos within this category at least and
> > make it balanced with similar 15? or so subsystems. Not that easy
> > task, but still manageable.
> > Now imagine we had say 10 more cards in each subsystem.> You do it by setting limits on what any single card is allowed to do in various
> respects. In Magic, one card is frequently worthless by itself but changes the
> rules of the game completely: for instance the way Moat does nothing directly
> for you but makes non-Flying creatures irrelevant as long as it's in play. Cards
> like that are dangerous over time. I believe the Jyhad designers are much more
> careful about such things.
I don't understand worthless by itself but changes rules of the game
comletely line of though.
> It generally isn't necessary that you directly compare every card to every other
> card to expose problems with combinations if you're careful about what kind of
> cards you allow to be designed. Or at least, it lessens the chance that an error
> will occur if you're careful. And if you do make a mistake, it can be fixed.
> Without grouping.
No, the problems is that with vast free for all cards to interact
format the mistakes can't be fixed easily.
Karol
>>What new power cards have risen to the top in their place?>
>
> From top of my head: GtU, Conditioning, Dreams of Sphinx, Powerbase
> Montreal
Huh?
All those cards were already at the top. They're not broken, but they
are at the top.
Ask anyone if they'd rather have a Dreams or a (pre-CE) ToGP on their
deck, and 99% will say Dreams. The other 1% are the ones playing
specialized decks.
Flux
[ quoted text not captured ]
Yet you use Increased Strength, which is completely useless by itself,
and strong when combined with other cards. :P
>>>Card classified as strong/too strong would make some of the old cards
>>>obsolete. Point proven.>>
>>Take a second look at what you call 'too strong'.
>>
>>You claim ausD (+1 intercept, +1 strength) is 'too strong' (I partially
>>agree, I intended to give +1 strength to one strike, but anyway).
>>Which card will this replace? In combat decks, it might replace Spirit's
>>Touch. But then you lose the maneuver, which is quite usefull. For
>>defense, you'd want ST or Precognition. For sheer intercept, any of
>>those would do equally well. So, which card will this one replace?>
>
> If it was reworded to meet designers intent I would play one in deck.
> As it is now the card could be too easily abused in AUS/CEL intercept
> combat IMO.
But you wrote above that strong/too strong means some old cards would be
made obsolete. Yet this card, even though it is too strong, wouldn't
replace any of the old cards consistently. Even less so if it were
rebalanced.
> (high level intercept analysis follows, feel free to disagree ;) )
>
> I categorize auspex intercept cards into roughly as follows
>
> 1) pure intercept
>
> - enhanced senses
>
> 2) bleed defence intercept
>
> - telepatic misdirection, my enemies enemy
>
> 3) combat intercept
>
> - precognition
> - spirit's touch
>
> 4) prey oriented intercept
>
> - eagle's sight
> - melange
>
> When building intercept deck one of the challenges is to have enough
> intercept for decks you definitely want to block but not that many
> intercept cards that for deck you definitely do not want to block
>
> That's why most of my intercept comes from group 2)
> The group 1) is also important because it allows me to do thing I want
> to do very often (intercept) most efficiently.
>
> Group 3) and group 4) are less important and are a filler groups most
> of the times
That is dependant on metagame and personal preferences. A Toreador gun
deck will probably want more group 3) cards in his deck, because he
wants to actually block his predator (instead of bouncing) and can use
the combat abilities. Then a Tzimisce deck will probably want more group
4), because otherwise they might have a poor offense.
> note that to most (or to almost every) of the intercept decks that I
> built (and I built many of them) or that I saw it was quite irrelevant
> whether he draw precognition or spirits touch - if he failed to block
> it was clearly irrelevant.
In a Toreador gun deck you'll want ST over Precognition almost every
time. In a Tzimisce deck, it's the other way around.
> If he do not failed to block it might have mattered on ocassion but
> not in a way that player would sacrifice 2/2 of each setup for 4/0 or
> 0/4 setup.
It also depends on what decks you're facing. Often +1 intercept will be
enough against Political decks. In that case, going for a 0/4 setup
might make enough of a difference over a 2/2 setup.
> There is enough redunancy in disciplines now. Printing some more
> redunant cards could possibly "break" * some rules that are in effect
> now.
>
> * I refer to the fact that vampire cannot play same reaction card
> twice, printing more (say 1-2) *equivalent* intercept cards in each
> category would "break" this rule in the way (as it would became
> useless) It might not be end of the world sure, but at least carefull
> consideration would be in place before doing so.
>
>>>Another example: obfB (-1 intercept, reduce intercept to 0).
>>Too strong? Maybe, because you can combo it with Elder Impersonation.
>>What does it replace? Elder Impersonation is the closest you get to this
>>effect, yet it is clearly superior to this. This would never replace
>>Elder Impersonation, yet it would combo perfectly with it.
>>Doesn't look like it fits your definition either.>
>
> than 1/1 setup would be better than 2/0 or 0/2 setup. Same possible
> problems as with intercept example. Not to mention that deckbuilding
> process would become less creative.
1/1 in this case would not always be better, because if you draw one
obfB card and no EI you have a weaker effect.
>>You only made that comment on 2 cards. That hardly makes it 265 similar
>>redundant different named cards.
>>That's because I took that problem into consideration, and chose to add
>>a couple of similar cards, because I don't think a couple more will
>>break the game. Apparently, the current design team thought the same
>>when designing Domain of Evernight.>
>
> The point is that new cards needs to be printed (for WW to make money)
> Sure you can print card to existing disciplines here and there (like
> it is happening right now) and nothing bad will happen. If you decide
> to print 40 new dominate cards (or auspex, or animalism or whatever)
> serious problems might arise.
Oh, so now it's _40_ cards?
Well, I'm not up for it right now, but I might do it later ;)
>>>All of this classification was made on assumption that those cards
>>>would be added to current cardpool.>>>>>No, you made this classification by _comparing_ them to the current
>>cardpool. That is not the same thing.
>>Compare Increased Strength to the existing cardpool (at the time). By
>>itself, Torn Signpost would be better 90% of the times. But that hardly
>>makes IS useless or too weak.>
>
> Adding them to current cardpool means that they will be compared with
> cards from current cardpool.
Compare Call of the Hungry Dead to the existing cardpool. It's
pointless. Even though there are similar cards, none of them can be used
with CotHD. CotHD by itself is quite weak, another wake or untapped
minion will defeat it. But it is usefull because you can easily combo it
with Bonding and Spiritual Intervention, and there are plenty of +1
stealth actions to use it with.
>>Another similar (and more recent) example: Lapse (at pot). +2 strength
>>for 2 blood? What where they thinking? Just use TS!!
>>Yet I've seen several peole here advocating the use of Lapse in pot
>>decks, because it's stackable with TS, it only requires inf pot, and you
>>can expect to regain the investment with a Taste.
>>It loses out in a direct comparison, but it's good when combined.>
> IS is higly stackable quite redunant effect to Torn Signpost. (and
> much better than Lapse in that aspect, no Lapse in my weenie potence
> (not that I have one) )
See above. IS is useless by itself, you need to draw a strike card to
use it. That's a significant advantage of TS and Lapse. You can draw a
deck combo that goes TS-Lapse-IG-Taste, and it will work even if TS or
Lapse don't show up on time. If you try to do IS-IG-US-Taste, your combo
completely fails if you don't draw the US.
>>>I showed that those problems I talked about would appear.>>>>>You didn't.>
> I did ;)
>
You didn't :)
>>- You didn't show how these [aus] and [obf] cards would lead to problems
>>1) and 2). Yes, it could occur if you design enough cards around the '+1
>>stealth/intercept' template, but you asked for 5, I gave you 5. If you
>>asked for more, I might have designed them all differently.>
> The point is it's you need to have room open for designing more (since
> WW makes money by expanding player base and by pleasing old customers)
>
There is some room, that's the point I was making. If you design
carefully, you can make the most out of the room you have.
>>- You didn't show how these [for] cards would replace the existing
>>cards, or how they'd be inferior and not usable (btw, 'Reduce 1 damage'
>>is supposed to mean 'Prevent 1 damage, even if it is unpreventable').>
> superior wording is still problematic ;)
>
>>>- You didn't show how the [ani] and [obt] would throw the entire balance
>>between disciplines out of the window.>
> I did say that they are weak - problematic in other ways
> (insignificance of new cards)
In my defense on these two points, I'll say again that these are _first
draft_ cards. Even LSJ has to playtest his designs, he doesn't always
get it right the first time around - I think :)
What is significant is that I provided several cards with new designs,
ones that would (hopefully) be different enough from existing cards to
be usable, even if they have do have to be tweaked a bit.
>>- The only point I could give you based on your comments would be
>>regarding the [dom] and [pre] cards. But even then I think a rebalancing
>>of those cards would be enough. I think most of those effects would be
>>different enough from existing cards to make them usable without
>>replacing current cards.
>>For example: if you remove the 'Only playable as the action is
>>announced' from domC ('chose younger vampire and gain +X bleed'), it
>>would usually be as good as Threats at inf, and potentially better than
>>Conditioning at SUP. You might what to put a few in if there's a Laptop
>>deck around, at worst you don't lose much when compared to Threats anyway.>
> You could hardly design better dominate bleed action that GtU is.
>
> You could hardly design better bleed modifiers than current ones.
>
> If you do power escalation appears. If you do not insignificance
> appears. Yes you could design cards that would be better than existing
> cards in some (cornercase) ocassions but overall those cards would not
> be used (because "almost always better" is better then "better in
> cornercase")
You don't need 'better' ones, what you need is 'different'.
See Foreshadowing Destruction. Is it better than Conditioning? Worse
than Threats? I see people use it sometimes, it must be worth something.
Scouting Mission isn't better than GtU. It's not worse either.
If you print a dominate bleed action card with '+3/+4 bleed, 3 blood',
is it any better than GtU? Worse? Would someone use it? Ingrid Russo
bleeds for 1+4+1+3=9 with Daring the Dawn... Yeah, I bet you'd see it
sometimes. It wouldn't replace GtU though, most decks can't afford to
burn that much blood.
Flux
karol...@yahoo.com (Karol Magda) wrote in message news:<df69cc0d.02111...@posting.google.com>...
> > Well, type 1.5 hasn't changed much in the past 2 years, so his points
> > about said format don't have any less weight, really.
>
> The other things have changed however (how designers design new cards,
> looks on certain issues, etc.)
Neither of which have had much effect on 1.5, though.
> > Well, if you're going up against a deck running Immortal Grapple, you're
> > really gonna want that maneuver instead of the ability to prevent 1.
>
> If he allows me to cycle intercept when he plays grapple both would be
> sufficient since my combat hand would be quite comparable to his ;)
Except that unless you're planning to hit back with hand strikes, he's
going to smash a new hole in the floor with your skull if that Grapple
goes off.
> The point I try to make (but which is sadly not getting through) is
> that if you print large quantity of cards to existing many problems
> may/will arise.
That point has already been accepted and moved-on from. It was the
basis of the current crypt grouping rule we have. What you haven't
shown is that the restriction of the library cards is necessary to
prevent more the same problems the crypt grouping was designed to
prevent.
> My base assumption were:
>
> 1) new cards have to be printed
I'd like to see new cards printed as well, yes.
> 2) need for new cards for old disciplines
This would generally follow from the first assumption, since it's
extremely unlikely they're going to introduce new disciplines in every
set.
> (it's sad that difference
> between group 1/2 tremere and group 2/3 tremere is like 6 cards in
> crypt and max 10 cards in library)
Huh?
> We are taking about T2 and how Land Tax and Necropotence was not
> abused in format where Black Vise was restricted and how they were
> abused after.
Vise was rather broken to begin with, and was restricted and then
banned. The example doesn't particularly transfer to VTES.
> > What new power cards have risen to the top in their place?
>
> From top of my head: GtU, Conditioning, Dreams of Sphinx, Powerbase
> Montreal
What have these cards risen to the top in place of? As far as I know,
people have been using GtU and Conditioning as long as the game has
had tournaments. Dreams has always been a top-tier card. Powerbase
Montreal?
> Also note that since V:TES is slower game some problems appear later
> than in Magic (but appear they will)
Such as?
> That's always an option. Vast amount of combination will get you even
> if you do WANT and have TIME to design cards carefully.
Well, I haven't heard LSJ say "I don't give a shit about careful
design... and we'll rush sets out the door so we don't have the time
to do it anyway..." Indeed, expansions from Sabbat War on have shown
just the opposite (reprinting of Twisting the Knife excepted).
> True to some extent. The entire case could be make with just
> extended,t2 and block constructed (as new cards are designed for those
> formats are balanced for those formats but problems still arises
> (worldgorger dragon case which enabled second turn kill in
> extended)*).
Yeah, dragon was a bad bad mistake. And I'd venture to guess that the
design team doesn't particularly look at extended as much as type 2
and sealed when designing new cards. How would groupings solve this
problem?
> ii) many peoples from design team earned their job by breaking cards
> in Pro Tours so there is also quality in testing not only quantity.
Yet cards continually slip through the cracks, in all formats.
-Snapcase
karol...@yahoo.com (Karol Magda) wrote in message news:<df69cc0d.02111...@posting.google.com>...
> Because weakness in some parts of "dark ages" disciplines could be> mended by making some other parts of this disciplines stronger
> (compared to existing disciplines counterparts). This would lead to
> slightly different flavour of dark ages disciplines.
Examples?
> Now do it in a way where you do not separate those cards
> and power escalation will be present.
How is power escalation present in the current environment? What new
cards have been made that have immediately gone to the top of the
power curve, wallpapering all other previous/similar cards? Note:
your poker/wwstick example does not apply unless you can show how WWS
is better in EVERY conceivable instance of having either a poker or a
WWstick.
> A good example of what I have in mind is spiritus. The spiritus have
> better combat than auspex have but worse combat than animalismus have.
> The reverse is true with regarding of intercept capabilities. That way
> spiritus feels different and ANI/AUS deck have better intercept and
> worse combat than ANI/SPI as a result.
Well, yes. POT/ANI has a different feel (and worse intercept but
better combat) than ANI/AUS. So what?
> So result of some kind of card restriction would be that each subset
> would have different feel but would be balanced overall.
Assuming each subset was not any weaker or stronger than any other
given subset, then yes, we would possibly have different flavors in
each one.
We now have three choices:
1. We retroactively assign library cards to a "grouping", thus making
thousands of existing decks illegal and horribly altering the game.
2. We start grouping library cards from this point forward to a
grouping (say all existing ones are "group 1").
-Problem with 2: New group will be extremely small compared to group
1. Less cards->less variety->less power.
Solutions to problem:
-a. Print absurdly powerful cards in the beginning. Your whole
argument about power scale goes right out the window.
-b. Print an absurd amount of new cards. We're basically going to
have 2 completely different games, that can field decks against each
other or within themselves. How long would a set of this size take to
make with proper playtesting and development time? I don't want a
different game. I spend enough collecting for this one.
3. Magic: the Gathering. Raise your hand if you want to go that
route.
-Snapcase
On Thursday 14 November 2002 15:22 in message
<9945f27a.02111...@posting.google.com>, Snapcase mumbled
something about:
> karol...@yahoo.com (Karol Magda) wrote in message
> news:<df69cc0d.02111...@posting.google.com>...
>>> Now do it in a way where you do not separate those cards
>> and power escalation will be present.>
> How is power escalation present in the current environment? What new
> cards have been made that have immediately gone to the top of the
> power curve, wallpapering all other previous/similar cards? Note:
> your poker/wwstick example does not apply unless you can show how WWS
> is better in EVERY conceivable instance of having either a poker or a
> WWstick.
(butting in)
Jaroslav Pascek would much rather have a Poker.
Celerity decks based on Blur would much rather have a Poker.
End of comparison.
More discussion later (when i have time), especially about that
very-inaccurate intercept analysis. My Tremere intercept/kill deck, for
example, relies on having lots of Spirit's Touch for the free maneuver; it
would be significantly weaker with Precognition, Melange, or that fictional
+1 strength card.
Karol Magda wrote:
>
> [snip]
>
> > How things are at this instant? Obviously not. At least, it's not completely accurate,
> > although it's also not that clear how much things have changed. As of a couple of years
> > ago, my view was accurate enough. Certainly enough to make a number of relevant
> > observations about the differences between Magic and Jyhad that you missed or
> > the you were waving your hand over.
>
> Which ones did I miss (or wawed my hand over). Restate them.
Well, the one I keep shouting at you over and over again is the Magic designers and the
Jyhad designers have different policies about unbalanced cards. The Jyhad designers tend
fix anything significantly more powerful than the norm - in fact, in my view they're so
persnickety that they often can't resist the urge to fix fairly marginal or downright non-
existant "problems". The Magic designers will not fix anything unless its causing a
very extreme problem. The number of unbalanced cards that go unchecked in their card
population is what causes many of the things that you cite as causing problems over the
long term.
Then there's the card limit issue. Magic is 4CL, Jyhad is NCL. I feel the difference
makes Jyhad designers much more sensitive to the issue of card combination interactions -
both the desirable and the undesirable ones. I have seen evidence in the design of the
Jyhad cards that Jyhad designers put some thought into this. In all the years I followed
Magic, I never once got the impression that Magic designers do anything to prevent problems
with this except (usually) avoiding the repetition of a mistake they had previously made.
Other than that, they seem to just waltz from one blunder to the next.
Then there's the number of new Magic cards that systematically get designed every year.
Two (relatively) "small" expansions and one complete new standalone. I don't know how
many cards can reasonably and reliably be designed and play-tested in a given year before
mistakes become prevalent. But I feel that Jyhad expansions, on the whole, are much better
balanced and have far fewer mistakes than Magic expansions and I have to think time spent
on each expansion has got to be one reason for it. For one thing, the print cycle makes
it impossible to do much if any testing of two adjacent expansions by playtesters in Magic.
If they would slow down the rate of expansions, quality would likely be much better but as
of the time I bought my last box of Magic cards, they showed no sign they were even
considering doing so.
Those differences will do for starters.
> > I indicated that
> > a certain class of cards existed: the class of cards that were designed and
> > printed in the past in older Magic expansions that WOULD NOT AND COULD NOT
> > be printed in the next expansion because of their very nature: they are
> > considered to be too powerful or too radical to risk printing such a card.
>> Even without that class of cards such vast formats are impossible to
> balance (unless you restrict the card interaction in some way, and
> that's what grouping is all about, restricting card interaction so
> format become more manageable)
That statement is baseless. Of course they could balance T1.5. Just errata or
ban the unbalanced cards. That's all. Granted, there may be an unusually high
portion of cards in certain expansions (e.g. Alpha, Beta, Arabian Nights, Legends)
which would be affected. But so? The WHOLE GAME is fucked up right now because
of this. It's not like you'd have to mess with more than 10-15% of the cards in
any one expansion (maybe 20% on the outside). And the percentage of cards overall
would likely be 3% or less. That's a small price to pay in order to resolve the
problems felt by all of the older players in the game who feel their past purchases
of cards are ultimately becoming worthless.
> (about grinning demon part 21)
>
> > OK. Because it's not a 5/5 creature that has only one point of damage per turn
> > as a drawback. Grinning Demon's drawback is much worse then Juzam's.
>
> > Of course, this whole line of argument is mindless. The evaluation of which
> > creatures are or are not as good as which other creatures are clearly subjective.
> > You might make a decent argument if the two cards were near identical but they're
> > obviously not that much alike. So we're wasting our time.
>
> You forgot to take Morph mechanics in account
Sure. It's an advantage over Juzam but I'm not very impressed by it.
> We are wasting our time with this entire debate since we have zero
> control on what vtes future will bring ;)
I'm not sure what the import of that statement is. We have no control over the
future of Magic but we're not arguing about the future of Magic. We're arguing
about the future of Jyhad based on your reliance on examples from Magic's past.
> > > > (Comments elided which contained no new arguments.)
> > >
> > > It's easier to elide them and write some smart line than to answer
> > > them, don't you think ?
> >
> > No I don't think. I removed them because I *already* answered them and you never
> > responded to my answers. I'm not prepared to go mindlessly arguing in circles
> > because you don't care to address the points I made.
>
> Why do I have exactly same (reversed) feeling ? ;)
Because we likely are not understanding one another. I agree - past experience has
shown that this is often a reciprocal state of affairs.
> I restated my position so you could better reply to my position (and
> in turn I could better understand you). Sadly you passed the
> oportinity.
I passed on it because 1) you should easily be able to look for yourself at what I
said the first time you made these assertions; and 2) my experience when this happens
is that if you didn't understand my answers the first time, chances are you will not
understand them again and you will continue to restate your assertions without regard
to my answers a third and likely subsequent times in the future. Posts just get
longer and longer as neither side ever hears the other. Nothing gets resolved by such
restatements.
> > Concerning whether Weighted Walking Stick obsolesces ("wallpaperizes") Poker,
> > thus demonstrating Karol's idea that cards become systematically obsolete over> > the course of time, Karol wrote:
> > > I stated two examples of decks where WWStick is far superior to poker.
> > > You didn't showed ANY counterexample...
> >
> > I don't have to show any counterexample. One, two, or ten examples of how one
> > card is better in a given deck than another shows nothing. To demonstrate
> > obsolescence, you must show that the card you believe is superior is the better
> > choice in *all* decks at *all* times. Or I'll settle for, "in the vast majority of
> > times" for practical purposes. You can't give only one or two examples and expect
> > anyone to accept this. To demonstrate this point, you must use inductive reasoning.
> > For instance: two weapons that cost the same but one causes more damage than the
> > other some of time and has no drawbacks that the other doesn't also have. If you
> > cannot do this, your assertion is not proved.
>
> The instance you are refering is clearly instance stricly
> inferior/superior cards (chainsaw/gas powered chainsaw). I explained
> why such thinking is stupid and give some nice examples. You failed to
> respond to that.
I failed to respond to that because it was lost in the middle of text which made
a number of various rambling and somewhat irrelevant remarks about how you feel about
the state of the game. My first recommendation is that in the future, if you have
multiple examples of something you want to cite to prove something, use the best,
simplest, most obvious one. Poker and Weighted Walking Stick simply do not demonstrate
the problem you claim they do. Either card may be preferable in a situation depending
on the details of that situation. If you want to bring up the issue of strictly one
card strictly obsolescing another, then use the Chainsaw/GP Chainsaw example in the
*first place*. That way we spend less time on side issues. (Though your reasoning on
the obsolescence of Poker is so bad, I can't resist responding to it below anyway.)
As far as Chainsaw/GP Chainsaw, this is a *mistake*. Card designers do not deliberately
print one card that is supposed to make another one obsolete but sometimes it happens
by accident (more or less). I never claimed the designers never made mistakes. In fact,
I believe I've already addressed this point: if by mistake, the designers create a new
card that's too strong, they can issue errata or ban it and thus fix it. At least,
*Jyhad* designers can. So can Magic designers - but they won't. If by mistake, the
designers print a card that's too weak, people can just ignore it and not play with it.
No major harm done.
In this case, the mistake was likely not Gas Powered Chainsaw. The mistake was likely
the first card printed, Chainsaw. It was too weak. WotC didn't even bother to reprint
it in the second edition. They printed a strictly better card in The Sabbat, and no one
has to use Chainsaw. But Chainsaw was too weak whether a better card was printed in The
Sabbat or not. So your concern about card obsolescence is still irrelevant: it's not
that a better card was printed after Chainsaw, it's that Chainsaw was too weak in the
first place. If this happens again in the future, it's fine for White Wolf to print
a better card that obsolesces a overly weak current card. This is not a problem.
> Now it's time for some inductive reasoning :)
>
> I will demonstrate that in almost every deck I want put poker in
> WWStick is better. Therefore as a result Poker is walpaperized by
> WWStick
>
> These are the decks I might want to have Poker in:
>
> 1) !Salubri
> 2) Midcap/weenie CEL close range combat
> 3) source of permanent damage for intercept combat
These might be the decks *you* want to have Poker in. But they are no
the only decks in which someone might want to use a poker. Therefore, you
haven't covered all possibilities.
I don't think you understand the concept of "inductive reasoning".
You can't just wave your hand and severely limit the environment in
which Poker is used. You have to _prove_ WWS is always better.
> case 1) and 2) was explained
> case 3) is easy to explain too since I will not use poker more than
> three times in such deck and it saves me an action to equip
I don't agree with these, either. But it doesn't matter. The whole
proof is already wrong.
> How can disciplinless reusable version of Torn Signpost not
> wallpaperize poker ?
Because you must use a difference copy of Torn Signpost each combat.
Once you equip with Poker, it normally stays in place - excepting the
usual means of removing it and its own special means. It doesn't have
to be redrawn every combat. Both cards have their virtues and
drawbacks - and even be used together.
> [snipped many things]
>
> > > Again, you didn't show anything. It's irrelevant whether I have
> > > precognition or spirit's touch superior effect most of the time. What
> > > is relevant is to reduce chance of clumping my hand with multiply
> > > copies of same intercept card.
> >
> > *Most* of the time. BUT NOT *ALL* THE TIME. You are assuming the designers
> > intend that the number of intercept cards available to use at inferior is supposed
> > to be limited. GET IT THROUGH YOUR HEAD: THAT'S *YOUR* ASSUMPTION! IT'S *NOT*
> > MY ASSUMPTION!!! I showed that there could be another reason that multiple Auspex
> > intercept cards exist: so they can do something else at superior. Since I don't
> > assume what you assume, and because there's no reason anyone *ELSE* should assume
> > what you assume, your theories about how this relates to grouping library cards
> > are questionable.
> > ...
>
> Screaming is unnecessary.
Sorry, I get frustrated. I feel your reasoning is very bad and this is leading
to many errors in your conclusions. In this case, you point out accurate facts
but the conclusion you draw from them is obviously (to me) unfounded. I've
challenged it several times, yet you ignore or misunderstand the challenge and
act as if your conclusion about the facts is reasonable. I get tired of that.
> When in trouble or in doubt run in circles scream and shout.
I'll try to keep that in mind, in the future.
> I consider that your arguments failed you here. If you want to prove
> me otherwise you must restate your position in more polite version.
Do what you want. The point is, there is no issue here. You simply refuse to
accept that unlimited numbers of Auspex intercept cards that give +1 intercept
at inferior and do something unique at superior is not likely to be considered
a problem by most reasonable people. I can't help that. It is not a good
reason to group library cards.
[ quoted text not captured ]
Well, make the case if you can. I think we've chewed on this long enough to resolve
that: 1) You believe this could be a problem in some environments; and 2) I believe this
might now be a problem in some other environments; and 3) we don't seem to be able to
convince one another that it is either always or never a problem because it really depends
on what the power curve of the cards look like and that power curve likely varies from
one environment to the next.
You are also ignoring the point that how often a solution works is not the only criteria
for deciding which solution is superior. If you're having problems with mice, you can set
up mouse traps and get a cat. Or you can blow up your house, have the rubbish hauled away,
and build a new house. I'll bet the second solution eliminates the problem more often
than the first. Reasons why it might not be the *best* solution for the problem are left
as an exercise for the student.
> Very few cards are bad on their own, strength of fifth tradition would
> be less of a issue if minion tap would not exists. Again card
> interaction is what is problematic.
It depends on what you mean. Card strength requires context, of course. But when the
context are other unquestioned, backbone-of-the-game cards, this is an absurd, pedantic
argument. Return to Innocence caused a problem because it made huge, game-winning bleeds
possible - but only in combination with either lots of stealth or something like Day
Operation that made the bleed unblockable. (Bounce notwithstanding, as it was decided
that failure to play bounce should not cost someone a game by itself.) So one could ask,
"Is Return to Innocence the problem or are all the stealth and unblockability cards the
problem?" The answer is very obvious if you're being reasonable.
Given that point, I strongly disagree with you. Most cards that are bad are identifiable
as being problem cards _themselves_ - not simply in combination with other cards. Fifth
Tradition is seen as the problem card because it fills any sized vampire from zero to
capacity regardless of whether you can or cannot Minion Tap it afterward. Minion Tap,
at the same time, is considered a staple or a foundation of the game. It cannot be
removed or modified without making major modifications to many aspects of the game. So,
yes - Fifth Tradition is the issue. Period.
Strangely enough - and likely not coincidentally - I've had this exact same argument with
other people: all Magic players. This way of seeing card balance in a CCG seems to me to
be an obfuscation used to justify not solving real problems in Magic. This habit of
excusing bad cards for being bad "only because they require other cards to function" is
just an excuse for ducking the problem and not doing anything. So instead of fixing
cards, you wind up rotating whole expansions out of an environment and thus causing all
the problems Magic currently has. Stupid, stupid, stupid!
> > In this case, I assert these counterexamples don't even prove *THAT*: 1) Magic examples,
> > as I've stated many times don't apply. The DCI doesn't ban all abusive cards anyway
> > so who cares what happens in Magic? Black Vise was abusive, Land Tax was abusive, and
> > Necropotence was abusive. In this case, the problem is that the DIC just didn't ban
> > enough cards to get near the point of fixing the problem. Doesn't mean the problem
> > couldn't be fixed. It just means the DCI wasn't willing to do what truly needed to be
> > done. 2) I don't agree that recent CE erratas of power cards were necessary, anyway.
> > That the V:tES designers seem a bit over finicky about the slightly more powerful cards
> > says nothing about the generally principle that's in dispute. And even if they were
> > necessary, who said there were any more abusive cards?
>
> You stated many things many times , you didn't proved many things though.
They're opinions, I agree. I am giving my opinions about why Magic is the way it is
as alternative to _your_ opinions about the same issues - which are not proved, either.
No one person can prove anything about these things unless he is given the power to
try. Put me in charge of the DCI and I'll prove some things to you.
> Examples of the cards which might be changed in future:
>
> Dreams of Sphinx, Powerbase Montreal, Conditioning, Govern the
> Unaligned, PtO
>
> The case could be made:
>
> 1) some of them are no brainers
Sorry, I have to laugh at this one. Dreams of the Sphinx and Powerbase: Montreal are
on my list of being two of the more overrated cards in the game. They do have specific
uses. But people use them a lot more often than can possibly be explained. Why are
they so popular? Who knows?
The other two, Conditions and Govern the Unaligned are classic staple cards. They
were in the original Jyhad edition, have been reprinted many times, and are common
cards. All signs that a card should be considered a staple, not overpowered.
> 2) they disable more archetypes than they enable
Certainly Dreams of the Sphinx and Powerbase: Montreal do no such thing.
It's fairly conjectural about the other two. As I said, they're part of the whole
foundation of the game. It's possible you could get rid of them and redesign the
game into something richer and more interesting. But they've been in the game since
day one so it's very tricky to say what the game would look like without them. I
don't see any reason to bother.
> 3) they turn the game to a fight over a control of this resource
Only Powerbase: Montreal does that. And it was designed to do that. And I don't
see why that's a bad thing.
> > > Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> > > with themselves one way or another. Just compute the number of
> > > two/three/four cards combos. (waiting for him to do so....) See, big
> > > number isn't it ? Well and any of this combo can be really abusive.
> > > How can you prevent it from happening ?
>
> > You stay alert to it as you design the cards. Part of the problem is that
> > Magic designers are careless and put out expansions far too quickly to properly
> > balance cards. And when they do make mistakes, they leave them in the game
> > as is instead of fixing them. So *of course* you get problems like this.
>
> which is not true for extended,t2,block constructed
Sure. Because of the limited number of cards. Basically, they ban whole expansions
to solve problems instead of specific individual cards. If you ever need surgery,
I hope your doctor does not think like this. Otherwise, you will see him walk into
the operating room with an ax instead of a scalpel. (All the worse if what you need
is brain surgery.)
(The rest snipped because I believe we're down to differences in judgment. Not
disputes that are likely to be resolvable.)
Fred
On Thu, 14 Nov 2002, Derek Ray wrote:
> Jaroslav Pascek would much rather have a Poker.
I don't think Poker is in any way wall-papered by WWS. However, I'm not
sure about your specific example. I'm assuming if you're doing Pokers and
Pascek that you're also playing with DW, since Pascek is huge (meaning you
want to maximize his action-efficiency) and doesn't have access to much in
the way of stealth. If you grant that, then the WWS is a stand-alone
card, which is clearly better than a two card combo. With one combat
card, Pascek is hitting for four, and then four again with
Pursuit. That's eight damage out of one combat card. If he's foiled by
S:CE, no counters go on the card and it's ready to be used again. WWS is
transient, so Poker gets points for sticking around, but eight damage out
of one card is a pretty good return, and much more reliable than waiting
for the combo.
David Cherryholmes
Prince of Durham, NC
On Saturday 16 November 2002 08:58 in message
<Pine.GSO.4.21.02111...@petsparc.mc.duke.edu>, David
Cherryholmes mumbled something about:
> On Thu, 14 Nov 2002, Derek Ray wrote:
>>> Jaroslav Pascek would much rather have a Poker.>
> I don't think Poker is in any way wall-papered by WWS. However, I'm not
> sure about your specific example. I'm assuming if you're doing Pokers and
> Pascek that you're also playing with DW, since Pascek is huge (meaning you
> want to maximize his action-efficiency) and doesn't have access to much in
> the way of stealth. If you grant that, then the WWS is a stand-alone
Of course. The standard rule still applies; any CEL minion taking an action
to equip with a weapon is an action that is worth losing a minion "now" to
block, because it means you won't lose lots of minions "later".
> card, which is clearly better than a two card combo. With one combat
> card, Pascek is hitting for four, and then four again with
> Pursuit. That's eight damage out of one combat card. If he's foiled by
A two-card combo is not significantly more difficult to get in hand than a
one-card combo, though -- we do it all the time over the course of the
game, since very few single cards can provide an effect AND all appropriate
modifiers (stealth being a biggie). Especially so for combat decks.
Sure, you can be unlucky and not happen to get both CW and the weapon in
hand relatively early on, but that's more of a deckbuilding issue.
> S:CE, no counters go on the card and it's ready to be used again. WWS is
> transient, so Poker gets points for sticking around, but eight damage out
> of one card is a pretty good return, and much more reliable than waiting
> for the combo.
And now the potential problems: a minion may have only one Weighted Walking
Stick. With Jaroslav breaking the damn things every other time he swings
one (think The Hulk hitting people with a pool cue), you have to put a LOT
of WWS in the deck in order to keep him properly equipped... risking a
nasty case of hand jam if you don't constantly get into combat. Yes, you
can hand one off to each of your other minions as well, but that requires
that THOSE minions get into combat, and they may not be as-well equipped to
deal with the situation as Jaroslav (the deck idea here being Jaroslav as
the enforcer/defender, with a number of PRE weenies to hand out bleeds).
All things considered, I'd ACTUALLY rather just pay 1 pool and give him a
Bastard Sword. Permanent, doesn't break to Fortitude or Potence, and the
pool cost is really negligible in the end, since the long-term efficiency
is so good.
-- Derek
[snip]
> > Which ones did I miss (or wawed my hand over). Restate them.
(Fred: Different approach to errata)
[from now on these remarks are mostly with regard to T1.X , T2 an
Block Constructed]
The WotC seldom errata cards. They ban them. (and then print toned
down version of the cards later)
The WW errata cards to tone them down.
Not that big difference (from balance POW of course only)
(Fred: 4CL vs NCL)
4CL in magic (almost) directly translate to 6CL in Jyhad. It was
demonstrated (by Legbiter IIRC) that one can build 6CL deck and be
competitive in NCL enviroment. Most of the NCL decks can be translated
to 6CL enviroment prety nicely too.
Not that big difference.
(Fred: Speed of how new magic product is prepared)
WotC has lot of resources so that they (can) have wast army of
testers. Also less time is needed to discover potentially abusive
combos than in Vamipre given the fact that average Magic game last
what? 15 minutes and average V:TES game last 1 hour and 30 minutes
(although more testing data is gathered from average V:TES game than
from average Magic game)
When all taken into consideration, not that big difference.
> Those differences will do for starters.
Those differencies are quite irrelevant (or not that different)
> > > I indicated that
> > > a certain class of cards existed: the class of cards that were designed and
> > > printed in the past in older Magic expansions that WOULD NOT AND COULD NOT
> > > be printed in the next expansion because of their very nature: they are
> > > considered to be too powerful or too radical to risk printing such a card.
> >
> > Even without that class of cards such vast formats are impossible to
> > balance (unless you restrict the card interaction in some way, and
> > that's what grouping is all about, restricting card interaction so
> > format become more manageable)> That statement is baseless. Of course they could balance T1.5. Just errata or
> ban the unbalanced cards. That's all. Granted, there may be an unusually high
> portion of cards in certain expansions (e.g. Alpha, Beta, Arabian Nights, Legends)
> which would be affected. But so? The WHOLE GAME is fucked up right now because
> of this. It's not like you'd have to mess with more than 10-15% of the cards in
> any one expansion (maybe 20% on the outside). And the percentage of cards overall
> would likely be 3% or less. That's a small price to pay in order to resolve the
> problems felt by all of the older players in the game who feel their past purchases
> of cards are ultimately becoming worthless.
Not sure if it is *baseless*. Free card interaction and wast amount of
potentially killer combos avaiable (that will slip, no matter the
quality control) IS problem (as demonstrated repeatably in the history
of Magic)
(about grinning demon part 22)
> > You forgot to take Morph mechanics in account> Sure. It's an advantage over Juzam but I'm not very impressed by it.
(you can kill your opponent turn sooner because of morph, because of
morph it is never dead card)
[snip]
(about Chainsaw/Gas Powered Chainsaw)
My original remark was that although there are few strictly superior
cards in V:TES (like GPChainsaw vs Chainsaw example) still there are
cards which are used almost always compared to their alternative (I
gave examples of GtU/ Scounting Mission, Deflection/Redirection,
Telepatic Misdirection/My Enemies Enemy and WWStick/Poker). (and how
therefore the weaker alternative are wallpaperized kind of (or
cornercased or whatever)
To that you still do not responded.
(Though your reasoning on
> the obsolescence of Poker is so bad, I can't resist responding to it below anyway.)
:)
> > Now it's time for some inductive reasoning :)
> >
> > I will demonstrate that in almost every deck I want put poker in
> > WWStick is better. Therefore as a result Poker is walpaperized by
> > WWStick
> >
> > These are the decks I might want to have Poker in:
> >
> > 1) !Salubri
> > 2) Midcap/weenie CEL close range combat
> > 3) source of permanent damage for intercept combat
>
> These might be the decks *you* want to have Poker in. But they are no
> the only decks in which someone might want to use a poker. Therefore, you
> haven't covered all possibilities.> I don't think you understand the concept of "inductive reasoning".
> You can't just wave your hand and severely limit the environment in
> which Poker is used. You have to _prove_ WWS is always better.
I can (always) restrict proof to cover only relevant cases (case: Deck
I want not to put poker in is irrelevant)
> > case 1) and 2) was explained
> > case 3) is easy to explain too since I will not use poker more than
> > three times in such deck and it saves me an action to equip> I don't agree with these, either. But it doesn't matter. The whole
> proof is already wrong.
No.
> > How can disciplinless reusable version of Torn Signpost not
> > wallpaperize poker ?> Because you must use a difference copy of Torn Signpost each combat.
> Once you equip with Poker, it normally stays in place - excepting the
> usual means of removing it and its own special means. It doesn't have
> to be redrawn every combat. Both cards have their virtues and
> drawbacks - and even be used together.
Uhm, there is word: Reusable in my statement above. What can be used
together: Torn Signpost and Poker (I suggest Meat Hook ;) ) or WWStick
and Poker (I suggest remove Poker) or Torn Signpost and WWStick (I
suggest Meat Hook)
(about intercept)
> > Screaming is unnecessary.
>
> Sorry, I get frustrated. I feel your reasoning is very bad and this is leading
> to many errors in your conclusions. In this case, you point out accurate facts
> but the conclusion you draw from them is obviously (to me) unfounded. I've
> challenged it several times, yet you ignore or misunderstand the challenge and
> act as if your conclusion about the facts is reasonable. I get tired of that.
Your feel does NOT prove nothing.
> > When in trouble or in doubt run in circles scream and shout.> I'll try to keep that in mind, in the future.
I strongly suggest it. Taking into account repeatable personal attacks
on me (not my arguments) I think that your arguments are failing you.
> > I consider that your arguments failed you here. If you want to prove
> > me otherwise you must restate your position in more polite version.> Do what you want. The point is, there is no issue here. You simply refuse to
> accept that unlimited numbers of Auspex intercept cards that give +1 intercept
> at inferior and do something unique at superior is not likely to be considered
> a problem by most reasonable people. I can't help that. It is not a good
> reason to group library cards.
Most reasonoble people , eh ? I am completely reasonable here. In fact
since I have great success with intercept decks (like winning
tournaments (even big ones) ) with them (where most people claim that
intercept can't win) I don't really care what reasonable people tell
(unless they provide some empirical data I can provide on that topic)
If you can provide them good, we can discuss. If not get lost.
[snip]
> > The case could be made that it almost never works and therefore some
> > other solution (wich works more often) will be better.
>
> Well, make the case if you can. I think we've chewed on this long enough to resolve
> that: 1) You believe this could be a problem in some environments; and 2) I believe this
> might now be a problem in some other environments; and 3) we don't seem to be able to
> convince one another that it is either always or never a problem because it really depends
> on what the power curve of the cards look like and that power curve likely varies from
> one environment to the next.
The past experiences ?
> You are also ignoring the point that how often a solution works is not the only criteria
> for deciding which solution is superior. If you're having problems with mice, you can set
> up mouse traps and get a cat. Or you can blow up your house, have the rubbish hauled away,
> and build a new house. I'll bet the second solution eliminates the problem more often
> than the first. Reasons why it might not be the *best* solution for the problem are left
> as an exercise for the student.
This example is quite wrong (in the context of this discussion since
the difference between solutions are more subtle). Reserve exercise
for the student comment for another situation.
> > Very few cards are bad on their own, strength of fifth tradition would
> > be less of a issue if minion tap would not exists. Again card
> > interaction is what is problematic.> It depends on what you mean. Card strength requires context, of course. But when the
> context are other unquestioned, backbone-of-the-game cards, this is an absurd, pedantic
> argument. Return to Innocence caused a problem because it made huge, game-winning bleeds
> possible - but only in combination with either lots of stealth or something like Day
> Operation that made the bleed unblockable. (Bounce notwithstanding, as it was decided
> that failure to play bounce should not cost someone a game by itself.) So one could ask,
> "Is Return to Innocence the problem or are all the stealth and unblockability cards the
> problem?" The answer is very obvious if you're being reasonable.
Irrelevant. My comment was very few cards are bad on their own.
>> Given that point, I strongly disagree with you. Most cards that
are bad are identifiable
> as being problem cards _themselves_ - not simply in combination with other cards. Fifth
> Tradition is seen as the problem card because it fills any sized vampire from zero to
> capacity regardless of whether you can or cannot Minion Tap it afterward. Minion Tap,
> at the same time, is considered a staple or a foundation of the game. It cannot be
> removed or modified without making major modifications to many aspects of the game. So,
> yes - Fifth Tradition is the issue. Period.
And so what ? My original comment was that Fifth Tradition would be
less of a issue if Minion Tap didn't existed.
> Strangely enough - and likely not coincidentally - I've had this exact same argument with
> other people: all Magic players. This way of seeing card balance in a CCG seems to me to
> be an obfuscation used to justify not solving real problems in Magic. This habit of
> excusing bad cards for being bad "only because they require other cards to function" is
> just an excuse for ducking the problem and not doing anything. So instead of fixing
> cards, you wind up rotating whole expansions out of an environment and thus causing all
> the problems Magic currently has. Stupid, stupid, stupid!
Stupid for you does not mean stupid for everyone.
[snip]
> > Examples of the cards which might be changed in future:
> >
> > Dreams of Sphinx, Powerbase Montreal, Conditioning, Govern the
> > Unaligned, PtO
> >
> > The case could be made:
> >
> > 1) some of them are no brainers
>
> Sorry, I have to laugh at this one. Dreams of the Sphinx and Powerbase: Montreal are
> on my list of being two of the more overrated cards in the game. They do have specific
> uses. But people use them a lot more often than can possibly be explained. Why are
> they so popular? Who knows?
Because your understanding of the game is flawed, maybe ? (as shown
say in your response to ToR , Misdirection)
Dreams of the Sphinx allow me to either speed up transfer process (so
my deck will get to work turn or two sooner (in 12 turn game it is
very significant)
If I draw it later I can have perfect hand for three turns (again in
12 turn game very significant)
All this is combined in one card. Extremely powerfull
Powerbase Montreal allows you to generate up to 12 pool during average
game for the cost of the MPA and a card slot. Again very significant.
> The other two, Conditions and Govern the Unaligned are classic staple cards. They
> were in the original Jyhad edition, have been reprinted many times, and are common
> cards. All signs that a card should be considered a staple, not overpowered.
Huh, as I said before I don't believe in staples (and give a reasons
too)
There are so many 'staples' in my decks sometimes that they outweight
'non-staple' parts. Looks like T1 magic , isn't it ? (if we decide to
call restricted list a list of staple cards ;) )
> > 2) they disable more archetypes than they enable> Certainly Dreams of the Sphinx and Powerbase: Montreal do no such thing.
But others perhaps ?
> It's fairly conjectural about the other two. As I said, they're part of the whole
> foundation of the game. It's possible you could get rid of them and redesign the
> game into something richer and more interesting. But they've been in the game since
> day one so it's very tricky to say what the game would look like without them. I
> don't see any reason to bother.
ToGP and Fifth Tradition and Second Tradition and Embrace and ... were
in the game from Day 1 too :)
> > 3) they turn the game to a fight over a control of this resource> Only Powerbase: Montreal does that. And it was designed to do that. And I don't
> see why that's a bad thing.
This is more of a taste issue I suppose.
> > > > Look. T1.5 have like 10 000 of cards. Most of the cards can interact
> > > > with themselves one way or another. Just compute the number of
> > > > two/three/four cards combos. (waiting for him to do so....) See, big
> > > > number isn't it ? Well and any of this combo can be really abusive.
> > > > How can you prevent it from happening ?> > > You stay alert to it as you design the cards. Part of the problem is that
> > > Magic designers are careless and put out expansions far too quickly to properly
> > > balance cards. And when they do make mistakes, they leave them in the game
> > > as is instead of fixing them. So *of course* you get problems like this.
> >
> > which is not true for extended,t2,block constructed> Sure. Because of the limited number of cards. Basically, they ban whole expansions
> to solve problems instead of specific individual cards. If you ever need surgery,
> I hope your doctor does not think like this. Otherwise, you will see him walk into
> the operating room with an ax instead of a scalpel. (All the worse if what you need
> is brain surgery.)
Again not listening. Again providing bad example. Again mildly
insulting at it.
I would held you and your position in much higher regard probably if
you was not insulting me all over the place. Right now my only advice
is: Run in circles, scream and get lost. (and come back when you can
provide arguments and not insults)
Karol
> > > Well, type 1.5 hasn't changed much in the past 2 years, so his points
> > > about said format don't have any less weight, really.
> >
> > The other things have changed however (how designers design new cards,
> > looks on certain issues, etc.)
>
> Neither of which have had much effect on 1.5, though.
I conceded already that we should probably talk about 1.X and up. :)
>
> > > Well, if you're going up against a deck running Immortal Grapple, you're
> > > really gonna want that maneuver instead of the ability to prevent 1.> > If he allows me to cycle intercept when he plays grapple both would be
> > sufficient since my combat hand would be quite comparable to his ;)> Except that unless you're planning to hit back with hand strikes, he's
> going to smash a new hole in the floor with your skull if that Grapple
> goes off.
Yesss :)
> > The point I try to make (but which is sadly not getting through) is
> > that if you print large quantity of cards to existing many problems
> > may/will arise.> That point has already been accepted and moved-on from. It was the
> basis of the current crypt grouping rule we have. What you haven't
> shown is that the restriction of the library cards is necessary to
> prevent more the same problems the crypt grouping was designed to
> prevent.> > My base assumption were:
> >
> > 1) new cards have to be printed
>
> I'd like to see new cards printed as well, yes.
>
> > 2) need for new cards for old disciplines
>
> This would generally follow from the first assumption, since it's
> extremely unlikely they're going to introduce new disciplines in every
> set.
No :) We can get dark ages animalism as a "new" discipline ;)
> > (it's sad that difference
> > between group 1/2 tremere and group 2/3 tremere is like 6 cards in
> > crypt and max 10 cards in library)> Huh?
The deck is almost same ;) (where is the variety ?)
> > We are taking about T2 and how Land Tax and Necropotence was not
> > abused in format where Black Vise was restricted and how they were
> > abused after.> Vise was rather broken to begin with, and was restricted and then
> banned. The example doesn't particularly transfer to VTES.
you are not listening :) The point is that as you cut cards at the top
of the power curve they got repeatedly replaced. (sometimes by even
more broken cards , necropotence is considered one of the most broken
card ever printed)
> > > What new power cards have risen to the top in their place?> > From top of my head: GtU, Conditioning, Dreams of Sphinx, Powerbase
> > Montreal> What have these cards risen to the top in place of? As far as I know,
> people have been using GtU and Conditioning as long as the game has
> had tournaments. Dreams has always been a top-tier card. Powerbase
> Montreal?
They were used, yes. They were not thought to be top-top powerfull
(because other such cards existed)
> > Also note that since V:TES is slower game some problems appear later
> > than in Magic (but appear they will)
>
> Such as?
Most recent example is recent MRP curse many cards received. (the last
time such sweeping changes were implemented was 7/7 errata time ?)
(relatively long time might pass but past experience teach me that
that time probably will come ?)
> > That's always an option. Vast amount of combination will get you even
> > if you do WANT and have TIME to design cards carefully.> Well, I haven't heard LSJ say "I don't give a shit about careful
> design... and we'll rush sets out the door so we don't have the time
> to do it anyway..." Indeed, expansions from Sabbat War on have shown
> just the opposite (reprinting of Twisting the Knife excepted).> > True to some extent. The entire case could be make with just
> > extended,t2 and block constructed (as new cards are designed for those
> > formats are balanced for those formats but problems still arises
> > (worldgorger dragon case which enabled second turn kill in
> > extended)*).> Yeah, dragon was a bad bad mistake. And I'd venture to guess that the
> design team doesn't particularly look at extended as much as type 2
> and sealed when designing new cards. How would groupings solve this
> problem?
That animate dead would be in different group than dragon (and if they
have grouping implemented he would be since last time animate dead was
reprinted in base set was like fifth edition at most)
So there would be no such combo.
> > ii) many peoples from design team earned their job by breaking cards
> > in Pro Tours so there is also quality in testing not only quantity.> Yet cards continually slip through the cracks, in all formats.
Because no matter hard you try it will happen ? (card interaction will
get you ? , it is less problem in smaller format do you agree ? )
Karol
> Huh?
> All those cards were already at the top. They're not broken, but they
> are at the top.
> Ask anyone if they'd rather have a Dreams or a (pre-CE) ToGP on their
> deck, and 99% will say Dreams. The other 1% are the ones playing
> specialized decks.
You actually cannot compare ToGP to Dreams (one is generic other is
very nongeneric master). You could compare ToGP say to PtO (Hello
Gines ;) ) or Dreams to Elder Library.
Karol
> > If they are weak by their own why should I bother. The general idea
> > (of my deckbuilding) is to put cards in the deck that are good on
> > their own but work even better when combined with other cards in my
> > deck.
>
> Yet you use Increased Strength, which is completely useless by itself,
> and strong when combined with other cards. :P
Point. You caught me here :D . I should probably add ... unless the
weak cards combos exceptionally well with other parts of my deck ;)
Like with that IS example , not like with that Lapse example.
(although if you want to introduce som new cornercases effects to the
disciplines way like it was implemented in Bloodlines is way to go)
(about intercept)
> That is dependant on metagame and personal preferences. A Toreador gun
> deck will probably want more group 3) cards in his deck, because he
> wants to actually block his predator (instead of bouncing) and can use
> the combat abilities. Then a Tzimisce deck will probably want more group
> 4), because otherwise they might have a poor offense.
No it is not really metagame dependant. The point is to be able to
intercept a lot where you need it but in such way that intercept won't
clump your hand at times you don't need it.
> > note that to most (or to almost every) of the intercept decks that I
> > built (and I built many of them) or that I saw it was quite irrelevant
> > whether he draw precognition or spirits touch - if he failed to block
> > it was clearly irrelevant.> In a Toreador gun deck you'll want ST over Precognition almost every
> time. In a Tzimisce deck, it's the other way around.
Huh ? I can get equal use of them in both deck (hence 2/2 rather than
0/4 or 4/0)
> > If he do not failed to block it might have mattered on ocassion but
> > not in a way that player would sacrifice 2/2 of each setup for 4/0 or
> > 0/4 setup.> It also depends on what decks you're facing. Often +1 intercept will be
> enough against Political decks. In that case, going for a 0/4 setup
> might make enough of a difference over a 2/2 setup.
Huh ? It might not make difference against this opponent. Against
bleed stealth opponent it will make big difference. My setup is better
(since it is indifferent to yours in one case and better in other
cases) (it is up to you to provide cases where your design is better
and mine is not ;) )
[snip]
> Oh, so now it's _40_ cards?
> Well, I'm not up for it right now, but I might do it later ;)
Look so far we saw what ? One real card to each classic discipline (on
average) over the course of 4 expansion ?
[snip]
> Compare Call of the Hungry Dead to the existing cardpool. It's
> pointless. Even though there are similar cards, none of them can be used
> with CotHD. CotHD by itself is quite weak, another wake or untapped
> minion will defeat it. But it is usefull because you can easily combo it
> with Bonding and Spiritual Intervention, and there are plenty of +1
> stealth actions to use it with.
CotHD is not pointless compared to existing cardpool. It is much
better against WWEF than Spiritual Intervention (but worse in other
aspects)
> >>Another similar (and more recent) example: Lapse (at pot). +2 strength
> >>for 2 blood? What where they thinking? Just use TS!!
> >>Yet I've seen several peole here advocating the use of Lapse in pot
> >>decks, because it's stackable with TS, it only requires inf pot, and you
> >>can expect to regain the investment with a Taste.
> >>It loses out in a direct comparison, but it's good when combined.
> >
> > IS is higly stackable quite redunant effect to Torn Signpost. (and
> > much better than Lapse in that aspect, no Lapse in my weenie potence
> > (not that I have one) )
>
> See above. IS is useless by itself, you need to draw a strike card to
> use it. That's a significant advantage of TS and Lapse. You can draw a
> deck combo that goes TS-Lapse-IG-Taste, and it will work even if TS or
> Lapse don't show up on time. If you try to do IS-IG-US-Taste, your combo
> completely fails if you don't draw the US.
Assumtion: I will Taste back is dangerous. The combo IS-IG-US-Taste
will not COMPLETELY fail if I don't draw US :)
> >>>I showed that those problems I talked about would appear.> >>You didn't.> > I did ;)> You didn't :)
I did :D
> >>- You didn't show how these [aus] and [obf] cards would lead to problems
> >>1) and 2). Yes, it could occur if you design enough cards around the '+1
> >>stealth/intercept' template, but you asked for 5, I gave you 5. If you
> >>asked for more, I might have designed them all differently.> > The point is it's you need to have room open for designing more (since
> > WW makes money by expanding player base and by pleasing old customers)> There is some room, that's the point I was making. If you design
> carefully, you can make the most out of the room you have.
Yes there is some room. I can agree with it. The question is: Is there
enough room ? (and even if there is , how can you "solve" newbie vs
stanby players problem logistically if say V:TES would consist of 3000
(just picking random number here) cards ?) (would not be number of
reprints you have to provide each time well overshadow everything else
and thus leading to ultimate stagnation ?)
> >>- You didn't show how these [for] cards would replace the existing
> >>cards, or how they'd be inferior and not usable (btw, 'Reduce 1 damage'
> >>is supposed to mean 'Prevent 1 damage, even if it is unpreventable').> > superior wording is still problematic ;)> >>- You didn't show how the [ani] and [obt] would throw the entire balance
> >>between disciplines out of the window.> > I did say that they are weak - problematic in other ways
> > (insignificance of new cards)> In my defense on these two points, I'll say again that these are _first
> draft_ cards. Even LSJ has to playtest his designs, he doesn't always
> get it right the first time around - I think :)
Probably :)
> What is significant is that I provided several cards with new designs,
> ones that would (hopefully) be different enough from existing cards to
> be usable, even if they have do have to be tweaked a bit.
That is still debatable :) (since you would have to tweak them to
prove your point :) )
[ quoted text not captured ]
Yesss. I am all for different. I just feel it would be safer to group
library cards by one way or another (be it grouping, dark age variants
disciplines with similar connection to existing ones as we have in
bloodlines or whatever)
Karol
> > Because weakness in some parts of "dark ages" disciplines could be
> > mended by making some other parts of this disciplines stronger
> > (compared to existing disciplines counterparts). This would lead to
> > slightly different flavour of dark ages disciplines.
>
> Examples?
What examples ? What part of above statement you do not understand ?
>
> > Now do it in a way where you do not separate those cards
> > and power escalation will be present.> How is power escalation present in the current environment? What new
> cards have been made that have immediately gone to the top of the
> power curve, wallpapering all other previous/similar cards? Note:
> your poker/wwstick example does not apply unless you can show how WWS
> is better in EVERY conceivable instance of having either a poker or a
> WWstick.
95+ percent would be sufficient. If you do not believe that WWS/Poker
is valid example, so be it. Nobody (so far) explained why it is not
better to use WWS over Poker. (I explained my position, though)
> > A good example of what I have in mind is spiritus. The spiritus have
> > better combat than auspex have but worse combat than animalismus have.
> > The reverse is true with regarding of intercept capabilities. That way
> > spiritus feels different and ANI/AUS deck have better intercept and
> > worse combat than ANI/SPI as a result.> Well, yes. POT/ANI has a different feel (and worse intercept but
> better combat) than ANI/AUS. So what?
Nothing. :) Well, not really. More such flavour would be better ?
> > So result of some kind of card restriction would be that each subset
> > would have different feel but would be balanced overall.> Assuming each subset was not any weaker or stronger than any other
> given subset, then yes, we would possibly have different flavors in
> each one.
Cool, somebody is agreeing with me at least partially ;)
> We now have three choices:> 1. We retroactively assign library cards to a "grouping", thus making
> thousands of existing decks illegal and horribly altering the game.
Do you really feel that there are thousands decks avaiable ?
That was not case when grouping of vampire cards was introduced. :)
> 2. We start grouping library cards from this point forward to a
> grouping (say all existing ones are "group 1").> -Problem with 2: New group will be extremely small compared to group
> 1. Less cards->less variety->less power.
No, I would not go with way two (as proposed)
> Solutions to problem:> -a. Print absurdly powerful cards in the beginning. Your whole
> argument about power scale goes right out the window.
No this is quite absurd. The 2) is bad example in the first place and
you know it.
> -b. Print an absurd amount of new cards. We're basically going to
> have 2 completely different games, that can field decks against each
> other or within themselves. How long would a set of this size take to
> make with proper playtesting and development time? I don't want a
> different game. I spend enough collecting for this one.
b) is quite absurd too. Analyzing 2) goes nowhere and you know it.
> 3. Magic: the Gathering. Raise your hand if you want to go that
> route.
Depends ;) I want to play with all of my cards yet I want to see
metagame changes too. (it might be possible that these two
requirements are mutually exclusive)
4) group library cards in similar way it was done with vampire cards.
5) never openly group cards. Instead introduce say "dark ages"
"ancient ages" "victorian ages" versions of current disciplines with
possible crossover to existing ones if flavour allows (bloodlines
style)
6)print new cards to existing disciplines without abovementioned
siliness
(I understand that that is an option too :) )
Karol
On Tuesday 19 November 2002 08:40 in message
<df69cc0d.02111...@posting.google.com>, Karol Magda mumbled
something about:
>> How is power escalation present in the current environment? What new
>> cards have been made that have immediately gone to the top of the
>> power curve, wallpapering all other previous/similar cards? Note:
>> your poker/wwstick example does not apply unless you can show how WWS
>> is better in EVERY conceivable instance of having either a poker or a
>> WWstick.>
> 95+ percent would be sufficient. If you do not believe that WWS/Poker
> is valid example, so be it. Nobody (so far) explained why it is not
> better to use WWS over Poker. (I explained my position, though)
Then you need to go back and read my post, where I explained exactly that in
detail about two days ago.
Really, Karol. You have to read OTHER threads too.
>> 1. We retroactively assign library cards to a "grouping", thus making
>> thousands of existing decks illegal and horribly altering the game.>
> Do you really feel that there are thousands decks avaiable ?
Yes.
-- Derek
karol...@yahoo.com (Karol Magda) wrote in message news:<df69cc0d.02111...@posting.google.com>...
> > > Because weakness in some parts of "dark ages" disciplines could be> > > mended by making some other parts of this disciplines stronger
> > > (compared to existing disciplines counterparts). This would lead to
> > > slightly different flavour of dark ages disciplines.
> >
> > Examples?
>
> What examples ? What part of above statement you do not understand ?
Examples of "making some parts of a discipline strong and some weak"
leading to a different "flavor".
> 95+ percent would be sufficient. If you do not believe that WWS/Poker
> is valid example, so be it. Nobody (so far) explained why it is not
> better to use WWS over Poker. (I explained my position, though)
See Derek's post for counterexamples. Thus it has not been shown that
WWS is better than Poker (and there *are* non-cornercase examples of
Poker being better than WWS).
> > 1. We retroactively assign library cards to a "grouping", thus making
> > thousands of existing decks illegal and horribly altering the game.
>
> Do you really feel that there are thousands decks avaiable ?
Yes, I do. I haven't counted, but I'd venture to guess there's that
there's several hundred in Lasombra Jeff's archives alone.
> That was not case when grouping of vampire cards was introduced. :)
I think you're severely underestimating the number of decks out there.
Just go to http://www.thelasombra.com/WhosWho/ . About 42 people and
there's about 810 decks between them.
> > 2. We start grouping library cards from this point forward to a
> > grouping (say all existing ones are "group 1").
>> No, I would not go with way two (as proposed)
Good.
> > 3. Magic: the Gathering. Raise your hand if you want to go that
> > route.
>
> Depends ;) I want to play with all of my cards yet I want to see
> metagame changes too. (it might be possible that these two
> requirements are mutually exclusive)
In M:tG they are mutually exclusive. Groups rotate out, and are no
longer legal for the "standard" tournament type. You can play with
all the cards you want in Type 1 or 1.5, but good luck finding a
tournament for them.
> 4) group library cards in similar way it was done with vampire cards.
The problem with that is that many library cards were reprinted
between many sets, while vampires were not (only between Jyhad/Vtes
and Sab/SW). CE is basically a collected reprint of previous sets.
So you'd have a grouping that wouldn't really mean anything for some
cards, and yet limit others. Indeed, some of the cards that wouldn't
be limited are the ones you were posting as examples of "powercards
that have risen to the top with the CE changes" (i.e. Govern the
Unaligned and Conditioning).
> 5) never openly group cards. Instead introduce say "dark ages"
> "ancient ages" "victorian ages" versions of current disciplines with
> possible crossover to existing ones if flavour allows (bloodlines
> style)
How is this much different from #2 above? You're putting all the
current stuff in the "modern age" and the next "group" of library
cards would be "dark ages".
> 6)print new cards to existing disciplines without abovementioned
> siliness
> (I understand that that is an option too :) )
Indeed. It seems to be the current policy, and it seems to be
working.
-Snapcase
Karol Magda wrote:
>
> [snip]
>
> > > Which ones did I miss (or wawed my hand over). Restate them.
>
> (Fred: Different approach to errata)
>
> [from now on these remarks are mostly with regard to T1.X , T2 an
> Block Constructed]
>
> The WotC seldom errata cards. They ban them. (and then print toned
> down version of the cards later)
>
> The WW errata cards to tone them down.
>
> Not that big difference (from balance POW of course only)
*GROANNNNNNNNNNN*!!! You've missed the point AGAIN!!! The point has
nothing to do with whether the design teams choose to ban vs. errata.
Either will suffice. Both fix problems with overpowered cards.
It's the quality of cards *THAT* the designers of either game choose to
ban or errata that's the critical difference. WotC leaves overpowered
cards in place. WW doesn't. The difference exactly explains why things
come to a head when the card population gets to thousands of cards.
> (Fred: 4CL vs NCL)
>
> 4CL in magic (almost) directly translate to 6CL in Jyhad. It was
> demonstrated (by Legbiter IIRC) that one can build 6CL deck and be
> competitive in NCL enviroment.
I'm not sure what this has to do with the metagame, however. Nor do
I even agree that it's true. I don't know what Legbiter may have shown,
but it's clear that XCL environments are necessarily different than
playing under NCL. Thus, certain decks that are viable under a give XCL
environment may very well not be viable under NCL. Some decks may but
others are not.
Anyway, it's not relevant. How decks translate from one environment to
another has nothing to do with designing cards under either environment
and demonstrates a complete misunderstanding of the point I was trying
to make.
> Most of the NCL decks can be translated to 6CL enviroment prety nicely too.
Really? I'd like to see how a Shadow Twin deck works under 6 CL.
> Not that big difference.
Well, sorry I think it is.
> (Fred: Speed of how new magic product is prepared)
>
> WotC has lot of resources so that they (can) have wast army of
> testers.
And how does this address the problem of testing adjacent expansions?
Before you suggest it, I will tell you WotC Netreps have said straight out that
no playtest groups are ever given multiple expansions to test simultaneously.
It's a problem that cannot be solved by pure numbers. It requires more time
between expansions.
> Also less time is needed to discover potentially abusive
> combos than in Vamipre given the fact that average Magic game last
> what? 15 minutes and average V:TES game last 1 hour and 30 minutes
> (although more testing data is gathered from average V:TES game than
> from average Magic game)
>
> When all taken into consideration, not that big difference.
Well, sorry, I think it is. This one in particular is based on anecdotal
evidence so we're not likely to find a way to resolve it. But it's really
not central to my argument so it doesn't matter.
> > Those differences will do for starters.
>
> Those differencies are quite irrelevant (or not that different)
If you don't think so, then you're going to assume the experiences of two unlike
products will be the same over time. I can't help that. I've played Magic for
years and I've been a critic of these things for years. (Well, not the 4CL thing.
The 4CL thing in Magic is necessary - but the difference it causes between the
two games is certainly real enough whether you agree with Magic's 4CL or not.)
I've played Jyhad for years and these things are not a problem in Jyhad. So now
you want me to believe that Jyhad needs grouping of library cards to solve
problems that are not *in* Jyhad at all? Forget it. You're trying to shoehorn
an unnecessary solution that isn't even necessary for Magic into Jyhad's world
for no good reason.
Below, I've snipped a lot of content based on these differences. There isn't
much point to posting whole, long arguments that just snipe back and forth
without much further to say. I've lodged my objections to the concept of using
Magic as an "older brother" example of what will happen to Jyhad in the future.
You reject my objections but don't give satisfactory reasons why they're incorrect
or irrelevant. So we're stuck.
> My original remark was that although there are few strictly superior
> cards in V:TES (like GPChainsaw vs Chainsaw example) still there are
> cards which are used almost always compared to their alternative (I
> gave examples of GtU/ Scounting Mission, Deflection/Redirection,
> Telepatic Misdirection/My Enemies Enemy and WWStick/Poker). (and how
> therefore the weaker alternative are wallpaperized kind of (or
> cornercased or whatever)
>
> To that you still do not responded.
That statement is also baseless. I've responded to all these things.
In essence:
1) Chainsaw was a mistake and the fact that WotC later printing a
useful card that obsolesces Chainsaw does not demonstrate any problem.
2) Weighted Walking Stick does not obsolesce Poker period - a point that
others besides me have disputed and which I notice no one else besides
you has yet attempted to defend.
(By the way, tell that to the guy who showed up with a bunch of Pokers
in his deck at our Storyline tournament last Sunday. No, he did *not*
care to replace them with Weighted Walking Sticks in spite of your
opinion, thank you very much...)
3) The others are not examples of obsolescence, either. All have uses
in different situations. (And I have seem prolific use of Scouting
Mission, Redirection, and My Enemy's Enemy in the decks of very
respectable players at Gencon and elsewhere. In fact, My Enemy's Enemy
is considered a premium card! Certain people would be very surprised
at your opinion of it.)
> > > Now it's time for some inductive reasoning :)
...
> > I don't think you understand the concept of "inductive reasoning".
> > You can't just wave your hand and severely limit the environment in
> > which Poker is used. You have to _prove_ WWS is always better.
>
> I can (always) restrict proof to cover only relevant cases (case: Deck
> I want not to put poker in is irrelevant)
Only if you *prove* they're not relevant - which you didn't bother to
do. And I believe you cannot do.
> > > How can disciplinless reusable version of Torn Signpost not
> > > wallpaperize poker ?
>
> > Because you must use a difference copy of Torn Signpost each combat.
>> Uhm, there is word: Reusable in my statement above.
Sorry, I missed the significance of that. But the answer is the same.
WWS is only somewhat reusable - it breaks after 1-3 uses. Poker only
breaks against fortitude. So it cannot obsolesce Poker.
> > The point is, there is no issue here. You simply refuse to accept that
> > unlimited numbers of Auspex intercept cards that give +1 intercept at
> > inferior and do something unique at superior is not likely to be considered
> > a problem by most reasonable people. I can't help that. It is not a good
> > reason to group library cards.
>
> Most reasonoble people , eh ? I am completely reasonable here. In fact
> since I have great success with intercept decks (like winning
> tournaments (even big ones) ) with them (where most people claim that
> intercept can't win) I don't really care what reasonable people tell
> (unless they provide some empirical data I can provide on that topic)
>
> If you can provide them good, we can discuss. If not get lost.
I'm not sure what any of this has to do with grouping library cards. So
you've won some games with intercept, so what? What has this to do with
the potential problem of too many Auspex intercept cards which do the
same thing (grant +1 intercept) at inferior but do something different at
superior? Sounds to me like evidence that most other people don't believe
there's _enough_ different intercept cards. Be that as it may, who cares?
> [snip]
[snip, indeed]
> > You are also ignoring the point that how often a solution works is not the only criteria
> > for deciding which solution is superior. If you're having problems with mice, you can set
> > up mouse traps and get a cat. Or you can blow up your house, have the rubbish hauled away,
> > and build a new house. I'll bet the second solution eliminates the problem more often
> > than the first.
>> This example is quite wrong (in the context of this discussion since
> the difference between solutions are more subtle).
It demonstrates my point: simple effectiveness in solving a problem is not
the only criteria. You also need to make sure that the side-effects caused
by your solution aren't worse than the original problem.
> > > Very few cards are bad on their own, strength of fifth tradition would
> > > be less of a issue if minion tap would not exists. Again card
> > > interaction is what is problematic.
>
> > It depends on what you mean. Card strength requires context, of course. But when the
> > context are other unquestioned, backbone-of-the-game cards, this is an absurd, pedantic
> > argument. Return to Innocence caused a problem because it made huge, game-winning bleeds
> > possible - but only in combination with either lots of stealth or something like Day
> > Operation that made the bleed unblockable. (Bounce notwithstanding, as it was decided
> > that failure to play bounce should not cost someone a game by itself.) So one could ask,
> > "Is Return to Innocence the problem or are all the stealth and unblockability cards the
> > problem?" The answer is very obvious if you're being reasonable.
>
> Irrelevant. My comment was very few cards are bad on their own.
No cards are "bad on their own" by that definition of "bad". But it's a useless
definition. You can not discern bad from good without a context so showing that
cards are not bad outside of the context in which they are used essentially says
nothing at all.
> > Given that point, I strongly disagree with you. Most cards that are bad are identifiable
> > as being problem cards _themselves_ - not simply in combination with other cards. Fifth
> > Tradition is seen as the problem card because it fills any sized vampire from zero to
> > capacity regardless of whether you can or cannot Minion Tap it afterward. Minion Tap,
> > at the same time, is considered a staple or a foundation of the game. It cannot be
> > removed or modified without making major modifications to many aspects of the game. So,
> > yes - Fifth Tradition is the issue. Period.
>
> And so what ? My original comment was that Fifth Tradition would be
> less of a issue if Minion Tap didn't existed.
I suppose. But Minion Tap is a staple card so it doesn't matter. Minion Tap exists, must
exist, and will continue to exist in the future. So it's a moot point.
> [snip]
[snip, indeed]
> Again not listening. Again providing bad example. Again mildly insulting at it.
...and that's the problem. You're prepared to proposed this extreme solution based on your
insistence on comparing Jyhad to a completely different game has been designed, expanded, and
maintained using demonstrably inferior policies and you get "mildly insulted" when someone
inconveniently points these things out to you. These points will exist whether you consider
them "good examples" or not. Either way, it doesn't matter.
Fred
In article <df69cc0d.02111...@posting.google.com>,
karol...@yahoo.com says...
> > This would generally follow from the first assumption, since it's> > extremely unlikely they're going to introduce new disciplines in every
> > set.
>
> No :) We can get dark ages animalism as a "new" discipline ;)
Basically what you're suggesting is the same discipline with new cards
that can't interact with the current cards, right? Ignoring your fear
of uber-combo for a minute, is there any other reason why that would be
better than getting new (universally playable) animalism cards?
> > > (it's sad that difference between group 1/2 tremere and group 2/3
> > > tremere is like 6 cards in crypt and max 10 cards in library)
>
> > Huh?
>
> The deck is almost same ;) (where is the variety ?)
Umm... Which deck? I see a whole lot of potential with the new tremere
that wasn't possible with the old. Presence, for example, is on a whole
bunch more smaller tremere than it was before.
> > Vise was rather broken to begin with, and was restricted and then
> > banned. The example doesn't particularly transfer to VTES.
>
> you are not listening :) The point is that as you cut cards at the top
> of the power curve they got repeatedly replaced. (sometimes by even
> more broken cards , necropotence is considered one of the most broken
> card ever printed)
No, I get what you're saying just fine. The problem is, it's an example
that doesn't transfer to VTES. You haven't given any evidence that the
same thing has happened in this game.
Vise's restriction and eventual banning changed the game completely. It
allowed decks that could actually use Necro and Land Tax effectively to
come into existence. Necro was more broken than Vise, but it wasn't
playable until Vise was out of the way. Where's the parallel to VTES?
> > What have these cards risen to the top in place of? As far as I know,
> > people have been using GtU and Conditioning as long as the game has
> > had tournaments. Dreams has always been a top-tier card. Powerbase
> > Montreal?
>
> They were used, yes. They were not thought to be top-top powerfull
> (because other such cards existed)
Such as? This is what I'm looking for. What other cards existed that
made people think Govern and Conditioning were not powerful that have
been recently nerfed/banned/errated?
> Most recent example is recent MRP curse many cards received. (the last
> time such sweeping changes were implemented was 7/7 errata time ?)
> (relatively long time might pass but past experience teach me that
> that time probably will come ?)
How are the sweeping changes of 7/7 causing problems? I thought they
enabled the game to actually be playable? What are the problems of the
CE alterations? What super-broken card has risen to the top now that
Majesty costs 1 blood?
> > Yeah, dragon was a bad bad mistake. And I'd venture to guess that the
> > design team doesn't particularly look at extended as much as type 2
> > and sealed when designing new cards. How would groupings solve this
> > problem?
>
> That animate dead would be in different group than dragon (and if they
> have grouping implemented he would be since last time animate dead was
> reprinted in base set was like fifth edition at most)
But M:tG already has a grouping system. And the problem still came up.
What happens when they print 2 cards like that in the same set?
> > Yet cards continually slip through the cracks, in all formats.
>
> Because no matter hard you try it will happen ? (card interaction will
> get you ? , it is less problem in smaller format do you agree ? )
Sure. If you have designers who know what the hell they're doing in a
game that doesn't lend itself to the "one big turn broken combo", you're
going to have a whole lot less of a problem. And if such a problem DOES
come up, the makers of this game have had no qualms about altering cards
or banning cards to compensate. There is no NEED for a grouping to stop
the uber-combo.
--
-Snapcase