The discussion about if or if not White Wolf playtest the new sets
enough on various threads lead me to a question - why are the new sets
so very secret? Why are we to be "surprised" with new sets? How about
posting cards and mechanics that are in playtesting for all players to
make comments about? What do you think?
In this way we might prevent the unplayable/too powerful/stupid cards
from ever being printed.
as...@hotmail.com schrieb:
[ quoted text not captured ]
I think the surprise and resulting excitement is a powerful mechanic to
keep potential buyers interested, I don´t think that should be discarded
so easily.
On top of that I think that it would be way too much work for LSJ to go
through all of the resulting discussions, especially since they are
bound to have tons of unqualified or off-topic posts (just like the
newsgroup).
The overall power-curve for the sets is pretty OK I think, if I could
change something I would probably do a bit less wallpaper cards and
different reprints (not so much crap-rares).
In message <7fc93105-24e1-484f...@p49g2000hsd.googlegroup
s.com>, as...@hotmail.com writes:
>The discussion about if or if not White Wolf playtest the new sets
>enough on various threads lead me to a question - why are the new sets
>so very secret?
I have no idea what LSJ's specific reasoning is but, from my own
experience in other arenas[0], highly public "playtesting" tends to:
- result in a lot of heat and noise, but not much light. People shout
*a lot*. Note that some cards / mechanics / whatever will change
massively over time, and you can generate a lot of abuse and
frustration as each tweak and twist is used to psychoanalyse exactly
how stupid the designers are.
- lots of *bad* theory. Testing things out theoretically is useful and,
to an extent, necessary. However, this can quickly descend into
willy-waving of the "In *my* Assamite deck, this would pwn you in teh
FAEC, so shut up." "Thats only cos u've never sene mi Gionavvi
PUNCHnMUCNH u asshat." Repeat ad nauseum.
- a decline in actual testing. You'd be surprised just how much better
testing can be with a small group of 5 people on it, rather than a
sprawling group of 30. A couple of friends came to me one time and
begged me to do a code review of a revamped area they'd designed,
because the playtesters weren't doing it. Playtesters were walking up
and down going "Oh, how pretty" but not actually finding the things
they were supposed to - bugs, typos, suggestions for how to make it
better, sub-optimal commands. With so many more people "testing",
everyone could just assume that someone else would do it.
- false expectations. If I've designed a bunch of Aim cards and had to
scrap them because they just weren't right, for some reason, people
will whine.
- false expectations (2) - because I've just made the best suggestion
EVER to make Hag's Wrinkles better, LSJ will obviously include it in
the set exactly as written.
- hysteria and nuance. When sending things to large groups of players,
there will be inevitable loss of nuance. That paragraph you wrote
about how this is just a brainstorming session? Lost. You're trying
out a half-dozen different ideas, but only intend to print one, maybe
two? No, you're definitely creating six massively overpowered cards
for the Sabbat, and the Camarilla are just fucked because LSJ hates
the Camarilla and why are you still buying this game you fool?
- time. Sifting through feedback from a small group is more manageable
than having to go through bitchfests from a couple of hundred people.
Additionally, open playtests will inevitably mean that people bitch on
the newsgroup, the WW forums, various national forums, IRC, mailing
lists, a few quick-ish real-time JOL games... That's a lot of places
to try to manage, and LSJ obviously only has 24 hours available in a
day and a family to look after too!
- some decisions are taken because they're right, not popular. e.g.
grouping. Also, LSJ can potentially try out a set while leaking
possible card rewrites/bans to a small group of playtesters. "Yeah,
could you try out these new Inner Circle vamps? We're thinking of
toning down PTO or banning it, so don't worry overly about that."
- not wanting every single difference between the final texts and what
gets printed to be analyzed, with ensuing abuse being hurled at the
layout editor or printers. "What? You gave her ani instead of ANI?
You fucking suck. SACK HIM."
- facilities. Experience suggests that there are some issues with
getting the White Wolf website updated, which is likely to be a
problem for timely updates and changes.
Which isn't to say that the current system is necessarily optimal.
- In the past, the create-a-card poll was well received - though I feel
the actual options offered were a bit meh. (Also, long before that,
there was a "Who's your favourite vampire to be printed?" which I
think gave us Hesha.) A few more things like that wouldn't
necessarily be bad.
- Ideas have openly been sought for expansions (which I think gave us
Kindred Most Wanted, from Matt Green), and some "pre-design" decisions
were openly discussed (such as the composition of Final Nights).
- The WW LJ blog often gives a sort of "view from the bunker" about a
given product, and titbits about how things are going. They're
clearly not open playtests (which would be horrific), but they do
provide useful communication.
>Why are we to be "surprised" with new sets?
Marketing. Giving an "exclusive" preview to influential magazines or
websites. Managing expectations if things go awry. Excitement.
Pre-release buzz.
>How about posting cards and mechanics that are in playtesting for all
>players to make comments about?
Some cards and mechanics have been mentioned before, such as early
drafts of cards in White Wolf Quarterly, and similar. I remember Web of
Knives Recruit (I think) turning up in one.
>In this way we might prevent the unplayable/too powerful/stupid cards
>from ever being printed.
Won't happen. There are plenty of cards that have taken months and
years to exploit properly. There are also plenty of cards that are
taken as being the best thing since sliced bread, but in real, sober
play, they just don't work like that.
[0] Online gaming - both formerly as a creator on a MUD, and a player
on said MUD, and a consumer of other games.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
as...@hotmail.com wrote:
> The discussion about if or if not White Wolf playtest the new sets
> enough on various threads lead me to a question - why are the new sets
> so very secret? Why are we to be "surprised" with new sets? How about
> posting cards and mechanics that are in playtesting for all players to
> make comments about? What do you think?
do not want.
having seen the many long painful threads about just how overpowered
cards that actually see print are (Meddling of Semsith, for example?
When's the last time anyone even saw that played? other than me 2 nights
ago, which sucked since i was the target, but still...) with rants and
abuse and 'obviously..', and then 6 months later, turns out it was all
about nothing. We don't need that x100.
--
salem
(replace 'hotmail' with 'gmail' to email)
"In *my* Assamite deck, this would pwn you in teh FAEC, so shut up."
"Thats only cos u've never sene mi Gionavvi PUNCHnMUCNH u asshat."
- James Coupe
On 1 Okt, 10:33, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <7fc93105-24e1-484f-b43b-db0d1f1d7...@p49g2000hsd.googlegroup>
> s.com>, as...@hotmail.com writes:
> >The discussion about if or if not White Wolf playtest the new sets
> >enough on various threads lead me to a question - why are the new sets
> >so very secret?
>
> I have no idea what LSJ's specific reasoning is but, from my own
> experience in other arenas[0], highly public "playtesting" tends to:
I think you repeat yourself alot in this post. I´ll comment on some.
> - result in a lot of heat and noise, but not much light. People shout
> *a lot*. Note that some cards / mechanics / whatever will change
> massively over time, and you can generate a lot of abuse and
> frustration as each tweak and twist is used to psychoanalyse exactly
> how stupid the designers are.
I think White Wolf this far has shown great ability to not listen to
people that shout. I don´t think it takes much of time to sift through
some comments and judging which are good and which are just idiots.
> - lots of *bad* theory. Testing things out theoretically is useful and,
> to an extent, necessary. However, this can quickly descend into
> willy-waving of the "In *my* Assamite deck, this would pwn you in teh
> FAEC, so shut up." "Thats only cos u've never sene mi Gionavvi
> PUNCHnMUCNH u asshat." Repeat ad nauseum.
See above.
> - a decline in actual testing. You'd be surprised just how much better
> testing can be with a small group of 5 people on it, rather than a
> sprawling group of 30. A couple of friends came to me one time and
> begged me to do a code review of a revamped area they'd designed,
> because the playtesters weren't doing it. Playtesters were walking up
> and down going "Oh, how pretty" but not actually finding the things
> they were supposed to - bugs, typos, suggestions for how to make it
> better, sub-optimal commands. With so many more people "testing",
> everyone could just assume that someone else would do it.
Maybe my choice of words was wrong. "Comments" or "Thoughts" or
"Feedback" then, not actual testing.
> - false expectations. If I've designed a bunch of Aim cards and had to
> scrap them because they just weren't right, for some reason, people
> will whine.
I´m not sure if I understand you here... If you design a bunch of bad
cards, isn´t it good if you notice this before printing them, with a
chance to make them better?
> - false expectations (2) - because I've just made the best suggestion
> EVER to make Hag's Wrinkles better, LSJ will obviously include it in
> the set exactly as written.
See above. White Wolf should not focus on what a certain individual
thinks.
> - hysteria and nuance. When sending things to large groups of players,
> there will be inevitable loss of nuance. That paragraph you wrote
> about how this is just a brainstorming session? Lost. You're trying
> out a half-dozen different ideas, but only intend to print one, maybe
> two? No, you're definitely creating six massively overpowered cards
> for the Sabbat, and the Camarilla are just fucked because LSJ hates
> the Camarilla and why are you still buying this game you fool?
See above. Why should anyone care about comments like that?
> - time. Sifting through feedback from a small group is more manageable
> than having to go through bitchfests from a couple of hundred people.
> Additionally, open playtests will inevitably mean that people bitch on
> the newsgroup, the WW forums, various national forums, IRC, mailing
> lists, a few quick-ish real-time JOL games... That's a lot of places
> to try to manage, and LSJ obviously only has 24 hours available in a
> day and a family to look after too!
See above. It would not take great amounts of time to post a card- or
mechanic idea at the site with attached comment-field or a forum-
thread, and then look throught the results.
> - some decisions are taken because they're right, not popular. e.g.
> grouping. Also, LSJ can potentially try out a set while leaking
> possible card rewrites/bans to a small group of playtesters. "Yeah,
> could you try out these new Inner Circle vamps? We're thinking of
> toning down PTO or banning it, so don't worry overly about that."
It´s a very specific example you have here.
> - not wanting every single difference between the final texts and what
> gets printed to be analyzed, with ensuing abuse being hurled at the
> layout editor or printers. "What? You gave her ani instead of ANI?
> You fucking suck. SACK HIM."
I do not understand what you mean. Should there be a problem keeping
track of what should be printed because it was discussed on the
internet some months earlier?
> - facilities. Experience suggests that there are some issues with
> getting the White Wolf website updated, which is likely to be a
> problem for timely updates and changes.
This I agree of is a problem. Not a big one though.
> Which isn't to say that the current system is necessarily optimal.
>
> - In the past, the create-a-card poll was well received - though I feel
> the actual options offered were a bit meh. (Also, long before that,
> there was a "Who's your favourite vampire to be printed?" which I
> think gave us Hesha.) A few more things like that wouldn't
> necessarily be bad.
When was this? I don´t remember. It has happened twice? This is kind
of the thing I´m after.
> - Ideas have openly been sought for expansions (which I think gave us
> Kindred Most Wanted, from Matt Green), and some "pre-design" decisions
> were openly discussed (such as the composition of Final Nights).
It has? I´ve never seen anything like that.
> >Why are we to be "surprised" with new sets?
>
> Marketing. Giving an "exclusive" preview to influential magazines or
> websites. Managing expectations if things go awry. Excitement.
> Pre-release buzz.
This would not be affected. We will not see what is printed until the
set is released (or previewed).
> >How about posting cards and mechanics that are in playtesting for all
> >players to make comments about?
>
> Some cards and mechanics have been mentioned before, such as early
> drafts of cards in White Wolf Quarterly, and similar. I remember Web of
> Knives Recruit (I think) turning up in one.
So this has happened once then. Not exactely what I´m after.
> >In this way we might prevent the unplayable/too powerful/stupid cards
> >from ever being printed.
>
> Won't happen. There are plenty of cards that have taken months and
> years to exploit properly. There are also plenty of cards that are
> taken as being the best thing since sliced bread, but in real, sober
> play, they just don't work like that.
No, not totally prevent, but I think it would limit the amount of
unplayable/too powerful/stupid cards.
[ quoted text not captured ]
White Wolf/CCP does not want to publicly post its intellectual
property in development in order to protect themselves from other
companies who might steal their ideas or change their development or
marketing strategies based on what White Wolf/CCP is doing.
- Ben Peal
>> - a decline in actual testing. You'd be surprised just how much better
>> testing can be with a small group of 5 people on it, rather than a
>> sprawling group of 30. A couple of friends came to me one time and
>> begged me to do a code review of a revamped area they'd designed,
>> because the playtesters weren't doing it. Playtesters were walking up
>> and down going "Oh, how pretty" but not actually finding the things
>> they were supposed to - bugs, typos, suggestions for how to make it
>> better, sub-optimal commands. With so many more people "testing",
>> everyone could just assume that someone else would do it.>
> Maybe my choice of words was wrong. "Comments" or "Thoughts" or
> "Feedback" then, not actual testing.
I think actual testing is much more valuable than a big pile of
comments. The many underpowered cards we see could be a result of
insufficient testing where playtesting is only done with the cards that
seem (too) strong from the first glance and try to keep them in check.
Perhaps due to the lack of time and/or interest nobody is building
test-decks with the "lame" cards and says, hey that card proved to be
really inefficient.
From the experience in general playtesting I have I can only say that
you need to either pay the people to do it or give them a lot of time.
If you expect them to do it in spare time they can´t do it very well,
especially when they have to judge e.g a set of 400 cards. Since the
playtesting for VTES is afaik volunteer work it is often not done very
careful, not because the people dont care or are not able but they lack
the time to do so.
ben...@gmail.com schrieb:
[ quoted text not captured ]
I don´t know, Ben. That might be true for a MMORG, but for a card game
that exists for 10+ years? Look at the new IP they are introducing
(which is mostly from WW background, so allready available in public):
is Magic going to make their Goblins Anarch because they had a sneak
preview of Twillight Rebellion? ;-)
[ quoted text not captured ]
Ridiculus. Who would steal a VtES idea? "Yes, I see they are going to
make these aim-cards - I better steal that idea for my game", or what?
See Johannes reply.
On Oct 1, 3:20 am, as...@hotmail.com wrote:
> The discussion about if or if not White Wolf playtest the new sets
> enough on various threads lead me to a question - why are the new sets
> so very secret? Why are we to be "surprised" with new sets?
Surprise is, I'm sure, something that some folks like about new sets.
But more than that, I suspect NDA/secret playtesting makes the process
work better for all involved. Having been involved in the playtesting
process in the past, I can say that I would prefer if playtesting were
slightly less secret than it has been (i.e. it would be nice if
separate playtest groups could compare notes). But as to doing it all
in the open, that strikes me as far more counter productive than not.
> How about
> posting cards and mechanics that are in playtesting for all players to
> make comments about? What do you think?
I suspect it would be incredibly chaotic. And filled with a lot of
noise and smoke, and not much actual playtesting.
> In this way we might prevent the unplayable/too powerful/stupid cards
> from ever being printed.
Probably not. Things like this happen. It is not possible for
playtesting to catch everything. Things like weak cards and too strong
cards slip throught the cracks, as there isn't really a way to prevent
it. When you are presented with a pile of playtest cards, you look for
ones that are interesting or possibly too powerful (as cards that are
too powerful are way worse than cards that are weak). And you tend to
focus on those--you build a deck to break card X, play it a few times,
send in a report, get the next playtest file, see what changed, keep
trying to break card X, send in a report, and so on. I can say with
certainty that in the past, I have helped turn cards that were wildly
over the top, power wise, into much more reasonable cards. Cards that
are weak tend to not get much attention, unless they are incredibly,
obviously weak (you should have seen the *original* version of
Tourtured Confessions...). 'Cause cards that are weak don't inspire
much attention, and unless they are measurably weak on paper, they
probably aren't going to see much play in playtest. So cards that look
generally average, but might be under the curve, tend to slip through.
As playtesting takes a long time and a lot of effort (you need to see
a card that looks like something that needs testing, figure out a way
to see if it is broken, build a deck, play that deck multiple times,
hope the card sees play in those multiple games, hope you aren't
ousted before the card becomes an issue, and so on), you do the best
you can, but accept that every once and a while, something will slip
through the cracks. As it always does.
-Peter
In message <862a9f21-fc3c-4006...@m45g2000hsb.googlegroup
s.com>, as...@hotmail.com writes:
>On 1 Okt, 10:33, James Coupe <ja...@zephyr.org.uk> wrote:
>I think White Wolf this far has shown great ability to not listen to
>people that shout. I don´t think it takes much of time to sift through
>some comments and judging which are good and which are just idiots.
I'll comment here, but it applies to many of your other comments.
You're confusing what WW should (and what LSJ probably would) do, and
what people would expect based on a so-called open playtest. There's a
huge gap. If you tout an open playtest, people will expect you to fix
cards and create cards in the way they say so - you wouldn't run an open
playtest and just ignore people, would you? Except, of course, you'd
have to - 90% of comments would be irrelevant or wrong, because that's
just how people are. Of course, people can accept that - except when
you ignore their feedback, because they're not in the 90%, that's where
other people are.
When holding an open playtest and ignoring the vast majority of what
people say (pretty much necessarily so, because people will say so much
and you can only do a small number of them, regardless of quality),
you're just making a rod for your own back.
>> - false expectations. If I've designed a bunch of Aim cards and had to
>> scrap them because they just weren't right, for some reason, people
>> will whine.>
>I´m not sure if I understand you here... If you design a bunch of bad
>cards, isn´t it good if you notice this before printing them, with a
>chance to make them better?
Again, not the point. You pull something from the set, for good reasons
(can't quite balance it, it's just not working how you want, someone
comes up with a better idea that makes you think about a whole new
mechanic for the next set, whatever).
People at this point will whine. If you're extra lucky, people will
whine and complain you're making them buy another set in the future.
"Oh look, they take the popular things and shove them in another set,
just to screw even more cash out of us." Add conspiracy theories to
taste.
You can do things for good reasons - for the best of reasons - and
people will still whine, because they see it from their metagame, not
the global game view that LSJ will obviously try to bear in mind.
>> - hysteria and nuance. When sending things to large groups of players,
>> there will be inevitable loss of nuance. That paragraph you wrote
>> about how this is just a brainstorming session? Lost. You're trying
>> out a half-dozen different ideas, but only intend to print one, maybe
>> two? No, you're definitely creating six massively overpowered cards
>> for the Sabbat, and the Camarilla are just fucked because LSJ hates
>> the Camarilla and why are you still buying this game you fool?>
>See above. Why should anyone care about comments like that?
Because having a massive load of players bitching, screaming and fucked
off for no reason *isn't good for the game*. See the vast amount of
bitching that followed on from 7/7, for example. Does anyone really
want to live through that again? Really?
Remember the screams about Victor Pelletier being so necessary, and how
Ector would personally need 50 copies, and so would each of his players?
Funny how that hasn't turned into a problem.
Avoiding some screaming is a good and positive thing.
>> - time. Sifting through feedback from a small group is more manageable
>> than having to go through bitchfests from a couple of hundred people.
>> Additionally, open playtests will inevitably mean that people bitch on
>> the newsgroup, the WW forums, various national forums, IRC, mailing
>> lists, a few quick-ish real-time JOL games... That's a lot of places
>> to try to manage, and LSJ obviously only has 24 hours available in a
>> day and a family to look after too!>
>See above. It would not take great amounts of time to post a card- or
>mechanic idea at the site with attached comment-field or a forum-
>thread, and then look throught the results.
You don't think that responses from 100, 200, 500 people are going to
take longer than responses from 30, 50? Really? How do you figure
that? Proper critical thought takes time. If you're just going to
glance through them without engaging serious critical thought, there's
no point holding the whole exercise in the first place.
Then, of course, if you overlook something that's mentioned in one of
those forms and it turns out to be true, you have a nice recipe for "I
told you so." People, even LSJ, will make mistakes.
>> - some decisions are taken because they're right, not popular. e.g.
>> grouping. Also, LSJ can potentially try out a set while leaking
>> possible card rewrites/bans to a small group of playtesters. "Yeah,
>> could you try out these new Inner Circle vamps? We're thinking of
>> toning down PTO or banning it, so don't worry overly about that.">
>It´s a very specific example you have here.
You think? There have been plenty of changes (and a smaller number of
bans) over time. If someone worries that some key feature of this new
set is being rampaged by Imbued and War Ghouls, you don't think LSJ
benefits from being able to confidentially mention that a change is in
the works (in whatever detail), if he so chooses?
Various of the changes that have happened over time have very definitely
been playtested by some people.
>> - not wanting every single difference between the final texts and what
>> gets printed to be analyzed, with ensuing abuse being hurled at the
>> layout editor or printers. "What? You gave her ani instead of ANI?
>> You fucking suck. SACK HIM.">
>I do not understand what you mean. Should there be a problem keeping
>track of what should be printed because it was discussed on the
>internet some months earlier?
You do realise that, for example, vampires have been reprinted with the
wrong capacity, or without a piece of special text, despite this having
been established years before? Why? Because people make mistakes.
People are human. It's not about "keeping track". Some hard-pressed
employee has the truly frabjous joy of laying out cards, and sometimes
they'll make mistakes, and sometimes these things do happen. How do we
know these things happen? Because they've happened before, demonstrably
so.
People aren't perfect, whether you post something on the Internet in
advance or not!
>> Which isn't to say that the current system is necessarily optimal.
>>
>> - In the past, the create-a-card poll was well received - though I feel
>> the actual options offered were a bit meh. (Also, long before that,
>> there was a "Who's your favourite vampire to be printed?" which I
>> think gave us Hesha.) A few more things like that wouldn't
>> necessarily be bad.>
>When was this?http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/73dd70de17069147
was one thread about it a short while ago, with the original "Create a
card" poll happening in early 2006.
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/3902108148cd01ad
isn't quite what I remembered - it was selecting a card for promo cards.
That was in 2000, from Steve Wieck.
>> - Ideas have openly been sought for expansions (which I think gave us
>> Kindred Most Wanted, from Matt Green), and some "pre-design" decisions
>> were openly discussed (such as the composition of Final Nights).>
>It has? I´ve never seen anything like that.
That link from 2000 from Steve Wieck has the results of one round of
discussion about what became Final Nights.
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b99e9c376d4b5e4b
has a re-post of the discussion of "V:TES After Gehenna", with
suggestions for expansions sought.
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b46ba8c7bb6e2340
is one response in that thread that was thought about and turned into a
real expansion - Kindred Most Wanted.
I'm not sure where you're looking if you've never seen opinions sought
in this manner.
[ quoted text not captured ]
[ quoted text not captured ]
I´m getting sick and tired of this "slip throught the cracks"-talk.
About half of every sets library cards is pretty much unplayable.
On Oct 1, 2:20 am, as...@hotmail.com wrote:
> The discussion about if or if not White Wolf playtest the new sets
> enough on various threads lead me to a question - why are the new sets
> so very secret?
There is a great amount of planning put into each release. The best
way to make sure that your plans fail is to make them public.
>Why are we to be "surprised" with new sets?
So that you can savor the sensation of the finished product. This is
part of enjoying the game. It would be like a delicious cake. It is
delicious when it is finished, but if you ate raw flour, raw eggs,
sugar and baking soda, then you would say, "the sugar was okay, but
the raw flour, raw eggs and baking soda sucked ass. Yuck! I would
never eat that cake."
>How about
> posting cards and mechanics that are in playtesting for all players to
> make comments about? What do you think?
See cake idea above, new ideas in a vacuum are generally not helpful.
> In this way we might prevent the unplayable/too powerful/stupid cards
> from ever being printed.
Name a few cards that you think are "unplayable/too powerful/stupid".
I would like to see which cards that you think playtesting failed.
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
Johannes Walch wrote:
> Ben Peal schrieb:> > White Wolf/CCP does not want to publicly post its intellectual
> > property in development in order to protect themselves from other
> > companies who might steal their ideas or change their development or
> > marketing strategies based on what White Wolf/CCP is doing.
>
> I don´t know, Ben. That might be true for a MMORG, but for a card game
> that exists for 10+ years? Look at the new IP they are introducing
> (which is mostly from WW background, so allready available in public):
> is Magic going to make their Goblins Anarch because they had a sneak
> preview of Twillight Rebellion? ;-)
Why _wouldn't_ they steal the intellectual property? Do you really
expect companies to play nice? Intellectual property also includes
mechanics, btw.
- Ben Peal
as...@hotmail.com wrote:
> Ben Peal wrote:
> > White Wolf/CCP does not want to publicly post its intellectual
> > property in development in order to protect themselves from other
> > companies who might steal their ideas or change their development or
> > marketing strategies based on what White Wolf/CCP is doing.
>> Ridiculus. Who would steal a VtES idea? "Yes, I see they are going to
> make these aim-cards - I better steal that idea for my game", or what?
You don't think another company that makes CCGs would be interested
in seeing what other mechanics and ideas another CCG company is
developing? Really?
- Ben Peal
On 1 Okt, 15:06, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <862a9f21-fc3c-4006-9839-c926717a8...@m45g2000hsb.googlegroup>
> s.com>, as...@hotmail.com writes:
> >On 1 Okt, 10:33, James Coupe <ja...@zephyr.org.uk> wrote:
> >I think White Wolf this far has shown great ability to not listen to
> >people that shout. I don´t think it takes much of time to sift through
> >some comments and judging which are good and which are just idiots.
>
> I'll comment here, but it applies to many of your other comments.
>
> You're confusing what WW should (and what LSJ probably would) do, and
> what people would expect based on a so-called open playtest. There's a
> huge gap. If you tout an open playtest, people will expect you to fix
> cards and create cards in the way they say so - you wouldn't run an open
> playtest and just ignore people, would you? Except, of course, you'd
> have to - 90% of comments would be irrelevant or wrong, because that's
> just how people are. Of course, people can accept that - except when
> you ignore their feedback, because they're not in the 90%, that's where
> other people are.
It depends on what you mean about "open playtest". I think people will
understand that their own individual opinion about a card will not be
printed, but if 90 % of the community say "no, the imbued suck, don´t
print them, do this and that instead", then maybe WW should care.
> When holding an open playtest and ignoring the vast majority of what
> people say (pretty much necessarily so, because people will say so much
> and you can only do a small number of them, regardless of quality),
> you're just making a rod for your own back.
When you hold an "open playtest" you SHOULD ignore the vast majority,
and only listen to the smart remarks. UNLESS the vast majority say the
same thing!
> >> - false expectations. If I've designed a bunch of Aim cards and had to
> >> scrap them because they just weren't right, for some reason, people
> >> will whine.
>
> >I´m not sure if I understand you here... If you design a bunch of bad
> >cards, isn´t it good if you notice this before printing them, with a
> >chance to make them better?
>
> Again, not the point. You pull something from the set, for good reasons
> (can't quite balance it, it's just not working how you want, someone
> comes up with a better idea that makes you think about a whole new
> mechanic for the next set, whatever).
>
> People at this point will whine. If you're extra lucky, people will
> whine and complain you're making them buy another set in the future.
> "Oh look, they take the popular things and shove them in another set,
> just to screw even more cash out of us." Add conspiracy theories to
> taste.
>
>
> You can do things for good reasons - for the best of reasons - and
> people will still whine, because they see it from their metagame, not
> the global game view that LSJ will obviously try to bear in mind.
Why listen to the whiners? People whined about PTO for 10 years before
LSJ banned it! And no, intelligent players know better than to just
see to their local metagame.
> >> - hysteria and nuance. When sending things to large groups of players,
> >> there will be inevitable loss of nuance. That paragraph you wrote
> >> about how this is just a brainstorming session? Lost. You're trying
> >> out a half-dozen different ideas, but only intend to print one, maybe
> >> two? No, you're definitely creating six massively overpowered cards
> >> for the Sabbat, and the Camarilla are just fucked because LSJ hates
> >> the Camarilla and why are you still buying this game you fool?
>
> >See above. Why should anyone care about comments like that?
>
> Because having a massive load of players bitching, screaming and fucked
> off for no reason *isn't good for the game*. See the vast amount of
> bitching that followed on from 7/7, for example. Does anyone really
> want to live through that again? Really?
It depends on who you are. I would care at all if my work was to
design CCGs. It comes with the job.
> Remember the screams about Victor Pelletier being so necessary, and how
> Ector would personally need 50 copies, and so would each of his players?
> Funny how that hasn't turned into a problem.
No, I don´t. Everyone that plays tournaments has a bunch of Victor,
what´s the problem?
> Avoiding some screaming is a good and positive thing.
>
> >> - time. Sifting through feedback from a small group is more manageable
> >> than having to go through bitchfests from a couple of hundred people.
> >> Additionally, open playtests will inevitably mean that people bitch on
> >> the newsgroup, the WW forums, various national forums, IRC, mailing
> >> lists, a few quick-ish real-time JOL games... That's a lot of places
> >> to try to manage, and LSJ obviously only has 24 hours available in a
> >> day and a family to look after too!
>
> >See above. It would not take great amounts of time to post a card- or
> >mechanic idea at the site with attached comment-field or a forum-
> >thread, and then look throught the results.
>
> You don't think that responses from 100, 200, 500 people are going to
> take longer than responses from 30, 50? Really? How do you figure
> that? Proper critical thought takes time. If you're just going to
> glance through them without engaging serious critical thought, there's
> no point holding the whole exercise in the first place.
Define "proper critical thought" please. I mean, it´s not like someone
would post at 200-page thesis on a game mechanic. It would be more
like "It sucks because Tremere already have Chantry" or "It would be
broken together with Tortured Confession, add a pool cost".
> Then, of course, if you overlook something that's mentioned in one of
> those forms and it turns out to be true, you have a nice recipe for "I
> told you so." People, even LSJ, will make mistakes.
Yes, I have noticed that a couple of times :)
> >> - some decisions are taken because they're right, not popular. e.g.
> >> grouping. Also, LSJ can potentially try out a set while leaking
> >> possible card rewrites/bans to a small group of playtesters. "Yeah,
> >> could you try out these new Inner Circle vamps? We're thinking of
> >> toning down PTO or banning it, so don't worry overly about that."
>
> >It´s a very specific example you have here.
>
> You think? There have been plenty of changes (and a smaller number of
> bans) over time. If someone worries that some key feature of this new
> set is being rampaged by Imbued and War Ghouls, you don't think LSJ
> benefits from being able to confidentially mention that a change is in
> the works (in whatever detail), if he so chooses?
>
> Various of the changes that have happened over time have very definitely
> been playtested by some people.
Still don´t see this as being a large problem.
> >> - not wanting every single difference between the final texts and what
> >> gets printed to be analyzed, with ensuing abuse being hurled at the
> >> layout editor or printers. "What? You gave her ani instead of ANI?
> >> You fucking suck. SACK HIM."
>
> >I do not understand what you mean. Should there be a problem keeping
> >track of what should be printed because it was discussed on the
> >internet some months earlier?
>
> You do realise that, for example, vampires have been reprinted with the
> wrong capacity, or without a piece of special text, despite this having
> been established years before? Why? Because people make mistakes.
> People are human. It's not about "keeping track". Some hard-pressed
> employee has the truly frabjous joy of laying out cards, and sometimes
> they'll make mistakes, and sometimes these things do happen. How do we
> know these things happen? Because they've happened before, demonstrably
> so.
>
> People aren't perfect, whether you post something on the Internet in
> advance or not!
Yes, I have noticed these printing errors, and I do not understand
them. I work in media. We print papers every day. Every article a
journalist write is only read through of about 2-3 people (writer,
editor, layout), and yet you seldom see printing errors. At White Wolf
(and many other gaming companies), products just flood with weird
errors - cards disappear from the printing sheet, ALL backsides of a
set gets turned and so on. I don´t get it, but I sure get that it has
nothing at all to do with what I´m talking about (letting players
leave feedback on new cards before they are printed).
> >> Which isn't to say that the current system is necessarily optimal.
>
> >> - In the past, the create-a-card poll was well received - though I feel
> >> the actual options offered were a bit meh. (Also, long before that,
> >> there was a "Who's your favourite vampire to be printed?" which I
> >> think gave us Hesha.) A few more things like that wouldn't
> >> necessarily be bad.
>
> >When was this?
>> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/73dd...> was one thread about it a short while ago, with the original "Create a
> card" poll happening in early 2006.
So, ONE card in 17 sets?
> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/3902...> isn't quite what I remembered - it was selecting a card for promo cards.
> That was in 2000, from Steve Wieck.
Wow.
> >> - Ideas have openly been sought for expansions (which I think gave us
> >> Kindred Most Wanted, from Matt Green), and some "pre-design" decisions
> >> were openly discussed (such as the composition of Final Nights).
>
> >It has? I´ve never seen anything like that.
>
> That link from 2000 from Steve Wieck has the results of one round of
> discussion about what became Final Nights.
>> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b99e...> has a re-post of the discussion of "V:TES After Gehenna", with
> suggestions for expansions sought.
>> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b46b...> is one response in that thread that was thought about and turned into a
> real expansion - Kindred Most Wanted.
>
> I'm not sure where you're looking if you've never seen opinions sought
> in this manner.
Compared to how it could be this is nothing.
On 1 Okt, 15:28, XZealot <xzea...@cox.net> wrote:
> On Oct 1, 2:20 am, as...@hotmail.com wrote:
>
> > The discussion about if or if not White Wolf playtest the new sets
> > enough on various threads lead me to a question - why are the new sets
> > so very secret?
>
> There is a great amount of planning put into each release. The best
> way to make sure that your plans fail is to make them public.
>
> >Why are we to be "surprised" with new sets?
>
> So that you can savor the sensation of the finished product. This is
> part of enjoying the game. It would be like a delicious cake. It is
> delicious when it is finished, but if you ate raw flour, raw eggs,
> sugar and baking soda, then you would say, "the sugar was okay, but
> the raw flour, raw eggs and baking soda sucked ass. Yuck! I would
> never eat that cake."
I really don´t see what this has to do with VtES. Cake tastes good.
Nights of Reckoning tasted like shit.
> >How about
> > posting cards and mechanics that are in playtesting for all players to
> > make comments about? What do you think?
>
> See cake idea above, new ideas in a vacuum are generally not helpful.
Vacuum? What vacuum?
> > In this way we might prevent the unplayable/too powerful/stupid cards
> > from ever being printed.
>
> Name a few cards that you think are "unplayable/too powerful/stupid".
> I would like to see which cards that you think playtesting failed.
See this thread
http://groups.google.com/group/rec.games.trading-cards.jyhad/browse_thread/thread/470ec932599d938b/e5e5b90922ffbe3a
In message <e7737401-3266-46a1...@d31g2000hsg.googlegroup
s.com>, Peter D Bakija <pd...@lightlink.com> writes:
>Cards that
>are weak tend to not get much attention, unless they are incredibly,
>obviously weak (you should have seen the *original* version of
>Tourtured Confessions...). 'Cause cards that are weak don't inspire
>much attention, and unless they are measurably weak on paper, they
>probably aren't going to see much play in playtest.
Also, there are cards that are just *hard* to playtest, because they're
hard to play. I for one would not have wanted to be in a position where
I thought From A Sinking Ship was too powerful / too weak, and trying to
prove it. You could go through numerous games without necessarily being
able to play it usefully.
As well as that, you get the cards that are much more specific on what
decks you need to make. Preternatural Strength (for example) could be
tried in a wide range of Potence decks. 3 copies for a bit of thumping
in a Giovanni deck? Sure, why not? But it could also go in my Brujah
deck, or a Guruhi deck, or maybe I could try it in a POT/PRO deck
(actually, that sounds fun), or I have some off-clan Potence in this
other deck so why the heck not? There could be loads of different decks
for it. However, this card requiring a Toreador requires me to build a
good Toreador deck, which I might or might not already have.
[ quoted text not captured ]
In message <fca2dd1e-6b46-48d6...@e53g2000hsa.googlegroup
s.com>, as...@hotmail.com writes:
>I´m getting sick and tired of this "slip throught the cracks"-talk.
>About half of every sets library cards is pretty much unplayable.
Certainly there have been poor cards in some sets, but you seem to be
the only one making such a broad assertion.
Could you take Lords of the Night and explain which half of the library
cards you think are pretty much unplayable? Not just vague sweeps of
the hand, could you list 40% of the library cards that are pretty much
unplauable? To make a stat on "every set", you should probably repeat
this for Sword of Caine and Twilight Rebellion.
[ quoted text not captured ]
as...@hotmail.com wrote:
> Ben Peal wrote:
> > You don't think another company that makes CCGs would be interested
> > in seeing what other mechanics and ideas another CCG company is
> > developing? Really?
>> No, not ideas that are so specific that they only could be used in
> VTES.
You mean like tapping?
- Ben Peal
On Oct 1, 9:26 am, as...@hotmail.com wrote:
> I´m getting sick and tired of this "slip throught the cracks"-talk.
I gotta say, I'm not particularly concerned with what you are getting
sick and tired of. But go on...
> About half of every sets library cards is pretty much unplayable.-
Really? Please expound on, say, the last set printed, and how half of
that set is pretty much unplayable.
-Peter
On Oct 1, 10:09 am, as...@hotmail.com wrote:
> I really don´t see what this has to do with VtES. Cake tastes good.
> Nights of Reckoning tasted like shit.
We realize that you don't like the Imbued. The mechanics for the set
were solid. The vast majoirity of the set is completely playable. You
seem to be confusing "I don't like" with "badly designed".
-Peter
ben...@gmail.com schrieb:
[ quoted text not captured ]
Like I said, if you have ground-breaking new game, of course. But in
VTES no revolutionary new mechanics will be introduced afaik.
Peter D Bakija schrieb:
[ quoted text not captured ]
Also there seems to be confusion about what "good design" means. There
is a technical term "good design", describing compatibility with the
game, preserving a good power curve and so on. But other people seem to
say "good design" when they are evaluating how well a set is received by
the audience (good design =~ popularity).
So for example NoR was a mostly good design from a technical standpoint
(although I still don´t like tables where one players has 3-6 cards on
every one of his 6 minions) but from a marketing (estimating buyers
reception) perspective it seems pretty terrible to me.
On Oct 1, 2:20 am, as...@hotmail.com wrote:
[ quoted text not captured ]
Here's a very rough synopsis of previous playtesting:
WW selects a subset of the playerbase comprised primarily of
individuals that have previously demonstrated an understanding of
rules/game balance/critical thinking and an interest in participating
in such talks - including people who consistently post well-thought-
out and coherent analysis to a variety of forums and the NG. They
don't select -every- player that meets this criteria, but select
enough of them to form a manageable sized pool. Not every person
approached is able to participate, but many of them do.
Those individuals then form playtesting groups out of their playgroups
as best serves their purpose, coordinating and summarizing their
findings into single reports (as opposed to each member of a group
submitting their own thoughts.) A lot of these groups include multiple
people out of that "experienced and analytical" subset.
Sets are then tested through multiple iterations, with each iteration
providing WW with a dozen or more lengthy, coherent responses and
analyses from the various groups.
Alternately, you can do open playtesting, where instead of the above,
you have hundreds and hundreds of replies, many of them fragmentary,
including a number of posts by players with limited experience, poor
understanding of the rules, and little to no concept of game balance
or critical thinking.
Personally, I'd rather not see a playtesting environment where the
design team has to read through comments made by players who just
picked up the game a month ago, or whose group plays with nothing but
variant rules (like the 4CL groups that still exist), or who just the
day before posting 'I think this card sucks ass' was asking 'so how
does intercept work?' and waste hours of time trying to go through
threads looking for the nuggets of useful feedback among the chaff.
And beyond a certain point, 'more playtesting' isn't helpful - there's
a point where the usefulness of having more people providing
commentary is offset by both redundancy and the time needed to process
the comments.
-John Flournoy
On Oct 1, 6:29 am, as...@hotmail.com wrote:
> On 1 Okt, 10:33, James Coupe <ja...@zephyr.org.uk> wrote:> > - false expectations (2) - because I've just made the best suggestion
> > EVER to make Hag's Wrinkles better, LSJ will obviously include it in
> > the set exactly as written.
>
> See above. White Wolf should not focus on what a certain individual
> thinks.
However, open playtesting forces White Wolf to do exactly that, only
hundreds and hundreds of times over.
Because if you have open commentary by all, the WW design team has to
read each and every person's comments to determine if their opinion is
a useful one, as well as to figure out what the general consensus is.
You can't say 'most of the playtesters thought this card is too weak'
unless you actually have read all the posts to tally how people felt.
Or to save the design team that time and effort and eliminate them
having to read every post in a thread to find the consensus, you could
appoint people to effectively correlate and condense the findings of
multiple folks into useful feedback, having those folks tell White
Wolf "hey, the twenty of us all felt this card was awful because of
reasons X Y and Z".
...which is exactly how playtesting has been run to date, actually -
with appointed individuals providing condensed analysis from a larger
group of playtesters who have had a chance to review and actively test
the cards over several months.
It's just that the 'larger group' has been a managable set of players,
instead of 'all of them everywhere.'
-John Flournoy
On Oct 1, 11:57 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> So for example NoR was a mostly good design from a technical standpoint
> (although I still don´t like tables where one players has 3-6 cards on
> every one of his 6 minions) but from a marketing (estimating buyers
> reception) perspective it seems pretty terrible to me.
I dunno about that second part - I seem to recall Oscar saying that
the print run of the set had sold out, or nearly so. That sounds like
a pretty good design from a marketing perspective to me.
John Eno
On Oct 1, 8:55 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <fca2dd1e-6b46-48d6-a322-aebd1c679...@e53g2000hsa.googlegroup>
> s.com>, as...@hotmail.com writes:
> >I´m getting sick and tired of this "slip throught the cracks"-talk.
> >About half of every sets library cards is pretty much unplayable.
>
> Certainly there have been poor cards in some sets, but you seem to be
> the only one making such a broad assertion.
>
> Could you take Lords of the Night and explain which half of the library
> cards you think are pretty much unplayable? Not just vague sweeps of
> the hand, could you list 40% of the library cards that are pretty much
> unplauable? To make a stat on "every set", you should probably repeat
> this for Sword of Caine and Twilight Rebellion.
And make sure that your definition of 'unplayable' also covers:
Unplayable in Limited/draft/sealed format
Unplayable by players who have small collections of cards, i.e. folks
who have bought a few decks and boosters and don't have 20 copies of
every card.
In other words, saying 'I'd never play card X when I can play card Y
instead' loses a lot of weight when card Y is either no longer in
print, has a higher rarity or is hard to acquire through trading due
to 'everyone wants this in multiples'.
(Mind you, that still leaves more than a few cards that are very weak,
but some of the cards often cited as useless are not so useless to
players with smaller collections and/or in limited formats.)
> --
> James Coupe
-John Flournoy
On Oct 1, 11:57 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> Also there seems to be confusion about what "good design" means.
Well, for my money, "good design" specifically refers to how the set
fits into the game as a whole, from a play balance perspective.
> But other people seem to
> say "good design" when they are evaluating how well a set is received by
> the audience (good design =~ popularity).
Well, I could certainly see how someone could mean that.
> So for example NoR was a mostly good design from a technical
> standpoint
Agreed.
> (although I still don´t like tables where one players has 3-6 cards on
> every one of his 6 minions)
Agreed. I do, in fact, find the Imbued kind of a pain in the ass to
play or play against, 'cause of all the crap on the table. But still,
I play them once and a while, and am totally ok with other people
playing as long as they do so in a timely manner.
> but from a marketing (estimating buyers
> reception) perspective it seems pretty terrible to me.
See, I don't know that that is actually the case. I have no reason to
believe that the set didn't sell well. And there certainly are some
really loud critics of the set, still. But in terms of the not
internet, indications are that they were pretty popular when arguably
wildly overpowered, and still reasonably popular post the necessary
fixes.
-Peter
On Oct 1, 9:09 am, as...@hotmail.com wrote:
> On 1 Okt, 15:28, XZealot <xzea...@cox.net> wrote:
>
>
>
> > On Oct 1, 2:20 am, as...@hotmail.com wrote:
>
> > > The discussion about if or if not White Wolf playtest the new sets
> > > enough on various threads lead me to a question - why are the new sets
> > > so very secret?
>
> > There is a great amount of planning put into each release. The best
> > way to make sure that your plans fail is to make them public.
>
> > >Why are we to be "surprised" with new sets?
>
> > So that you can savor the sensation of the finished product. This is
> > part of enjoying the game. It would be like a delicious cake. It is
> > delicious when it is finished, but if you ate raw flour, raw eggs,
> > sugar and baking soda, then you would say, "the sugar was okay, but
> > the raw flour, raw eggs and baking soda sucked ass. Yuck! I would
> > never eat that cake."
>
> I really don´t see what this has to do with VtES. Cake tastes good.
> Nights of Reckoning tasted like shit.
Nights of Reckoning was an excellently designed set which showed both
creativity and due dillegence. It was only after 12 months of real-
time play that one (1!!) card was shown to be over powered. Your
opinion on NoR is subjective and not very-well heeled in basis.
> > >How about
> > > posting cards and mechanics that are in playtesting for all players to
> > > make comments about? What do you think?
>
> > See cake idea above, new ideas in a vacuum are generally not helpful.
>
> Vacuum? What vacuum?
Solely posting a mechanic without the relavent cards is useless (i.e.
the anarch mechanism without anarch cards)
> > > In this way we might prevent the unplayable/too powerful/stupid cards
> > > from ever being printed.
>
> > Name a few cards that you think are "unplayable/too powerful/stupid".
> > I would like to see which cards that you think playtesting failed.
>> See this threadhttp://groups.google.com/group/rec.games.trading-cards.jyhad/browse_t...
Target Vitals is neither unplayable, nor too powerful, nor stupid. It
is far, far from broken, and I have played it ALOT.
[ quoted text not captured ]
Johannes Walch wrote:
> Kushiel schrieb:[ quoted text not captured ]> Depends on the size of your print run.
Not if you take your idea of "estimating buyers' reception" at face value, since
that estimation factors directly into the size of the print run.
Well, here is a perspective from a newer player of the game who was
done open playtesting for a CCG, namely Shadowfist.
I playtested for the game in both of its phases, the owned-by-a-
company phase and a owned-by-a-group-of-players phase. The first was
not secretive, but you had to sign something. For the second, it
kinda became a free-for-all. PT was never entirely open, but the
majority of the player base participated and knew what was going on
and discussed it ad nauseum.
The major problems with open testing were twofold. One, tons of
light, very little heat in terms of comments. When we went to phase 2
the design team tried to set up a system for rating cards, and it
kinda worked, but it still seemed that subjective considerations
frequently trumped game design parameters. Lots of different
perspectives, but lots of assessments not based on either cohesiveness
of the set or how cards and strategies fit into the overall design of
the game.
Two, the amount of comments was staggering, and everyone wanted to be
heard and considered. I think part of the reason that the last set
for the game has taken sooo long to put together, and why some of the
design team resigned, was because of the playtest format. Too much
info, too many personalities, and too many tangents. It did not help
that playtest sets were enormous and all playtest groups got the
entire wad of cards.
I PTed for two sets, but just kinda lurked after that. I found that
my comments got buried in an avalanche of disagreements and verbose
comments not formatted to talk about game design. While I think the
current VTES playtest system could be improved, I don't think open PT
is the way to go.
Cheers,
John
On Oct 1, 12:17 pm, Kushiel <invisibleking...@gmail.com> wrote:
> I dunno about that second part - I seem to recall Oscar saying that
> the print run of the set had sold out, or nearly so. That sounds like
> a pretty good design from a marketing perspective to me.
Be careful with that; when a game company says that a game is "sold
out" (or nearly so), they're talking about the quantities in their
warehouses. That doesn't reflect how much of that product is sitting
on the shelves in distributor warehouses or retail store racks.
Jason
On Oct 1, 6:37 am, benp...@gmail.com wrote:
> Why _wouldn't_ they steal the intellectual property? Do you really
> expect companies to play nice? Intellectual property also includes
> mechanics, btw.
Not directly relevant, but as a side note, I'm constantly amazed at
how many ideas aren't stolen. Magic didn't invent colorcoded rarity
on their cards but has made great use of what should be a standard in
the industry, for instance.
Magic's lead designer writes a weekly column in which he goes into all
sorts of fascinating aspects of designing for a CCG. I find it
inspiring and I: don't play Magic currently; am more suited to
development than design, which, while very similar in some ways, are
distinct in important ones.
Seems to me it's always a good move to see what one's competitors are
doing that's popular/moneymaking and try to find ways to apply that to
one's own game, whether it be in marketing, design, customer relations/
service/support, card appearance, set attributes (rarity, size,
number), etc. Magic just made significant changes in set size and
rarity, adding another level of rarity, in what they think is a move
that will help them make more money. Now, not everything is going to
work as well for everybody, certainly the demographics of the player
bases for Magic, Yu-Gi-Oh!, and V:TES are very different, but I just
don't get the sense that the industry as a whole really studies the
competition nearly as much as it should.
Johannes Walch wrote:
> Ben Peal wrote:
> > as...@hotmail.com wrote:
> >> Ben Peal wrote:
> >>> You don't think another company that makes CCGs would be interested
> >>> in seeing what other mechanics and ideas another CCG company is
> >>> developing? Really?
> >> No, not ideas that are so specific that they only could be used in
> >> VTES.
>
> > You mean like tapping?
>> Like I said, if you have ground-breaking new game, of course. But in
> VTES no revolutionary new mechanics will be introduced afaik.
I don't see any reason why CCP should hand over its developmental
information to other companies.
- Ben Peal
On Oct 1, 4:29 am, as...@hotmail.com wrote:
> I think White Wolf this far has shown great ability to not listen to
> people that shout. I don´t think it takes much of time to sift through
> some comments and judging which are good and which are just idiots.
It takes a lot of time. Furthermore, idiots are occasionally right
and elite playtesters are occasionally wrong. So, you either go
through everything with a fine tooth comb or to save time start tuning
out less helpful playtesters, defeating the purpose of having lots of
playtesters.
> Maybe my choice of words was wrong. "Comments" or "Thoughts" or
> "Feedback" then, not actual testing.
Useless. While it's not useless to have quality playtesters
occasionally make thought only posts and it's quite useful to have
some brainstorming, not actually playing with cards is not
playtesting. Chances of reading a card and being right about how it
works or how good it is low, extremely low when looking at better
cards. In my playtesting of about 6 CCGs, I've sent comments along
the lines of "why would I ever play this card?" and expected to be
listened to because proving something sucks is terribly inefficient.
Any time I ever said something like "this is broken" and then didn't
actually have someone in my playtest group build the deck, I was just
wasting everyone's time.
> > - false expectations. If I've designed a bunch of Aim cards and had to
> > scrap them because they just weren't right, for some reason, people
> > will whine.
>
> I´m not sure if I understand you here... If you design a bunch of bad
> cards, isn´t it good if you notice this before printing them, with a
> chance to make them better?
Cards get scrapped for a variety of reasons. Magic's designers
generate too many mechanics for their sets and have to set some
aside. Card art can kill cards. There may be some marketing or legal
decision. The rules may not support a concept.
> See above. Why should anyone care about comments like that?
Someone writes a 10 paragraph playtest report. Five of the paragraphs
are about results from play and how ABC was broken, XYZ was much
better than expected, MNO was too confusing to understand. The other
five are rants about how my favorite character should be a card since
all of those nobodies were made into cards, about how Dominate is
broken, about how much junk exists that should be elevated.
You are giving people both too much and too little credit.
> See above. It would not take great amounts of time to post a card- or
> mechanic idea at the site with attached comment-field or a forum-
> thread, and then look throught the results.
You read this newsgroup, right? How many posts have people made about
DI? PTO? Anarch Revolt? Think about wading through people's
thoughts on every single card in a set (well, not every, since
uninteresting cards tend to get ignored).
> I do not understand what you mean. Should there be a problem keeping
> track of what should be printed because it was discussed on the
> internet some months earlier?
People can't keep track of what gets e-mailed to playtest lists that
have only about a dozen active posters.
> > - In the past, the create-a-card poll was well received - though I feel
> > the actual options offered were a bit meh. (Also, long before that,
> > there was a "Who's your favourite vampire to be printed?" which I
> > think gave us Hesha.) A few more things like that wouldn't
> > necessarily be bad.
>> When was this? I don´t remember. It has happened twice? This is kind
> of the thing I´m after.
And, something that was missed that was posted on the internet
"months" ago.
> > Won't happen. There are plenty of cards that have taken months and
> > years to exploit properly. There are also plenty of cards that are
> > taken as being the best thing since sliced bread, but in real, sober
> > play, they just don't work like that.
>
> No, not totally prevent, but I think it would limit the amount of
> unplayable/too powerful/stupid cards.
A much more effective way to limit bad cards is to have professional
playtesters, a highly organized playtest process with a playtest
coordinator, clear direction, a good system of communication, and to
have plenty of time.
Might mean nothing to you, but I think it's an apt comparison. I was
brought in as were some other playtesters to help design a CCG
expansion. The company had a design file with ideas gathered from
various sources, mostly from public forums. Yes, people's posted card
ideas were actually noticed by someone. Our first task was to mine
that file of something like a 1000 card ideas. All together, we
thought maybe 50-80 ideas were worth looking at, not using, just
looking at as ideas for cards. Figure that's about the level of
signal to noise you will get from the public - less than 10% of what
is said by some random person in the player base is worth listening
to.
There are a lot of reasons for this. A major one is that lots and
lots of people who play CCGs don't think in the way that you want out
of designers and developers. Lots don't think in terms of the good of
the game but in terms of making something they like better or screwing
something they don't like. They don't think in terms of how something
fits into a greater whole. They don't analyze the numbers. They
don't analyze the metagame impact. They don't know the rules well
enough. They don't want to do the actual tedious work of
playtesting.
And, it is tedious. Once I started playtesting and then saw the
comments of people bitching and moaning about how awesome it must be
to be a playtester and how they would be awesome playtesters if only
given a chance, I started wishing everyone was forced to playtest at
least once to see just how annoying it is when done correctly. Sure,
there are some fun things about it, mostly what I remember is getting
to play hideously broken decks that led to cards getting fixed before
print or getting to play unlimited copies of ultrarares (before you
found out that they were going to be ultrarares and that the player
base was going to be shafted since you needed the cards to compete at
the highest levels). People have an overinflated view of their
importance/brilliance. There are plenty of opinions I form on reading
cards that don't prove to be true. There's plenty of playtesting I've
done that was insufficient. There are all sorts of cards I wish I had
spoken up about to make stronger but lacked the time. There's plenty
of rules questions I can't answer even for a game in which our group's
timing rules became the timing rules in the game because the game came
out without actual timing rules.
The facts of the matter are that niche CCGs don't have better testing
because of money, i.e. having professionals playtest, and that the
best CCG playtesting in the world - Magic's - still sees mistakes
made. That stuff is discovered later that wasn't caught by
playtesters is not only inevitable, but it's desirable from a
company's standpoint. CCGs are not supposed to be solvable. Their
attraction lies in the fact that there is an infinite amount of
discovery.
In message <b53b2346-2950-4039...@d45g2000hsc.googlegroup
s.com>, as...@hotmail.com writes:
>On 1 Okt, 15:06, James Coupe <ja...@zephyr.org.uk> wrote:>> People aren't perfect, whether you post something on the Internet in
>> advance or not!>
>Yes, I have noticed these printing errors, and I do not understand
>them. I work in media.
I'd think you'd have a greater understanding of not wanting to piss off
the average punter, then.
You keep saying "Ignore the whines." The point is, as a company, you
don't want to generate them in the first place.
Many researchers, for example, would not want people to see the first
draft of a paper before their editors, sub-editors, supervisors, peer
reviewers and so on have had a chance to take it apart and refine it.
Similar issues here.
>We print papers every day. Every article a
>journalist write is only read through of about 2-3 people (writer,
>editor, layout), and yet you seldom see printing errors. At White Wolf
>(and many other gaming companies), products just flood with weird
>errors - cards disappear from the printing sheet, ALL backsides of a
>set gets turned and so on.
Largely, most gaming companies survive on a relative shoe-string.
(Contrary to popular belief, most game company employees are not rolling
on a big pile of cash extracted from your gaming group.) People multi-
task across a huge range of jobs (see the WW blog for just a few
examples - talk to game company employees for others), people work to
tight deadlines, temps and interns are summoned to help out on
<whatever>. The breadth of work undertaken by many such companies is
pretty different to many other, relatively specialized companies, and
with a relatively small staff, people can get thrown from pillar to post
in no time at all.
That, and people are human and make mistakes.
> I don�t get it, but I sure get that it has
>nothing at all to do with what I�m talking about (letting players
>leave feedback on new cards before they are printed).
Yet what I detailed is a pretty much inevitable consequence. People
will see and complain about the errors, in excruciating detail.
>> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/73dd...
>> was one thread about it a short while ago, with the original "Create a
>> card" poll happening in early 2006.>
>So, ONE card in 17 sets?
Yes, you do realise I was saying the current system isn't optimal
(because I explicitly wrote that) and was pointing to things people had
enjoyed which might be done more of?
>> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b46b...
>> is one response in that thread that was thought about and turned into a
>> real expansion - Kindred Most Wanted.
>>
>> I'm not sure where you're looking if you've never seen opinions sought
>> in this manner.>
>Compared to how it could be this is nothing.
But in your world:
- customers being pissed off is not a problem
- ensuing stress for (e.g.) LSJ is not a problem
- going over hundreds of pieces of feedback is not a problem and will
take no time
- editors and staff are perfect.
Compared to how the real world is, your expectations are unrealistic.
[ quoted text not captured ]
In message <083cdb27-977e-495f...@e17g2000hsg.googlegroup
s.com>, sul...@aol.com writes:
>And, it is tedious. Once I started playtesting and then saw the
>comments of people bitching and moaning about how awesome it must be
>to be a playtester and how they would be awesome playtesters if only
>given a chance, I started wishing everyone was forced to playtest at
>least once to see just how annoying it is when done correctly.
Yes, this part is particularly problematic.
Even with the (necessary) step of trying to identify people who are
going to be useful, there's no real way of communicating what testing
involves until they actually do it, for real.
My experience on a MUD was that players will also often overestimate:
1) their ability to test
2) the value of their testing.
The MUD kept fairly good reports of reports filed, reports
implemented/denied, and so on, so you could keep a fairly crude check on
what players were doing, and then follow it up with more in-depth
conversations (with players, coders etc. as necessary). In any number
of cases, the people co-ordinating the playtesters would check up on
people who didn't appear to be doing all that much. They'd wildly
overestimate the amount of bugs they'd filed, the amount of work they'd
done, the conversations they'd had with creators, and so on. They
possibly were doing lots of playing and having fun, but weren't doing
the testing.
The people *actually* doing the useful testing had to put in no end of
hard work, trying things out, filing reports, having discussions on a
given bug/suggestion, trying out the fixes, iterating over this, and so
on. And were, obviously, in a small minority of those who ever applied
to be playtesters.
[ quoted text not captured ]
[ quoted text not captured ]
Not knowing how the gaming industry works, I wonder: does White Wolf
really care? I mean, they've sold their product at that point, right?
John Eno
[ quoted text not captured ]
The argument isn't to "hand over developmental information to other
companies," it is to hand it over to the public at large via the
player base, under the premise that the players accessing the
information is going to have a positive effect. The side effect that
other companies will have access to the information is assumed to not
be problem. I don't know if this is true or not, but it is
disingenuous to represent the argument as "handing out the information
*to* the other companies, as opposed to handing it out to players.
White Wolf could, for example, hand their developmental information to
other companies and still not open playtests to the public. I agree
that there is no reason they should do this. No one is arguing that
they should do this.
-dc
On 1 Okt, 15:55, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <fca2dd1e-6b46-48d6-a322-aebd1c679...@e53g2000hsa.googlegroup
>> s.com>, as...@hotmail.com writes:
> >I´m getting sick and tired of this "slip throught the cracks"-talk.
> >About half of every sets library cards is pretty much unplayable.
>
> Certainly there have been poor cards in some sets, but you seem to be
> the only one making such a broad assertion.
>
> Could you take Lords of the Night and explain which half of the library
> cards you think are pretty much unplayable?
Yes, I think I could, if I bothered. But just check yourself - which
cards see play in your own playgroup? Which cards turn up in decks at
the TWD-archive? I bet it´s about half of the (non reprint) cards.
[ quoted text not captured ]
Cards that don´t see play anywhere except in limited format I count as
pretty much unplayable. How many times do you buy a booster and find a
rare you don´t want? Pretty often I say. Why is it like that? Why not
less wallpaper, more good cards?
[ quoted text not captured ]
Solid? When is it solid? When you try to explain in for a beginner?
No. When every game timed because one player took 75 % of the game
time just by moving around 50 cards on the table? Maybe.
Howdy,
> >I´m getting sick and tired of this "slip throught the cracks"-talk.
> >About half of every sets library cards is pretty much unplayable.
>
> Certainly there have been poor cards in some sets, but you seem to be
> the only one making such a broad assertion.
>
> Could you take Lords of the Night and explain which half of the library
> cards you think are pretty much unplayable? Not just vague sweeps of
> the hand, could you list 40% of the library cards that are pretty much
> unplauable? To make a stat on "every set", you should probably repeat
> this for Sword of Caine and Twilight Rebellion.
Here's an easy starting point. TR only has 60 cards, so it shouldn't
take long to check off the 50% that are 'unplayable', especially with
the handy list below:
Crypt Clan
Clifton Derrik Brujah
Jack Drake Brujah
Marguerite Foccart Brujah
Anarch Convert Caitiff
Andy Caitiff
Dirk Caitiff
Calvin Cleaver Gangrel
Jacob Fermor Gangrel
T.J. Gangrel
Antoine, The Lost Malkavian
Sean Rycek Malkavian
Toby Nosferatu
Topaz Nosferatu
Laecanus Toreador
Lin Jun Toreador
Preston Varrick Tremere
Tarautas Tremere
Juniper Ventrue
Louis Fortier Ventrue
Reverend Adams (ADV) Ventrue
Library Rarity
Anarch Manifesto, An C
Anonymous Freight C
Baseball Bat C
Blade Clot R
Blood Turnip R
Chameleon R
Club Illusion R
Constant Revolution R
CrimethInc. C
Crypt's Sons R
Detect Authority C
X Elixir of Distillation C
Exclusion Principle C
Failsafe R
Final Loosening R
Framing, The R
Garibaldi-Meucci Museum R
Grey Thorne R
Haven Hunting C
Hell-for-Leather C
Keystone Kine C
Lam Into C
Libertas C
Monkey Wrench C
No Confidence C
Open War R
Patsy R
Piper R
Poacher's Hunting Ground R
Power of All C
Power of One C
Revolutionary Council C
Shattering R
Shoulder Drop C
Smear Campaign R
Stealing Years R
Steely Tenacity C
Twilight Camp R
World's a Canvas, The R
Zip Line C
Have at it, as...@hotmail.com (that's what you look like to me in
Google - my imagination has been running wild filling in the
ellipses). I'm really interested to see which cards you're talking
about. I've even spotted you one (marked with an 'X') to get things
rolling.
Alex
On 1 Okt, 19:56, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <b53b2346-2950-4039-81ac-51a79b73e...@d45g2000hsc.googlegroup>
> s.com>, as...@hotmail.com writes:
> >So, ONE card in 17 sets?
>
> Yes, you do realise I was saying the current system isn't optimal
> (because I explicitly wrote that) and was pointing to things people had
> enjoyed which might be done more of?
Yes, I realise this, but I think you mainly try to defend everything
WW has done as very good and "people make errors" and so on.
> >Compared to how it could be this is nothing.
>
> But in your world:
>
> - customers being pissed off is not a problem
> - ensuing stress for (e.g.) LSJ is not a problem
> - going over hundreds of pieces of feedback is not a problem and will
> take no time
> - editors and staff are perfect.
>
> Compared to how the real world is, your expectations are unrealistic.
I think it would be nice making "the world" (the game) better, that´s
all. Some cards are still broken, and some cards are still to bad to
see play or too complex. Less of that, more goodies, I say. I think
some kind of open playtesting/feedback would help.
Kushiel schrieb:
[ quoted text not captured ]
Depends on the size of your print run. Anything will sell out once it is
small enough. Also V:TES probably lost players who were annoyed with
NoR, those are constant sales not coming in anymore. But yes, it�s hard
to say. Also the big ripple it caused in the community might have been a
good thing: any publicity is good publicity (although I am not sure if
that is always true).
[ quoted text not captured ]
They've sold that particular product. Thing is, orders for one set
(from distributors, that is) are based on the performance and purchase
history of past sets. So, if you're a distributor and the past two
sets sold out from your ordered stock and made you a bunch of money?
You'll order a good amount of the next set, even though you can't know
how it'll sell. If WW prints it fairly small, they'll then sell out.
If the past two sets were wildly unpopular, and your orders declined
and you've still got a bunch of product? You'll order small on the
next set, and WW is not likely to sell out.
So WW probably doesn't care, in the short term, whether player
reception of NoR has an impact - they've already sold it. But I'm
fairly certain they care in the long run, where folks order or don't
order future sets based on the reaction that NoR got.
(This, by the way, is one of the factors that effectively killed
Rolling Thunder as a release model: The first two or three mini-sets
to come in off the pipe all got advance-ordered by retailers and
distributors who knew nothing about them as if they'd sell just like
any other expansion up to that point, as opposed to at about one-third
the rate, since they were about one-third the size. When all that
over-ordered product sat on the shelves, or was horribly over-ordered
by customers in turn, the whole thing was proclaimed a dismal
failure.)
- D.J.
In article
<b14b232e-26d5-48a2...@j22g2000hsf.googlegroups.com>,
as...@hotmail.com wrote:
> Cards that don�t see play anywhere except in limited format I count as
> pretty much unplayable. How many times do you buy a booster and find a
> rare you don�t want? Pretty often I say. Why is it like that? Why not
> less wallpaper, more good cards?
Give me a list. Take Twilight Rebellion. I can think of, maybe, 3 or 4
wallpapery cards (and most of those are wallpapery 'cause I'm yet to
think about them hard enough to figure out something good to do with
them) in the set. The vast majority of them are totally solid cards for
many different strategies.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"It's too bad she won't live! But then again, who does?"
-Gaff
In article
<f9188455-dc2c-4959...@d70g2000hsc.googlegroups.com>,
as...@hotmail.com wrote:
> Yes, I think I could, if I bothered.
You are the one claiming that 50% of each set is wallpaper. You are
being given the opportunity to illustrate this. Yet you decline. This
does not help your argument.
[ quoted text not captured ]
In article
<6c77ed4b-053a-449a...@x35g2000hsb.googlegroups.com>,
as...@hotmail.com wrote:
> Solid? When is it solid? When you try to explain in for a beginner?
You can't judge every mechanic on "is it easy to explain to a beginner".
Some parts of a game need to be for advanced players. Otherwise, the
game stagnates.
*No* part of VTES is easy to explain to a beginner. Yeah, The Imbued are
more complicated than most parts. So you know how you deal with that?
Don't introduce beginners to The Imbued till they already know how the
rest of the game works.
> No. When every game timed because one player took 75 % of the game
> time just by moving around 50 cards on the table? Maybe.
Lots of things can do that. I agree that someone playing the Imbued can
play slowly. Which is, indeed, irritating. But people playing not the
imbued can, and will, do the same thing (the vast majority of the
irritatingly slow play I have experienced in this game does *not* come
from people playing the Imbued. Usually, it is people being incredibly
irritating in trying to strike deals. That have nothing at all to do
with the actual mechanics of the game).
[ quoted text not captured ]
Well seance "as" won't do it, I'll take a stab. I'll be using the X
that wumpus used.
> Howdy,[ quoted text not captured ]
X Reverend Adams (ADV) Ventrue: Bad but not useless
> Library Rarity
X Anarch Manifesto, An C: crap from what I can tell
> Anonymous Freight C
> Baseball Bat C
> Blade Clot R
> Blood Turnip R
> Chameleon R
> Club Illusion R
> Constant Revolution R
> CrimethInc. C
> Crypt's Sons R
> Detect Authority C
X Elixir of Distillation C: Asstastic
X Exclusion Principle C: Not useless just kinda cornercase
> Failsafe R
> Final Loosening R
> Framing, The R
> Garibaldi-Meucci Museum R
> Grey Thorne R
> Haven Hunting C
> Hell-for-Leather C
> Keystone Kine C
> Lam Into C
> Libertas C
> Monkey Wrench C
X No Confidence C: Again not useless it's just weak
> Open War R
X Patsy R: If you can pass this you have some better options
( Reckless Agitation, FireBrand, Con Boon)
> Piper R
X Poacher's Hunting Ground R: ASS
> Power of All C
> Power of One C
> Revolutionary Council C
> Shattering R
X Shoulder Drop C: Meh
X Smear Campaign R: Could be usefull but Meh!
> Stealing Years R
> Steely Tenacity C
> Twilight Camp R
X World's a Canvas, The R: 2 blood is 2 much.
> Zip Line C
>
> Have at it, as...@hotmail.com (that's what you look like to me in
> Google - my imagination has been running wild filling in the
> ellipses). I'm really interested to see which cards you're talking
> about. I've even spotted you one (marked with an 'X') to get things
> rolling.
>
> Alex
8 of the 60 cards IMO are bad or underpowered, that's 7.5% of the set.
Hmm...
Quickbeam wrote:
> Ben Peal wrote:
> > I don't see any reason why CCP should hand over its developmental
> > information to other companies.
>> The argument isn't to "hand over developmental information to other
> companies," it is to hand it over to the public at large via the
> player base, under the premise that the players accessing the
> information is going to have a positive effect.
The original post asks why playtesting is secret. The desire to not
divulge proprietary information in a competitve market is a very
significant reason, and in my opinion is the most important one.
Playtest groups sign non-disclosure agreements that have legal
ramifications if they are violated, because the company considers
divulging that information to be potentially harmful and costly. If
there was no potential harm to the company, they wouldn't bother with
the lawyers.
> The side effect that other companies will have access to the information
> is assumed to not be problem.
One can't separate it from the equation.
> I don't know if this is true or not, but it is disingenuous to represent the
> argument as "handing out the information *to* the other companies, as
> opposed to handing it out to players.
There's no difference. By making playtesting public, the
information is made available to other companies.
> White Wolf could, for example, hand their developmental information to
> other companies and still not open playtests to the public.
Sure, but White Wolf (well, CCP now) can't hand their developmental
information to the public without handing it to other companies.
- Ben Peal
On Oct 2, 7:58 am, James Coupe <ja...@zephyr.org.uk> wrote:
> My experience on a MUD was that players will also often overestimate:
>> The people *actually* doing the useful testing had to put in no end of
> hard work, trying things out, filing reports, having discussions on a
> given bug/suggestion, trying out the fixes, iterating over this, and so
> on. And were, obviously, in a small minority of those who ever applied
> to be playtesters.
Although somewhat off topic, this is so so true from my experience of
running a MUD over a number of years. Getting players to test new
areas was a nightmare, most of them would just run around having run
rather than actually testing all the exits worked, keywords all
worked, mobs reset etc... etc... The number of players actually able
to test was very small, although it's nice to know that your new
area / skill / new thing is cool and players like it, it's also
important to know that it actually works properly which is a different
test entirely.
Having done a bit of game and card game testing, actual testing is
damn hard work and mostly a thankless task. That most releases in
VtES work out fine with hundreds of cards being played by thousands of
clever and devious people is a testament to how much work the
designers and play testers actually put in to getting it right.
Simon
Howdy Pullen,
On Oct 1, 6:19 pm, Pullen <mattp3...@yahoo.com> wrote:
> Well seance "as" won't do it, I'll take a stab. I'll be using the X
> that wumpus used.
Thanks for playing! I'm pretty much in agreement with your
evaluations...
[ quoted text not captured ]
I dunno about this one. I looked at this and immediately built a deck
around it. Seems very powerful in a weenie pre (only) stealth bleeder
based on Undue Influence. Haven't tried it out yet, but I can't see
how bleeds of 3 (that double as bloat) at 3 stealth are anything but
good. (Power of One and Club Illusion round out the bleed and
stealth.)
> > Anonymous Freight C
> > Baseball Bat C
> > Blade Clot R
> > Blood Turnip R
> > Chameleon R
> > Club Illusion R
> > Constant Revolution R
> > CrimethInc. C
> > Crypt's Sons R
> > Detect Authority C
>
> X Elixir of Distillation C: Asstastic
Indeed, there was a whole thread about trying to use it. That
eventually gave up.
> X Exclusion Principle C: Not useless just kinda cornercase
Yeah, seems like Con Boon is generally just going to be better.
> > Failsafe R
> > Final Loosening R
> > Framing, The R
> > Garibaldi-Meucci Museum R
> > Grey Thorne R
> > Haven Hunting C
> > Hell-for-Leather C
> > Keystone Kine C
> > Lam Into C
> > Libertas C
> > Monkey Wrench C
>
> X No Confidence C: Again not useless it's just weak
>
> > Open War R
>
> X Patsy R: If you can pass this you have some better options
> ( Reckless Agitation, FireBrand, Con Boon)
I don't think it's unplayable, though. It could be good in a deck
with 'marginal' Barony. You take a Baron action, and use that and
some sort of push to Patsy an opposing title off the board before it
can be used to remove your title. And you hit 'em for a bonus 2
pool. Seems like it might even be a decent include, to the degree
that any Baron deck is 'decent'.
> > Piper R
>
> X Poacher's Hunting Ground R: ASS
Really? Seems like it could be good if your meta has a lot of HG
usage.
> > Power of All C
> > Power of One C
> > Revolutionary Council C
> > Shattering R
>
> X Shoulder Drop C: Meh
> X Smear Campaign R: Could be usefull but Meh!
>
> > Stealing Years R
> > Steely Tenacity C
> > Twilight Camp R
>
> X World's a Canvas, The R: 2 blood is 2 much.
I could see it as a chaser to Banishment (at dom), and both the obf
and vic are useable, but yeah, too expensive, really.
> > Zip Line C
>
> > Have at it, as...@hotmail.com (that's what you look like to me in
> > Google - my imagination has been running wild filling in the
> > ellipses). I'm really interested to see which cards you're talking
> > about. I've even spotted you one (marked with an 'X') to get things
> > rolling.
>
> > Alex
>
> 8 of the 60 cards IMO are bad or underpowered, that's 7.5% of the set.
> Hmm...
I count 10 on your list, which is 16.6% of 60.
I can't grant Anarch Manifesto, and several of the other 'meh' cards
are hardly unplayable. And even if we were to grant them honorary
'unplayability', it's still only 9/60, which is 15%. Where are the
other 35% hiding?
Inquiring minds wanna know,
Alex
Kushiel schrieb:
[ quoted text not captured ]
Good point Jason.
They should care John, because a good relationship with your retail
chain is important for continued success of your product line.
We are selling NoR at much less than any other V:TES product but still
no one ordered a single box in months.
I see no point doing this with a set that was released so recently and
is about anarchs. But here is a list from LotN (which is a VERY good
set compared to, say, NoR)
AK-47 R
xAgent of Power C
Ambulance R
xArmor of Vitality C/PR2
Army of Apparitions C/PR
xAutonomic Mastery U
xBestow Vigor R
The Black Throne R
Blithe Acceptance C/PS2
Blood Awakening C/PA3
xBloodlust R
xBrute Force C/PG3
xBundi C/PG3
xBurden the Mind C
Camera Phone C/PG2
Can't Take it with You C
Cave of Apples R
Chair of Hades R
xCharigger, The Axe R
Cobra Fangs R
xCold Aura C
xCommand the Legion R
xCommunity Justice R
xConceal R
Condemn the Sins of the Father R
xDivine Image U
Dream World C/PS4
xEluding the Arms of Morpheus C/PG2/PS2
xThe Eternal Mask C
The Eternals of Sirius U
Eyes of Blades R
False Resonance C
xFantasy World R
xFillip C/PR2
Flesh Bond C
xForearm Block C
xGramle C
Haqim's Law: Leadership C/PA
xHard Case R
Heart's Desire C/PR
xHide the Mind R
xInto Thin Air C/PS2
xJericho Founding C
Karavalanisha Vrana R
Khazar's Diary (Endless Night) C
xKpist m/45 U
Kumpania R
xLesser Boon R
Leverage C/PR2
Loss C/PA3
xLost in Translation C/PA
Malajit Chandramouli R
Mantle of the Moon U
Mental Maze C/PS2
xMercury's Arrow C
xMesu Bedshet C/PS
Mirror's Visage R
Mokolé Blood R
Monster R
Murmur of the False Will C/PG4
Narrow Minds R
Nephren-Ka R
Nest of Eagles C/PA2
xNightstick U
Omael Kuman R
xOpen Dossier C
xPermanent Vacation R
xPoison the Well of Life R
xPowerbase: Savannah R
Powerbase: Zürich R
xPrecision R
Preternatural Strength R
xPromise of 1528 U
Public Trust C/PS2
Quick Jab C
Reckless Agitation C/PG3
Resist Earth's Grasp C/PA2
xResume the Coil R
Retain the Quick Blood R
Revelation of Ecstasy C/PS4
Sense the Savage Way C
Set's Curse R
xSheepdog R
xShell Break C
Shroudsight C
Slam C/PG2
xSoul Feasting R
Spell of Life C
xStreet Cred C
xStrike at the True Flesh C
xSwiss Cut R
xSympathetic Agony R
xTalith U/PR
xTarget Hand R
Target Head R
xTarget Leg R
Target Vitals U
Therbold Realty R
xTrochomancy C
xTrophy: Library R
Trophy: No Questions R
Trophy: Revered R
Tye Cooper R
xUnderbridge Stray U
xUndying Tenacity C
Unholy Penance C/PS3
xUrban Jungle R
Vessel PA2/PG2/PR2/PS2
Warrant C/PG
Will-o'-the-Wisp R
xZapaderin C/PR2
On 2 Okt, 00:59, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <b14b232e-26d5-48a2-add2-cbaec18e6...@j22g2000hsf.googlegroups.com>,>
> as...@hotmail.com wrote:
> > Cards that don´t see play anywhere except in limited format I count as
> > pretty much unplayable. How many times do you buy a booster and find a
> > rare you don´t want? Pretty often I say. Why is it like that? Why not
> > less wallpaper, more good cards?
>
> Give me a list. Take Twilight Rebellion. I can think of, maybe, 3 or 4
> wallpapery cards (and most of those are wallpapery 'cause I'm yet to
> think about them hard enough to figure out something good to do with
> them) in the set. The vast majority of them are totally solid cards for
> many different strategies.
Yeah, I agree, TR seems quite good actually. Especially compared to
the Anarchs set.
On 2 Okt, 01:05, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <f9188455-dc2c-4959-be4b-271a144dd...@d70g2000hsc.googlegroups.com>,>
> as...@hotmail.com wrote:
> > Yes, I think I could, if I bothered.
>
> You are the one claiming that 50% of each set is wallpaper. You are
> being given the opportunity to illustrate this. Yet you decline. This
> does not help your argument.
See my reply to Wumpus.
On 2 Okt, 00:57, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <6c77ed4b-053a-449a-a98b-d8446b675...@x35g2000hsb.googlegroups.com>,>
> as...@hotmail.com wrote:
> > Solid? When is it solid? When you try to explain in for a beginner?
>
> You can't judge every mechanic on "is it easy to explain to a beginner".
> Some parts of a game need to be for advanced players. Otherwise, the
> game stagnates.
True. But I think the game needs more new players. The minds behind
NoR seemed to disagree.
> *No* part of VTES is easy to explain to a beginner. Yeah, The Imbued are
> more complicated than most parts. So you know how you deal with that?
> Don't introduce beginners to The Imbued till they already know how the
> rest of the game works.
Where I play, if someone turns up with a deck, they get to play. We can
´t tell someone not to play a deck. The same goes for any tournament,
where I want to see both beginners and more experienced players.
> > No. When every game timed because one player took 75 % of the game
> > time just by moving around 50 cards on the table? Maybe.
>
> Lots of things can do that. I agree that someone playing the Imbued can
> play slowly. Which is, indeed, irritating.
If you introduce a mechanic that is all about manipulating your
ashheap and library ALOT every round, and putting 5+ cards on every
minion, then you are bound to have a game that takes alot of time and
a lot of frustration from everyone trying to understand what is
happening (why is he looking in his ashheap now?) and what minions
having which cards (lets see, that guy has Laptop, Bow, conviction A,
Champion, Jacket and that one has Tasha, sword, Hawg, conviction B,
etc etc). NoR was a very, very stupid set.
On Oct 2, 4:30 am, as...@hotmail.com wrote:
> I see no point doing this with a set that was released so recently and
> is about anarchs. But here is a list from LotN (which is a VERY good
> set compared to, say, NoR)
WOW, ok...
> AK-47 R
> xAgent of Power C
This is in fact quite a good card in that it allows bloodline clans to
push forward with some of their smaller minions and its useful in a
lot of toolbox decks.
> Ambulance R
> xArmor of Vitality C/PR2
> Army of Apparitions C/PR
> xAutonomic Mastery U
> xBestow Vigor R
> The Black Throne R
> Blithe Acceptance C/PS2
> Blood Awakening C/PA3
> xBloodlust R
Bloodlust is a great card for brujah and toreador combat decks as it
can multiple rushes from one 4 cap
> xBrute Force C/PG3
> xBundi C/PG3
> xBurden the Mind C
> Camera Phone C/PG2
> Can't Take it with You C
> Cave of Apples R
> Chair of Hades R
> xCharigger, The Axe R
What?
> Cobra Fangs R
> xCold Aura C
This card is amazing, get a flamethrower and set range to long for
harbingers of skulls, or with the Giovanni throw a sewer lid for solid
hit back.
> xCommand the Legion R
This card can be quite powerful for setting up for the final push
> xCommunity Justice R
> xConceal R
Great for setites
> Condemn the Sins of the Father R
> xDivine Image U
> Dream World C/PS4
> xEluding the Arms of Morpheus C/PG2/PS2
Off the top of my head Malkavians and Baali LOVE this card
> xThe Eternal Mask C
+1 bleed D action at +1 stealth, do you know what Enticement does
> The Eternals of Sirius U
> Eyes of Blades R
> False Resonance C
> xFantasy World R
This card again, is quiet good for its power level at inferior
> xFillip C/PR2
> Flesh Bond C
> xForearm Block C
> xGramle C
Are you kidding me
> Haqim's Law: Leadership C/PA
> xHard Case R
> Heart's Desire C/PR
> xHide the Mind R
> xInto Thin Air C/PS2
> xJericho Founding C
> Karavalanisha Vrana R
> Khazar's Diary (Endless Night) C
> xKpist m/45 U
> Kumpania R
> xLesser Boon R
Good for wall decks that multi-act
> Leverage C/PR2
> Loss C/PA3
> xLost in Translation C/PA
WHAT!!!
> Malajit Chandramouli R
> Mantle of the Moon U
> Mental Maze C/PS2
> xMercury's Arrow C
> xMesu Bedshet C/PS
This card is solid and I'm beginning to think your a bad player. With
this if you build a good crypt around say Arnulf Jormungandrsson and
run some info highways you could potentaly have a 8 cap and a 7 cap
buy turn 3. I'm going to end it here do to the fact I can't respect
your judgment.
[ quoted text not captured ]
On Oct 2, 4:30 am, as...@hotmail.com wrote:
> xAgent of Power C
Agent of Power is good in all sorts of weird decks.
> xArmor of Vitality C/PR2
Good in decks with a lot of for. As it stops non strike damage.
> xAutonomic Mastery U
Very good for Imbued Killing. You hate the Imbued. I'd think you'd see
the good of this card.
> xBestow Vigor R
Corner case. I'll give you this one.
> xBloodlust R
Good for weird rush decks. Something you build a deck around.
> xBrute Force C/PG3
Corner case. That's 2.
> xBundi C/PG3
Excellent in the appropriate deck (Jaroslav and IG). Can be incredibly
brutal.
> xBurden the Mind C
Not fantastic. 3.
> xCharigger, The Axe R
Are you on crack? Charigger is fantastic.
> xCold Aura C
Inferior discipline set range to long? This card is great.
> xCommand the Legion R
> xCommunity Justice R
Both corner case and hard to use. Ok. 5.
> xConceal R
Kill equipment or a Location? How is this bad?
> xDivine Image U
Good for Ser fighty decks. Which exist. And are pretty good.
> xEluding the Arms of Morpheus C/PG2/PS2
Totally reasonable.
> xThe Eternal Mask C
Again with the crack smoking. "I am a 2 cap with ser. I bleed for 2 at
+1 stealth. With 1 card. Every turn, as I have a Path in play..." This
card is incredibly good.
> xFantasy World R
Very good in decks built to use it.
> xFillip C/PR2
Reasonable untap tech. A good trade off if you can make use of it vs,
say, Forced.
> xForearm Block C
Not great. 6.
> xGramle C
Very good for tricky decks. And decks that need things like Spell of
Life of Kazar's Diary.
> xHard Case R
Obedience for Fortitude? How is this bad?
> xHide the Mind R
Not great. 7.
> xInto Thin Air C/PS2
Not the best stealth tech ever, no. But very playable in decks with
large vampires and a lot of obf. Like stealth Ventrue.
> xJericho Founding C
Not horrible.
> xKpist m/45 U
Not as good as AK. But playable.
> xLesser Boon R
Good defensive master tech.
> xLost in Translation C/PA
Really. You are giving the disciplinless block card a "useless"?
Honestly?
> xMercury's Arrow C
Good in decks built around it. Specialized. Not bad.
> xMesu Bedshet C/PS
Crack. Pipe. Put it down.
> xNightstick U
Fringe. Not horrible.
> xOpen Dossier C
Black Hand 2nd Tradition. You aren't really trying to make cards good,
are you?
> xPermanent Vacation R
Again with the anti-Imbued tech that you clearly aren't seeing the
good in. Confused.
> xPoison the Well of Life R
Not great. 8.
> xPowerbase: Savannah R
Good combat defense.
> xPrecision R
Hard to use. But not useless.
> xPromise of 1528 U
Very corner case. I'll give you 9.
> xResume the Coil R
Totally reasonable get out of Torpor free tech.
> xSheepdog R
Needs a deck built around it. But good there.
> xShell Break C
Not good. 10.
> xSoul Feasting R
Limited. But good when you are using it (i.e. burn a Kazar's wraith
for 5 blood? How is this bad?)
> xStreet Cred C
Are you serious?
> xStrike at the True Flesh C
Not horrible.
> xSwiss Cut R
A good card for the Giovanni. Where is the problem?
> xSympathetic Agony R
Good in decks that want to use it.
> xTalith U/PR
Reasonable weapon tech.
> xTarget Hand R
Disciplineless weapon destruction.
> xTarget Leg R
Not good. Are we up to 11?
> xTrochomancy C
Really. A) Bloodless bleed for 3 backed by block fails tech. B) More
good technology that also hoses the Imbued. Think, man, think!
> xTrophy: Library R
If you like trophies, this one is fine.
> xUnderbridge Stray U
? Again, this card is great. A 1 blood blocker/untapper/press provider/
War Ghoul feed?
> xUndying Tenacity C
You are familiar with Undead Persistence, right? And people build
decks around that on a regular basis, right? This card is better than
that one. To the point that it more or less wallpapers it.
> xUrban Jungle R
'Cause no one ever makes weenie ag poke amaranth decks?
> xZapaderin C/PR2
Disciplineless stealth? Not going in all decks, no. But not bad.
I am convinced by your list that what you consider "useless cards" are
cards that are not immediately and obviously superpowered. Which makes
your assessement that "50% of all sets are trash" a highly suspect
view. Sure. If you only ever play Dementation S+B (just an example),
then lots of cards seem bad. But if you like strectching how the game
works and trying out lots of different stuff, and making weird angles
competitive, then an awful lot of the cards you think are bad are
actually very strong.
-Peter
On Oct 2, 4:46 am, as...@hotmail.com wrote:
> True. But I think the game needs more new players. The minds behind
> NoR seemed to disagree.
Based on what? That they made a set with an interesting set of new
mechanics that aren't really appropriate for new players? Neither are
Anarch related mechanics--does this mean that they don't want new
players?
> Where I play, if someone turns up with a deck, they get to play. We can
> ´t tell someone not to play a deck. The same goes for any tournament,
> where I want to see both beginners and more experienced players.
That is insane. If you are teching someone new to play the game, you
say "Hey, let's all play non complicated decks." 'Cause you are
teaching someone to play. What, you hang out with people who are like
"Huh. A new guy who is trying to learn the game. I'll be sure to bring
out my Imbued/Sensory Deprivation/Lock Down deck! That'll show'em!"
When you are teaching someone new, you use easy decks. 'Cause that is
the non dick thing to do. If you find it hard to attract new players,
this might be the reason.
> If you introduce a mechanic that is all about manipulating your
> ashheap and library ALOT every round, and putting 5+ cards on every
> minion, then you are bound to have a game that takes alot of time and
> a lot of frustration from everyone trying to understand what is
> happening (why is he looking in his ashheap now?) and what minions
> having which cards (lets see, that guy has Laptop, Bow, conviction A,
> Champion, Jacket and that one has Tasha, sword, Hawg, conviction B,
> etc etc). NoR was a very, very stupid set.
It is clear that you think so. Not everyone agrees with you. I have
played tournament games against Imbued players who were completely
reasonable, timely, and easy to understand. I have played tournament
games against weenie PRE decks that are incredibly slow and confusing.
Yes. The Imbued can present a pain in the ass to players. But not if
people are competent.
-Peter
On Oct 1, 4:03 pm, wumpus <wump...@comcast.net> wrote:
> Howdy,>
> > Could you take Lords of the Night and explain which half of the library
> > cards you think are pretty much unplayable? Not just vague sweeps of
> > the hand, could you list 40% of the library cards that are pretty much
> > unplauable? To make a stat on "every set", you should probably repeat
> > this for Sword of Caine and Twilight Rebellion.
>
> Here's an easy starting point. TR only has 60 cards, so it shouldn't
> take long to check off the 50% that are 'unplayable', especially with
> the handy list below:
>
Since he doesn't seem willing to back up his argument at all, let me
see what cards I find to be worthless... I was going to do LotN, but
since you were so kind as to post the contents of TR...
> X Elixir of Distillation C> Haven Hunting C
> Smear Campaign R> World's a Canvas, The R
Those are the cards I consider to be well below par. Of course, lots
of people actually like Haven Hunting (I'm not sure if it's from
experience or just from considering putting it in a deck), but I'm not
convinced - maybe it's good? Elixir is obviously wallpaper. The
others are, IMHO, bad cards, but not wallpaper. So... through one
set, it certainly doesn't look 50% unplayable. Looks like 1
unplayable and maybe 3 to 5 not very good cards.
Off the top of my head, the only LotN card I can think of that's
virtually worthless is Divine Image. Cool effect, totally not worth 2
blood when Skin of the Adder only costs 1. Interestingly enough,
though, it's another in the line of Command of the Beast and Leverage
that don't disallow more bleed mods. There are probably a few others
cards in LotN that aren't very good, but I'm gonna go out on a limb
and say there's no way someone's gonna find 50% of it to be wallpaper.
Oops, when I posted below, half of the discussion wasn't showing up
for me... Must have needed to refresh. Anyway, I still stand by the
below, even though some of it may be a repeat or refuted by other
discussion.
[ quoted text not captured ]
On Oct 2, 8:05 am, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 2, 4:30 am, as...@hotmail.com wrote:>
> > xArmor of Vitality C/PR2
>
> Good in decks with a lot of for. As it stops non strike damage.
I've gotten a LOT of mileage out of this card against things like agg-
damage dealers or Crows/Bats. And against a couple of local players
that looooove WWSticks.
> > xBrute Force C/PG3
>
> Corner case. That's 2.
I disagree with this; I've had a lot of fun using this with Baseball
Bats and a wave of [pot] vampires slugging folks for 4 at no blood
cost and one card played. (In fact, I had even more fun when the Bats
were being equipped with an occasional Forger's Hammer.)
> > xBurden the Mind C
>
> Not fantastic. 3.
Not fantastic, but it's a gigantic hose to one-key-blocker wall decks.
Which I at least see pretty much every session locally, so it gets
some play here for metagame reasons. Really does nasty things to No
Secrets decks when every tapped block attempt costs a pool.
> > xCold Aura C
>
> Inferior discipline set range to long? This card is great.
Especially when you can follow it up with Lids with a huge range of
vampires..
> > xEluding the Arms of Morpheus C/PG2/PS2
>
> Totally reasonable.
A bit corner-case, but there's some vampires that really like this
card due to the untap clause, like Bartholomew or infernal vampires,
or anarch decks wanting to be untapped for Power of All.
I also greatly appreciate the power of this against decks that have
small amounts of stealth - 'you might get past me with this action,
but if so I can try to block a second action instead from the same
card.'
> > xThe Eternal Mask C
>
> Again with the crack smoking. "I am a 2 cap with ser. I bleed for 2 at
> +1 stealth. With 1 card. Every turn, as I have a Path in play..." This
> card is incredibly good.
This card has already been the focal point of tourney-winners, too.
> > xHard Case R
>
> Obedience for Fortitude? How is this bad?
"I Block, and shatter your Ivory Bow/.44/Sport Bike" is also awesome.
> > xLost in Translation C/PA
>
> Really. You are giving the disciplinless block card a "useless"?
> Honestly?
>
> > xMercury's Arrow C
>
> Good in decks built around it. Specialized. Not bad.
Fun to mix into Flung Junk decks as well.
> > xTarget Leg R
>
> Not good. Are we up to 11?
Agreed, it's not that good. It's pretty funny to stick a couple into a
Trap deck, though.
> -Peter
-John Flournoy
On Oct 2, 4:30 am, as...@hotmail.com wrote:
> xAgent of Power C
> xArmor of Vitality C/PR2
> xCold Aura C
> xConceal R> xEluding the Arms of Morpheus C/PG2/PS2
> xThe Eternal Mask C> xFillip C/PR2
> xInto Thin Air C/PS2
> xKpist m/45 U
> xLost in Translation C/PA> xMercury's Arrow C
> xMesu Bedshet C/PS> xOpen Dossier C
> xPowerbase: Savannah R
> xSheepdog R
> xStreet Cred C> xTrochomancy C
> xTrophy: Library R> xUnderbridge Stray U
> xUrban Jungle R
> xZapaderin C/PR2
All debates about individual card power aside, I have seen all of the
above cards played to good effect in actual games. So it's
demonstrably and objectively incorrect to include them on a list of
cards that are unplayable.
John Eno
On Oct 2, 4:25 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> They should care John, because a good relationship with your retail
> chain is important for continued success of your product line.
True enough, I guess. But...
> We are selling NoR at much less than any other V:TES product but still
> no one ordered a single box in months.
Has this affected how much business you do with White Wolf in terms of
buying other sets?
John Eno
We seem to play in different enviroments - you seem to build decks to
not win games, while I value all cards versus other cards that I
rather have in my deck. I might not be as great a player as you or
"Pullen", so this is my way to try to win. You seem to just thrown
together some cards that are good some of the time, while I like cards
that are good most of the time.
Also, I will not continue to take this kind of insult. No, I don´t
smoke crack, and if you can´t argue like a grown up, there is no use
for me to try either.
"XZealot" <xze...@cox.net> wrote in message
news:b9841656-b804-48d9...@p59g2000hsd.googlegroups.com...
On Oct 1, 2:20 am, as...@hotmail.com wrote:
> >Why are we to be "surprised" with new sets?
>
> So that you can savor the sensation of the finished product. This is
> part of enjoying the game. It would be like a delicious cake. It is
> delicious when it is finished, but if you ate raw flour, raw eggs,
> sugar and baking soda, then you would say, "the sugar was okay, but
> the raw flour, raw eggs and baking soda sucked ass. Yuck! I would
> never eat that cake."
Apply this concept to chocolate chip cookies and YOU ARE SO WRONG!!!
The one ingredient in chocolate chip cookies is chocolate chip cookie
dough, and that works even better for me! The only reason to cook
the stuff is to give it form so you can take lots of them along with
you in your car and not have to bring a bowl!
Bad Norm! Bad analogy! BAD!!!
Fred
"Peter D Bakija" <pd...@lightlink.com> wrote in message news:9e630597-56bc-4d80...@x41g2000hsb.googlegroups.com...
On Oct 1, 10:09 am, as...@hotmail.com wrote:
> > I really don�t see what this has to do with VtES. Cake tastes good.
> > Nights of Reckoning tasted like shit.
>
> We realize that you don't like the Imbued. The mechanics for the set
> were solid. The vast majoirity of the set is completely playable. You
> seem to be confusing "I don't like" with "badly designed".
(Comment - without endorsing the notion of public playtesting, that I'd
be pretty leery of...)
Are you kidding, Peter?!? The mechanics of NoR were exactly what was
bad: 8 million permanents on the table causes problems.
I think there's probably a big debate-within-a-debate about what kind
of definition constitutes a "playable" card, but the overall set and
many of the cards in it were problematic in a certain way. It's probably
a dangerous diversion in this thread to start debating whether NoR was a
well-conceived set because I think you may find there's a lot of haters
in the woodwork.
Fred
On Oct 2, 11:56 am, as...@hotmail.com wrote:
> We seem to play in different enviroments - you seem to build decks to
> not win games, while I value all cards versus other cards that I
> rather have in my deck.
Sigh. At no point have I said "you don't try to win games" (in fact, I
also haven't said "I don't try to win games"). But the list of cards
you put up as bad cards makes no sense. Really? You think Lost in
Translation is bad? And Eternal Mask? Both of those cards are
fantastic. In highly compeitive decks. And Street Cred. And Mesu
Bedshet. It is like you aren't even *trying* to see how cards can be
good.
> Also, I will not continue to take this kind of insult.
Ya know, this is the second time this has come up. I'm pretty sure you
are from Europe. And the last time this came up, it was someone from
Europe (Finland possibly based on your name? Maybe in Finland everyone
takes crack very, very seriously?). So maybe it is something lost in
translation. In the US, "Are you on crack?" is an incredibly common,
wise-assy comment to indicate that someone thinks what you are saying
makes no sense. As if you were smoking crack. And thus addled and
possibly insane. It is in no way meant to indicate that the person
asking the question actually thinks you are actually smoking actual
crack. Kind of like when someone says "are you insane?". They probably
don't actually think you actually have a mental illness. They just
think what you are saying is of questionable merit. Saying "are you on
crack?" is the exact same thing. Really.
-Peter
On Oct 2, 11:59 am, as...@hotmail.com wrote:
> Fine, we are beginning to understand eachother. And I´m on crack and
> insane
Sigh. You are familiar with the concept of "slang" right?
You are asserting that Nights of Reckoning is bad for new players,
'cause if someone is trying to learn the game, people will refuse to
not use their most complicated decks when teaching them. Which makes
no sense at all. I don't know how you introduce new players to the
game, but around here, we ease them in, playing simple decks, making
sure they know what is going on, and as time goes on, we ratchet up
the complication levels. And by the time they have digested most of
the game and can play without much coaching, things like Anarchs and
the Imbued aren't much of a big deal.
What you were suggesting (that people show up to play, say "I'm not
going to change my deck choice if we are trying to teach someone new
the game") is really questionable. And thus, I called it "insane". Not
'cause I think anyone involved in this discussion is actually mentally
ill. But 'cause calling something "insane" is slang for "that makes no
sense".
-Peter
On Oct 2, 12:13 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> Are you kidding, Peter?!? The mechanics of NoR were exactly what was
> bad: 8 million permanents on the table causes problems.
It is totally workable. I have played Imbued decks, and been in games
with Imbued decks where the crap on the table isn't really an issue.
Sure, it can be a huge drag. But usually, when people know what they
are doing, it works out ok.
I realize that there might have been a better way to do what the
Imbued need to do. But the system that was made works well enough.
> It's probably
> a dangerous diversion in this thread to start debating whether NoR was a
> well-conceived set because I think you may find there's a lot of haters
> in the woodwork.
Oh, I'm sure there are plenty. Before a couple cards got banned, I
thought they were horrible. But as a mechanic, they work ok. Not
perfect, but viable. And interesting.
-Peter
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:ac9c2275-87e6-4309...@d1g2000hsg.googlegroups.com...
On Oct 2, 12:13 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> > Are you kidding, Peter?!? The mechanics of NoR were exactly what was
> > bad: 8 million permanents on the table causes problems.
>
> It is totally workable. I have played Imbued decks, and been in games
> with Imbued decks where the crap on the table isn't really an issue.
> Sure, it can be a huge drag. But usually, when people know what they
> are doing, it works out ok.
Well, it's a huge drag - and that's what's wrong with it. And the fact
is, you can't guarantee that the player sitting behind all those permanents
actually DOES know what they're doing. Not everyone is Robyn Tatu's cat,
after all.
More to the point, it's not just the person playing the cards. Once
someone plays a permanent on the table, everyone in the game needs to
look at them and evaluate what they can do. In fact, it's the people who
_don't_ know what else is in the hunter deck who wind up taking the time
looking over everything and considering how it affects their personal
position.
The problem with your assertion that Imbued decks work fine is that it flies
in face of all my experience with them. They ALWAYS slow down games. Always!
Partly because they tend to be so defensive in nature but also, in large part,
because a million cards are on the table and people always have to look at all
of them.
> > It's probably
> > a dangerous diversion in this thread to start debating whether NoR was a
> > well-conceived set because I think you may find there's a lot of haters
> > in the woodwork.
>
> Oh, I'm sure there are plenty. Before a couple cards got banned, I
> thought they were horrible. But as a mechanic, they work ok. Not
> perfect, but viable. And interesting.
I'm just saying, it's a bad idea to hinge the defense of private playtesting
on the outcome of NoR. That would give the argument against a lot more
impetus than it really deserves. The fact is that, once out of the initial
design stages, I find it highly dubious that a different playtest process
would have prevented NoR from coming out in more or less the format in which
it was printed. I mean, what was White Wolf going to do? Shitcan the whole
idea of things like Power cards and Conviction cards based on public - as opposed
to private - playtest comments? They'd have to go back to the drawing board
and recreate the whole thing from scratch. I doubt there any real chance of that
happening in the playtest stage. Just MHO.
Fred
On Oct 2, 1:12 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> Well, it's a huge drag - and that's what's wrong with it.
Oh, come on, Fred. It just isn't that big of a deal. Again, my
experience with the Imbued in tournament play is that they don't
really slow things down, assuming the people playing them know what
they are doing.
> The problem with your assertion that Imbued decks work fine is that it flies
> in face of all my experience with them. They ALWAYS slow down
> games. Always!
Not significantly more so than other reactive decks.
-Peter
I think your list would have received better comment if you offered
reasonings behind some of your choices. Like most of the others, a lot
of your choices of bad/unplayable cards I just simply can't see.
On Oct 2, 1:30 am, as...@hotmail.com wrote:
> I see no point doing this with a set that was released so recently and
> is about anarchs. But here is a list from LotN (which is a VERY good
> set compared to, say, NoR)
>> xAutonomic Mastery U
Burn non-wraith allies and retainers outright? A combat ends to get
out of Immortal Grapple. And these effects are unplayable?
> xBloodlust R
A rush for X minions, giving them a press no matter if they're blocked
or not. What am I missing that makes this card unplayable?
> xBrute Force C/PG3
> xBundi C/PG3
It's seeming like Immortal Grapple isn't used much in your metagame,
for which you should be thankful. And the fact you could Brute Force
your Bundi strike while Grappling? Gold in my books. I've even used it
in my fun Ghouled Muddled Vampire Hunter deck to great effect .. not
many like having a rusher than can strike for 7 aggravated first
strike.
> xThe Eternal Mask C
Have to agree with others, +1 bleed at +1 stealth for minor Serpentis
is very strong.
> xMesu Bedshet C/PS
An Effective Management and disciplineless Scouting Mission in one?
Especially good in a star Setite deck that is supported by a lot of
smaller Setites.
> xNightstick U
It's no Ivory Bow, but it's certainly not a Chainsaw either. Perfectly
playable.
> xSheepdog R
Fantastic blood gain for Baali.
> xSoul Feasting R
4/5 blood gain can hardly be called unplayable, even if you need burn
a wraith in play (something that the Giovanni are hardly poor at)
> xSwiss Cut R
Free pool/blood gain, that can't be stolen or destroyed? Goes in
nicely in a couple of Alan Sovereign/Giovanni decks I have been
working on.
> xTalith U/PR
Free +1 damage weapon for Ravnos, with an option to destroy equipment.
How is this bad?
> xTrochomancy C
Totally, totally lost on this one. +bleed that saps your prey's
resources. Hugely effective against decks the recurse in any way or
rely on stuff being in the ash heap (Imbued decks, Anthelios,
Shambling Hordes, etc.)
> xTrophy: Library R
+2 hand size unplayable?
All told, you're still under 50% of the set, and even then, a _lot_ of
your choices are highly questionable. Your selections seem more based
on "only a certain clan can play this card, so it is therefore
useless".
For my part, meh cards (those that I don't see as being powerful, but
still playable) include:
Agent of Power - Useful in concept decks, but I'd rather use proper
skill cards in their place.
Armor of Vitality - Doesn't overpower any other prevent cards, though
destroying melee weapons is nice bonus
Burden the Mind - Fairly weak and costly, but could be useful in
certain situations.
Command the Legion - I'm not one for just tapping minions, wakes are
usually pretty plentiful. Can get pretty costly as well.
Divine Image - I want to like this card, but 2 blood just seems a
little costly for it's effects. Though I can see it being fairly
strong in the right kind of deck.
Eyes of Blades - Useful in certain situations, I suppose. I haven't
thought of a time I'd want to play this though. Damage retainers
aren't common in my metagame.
Forearm Block - Disciplineless prevent. Not a bad card, but nothing to
zomg! about either.
Heart's Desire - The bleed and block fails is nice, but requires a bit
of setup to use, or specific crypts, as Aus and Chi are not a common
pairing, especially at superior.
Kpist m/45 - Costs 1 pool too much in my book. Pretty strong in a Mass
Reality deck, I suppose.
Mercury's Arrow - I should like this card, but it just doesn't do
anything for me. I think it's the blood cost.
Poison the Well of Life - Good for a metagame that uses Hunting
Grounds a lot. Conceal, Arson or the like seem better choices if
you're concerned about locations otherwise.
Promise of 1528 - Perhaps when Keepers comes out this will be a bit
more useful. Find it too restrictive in use.
Sympathetic Agony - Situationally useful. Certainly good against
pressing combat decks or celerity decks, and you can at least cycle it
freely if not.
Warrant - No stealth on the vote is the killer for me.
Cards that I find poor to not worth playing:
Community Justice - Far too high an opportunity cost. I could see
maybe one thrown in for flavour, but could easily be replaced with
more useful cards.
Leverage - I want to like this card, but it just seems to need a bit
more work than the benefit. Most bleed decks would have better
options, but the fact you can add more bleed to it is a bonus.
Target Leg - Compared to the other Aim cards, this one is woefully
underpowered. Negating maneuvers is most likely to be an unused
effect, presses a little more useful. Can be useful, I just can't see
putting it in a deck over other options.
So 3 cards out of what, 110? Perhaps I'm too lenient, but I found
Lords of the Night to be an extremely strong set with hardly anything
that could be considered wall paper or outright unplayable.
Chris, Thrall of Arika
On Oct 2, 12:10 am, wumpus <wump...@comcast.net> wrote:
>
> > X Anarch Manifesto, An C: crap from what I can tell
>
> I dunno about this one. I looked at this and immediately built a deck
> around it. Seems very powerful in a weenie pre (only) stealth bleeder
> based on Undue Influence. Haven't tried it out yet, but I can't see
> how bleeds of 3 (that double as bloat) at 3 stealth are anything but
> good. (Power of One and Club Illusion round out the bleed and
> stealth.)
>
In the right deck (the one you mention, coincidentally), it's a
Marijava Ghoul that doesn't cost 2 blood. And it works in other ways
for other decks as well. It may not be earth-shattering, but it's not
wallpaper, that's for sure.
>
> > X Exclusion Principle C: Not useless just kinda cornercase
>
> Yeah, seems like Con Boon is generally just going to be better.
>
Not for an Anarch deck, and that's the point of it. Anarch decks
based around 1 clan seem to be kind of the exception, and I think
those decks are missing out on a lot of the synergy of playing several
disciplines that can all use the same card at a different level.
Exclusion principle is Con Boon for Anarchs. Sure, it might help
someone else cross table, but it's surprising how few good pool-gain
votes there are other than Con Boon, so if you're playing a non-clan
deck that's based around independents or anarchs, you have a good
bloat card.
>
> > X Poacher's Hunting Ground R: ASS
>
> Really? Seems like it could be good if your meta has a lot of HG
> usage.
>
Just 1 other HG on the table and you have a free non-unique hunting
ground. That doesn't seem weak at all. If there aren't any other
HG's on the table, then yes, you spent an MPA for something that
doesn't help you, but that balances out the situations where you got
your non-clan-based hunting ground for free. And sometimes it's 2 or
3 hunting grounds for free and only 1 MPA. Not often, granted, but
can definitely be a great card with the right metagame, and probably
at least decent in most environments.
> > X Shoulder Drop C: Meh
I don't particularly like Shoulder Drop, but I've seen it used to
decent effect.
On Oct 2, 12:41 pm, I <p...@lightlink.com> wrote:
> Ya know, this is the second time this has come up. I'm pretty sure you
> are from Europe. And the last time this came up, it was someone from
> Europe (Finland possibly based on your name? Maybe in Finland everyone
> takes crack very, very seriously?).
Apparently I was on the crack. Not Finish. Sweedish. Is crack
addiction not viewed as the basis of inappropriate comedy in Sweeden?
-Peter
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:6a178a42-ea7b-41d5...@h60g2000hsg.googlegroups.com...
On Oct 2, 1:12 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> > Well, it's a huge drag - and that's what's wrong with it.
>
> Oh, come on, Fred. It just isn't that big of a deal.
People cringing and getting annoyed every time they see an Imbued
deck start influencing up hunters says otherwise.
> Again, my
> experience with the Imbued in tournament play is that they don't
> really slow things down, assuming the people playing them know what
> they are doing.
Again, it's not the people playing the decks. It's everybody else
in the game. And there can be never be a gurantee that other people
playing against a hunter decks are very familiar with them.
> > The problem with your assertion that Imbued decks work fine is that it flies
> > in face of all my experience with them. They ALWAYS slow down
> > games. Always!
>
> Not significantly more so than other reactive decks.
Other reactive decks don't put that many permanents on the table at a
time. And worse, some of the permanents (the Conviction cards) jump
on the table and off the table constantly. Others (Gehenna events) can
be insanely complex yet still very important. There is just no comparison.
If I put a card down on the table, that's information. And - since
everyone is better off having as much information as possible - that means
everyone else except people highly familiar with the cards needs to look at
them a lot. And that's a game-flow problem.
Fred
On Oct 2, 11:34 am, benp...@gmail.com wrote:
> omg make this thread die
>
> - Ben Peal
The sad thing is that discussion like how good individual cards are,
which this thread has moved into, is precisely the thing that I most
enjoy arguing about with people. I just don't see it being
constructive on the newsgroup, however, to argue about a wide range
(more than, like, 2 at a time) of cards.
Also, it's theoretically, if not practically, useful to standardize
what people mean by things like "unplayable". Personally, I'm way
more concerned with what is tournament viable for a given CCG, though
that doesn't mean as much in multiplayer CCGs as it does in two-player
ones.
Admittedly, what cards are coasters and why is interesting in that one
can hope that something is learned about what not to make in the
future.
But, yeah, this particular thread seems pretty painful.
On Oct 2, 1:05 pm, Thrall of Arika <christopher.ack...@amec.com>
wrote:
>
> For my part, meh cards (those that I don't see as being powerful, but
> still playable) include:
>> Eyes of Blades - Useful in certain situations, I suppose. I haven't
> thought of a time I'd want to play this though. Damage retainers
> aren't common in my metagame.
Seriously? It's Skin of Steel for AUS/CEL that can also prevent
damage from retainers... I think maybe you are focusing on the
retainer part too much.
> Heart's Desire - The bleed and block fails is nice, but requires a bit
> of setup to use, or specific crypts, as Aus and Chi are not a common
> pairing, especially at superior.
I still think this is a good card. Needing vampires that have the
specific disciplines just makes it harder to use, that doesn't mean
it's not worth it...
> Kpist m/45 - Costs 1 pool too much in my book. Pretty strong in a Mass
> Reality deck, I suppose.
Well, I suspect it wasn't made 2 pool because it would be better than .
44 Magnum, which is already probably slightly undercosted. .44 would
still be better if you're additional striking, but if you don't have
celerity 1 and 1 is better than 2 at once. Even still, unless you're
basing your deck around Kpist, with like Mass Reality or lots of Ammo
(with Magazine, presumably), it's really not worth 3 pool. AK is
better because it costs the same as an Assault Rifle. In that case, I
figure it wasn't as important to make it cost more because Assault
Rifle is borderline overcosted anyway.
> Mercury's Arrow - I should like this card, but it just doesn't do
> anything for me. I think it's the blood cost.
Yeah, without the blood cost, it woulda been okay. At 1 blood, and no
maneuver on the superior, I just don't like it.
> Warrant - No stealth on the vote is the killer for me.
>
No what now? Are you sure... it's a political action card, which,
just like equipment, are at +1 stealth. As far as I can tell, it
doesn't otherwise on the card...
> Leverage - I want to like this card, but it just seems to need a bit
> more work than the benefit. Most bleed decks would have better
> options, but the fact you can add more bleed to it is a bonus.
Very good card. For one, as you mention, it doesn't prevent other
bleed mods, so I've seen it along with Empowering the Puppet King for
allowing allies to bleed for 3. But also for weenie decks or combat
decks without a bleed discipline, it means you can bleed twice for 3
bleed. It can be added on to a Computer Hacking as well, but I tend
to like Leverage by itself better than Hack just because it's a
modifier and doesn't have to be played when the action is declared.
It's not so much a card for bleed decks, generally, as it is for
combat decks that eventually need to bleed in order to oust their
prey.
I'm thinking about building a throwback weenie deck, like the ones I
recall seeing sweeping tournament finals about 5 years ago. But
instead of just Computer Hacks and Lucky Blows, throw in some Leverage
as well. Seems like it would be strong.
Howdy Peter,
> > xBestow Vigor R
>
> Corner case. I'll give you this one.
Seems like you could make something interesting with dom or pre
weenies who turn into for weenies (Trap/Undead Persistence) when
blocked. The rarity makes it hard to find out if this would work at
all.
> > xBrute Force C/PG3
>
> Corner case. That's 2.
Yeah. Melee weapon enhancer. I got nothing.
> > xBurden the Mind C
>
> Not fantastic. 3.
Weren't people talking about how broken this was during the preview?
> > xCommand the Legion R
> > xCommunity Justice R
>
> Both corner case and hard to use. Ok. 5.
I'm sure you can do nasty things with Command, but really, who wants
to? It's just not challenging to make nasty dom decks.
> > xConceal R
>
> Kill equipment or a Location? How is this bad?
I will take any and all copies people want to trade me. This goes in
basically every deck I have with any significant OBF and I'd like to
stop swapping the two copies I have around.
> > xForearm Block C
>
> Not great. 6.
Too conditional. Glancing Blow gets more use and even it isn't very
good.
> > xHide the Mind R
>
> Not great. 7.
I dunno - it can cancel both Auspex bounce cards at superior. If you
are a stealth bleeder, being able to cancel half the bounce cards in
the game, or, alternatively, foil Enhanced Senses, seem pretty OK to
me.
> > xPoison the Well of Life R
>
> Not great. 8.
It went straight in to my Aziz FSR/Vampiric Disease/Foul Blood deck.
> > xPromise of 1528 U
>
> Very corner case. I'll give you 9.
Heh. Great PTO defense. But too late.
> > xShell Break C
>
> Not good. 10.
Jake + Shell Break seems like a no-brainer for most Giovanni decks.
> > xTarget Leg R
>
> Not good. Are we up to 11?
Agreed on the not good here, but I'm at more like, what, 7? Out of
how many cards in the set?
Thanks for winnowing down the original list of 'unplayable' LotN
cards, Peter. I don't have that kind of time to spend on someone who
apparently has no imagination or initiative at all. (Conceal!?!
Unplayable?)
Alex
On Oct 2, 2:38 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> Other reactive decks don't put that many permanents on the table at a
> time.
You should play in Boston more. :)
John Eno
On Oct 2, 11:59 am, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> On Oct 2, 1:05 pm, Thrall of Arika <christopher.ack...@amec.com>
> wrote:
> > For my part, meh cards (those that I don't see as being powerful, but
> > still playable) include:
>
> > Eyes of Blades - Useful in certain situations, I suppose. I haven't
> > thought of a time I'd want to play this though. Damage retainers
> > aren't common in my metagame.
>
> Seriously? It's Skin of Steel for AUS/CEL that can also prevent
> damage from retainers... I think maybe you are focusing on the
> retainer part too much.
At the cost of your own strikes, yes. I was focusing on the retainer
part because that really the only boon to the card. Remember these are
just cards I don't find too hot in my books, not that they aren't
useful. :)
> > Heart's Desire - The bleed and block fails is nice, but requires a bit
> > of setup to use, or specific crypts, as Aus and Chi are not a common
> > pairing, especially at superior.
>
> I still think this is a good card. Needing vampires that have the
> specific disciplines just makes it harder to use, that doesn't mean
> it's not worth it...
Oh certainly, in the right deck, it's killer. Just not a lot of
options to get that right deck.
> > Kpist m/45 - Costs 1 pool too much in my book. Pretty strong in a Mass
> > Reality deck, I suppose.
>
> Well, I suspect it wasn't made 2 pool because it would be better than .
> 44 Magnum, which is already probably slightly undercosted. .44 would
> still be better if you're additional striking, but if you don't have
> celerity 1 and 1 is better than 2 at once. Even still, unless you're
> basing your deck around Kpist, with like Mass Reality or lots of Ammo
> (with Magazine, presumably), it's really not worth 3 pool. AK is
> better because it costs the same as an Assault Rifle. In that case, I
> figure it wasn't as important to make it cost more because Assault
> Rifle is borderline overcosted anyway.
Hmm, perhaps. Ammo cards are a consideration too, though ammo cards
are rare indeed in my metagame, and even I've given up on trying to
build a deck that makes good use of them other than a bit of splash
damage. I just find that if I'm using guns as a focus, I'm likely to
be going Celerity anyway. If it's just a deterrent, then .44s usually
win out. But I could certainly see a Ravnos Kpist based deck doing
well.
> > Mercury's Arrow - I should like this card, but it just doesn't do
> > anything for me. I think it's the blood cost.
>
> Yeah, without the blood cost, it woulda been okay. At 1 blood, and no
> maneuver on the superior, I just don't like it.
I think that's it, really. Comparable to Aid from Bats and Thrown
Gate, but costs. I mean, can still be used to good effect in celerity
decks, certainly, and Miller Delmardigan loves it, surely.
> > Warrant - No stealth on the vote is the killer for me.
>
> No what now? Are you sure... it's a political action card, which,
> just like equipment, are at +1 stealth. As far as I can tell, it
> doesn't otherwise on the card...
I stand correctly. For some reason I had it stuck in my head that this
one was specifically no stealth, so got turned off it. So we can take
this one of the 'meh' list. :)
> > Leverage - I want to like this card, but it just seems to need a bit
> > more work than the benefit. Most bleed decks would have better
> > options, but the fact you can add more bleed to it is a bonus.
>
> Very good card. For one, as you mention, it doesn't prevent other
> bleed mods, so I've seen it along with Empowering the Puppet King for
> allowing allies to bleed for 3. But also for weenie decks or combat
> decks without a bleed discipline, it means you can bleed twice for 3
> bleed. It can be added on to a Computer Hacking as well, but I tend
> to like Leverage by itself better than Hack just because it's a
> modifier and doesn't have to be played when the action is declared.
> It's not so much a card for bleed decks, generally, as it is for
> combat decks that eventually need to bleed in order to oust their
> prey.
>
> I'm thinking about building a throwback weenie deck, like the ones I
> recall seeing sweeping tournament finals about 5 years ago. But
> instead of just Computer Hacks and Lucky Blows, throw in some Leverage
> as well. Seems like it would be strong.
I suppose. Just seems to be a bit of work for an extra +1 bleed over
two actions. You have to get a bleed through in the first place to get
the edge, and then get another successful bleed off. With all the
other bleed modifiers and effects out there, it just doesn't strike me
as all that hot. I guess that could also be since I don't play weenie
decks (I have trouble enough making mid-cap decks), so if I'm wanting
more bleed, I usually have access to some larger bleed modifiers.
Chris, Thrall of Arika
In message <169c6589-552d-4b89...@26g2000hsk.googlegroups
.com>, as...@hotmail.com writes:
>Yes, I realise this, but I think you mainly try to defend everything
>WW has done as very good and "people make errors" and so on.
I certainly don't defend everything White Wolf has done. You asked for
reasons why playtesting isn't done openly. These are some of the
reasons why I wouldn't do it openly.
I, like others, have suggested things that could be done better - both
in this thread and in the past.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
"Kushiel" <invisibl...@gmail.com> wrote in message
news:26939354-b09e-46bb...@v28g2000hsv.googlegroups.com...
[ quoted text not captured ]
You're telling me. I'd love to be able to! And Atlanta. And Sweden.
And a bunch of other places.
Fred
On 2 Okt, 18:41, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 2, 11:56 am, as...@hotmail.com wrote:
>
> > We seem to play in different enviroments - you seem to build decks to
> > not win games, while I value all cards versus other cards that I
> > rather have in my deck.
>
> Sigh. At no point have I said "you don't try to win games" (in fact, I
> also haven't said "I don't try to win games"). But the list of cards
> you put up as bad cards makes no sense. Really? You think Lost in
> Translation is bad? And Eternal Mask? Both of those cards are
> fantastic. In highly compeitive decks. And Street Cred. And Mesu
> Bedshet. It is like you aren't even *trying* to see how cards can be
> good.
Yes, I think Lost in translation is a bad card. I don´t see myself
using it in any deck. Why should I? And Eternal Mask - in what
competitive deck should I use it?
> > Also, I will not continue to take this kind of insult.
>
> Ya know, this is the second time this has come up. I'm pretty sure you
> are from Europe. And the last time this came up, it was someone from
> Europe (Finland possibly based on your name? Maybe in Finland everyone
> takes crack very, very seriously?). So maybe it is something lost in
> translation. In the US, "Are you on crack?" is an incredibly common,
> wise-assy comment to indicate that someone thinks what you are saying
> makes no sense. As if you were smoking crack. And thus addled and
> possibly insane. It is in no way meant to indicate that the person
> asking the question actually thinks you are actually smoking actual
> crack. Kind of like when someone says "are you insane?". They probably
> don't actually think you actually have a mental illness. They just
> think what you are saying is of questionable merit. Saying "are you on
> crack?" is the exact same thing. Really.
>
> -Peter
So, you are aware that people on this newsgroup don´t "get" your
slang, but still you continue to use it?
On 2 Okt, 18:48, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 2, 11:59 am, as...@hotmail.com wrote:
>
> > Fine, we are beginning to understand eachother. And I´m on crack and
> > insane
>
> Sigh. You are familiar with the concept of "slang" right?
Yes, but I don´t use it when I know people would not understand and/or
take it wrong. To me it mainly seems like you like to provoke me when
you run out of arguments.
> You are asserting that Nights of Reckoning is bad for new players,
> 'cause if someone is trying to learn the game, people will refuse to
> not use their most complicated decks when teaching them. Which makes
> no sense at all. I don't know how you introduce new players to the
> game, but around here, we ease them in, playing simple decks, making
> sure they know what is going on, and as time goes on, we ratchet up
> the complication levels. And by the time they have digested most of
> the game and can play without much coaching, things like Anarchs and
> the Imbued aren't much of a big deal.
Good for you. Here we mainly don´t have the opportunity to pick and
choose. People turn up, people play. Just like a tournament.
> What you were suggesting (that people show up to play, say "I'm not
> going to change my deck choice if we are trying to teach someone new
> the game") is really questionable. And thus, I called it "insane". Not
> 'cause I think anyone involved in this discussion is actually mentally
> ill. But 'cause calling something "insane" is slang for "that makes no
> sense".
See above. And when you say that my arguments "make no sense", do you
mean that you don´t understand what I am saying? Because I understand
yours, I just don´t agree.
In article
<9ac7b672-5487-4219...@8g2000hse.googlegroups.com>,
as...@hotmail.com wrote:
> Yes, but I don�t use it when I know people would not understand and/or
> take it wrong. To me it mainly seems like you like to provoke me when
> you run out of arguments.
Why should I assume that you'll take really innocuous slang incorrectly?
You spend a lot of time arguing, in English, correctly, on the internet.
It makes sense to assume that when you see a colorful turn of phrase,
your reaction would be "That is a colorful turn of phrase...", not "I'm
outraged that I am being accused of serious drug abuse!".
And where have I possibly run out of arguments?
> Good for you. Here we mainly don�t have the opportunity to pick and
> choose. People turn up, people play. Just like a tournament.
And it honestly never occured to you that it might make sense to adjust
your play style when teaching someone new? 5 people sit down at a game,
one of them is brand new and just learning the game, and no one says
"This guy is new and just learning the game. Everyone play a relatively
simple deck for his sake..." Really? Or are you just trying to support
your argument with an unrealistic description of a harsh and draconian
play environment?
> See above. And when you say that my arguments "make no sense", do you
> mean that you don�t understand what I am saying? Because I understand
> yours, I just don�t agree.
"Argument makes no sense" generally means "that argument is a bad one".
You make perfect sense, generally speaking, in a "I can understand the
words you are saying" sense.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"It's too bad she won't live! But then again, who does?"
-Gaff
In article
<d517ad40-a747-41dd...@k7g2000hsd.googlegroups.com>,
as...@hotmail.com wrote:
> Yes, I think Lost in translation is a bad card. I don�t see myself
> using it in any deck. Why should I? And Eternal Mask - in what
> competitive deck should I use it?
Well, lots of folks disagree on Lost in Translation. That you can no
longer look at your prey, not see dom or AUS, and automatically assume
no bounce is *huge*, even if someone isn't using it. It is expensive.
And not as good as Deflection or Telepathic Misdirection. But its very
existence is *incredibly* significant. And it sees play on a regular
basis. You might not like it. But to claim that it is "unplayable" is
just absurd.
And you really can't see how Eternal Mask is good? Honestly? +1 bleed
and +1 stealth at ser? Obf/Ser S+B? With Settite weenies? Waters of
Duat? Honestly not seeing something that works there?
> So, you are aware that people on this newsgroup don�t "get" your
> slang, but still you continue to use it?
Sure. Consider it me bringing the world together. It isn't like I'm
accusing you of "twirling the mongoose" or anything. "That is insane"
and "Are you on crack?" seem like they should be easy enough to
understand as colorful phraseology cross culturally.
[ quoted text not captured ]
wumpus <wum...@comcast.net> wrote:
> Pullen <mattp3...@yahoo.com> wrote:>>
>> X Anarch Manifesto, An C: crap from what I can tell>
> I dunno about this one. I looked at this and immediately built a deck
> around it. Seems very powerful in a weenie pre (only) stealth bleeder
> based on Undue Influence. Haven't tried it out yet, but I can't see
> how bleeds of 3 (that double as bloat) at 3 stealth are anything but
> good. (Power of One and Club Illusion round out the bleed and
> stealth.)
Because it's a 1 stealth equip action that gets blocked and causes your UI
dude to go to torpor? That's why it's bad.
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
Peter D Bakija <pd...@lightlink.com> wrote:
> as...@hotmail.com wrote:>> Where I play, if someone turns up with a deck, they get to play. We
>> can �t tell someone not to play a deck. The same goes for any
>> tournament, where I want to see both beginners and more experienced
>> players.>
> That is insane.
Be careful, Peter. He may take you seriously! LOLL ;)
[ quoted text not captured ]
as...@hotmail.com wrote:
> Fine, we are beginning to understand eachother.> And I�m on crack and insane.
Told you, Peter! LOLL ;)
[ quoted text not captured ]
Melted butter: Check
Salt: Check
Pot of boiling oil: Check
Maize snack of my choice: Check.
Peter and As, please continue, this is sooooooooooooo much fun.
Pop pop poppedity pop....
[ quoted text not captured ]
as long as it's not *actually* massively offensive, and is just a gap in
understanding of meaning.
I mean, there was that other poster a while back who found a certain 'n'
word to be not offensive where he was, yet when using it here people
suggested he shouldn't because for a large number of readers it was very
offensive when used in the manner he was using it.
I imagine it would be only reasonable to not use your particular slang
expression here, if there are others who are going to be genuinely
offended by it.
--
salem
(replace 'hotmail' with 'gmail' to email)
"In *my* Assamite deck, this would pwn you in teh FAEC, so shut up."
"Thats only cos u've never sene mi Gionavvi PUNCHnMUCNH u asshat."
- James Coupe
In article
<1630c133-72f9-40ed...@64g2000hsm.googlegroups.com>,
ben...@gmail.com wrote:
> Peter,
>
> Promise me that when this thread reaches 100 posts you'll stop
> posting.
Where are we now?
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"It's too bad she won't live! But then again, who does?"
-Gaff
On 2 Okt, 23:04, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <9ac7b672-5487-4219-985e-dd17043f3...@8g2000hse.googlegroups.com>,
>
> as...@hotmail.com wrote:
> > Yes, but I don´t use it when I know people would not understand and/or
> > take it wrong. To me it mainly seems like you like to provoke me when
> > you run out of arguments.
>
> Why should I assume that you'll take really innocuous slang incorrectly?
> You spend a lot of time arguing, in English, correctly, on the internet.
> It makes sense to assume that when you see a colorful turn of phrase,
> your reaction would be "That is a colorful turn of phrase...", not "I'm
> outraged that I am being accused of serious drug abuse!".
>
> And where have I possibly run out of arguments?
>
> > Good for you. Here we mainly don´t have the opportunity to pick and
> > choose. People turn up, people play. Just like a tournament.
>
> And it honestly never occured to you that it might make sense to adjust
> your play style when teaching someone new? 5 people sit down at a game,
> one of them is brand new and just learning the game, and no one says
> "This guy is new and just learning the game. Everyone play a relatively
> simple deck for his sake..." Really? Or are you just trying to support
> your argument with an unrealistic description of a harsh and draconian
> play environment?
No, my description is realistic. As a matter of fact, it´s totally
true.
> > See above. And when you say that my arguments "make no sense", do you
> > mean that you don´t understand what I am saying? Because I understand
> > yours, I just don´t agree.
>
> "Argument makes no sense" generally means "that argument is a bad one".
> You make perfect sense, generally speaking, in a "I can understand the
> words you are saying" sense.
OK then. I saw Ben Peal wanted this thread to die, so I can agree to
disagree now. I want non-broken/better/less complicated cards, but you
like most of what WW is doing.
On 2 Okt, 23:11, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <d517ad40-a747-41dd-9fa8-d767cfa33...@k7g2000hsd.googlegroups.com>,
>
> as...@hotmail.com wrote:
> > Yes, I think Lost in translation is a bad card. I don´t see myself
> > using it in any deck. Why should I? And Eternal Mask - in what
> > competitive deck should I use it?
>
> Well, lots of folks disagree on Lost in Translation. That you can no
> longer look at your prey, not see dom or AUS, and automatically assume
> no bounce is *huge*, even if someone isn't using it. It is expensive.
> And not as good as Deflection or Telepathic Misdirection. But its very
> existence is *incredibly* significant. And it sees play on a regular
> basis. You might not like it. But to claim that it is "unplayable" is
> just absurd.
OK, I´ll throw in a couple of LiT in my next mono-Potence deck and
strike the world with surprise.
> And you really can't see how Eternal Mask is good? Honestly? +1 bleed
> and +1 stealth at ser? Obf/Ser S+B? With Settite weenies? Waters of
> Duat? Honestly not seeing something that works there?
No. I go with pre and Legal+obf stealth.
> > So, you are aware that people on this newsgroup don´t "get" your
> > slang, but still you continue to use it?
>
> Sure. Consider it me bringing the world together. It isn't like I'm
> accusing you of "twirling the mongoose" or anything. "That is insane"
> and "Are you on crack?" seem like they should be easy enough to
> understand as colorful phraseology cross culturally.
OK. I think you should cut the colourful slang and stick to reason and
good arguments. It saves time and makes you appear more serious.
On Oct 2, 11:30 am, as...@hotmail.com wrote:
> I see no point doing this with a set that was released so recently and
> is about anarchs. But here is a list from LotN (which is a VERY good
> set compared to, say, NoR)> xAgent of Power C
Very useful in some decks, especially Bloodlines.
> xArmor of Vitality C/PR2
Umm... this is a pretty good card, I've used it quite a bit. Prevent 3
damage at inferior is very nice when facing Carrion Crows or such.
> xAutonomic Mastery U
The superior mostly sucks but "burn ally as strike" at inferior is
bad? What?
> xBestow Vigor R
Ok, this one is pretty craptastic :)
> xBloodlust R
Excellent card in decks built to use it.
> xBrute Force C/PG3
Great for potence melee weapon decks. Which, granted, aren't the most
popular things around, but still... wouldn't call this a bad card.
> xBundi C/PG3
What? A melee weapon that's immune to Grapple, and you call it bad?
Que?
> xBurden the Mind C
Somewhat weak, yes. Might be useful in a deck built around it. Dunno.
> xCold Aura C
The "set range" version *rocks*.
> xCommand the Legion R
Well, yeah. If you have dominate and enough stealth to push this
through, why not just bleed?
> xCommunity Justice R
Pretty crap, yes. The requirement for the diablerized vampire to be of
the same clan kills any usefulness this may have had.
> xConceal R
What? Burn a location or equipment bad? Sure, it's not at stealth, but
decks with Obf can get that easily. I've used this to great effect,
myself.
> xDivine Image U
Pretty bad, yes. Too expensive... if you want to fight with Serpentis,
Skin of the Adder is much better.
> xEluding the Arms of Morpheus C/PG2/PS2
What??? I use this all the time, it's become one of my staple wake
cards. Sure, it costs a blood, but the true untap is golden. Baali
especially *love* this card, and it's not bad for intercepty decks in
general (wake, and if you fail to intercept you're still untapped and
ready for the next one).
> xThe Eternal Mask C
The superior is weird, but the inf +1 bleed at +1 stealth is quite
solid. Not bad at all.
> xFantasy World R
A bit cornercase, yes. The effect is nice, but it's trivial to get rid
of it and it costs 2 blood to play. Might be useful for a lunge,
but... dunno.
> xFillip C/PR2
I've seen this used to very good effect.
> xForearm Block C
Yeah, somewhat weak. Might be useful for some ally decks that lack
other forms of defense, but... cornercase.
> xGramle C
Que? The ability to search for a card is bad? What what what?
> xHard Case R
Somewhat specialized, but pretty fun for intercept decks that have
fortitude. Nice for suprise burns of nasty equipment (Ivory Bow,
Assault Rifle, etc).
> xHide the Mind R
A bit weak, thought the superior gives you the ability to kill Auspex
bounce which can be really good at times.
> xJericho Founding C
Weak, agreed.
> xKpist m/45 U
This is actually not bad at all, but needs a specialized deck (think
Magazine + Glaser Rounds).
> xLesser Boon R
Very nice for an (intercept) deck built to take advantage of it.
> xLost in Translation C/PA
Ummm... what? A disciplineless bounce is bad how?
> xMercury's Arrow C
Allows for a pure-celerity deck to do damage without using guns.
> xMesu Bedshet C/PS
You've apparently never seen this card in action. Bad, not.
> xNightstick U
I actually think this is a great defensive card. Either prevent damage
or do some extra, as the situation warrants.
> xOpen Dossier C
What? This is essentially a 2nd tradition for contract-holders, with
an added maneuver. That's bad... how exactly?
> xPermanent Vacation R
Yeah, a bit weak.
> xPoison the Well of Life R
Can be pretty good in some metagames, and very good in a blood-denial
deck (kill those pasky hunting grounds). Situational, of course.
> xPowerbase: Savannah R
Weak, agreed.
> xPrecision R
I a deck built to use it, I can see this being pretty nice actually.
> xPromise of 1528 U
Pretty crap.
> xResume the Coil R
Well, it's not bad card for a deck that thinks it may end up in torpor
now and then (i.e. a combat one). Also useful with Graverobbing.
> xSheepdog R
Generally weak, but Baali like this one.
> xShell Break C
Weak, but I have some ideas around this one. The fact that it's not at
stealth makes it pretty bad, though.
> xSoul Feasting R
Good in specialized decks.
> xStreet Cred C
A lot of people have tried to use this, I'm not sure if anyone has
been successful. It seems like a nice card, but in practice it's
pretty cornercase.
> xStrike at the True Flesh C
Have seen this used to good effect.
> xSwiss Cut R
Great in specialized decks (think Alan Sovereign).
> xSympathetic Agony R
Crap, agreed.
> xTalith U/PR
Umm, what? +1 damage or destroy weapon, at no cost. Bad?
> xTarget Hand R
What what what? This is a *great* card. Combine with Trap for some
easy, disciplineless mayhem which also destroys weapons as a side
effect. What's not to love?
> xTarget Leg R
The only bad Aim card, this. Mostly useless.
> xTrochomancy C
What drugs are you on? This card *murders* recursion decks (Imbued,
Anthelios, etc), and provides nice bleed+ in most general cases. This
is a great card.
> xTrophy: Library R
+2 hand size bad? Umm... ok. Sure. It might not be the best Trophy
around, but by no means is it the worst either.
> xUnderbridge Stray U
Just yesterday I got my ass kicked by a deck which used these to good
effect (Cock Robin). Bad, not.
> xUndying Tenacity C
Again, what? It's a version of Undead Persistence, with slight
differences. UP is a great card, I don't see this as being any
different. This (or UP) + Trap means evil things.
> xUrban Jungle R
Specialized, but very nice in some decks. Have used it.
In general, I really don't understand your criteria. I'd only say a
very small portion of the cards you claim are "useless" are actuall
that. Sure, some are quite specialized. That's very different from
"useless".
//Petri
On Oct 2, 7:41 pm, Peter D Bakija <p...@lightlink.com> wrote:
> Ya know, this is the second time this has come up. I'm pretty sure you
> are from Europe. And the last time this came up, it was someone from
> Europe (Finland possibly based on your name? Maybe in Finland everyone
> takes crack very, very seriously?). So maybe it is something lost in
> translation.
Finland has really strong anti-drug propaganda going on -- which is
ironic since everyone drinks very heavily. So it's considered quite ok
for someone to drink until they pass out, but if you smoke a joint
you're a "druggie". It's a bit silly, but there you go. Yes, I'm from
Finland myself. And I appreciate a joint now and then, in addition to
the nationally-mandated large amounts of booze. But I digress :D
....and yeah, it's probably also a language/slang barrier thing. As
you note, in the U.S. saying "are you on drugs/crack?" is a common
saying, and *doesn't* mean that someone really thinks someone else is
actually on drugs, it just means that they think that person is out of
his mind or being silly. If you're not familiar with the slang, it can
come off as insulting, especially to someone who has been brought up
in a "drugs are baaaaad, m'key?" environment.
//Petri
> A couple of friends came to me one time and
> begged me to do a code review of a revamped area they'd designed,
> because the playtesters weren't doing it. Playtesters were walking up
> and down going "Oh, how pretty" but not actually finding the things
> they were supposed to - bugs, typos, suggestions for how to make it
> better, sub-optimal commands. With so many more people "testing",
> everyone could just assume that someone else would do it.
It's so true... *wipes tear* ;)
[ quoted text not captured ]
I just don´t get why the guy writes stuff that has nothing to do with
the issue. AND could be taken as an insult! Obviously I am taking this
serious, I am not "out of my mind" or "bing silly", and he knows that.
He just want´s to make me feel bad, instead of showing strong
arguments. Leave it now, Ben Peal want this thread to die.
On Oct 3, 2:49 am, as...@hotmail.com wrote:
> OK, I´ll throw in a couple of LiT in my next mono-Potence deck and
> strike the world with surprise.
Sigh. Yeah. That'll help. You could also put Loss in your mono-potence
deck too, claim it isn't helping, and then claim that Loss is a bad
card if you want as well.
> No. I go with pre and Legal+obf stealth.
Then why are you buying any new cards at all? Everything you want to
use already exists. By this logic, WW should have stopped making cards
7 sets ago.
> OK. I think you should cut the colourful slang and stick to reason and
> good arguments. It saves time and makes you appear more serious.
At what point have I indicated that I wish to appear more serious?
-Peter
On Oct 3, 2:43 am, as...@hotmail.com wrote:
> No, my description is realistic. As a matter of fact, it´s totally
> true.
This strikes is as *far* more of a problem for getting new players
than the existance of Nights of Reckoning. If you and the people you
are playing with are unwilling to adjust your mode of play to
accomadate new players and help them learn the game, you are just
shooting yourselves in the foot far more than complicated rules are.
-Peter
On Oct 3, 7:47 am, as...@hotmail.com wrote:
> I just don´t get why the guy writes stuff that has nothing to do with
> the issue.
You'll note that this whole side discussion of "I'm upset that you are
accusing me of smoking crack!" came up in what was clearly disbelief
at your assesement of cards in the LotN set. And if you had simply
ignored the colorful metaphor and instead continued to discuss the
cards at hand, we'd have avoid this whole thing.
> AND could be taken as an insult! Obviously I am taking this
> serious, I am not "out of my mind" or "bing silly", and he knows that.
And yet I find your assessment of various cards in the LotN set to be
completely preposterous. And by "assessment", I mean "off hand
dismissal with no actual justification". I'm sure you are taking this
seriously (far too seriously, to be frank, if you find that someone
asking "are you on crack?" to be offensive). That doesn't mean I don't
think your argument is absurd.
> He just want´s to make me feel bad, instead of showing strong
> arguments.
Uh, yeah. That is exactly what I'm doing. I'm trying to make a grown
man feel bad by facetiously asking "are you on crack?" in a discussion
about cards.
> Leave it now, Ben Peal want this thread to die.
Damn. 108.
-Peter
On Oct 3, 6:47 am, as...@hotmail.com wrote:
>
> I just don´t get why the guy writes stuff that has nothing to do with
> the issue. AND could be taken as an insult! Obviously I am taking this
> serious, I am not "out of my mind" or "bing silly", and he knows that.
> He just want´s to make me feel bad, instead of showing strong
> arguments.
But what kind of arguments would you make against someone that says
"Dominate is the worst discipline in the game, it's virtually
unplayable. I have no idea why anyone would even think about using
dominate." or "Voter Captivation is so cornercase. You have to get a
vote to pass, and how many times do you actually see votes passed?
Having to get the whole table to agree is not worth it." This person
is obviously playing a different game than you, or, alternately, is on
crack. Crack so good it makes you wanna slap your mama. I don't know
what game you're playing, or what your definition of useless is, but
discounting every card that isn't obviously better than everything
that already exists is just silly. Lost in Translation is a good
card. It can basically go in any deck that doesn't have DOM or AUS
and has a big vampire to use it. It's not great, but bounce is huge.
It's defense + offense, and having it without a discipline requirement
is game-changing. If we can't agree on that, then I don't see how we
can reconcile your feeling that LotN is mostly unplayable wallpaper
and mine (and I believe Peter's as well - though I don't want to
overstate his position) that it's one of the better sets that White
Wolf has put out.
> Leave it now, Ben Peal want this thread to die.
Ben Peal ain't the boss of me. Or Peter. Or, presumably, you. I
hope that Peter will continue to post non-stop until this thread
reaches 2000 posts. If it pisses off someone, Ben Peal or otherwise,
all the better! ;)
On Oct 1, 1:20 am, as...@hotmail.com wrote:
> How about
> posting cards and mechanics that are in playtesting for all players to
> make comments about? What do you think?
>
> In this way we might prevent the unplayable/too powerful/stupid cards
> from ever being printed.
I think that a staggeringly large proportion of the 100+ posts in this
thread demonstrate the very reason an "open playtesting forum" is an
untenable proposition.
On Oct 2, 2:43 pm, "Kevin M." <youw...@imaspammer.org> wrote:
> wumpus <wump...@comcast.net> wrote:
> > Pullen <mattp3...@yahoo.com> wrote:
>
> >> X Anarch Manifesto, An C: crap from what I can tell
>
> > I dunno about this one. I looked at this and immediately built a deck
> > around it. Seems very powerful in a weenie pre (only) stealth bleeder
> > based on Undue Influence. Haven't tried it out yet, but I can't see
> > how bleeds of 3 (that double as bloat) at 3 stealth are anything but
> > good. (Power of One and Club Illusion round out the bleed and
> > stealth.)
>
> Because it's a 1 stealth equip action that gets blocked and causes your UI
> dude to go to torpor? That's why it's bad.
Couldn't this be said about 99% of the actions a minion could take?
And besides, who says there isn't additional stealth in the deck.
Anonymous Freight, Jack of Both Side, Creepshow Casino, Anarch
Railroad ... Though personally if I was looking for permanent stealth
for a mono-presence deck, I'd go with some coffee ghouls (Marijava
Ghoul) as well.
On Oct 2, 11:49 pm, as...@hotmail.com wrote:
> On 2 Okt, 23:11, Peter D Bakija <p...@lightlink.com> wrote:
> > And you really can't see how Eternal Mask is good? Honestly? +1 bleed
> > and +1 stealth at ser? Obf/Ser S+B? With Settite weenies? Waters of
> > Duat? Honestly not seeing something that works there?
>
> No. I go with pre and Legal+obf stealth.
So, no desire to try something different? Too bad there's a bunch of
Setites you pass over because they don't have presence/ofuscate. And
shame you pass over Allonzo Montoya. Even if you prefer not to use it,
I fail so see how you can consider it a bad, unplayable card. That's
like saying Bonding is a useless unplayable card because you could
simply play Conditionings and some stealth discipline.
On Oct 2, 11:59 am, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> On Oct 2, 1:05 pm, Thrall of Arika <christopher.ack...@amec.com>
> wrote:
> > Warrant - No stealth on the vote is the killer for me.
>
> No what now? Are you sure... it's a political action card, which,
> just like equipment, are at +1 stealth. As far as I can tell, it
> doesn't otherwise on the card...
Thanks again for the smack upside the head about this (slang for
"enlightening me about the fact that I was wrong in my assumption").
My Alastor deck has two of these now for the Storyline.
Chris, Thrall of Arika
demonturtle wrote:
> Well, here is a perspective from a newer player of the game who was
> done open playtesting for a CCG, namely Shadowfist.
>
> I playtested for the game in both of its phases, the owned-by-a-
> company phase and a owned-by-a-group-of-players phase. The first was
> not secretive, but you had to sign something. For the second, it
> kinda became a free-for-all. PT was never entirely open, but the
> majority of the player base participated and knew what was going on
> and discussed it ad nauseum.
>
> The major problems with open testing were twofold. One, tons of
> light, very little heat in terms of comments. When we went to phase 2
> the design team tried to set up a system for rating cards, and it
> kinda worked, but it still seemed that subjective considerations
> frequently trumped game design parameters. Lots of different
> perspectives, but lots of assessments not based on either cohesiveness
> of the set or how cards and strategies fit into the overall design of
> the game.
>
> Two, the amount of comments was staggering, and everyone wanted to be
> heard and considered. I think part of the reason that the last set
> for the game has taken sooo long to put together, and why some of the
> design team resigned, was because of the playtest format. Too much
> info, too many personalities, and too many tangents. It did not help
> that playtest sets were enormous and all playtest groups got the
> entire wad of cards.
>
> I PTed for two sets, but just kinda lurked after that. I found that
> my comments got buried in an avalanche of disagreements and verbose
> comments not formatted to talk about game design. While I think the
> current VTES playtest system could be improved, I don't think open PT
> is the way to go.
>
> Cheers,
>
> John
I note that no one has a response to this, the only *non-theoretical*
comment in the bunch.
Ignoring the rest of this thread, AFAIAC, John has answered Ashur.
best -
chris
--
Super Fun Cards
www.superfuncards.com *NEW Website!*
auct...@superfuncards.com
On Oct 3, 12:32 pm, Darby Keeney <darby.kee...@gmail.com> wrote:
> I think that a staggeringly large proportion of the 100+ posts in this
> thread demonstrate the very reason an "open playtesting forum" is an
> untenable proposition.
Darby is wise. Listen to Darby.
John Eno
On 3 Okt, 14:54, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 3, 2:49 am, as...@hotmail.com wrote:
>
> > OK, I´ll throw in a couple of LiT in my next mono-Potence deck and
> > strike the world with surprise.
>
> Sigh. Yeah. That'll help. You could also put Loss in your mono-potence
> deck too, claim it isn't helping, and then claim that Loss is a bad
> card if you want as well.
Loss? What are you taking about? Loss is a very strong card that make
the Assamites much more playable. Giving setites a card that is +bleed
and +stealth is not the same thing.
> > No. I go with pre and Legal+obf stealth.
>
> Then why are you buying any new cards at all? Everything you want to
> use already exists. By this logic, WW should have stopped making cards
> 7 sets ago.
They could make innovative cards, like Loss. Not cards like Poison the
Well of Life and Target Leg.
> > OK. I think you should cut the colourful slang and stick to reason and
> > good arguments. It saves time and makes you appear more serious.
>
> At what point have I indicated that I wish to appear more serious?
OK, I am sorry, I misunderstod your intentions here.
On 3 Okt, 15:10, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> On Oct 3, 6:47 am, as...@hotmail.com wrote:
>
> > I just don´t get why the guy writes stuff that has nothing to do with
> > the issue. AND could be taken as an insult! Obviously I am taking this
> > serious, I am not "out of my mind" or "bing silly", and he knows that.
> > He just want´s to make me feel bad, instead of showing strong
> > arguments.
>
> But what kind of arguments would you make against someone that says
> "Dominate is the worst discipline in the game, it's virtually
> unplayable. I have no idea why anyone would even think about using
> dominate." or "Voter Captivation is so cornercase. You have to get a
> vote to pass, and how many times do you actually see votes passed?
> Having to get the whole table to agree is not worth it."
And who say this? I don´t say this! It would help if you bothered to
read my posts, instead of trying to pin these quotes on me (or what
you are trying to do, I´m not sure).
> This person
> is obviously playing a different game than you, or, alternately, is on
> crack. Crack so good it makes you wanna slap your mama. I don't know
> what game you're playing, or what your definition of useless is, but
> discounting every card that isn't obviously better than everything
> that already exists is just silly.
It´s not what this is about. It´s about if the card is ever worth
putting in a deck at all. And the "colourful slang" is totally a waste
of time. Just go with "I think you are wrong", followed by some solid
arguments.
> Lost in Translation is a good
> card. It can basically go in any deck that doesn't have DOM or AUS
> and has a big vampire to use it. It's not great, but bounce is huge.
> It's defense + offense, and having it without a discipline requirement
> is game-changing.
My experience is that I have never seen anyone use Lost in
Translation, and I have only seen it in one decklist of a winning deck
on the net. On those grounds I cannot see why I should deem it as a
good card.
> If we can't agree on that, then I don't see how we
> can reconcile your feeling that LotN is mostly unplayable wallpaper
> and mine (and I believe Peter's as well - though I don't want to
> overstate his position) that it's one of the better sets that White
> Wolf has put out.
Again, bother to write my posts and don´t put words in my mouth. I
have never said that LotN is "mostly unplayable Wallpaper". On the
contraty, I have said that it is a good set.
> > Leave it now, Ben Peal want this thread to die.
>
> Ben Peal ain't the boss of me. Or Peter. Or, presumably, you. I
> hope that Peter will continue to post non-stop until this thread
> reaches 2000 posts. If it pisses off someone, Ben Peal or otherwise,
> all the better! ;)
That was my point. All the people who think they are moderators here
don´t understand what a newsgroup is about, I guess.
[ quoted text not captured ]
I don´t answer all posts. I think this was a good post, and I had not
much to argue about in it. It was his experience of one type of open
playtesting. I guess it could be done in other ways, for better/faster/
other result?
as...@hotmail.com wrote:
> On 3 Okt, 14:54, Peter D Bakija <p...@lightlink.com> wrote:>> Then why are you buying any new cards at all? Everything you want to
>> use already exists. By this logic, WW should have stopped making cards
>> 7 sets ago.>
> They could make innovative cards, like Loss. Not cards like Poison the
> Well of Life and Target Leg.
wait, what? Loss is innovative but poison the well of life and target
leg are not?
Define 'innovative' here. I'd expect it to mean something like
'interesting concepts that do things not previously done before'. Bleed
at +2 bleed seems like, perhaps, it'd been done before, somewhere. Can't
recall on what card I might have seen it.
Burning everyone else's hunting grounds as a weird (d) against all of
them action, or knee-capping someone so they can't move unless they have
wings or magic, seem a lot more 'innovative' to me.
Sure, Loss is a much stronger card, but I don't think 'innovative' is
the right word to associate with it.
--
salem
(replace 'hotmail' with 'gmail' to email)
"In *my* Assamite deck, this would pwn you in teh FAEC, so shut up."
"Thats only cos u've never sene mi Gionavvi PUNCHnMUCNH u asshat."
- James Coupe
In message <cd4a1eee-211a-4e01...@a70g2000hsh.googlegroup
s.com>, as...@hotmail.com writes:
>On 3 Okt, 14:54, Peter D Bakija <p...@lightlink.com> wrote:>> On Oct 3, 2:49 am, as...@hotmail.com wrote:
>>
>> > OK, I´ll throw in a couple of LiT in my next mono-Potence deck and
>> > strike the world with surprise.
>>
>> Sigh. Yeah. That'll help. You could also put Loss in your mono-potence
>> deck too, claim it isn't helping, and then claim that Loss is a bad
>> card if you want as well.>
>Loss? What are you taking about? Loss is a very strong card that make
>the Assamites much more playable. Giving setites a card that is +bleed
>and +stealth is not the same thing.
He's pointing out that not all cards go in all decks, and dismissing
Lost in Translation because it won't work in a mono-Potence deck is
about as weird as you can get. Mono-Potence is typically quite small
and aggressive, and doesn't have large vampires on hand (which are
needed to make Lost in Translation playable), and often is very
aggressive (without too many Wakes or whatever) - although some decks
might want to branch out into Touch of Pain, but that's not usual.
As a result, tossing Lost in Translation into an inappropriate deck is
unlikely to be wildly successful. Dismissing Lost in Translation
because it won't work in an inappropriate deck isn't making a strong
case.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In message <10ec507c-978e-4765...@v28g2000hsv.googlegroup
[ quoted text not captured ]
For a start, it flies entirely in the face of your suggestion that
players will only post throw-away "This card sucks, make it +2 stealth",
and you won't get hundreds of detailed points being made. Many players
do make long posts. Reading and properly digesting a thread this long
takes time. Sure, you could skim it for responses that back up your own
pre-conceived ideas, but that's just pointless.
Now multiply it up for discussions about large numbers of cards that are
in flux, including the flip-side of unplayable cards - the screams of
anguish about how broken cards are. Ever seen a PTO thread? Yeah,
that's only one-line, easily digested responses.
Then have it take place over months, with each necessary revision to a
card re-igniting arguments.
Also toss in many requests for rulings on how specific cards work, in
specific revisions - good quality playtesters will likely already know
how to read card text, or infer things from pre-existing rulings. Add
the fun of players modifying cards for their own needs to taste.
("Yeah, last night we playtested it like this... and it worked fine.")
No extra work involved at all, obviously.
I'm reminded of the threads that have been had in the past where people
suggested we change the tournament reporting and scoring system back to
the old ELO style. (Or to a similar scheme that used equivalent
information.) "Oh, but players can easily fill in that information!"
they cried. Except they didn't, and certainly not in a timely fashion.
Years of experience from actually seeing that players didn't fill in all
the details that V:TES ratings of that style needed were just ignored by
players wishing that wasn't the case.
Here, amongst other things, you've been claiming how an open playtest
would involve so little extra work, and players wouldn't involve long
posts (because people wouldn't write those), which flies in the face of
all the years where people have done that, and continue to do that. The
recent thread on banning DI? Nah, no-one writes long involved posts
about one card. Many similar threads on other cards people have wanted
errata-ed/banned/changed (PTO, Anarch Revolt)? Nah, those obviously
weren't written. Players screaming about how cards that have been
errata-ed/banned weren't a problem in the first place (Return to
Innocence, the Imbued-related bans, Succubus Club, the seat switchers,
whatever else you care to imagine)? Nope, players haven't written
dozens, hundreds of posts on such matters. Threads that exploded into
200+ posts in 24-48 hours, when something controversial comes up in a
ruling/card change/previewed card? Definitely never happened.
For some reason, you think an open playtest wouldn't involve all the
things that V:TES has always involved - people discussing anything and
everything they feel like discussing about V:TES, in great depth, across
a variety of forums, in a variety of languages, at the drop of a hat.
Unfortunately, the hat is dropped at a random time, so even the most
innocuous change can spark dozens, hundreds of posts.
This *really* happens. Just search through the archives of rec...jyhad
for examples of threads with hundreds of posts in them, about the most
bizarre and unpredictable of things.
[ quoted text not captured ]
[ quoted text not captured ]> aucti...@superfuncards.com- Hide quoted text -
>
> - Show quoted text -
i think people in general should see all the hard work, and thought
that came in making the cards, granted some cards are crap and maybe
the imbued should have been done in another manner. Still overall,
the game has matured wonderfully. Having said that, i personally want
to thank LSJ, Peter, Ben Peal and all the rest for putting their extra
time and effort in this sometimes thankless job. People shouldn't
expect everything to be as handy as Loss or Govern the unaligned, in
general all card games have crap cards. Its a way of using it and a
manner by which you play or wish to have fun. I mean if you've
dabbled in Magic before who would use thoughtlace or kjeldoran
skycaptain!? We all understand that yes, there are cards which suck
and their manner of use is left dubious, but that's what makes it fun
to play in the end. Admittedly i played Pariah and Wynn together in a
trophy deck, throwing out trophies for Pariah. Then getting it when
you burned a redlist. its sort of slow but it was hilarious watching
people get rushed by wynn and his "white dog". So its always a good
thing to play with an open mind, sometimes a card becomes even better
when a new card is brought to bear.
Going to the topic however which i strayed away from, having a public
testplay is often a double edged sword. Yes, you get input and actual
game usage of the cards. But it often results in a biased view from
other people what they want to happen for that card, the result of a
small consensus of people deciding what is good for the rest of the
populace. You might say that's whats happening now anyways, but then
at least its not covered in the muck of what other players think the
card should be and not what was decided to be the essence of the card.
In article
<78864626-3232-4f98...@p49g2000hsd.googlegroups.com>,
as...@hotmail.com wrote:
> And who say this? I don愒 say this! It would help if you bothered to> read my posts, instead of trying to pin these quotes on me (or what> you are trying to do, I惴 not sure).
You did not say that. Nor was he claiming you said that. It was a
metaphor (or simile? I always get those confused). Chris was comparing
you saying "Lost in Translation is useless" and "Eternal Mask is
useless" to someone saying "Dominate is useless". 'Cause, while it is a
bit of an exaggeration, it is essentially the same kind of argument--you
are saying something that is so out of the realm of sense that there
isn't really an argument to be had, as we are clearly looking at the
world from such incredibly different viewpoints that discussion is
irrelevant.
[ quoted text not captured ]
In article
<cd4a1eee-211a-4e01...@a70g2000hsh.googlegroups.com>,
as...@hotmail.com wrote:
> Loss? What are you taking about? Loss is a very strong card that make
> the Assamites much more playable. Giving setites a card that is +bleed
> and +stealth is not the same thing.
Holy crap. Dude. Do you understand even basic debate concepts?
You made a ridiculous claim to back up your assessment that Lost in
Translation is a bad card. Saying "I'll put Lost in Translation into my
weenie potence deck" is saying "I'll completely ignore what makes the
card good and how to make it playable, throw it in a completely
inappropriate deck, and then use that as an example of how it is bad"
(just to be clear here, I know you didn't actually use those words. But
that is the essence of your statement).
I countered with "Why not thow Loss in the same deck and claim that is a
bad card too". 'Cause putting Lost in Translation in a weenie potence
deck (a deck in which Lost in Translation is going to be essentially
useless) is just as useful as putting Loss in a a weenie potence deck (a
deck in which Loss is going to be essentially useless). And if you put
Lost in Translation into a deck where it will be essentially worthless
and then use that as an example of how the card is bad, you are just
presenting a pointless example.
Lost in Translation does not do anything in a weenie potence deck. But
in a deck with large vampires, the ability to play reaction cards, and
no other bounce? A good card. As bounce is strong. Is it as good as
Deflection? No. Of course not. But it provides a very powerful effect
(i.e. bleed bounce) to a deck that otherwise would not have it. Which is
strong.
> They could make innovative cards, like Loss. Not cards like Poison the
> Well of Life and Target Leg.
How is Loss "innovative"? Loss is strong. Loss is very good. Loss is not
"innovative". Loss is "Pay 1 blood for +2 bleed". Which is powerful. But
hardly "innovative". Target Leg is actually "innovative". It is an
interesting new card that does interesting new stuff. Yeah, it blows.
But Target Hand is innovative too, and doesn't suck.
[ quoted text not captured ]
In article
<78864626-3232-4f98...@p49g2000hsd.googlegroups.com>,
as...@hotmail.com wrote:
> My experience is that I have never seen anyone use Lost in
> Translation, and I have only seen it in one decklist of a winning deck
> on the net. On those grounds I cannot see why I should deem it as a
> good card.
And to come back full circle, this is *exactly* why public playtesting
probably isn't a good idea. Here you are saying "I've never seen anyone
use Lost in Translation, and haven't seen it much in winning net-decks.
So it is a bad card." Without, apparently, ever actually using it. And
you seem to have a strong opinion about a card that you have never
actually used or seen used. Which does not make for, what do you say,
good playtest data.
[ quoted text not captured ]
as...@hotmail.com writes:
> On 2 Okt, 00:57, Peter D Bakija <p...@lightlink.com> wrote:
> > In article
> > <6c77ed4b-053a-449a-a98b-d8446b675...@x35g2000hsb.googlegroups.com>,
> >
> > as...@hotmail.com wrote:
> > > No. When every game timed because one player took 75 % of the game
> > > time just by moving around 50 cards on the table? Maybe.
> >
> > Lots of things can do that. I agree that someone playing the Imbued can
> > play slowly. Which is, indeed, irritating.
>
> If you introduce a mechanic that is all about manipulating your
> ashheap and library ALOT every round, and putting 5+ cards on every
> minion, then you are bound to have a game that takes alot of time and
> a lot of frustration from everyone trying to understand what is
> happening (why is he looking in his ashheap now?) and what minions
> having which cards (lets see, that guy has Laptop, Bow, conviction A,
> Champion, Jacket and that one has Tasha, sword, Hawg, conviction B,
> etc etc). NoR was a very, very stupid set.
Okay now, I'll issue you a challenge:
If we ever meet (next EC perhaps?), I want you to play against me and my
never-take-apart-always-tweak "Twist with Conviction" Imbued deck.
And take a stopwatch and *time my turns*.
Playing the Imbued took a lot of time way back when it was new and everybody
was still learning how to play with them or agaist them. Just like all of us
took a lot of time, back when we were just learning to play VTES.
HG
Kushiel <invisibl...@gmail.com> writes:
> On Oct 2, 2:38 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> > Other reactive decks don't put that many permanents on the table at a
> > time.
>
> You should play in Boston more. :)
Or in Helsinki.
A Cock Robin with two Guardian Angels, Leather Jacket, three Raven Spies,
Palatial Estate, Owl Companion, Murder of Crows, .44, Perfectionist and a
Vessel doesn't even rise eyebrows.
The Imbued are amateurs compared to such "christmas tree" decks.
HG
as...@hotmail.com schrieb:
> I see no point doing this with a set that was released so recently and
> is about anarchs. But here is a list from LotN (which is a VERY good
> set compared to, say, NoR)
> xHide the Mind R
WHAT? This card is so good. If I play Bleed with some serious Obfuscate
stealth I want at least 3 copies of this card. Why? Because Auspex is by
far the most common intercept discipline in the game (remember: you can
also cancel intercept with this card) so it can easily double as +2
stealth if you cancel and Enhanced Senses (for exmaple). And to cancel
bounce (Telepathic Misdirection to Deflection ratio here is about 50:50)
is even stronger. If your prey doesnt play Auspex you won´t need a whole
lot of stealth so you will use your Dreams to get rid of this, no big deal.
Kushiel schrieb:
> On Oct 2, 4:25 am, Johannes Walch <johannes.wa...@vekn.de> wrote:>> They should care John, because a good relationship with your retail
>> chain is important for continued success of your product line.>
> True enough, I guess. But...
>>> We are selling NoR at much less than any other V:TES product but still
>> no one ordered a single box in months.>
> Has this affected how much business you do with White Wolf in terms of
> buying other sets?
Not really. But I am a very dedicated V:TES seller. Most shops aren´t
and those are probably easily offended by such a set, especially since
V:TES is not a hot seller anyway.
Janne Hägglund schrieb:
[ quoted text not captured ]
Right, but the Imbueds can easily have 4-5 christmas trees. And their
abilities keep jumping on and off (convictions). Having played those
decks and played against those I must say a Cock Robin with 20
permanents is easier to keep in mind as 4-5 Imbueds with heaps of stuff.
If playing against Cock all you need to remember is: Don´t get caught
by Cock. Against the Imbued you have to wage every turn how you are
going to manage to pass them.
On 4 Okt, 11:44, Salem <kella...@hotmail.com> wrote:
> as...@hotmail.com wrote:
> > On 3 Okt, 14:54, Peter D Bakija <p...@lightlink.com> wrote:
> >> Then why are you buying any new cards at all? Everything you want to
> >> use already exists. By this logic, WW should have stopped making cards
> >> 7 sets ago.
>
> > They could make innovative cards, like Loss. Not cards like Poison the
> > Well of Life and Target Leg.
>
> wait, what? Loss is innovative but poison the well of life and target
> leg are not?
>
> Define 'innovative' here. I'd expect it to mean something like
> 'interesting concepts that do things not previously done before'. Bleed
> at +2 bleed seems like, perhaps, it'd been done before, somewhere. Can't
> recall on what card I might have seen it.
>
> Burning everyone else's hunting grounds as a weird (d) against all of
> them action, or knee-capping someone so they can't move unless they have
> wings or magic, seem a lot more 'innovative' to me.
>
> Sure, Loss is a much stronger card, but I don't think 'innovative' is
> the right word to associate with it.
'Innovative' as in making the Assamites do new stuff (in a good way)
and a much more competitive clan. Sure, +2 bleed is nothing new, but
it opens a new world for the Assamite player.
On 4 Okt, 12:42, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <cd4a1eee-211a-4e01-94ef-1736b8b6e...@a70g2000hsh.googlegroup>
> s.com>, as...@hotmail.com writes:
> >On 3 Okt, 14:54, Peter D Bakija <p...@lightlink.com> wrote:
> >> On Oct 3, 2:49 am, as...@hotmail.com wrote:
>
> >> > OK, I´ll throw in a couple of LiT in my next mono-Potence deck and
> >> > strike the world with surprise.
>
> >> Sigh. Yeah. That'll help. You could also put Loss in your mono-potence
> >> deck too, claim it isn't helping, and then claim that Loss is a bad
> >> card if you want as well.
>
> >Loss? What are you taking about? Loss is a very strong card that make
> >the Assamites much more playable. Giving setites a card that is +bleed
> >and +stealth is not the same thing.
>
> He's pointing out that not all cards go in all decks, and dismissing
> Lost in Translation because it won't work in a mono-Potence deck is
> about as weird as you can get. Mono-Potence is typically quite small
> and aggressive, and doesn't have large vampires on hand (which are
> needed to make Lost in Translation playable), and often is very
> aggressive (without too many Wakes or whatever) - although some decks
> might want to branch out into Touch of Pain, but that's not usual.
>
> As a result, tossing Lost in Translation into an inappropriate deck is
> unlikely to be wildly successful. Dismissing Lost in Translation
> because it won't work in an inappropriate deck isn't making a strong
> case.
So, WHEN should I use LiT? It being such a good card.
On 4 Okt, 13:00, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <10ec507c-978e-4765-b644-e2db6dd21...@v28g2000hsv.googlegroup[ quoted text not captured ]
Why do you only see the negative effects? I think the effort would be
rewarded. Also, you might regulate the feedback. For example, WW could
post a card/mechanic idea at the WW site with a grade system (1-10 or
so) and a text box with a low character maximum, and you have to login
to write. THIS IS JUST AN EXAMPLE, there could be other ways too. This
is one way to get the vtes community involved. I don´t think that
would be so bad.
On 4 Okt, 15:49, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <cd4a1eee-211a-4e01-94ef-1736b8b6e...@a70g2000hsh.googlegroups.com>,[ quoted text not captured ]
You misunderstood me. By writing the stuff about the mono-potence deck
and stunning the world with surprise, I meant just that. A deck that
nobody thinks is able to bounce a bleed. I could just as much write
"mono-Animalism deck".
> > They could make innovative cards, like Loss. Not cards like Poison the
> > Well of Life and Target Leg.
>
> How is Loss "innovative"? Loss is strong. Loss is very good. Loss is not
> "innovative". Loss is "Pay 1 blood for +2 bleed". Which is powerful. But
> hardly "innovative". Target Leg is actually "innovative". It is an
> interesting new card that does interesting new stuff. Yeah, it blows.
> But Target Hand is innovative too, and doesn't suck.
No, the _aim mechanic_ is innovative, not the card Target Leg in
itself. I have NO IDEA why some aim-cards where make much better than
others (the same goes for archetypes). I think maybe more or "public"
playtesting might have changed this.
On 4 Okt, 15:40, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <78864626-3232-4f98-8431-b74d48e9f...@p49g2000hsd.googlegroups.com>,
>
> as...@hotmail.com wrote:
> > And who say this? I don´t say this! It would help if you bothered to> > read my posts, instead of trying to pin these quotes on me (or what> > you are trying to do, I´m not sure).>
> You did not say that. Nor was he claiming you said that. It was a
> metaphor (or simile? I always get those confused). Chris was comparing
> you saying "Lost in Translation is useless" and "Eternal Mask is
> useless" to someone saying "Dominate is useless". 'Cause, while it is a
> bit of an exaggeration, it is essentially the same kind of argument--you
> are saying something that is so out of the realm of sense that there
> isn't really an argument to be had, as we are clearly looking at the
> world from such incredibly different viewpoints that discussion is
> irrelevant.
No, it is not "a bit" exaggeration, it´s a lot of exaggeration. It´s
lame rherotics to imply that it´s the "same kind of arguement". Why
not stick to the subject? You saying my opinions are "out of the realm
of sense" are just more insults. Cut it, it´s below you.
So, you say EM and LoT are good cards, I say I find them hard to be
worth putting in a deck. I think cards that get printed should be able
to use in competitive decks, not just as wallpaper. You disagree. Fine.
In article
<ad3f605b-f470-4cf2...@k30g2000hse.googlegroups.com>,
as...@hotmail.com wrote:
> No, it is not "a bit" exaggeration, it´s a lot of exaggeration. It´s
> lame rherotics to imply that it´s the "same kind of arguement". Why
> not stick to the subject?
'Cause it is the subject. Part of a debate is often drawing a parallel
between two arguments. As it makes what is going on clearer.
> So, you say EM and LoT are good cards, I say I find them hard to be
> worth putting in a deck. I think cards that get printed should be able
> to use in competitive decks, not just as wallpaper. You disagree. Fine.
And yet here you are still arguing with me.
Eternal Mask and Lost in Translation are able to be used in competitive
decks. That you claim otherwise indicates that either:
A) You have an incredibly questionable understanding of the game.
or
B) You just aren't even trying.
In either case, it makes your argument questionable.
[ quoted text not captured ]
In article
<d7213d43-f338-43eb...@t41g2000hsc.googlegroups.com>,
as...@hotmail.com wrote:
> You misunderstood me. By writing the stuff about the mono-potence deck
> and stunning the world with surprise, I meant just that. A deck that
> nobody thinks is able to bounce a bleed. I could just as much write
> "mono-Animalism deck".
And yet you aren't actually going to do that. As you don't think Lost in
Translation is worth using. And putting it in a completely inappropriate
deck isn't going to make it seem worth using.
> No, the _aim mechanic_ is innovative, not the card Target Leg in
> itself. I have NO IDEA why some aim-cards where make much better than
> others (the same goes for archetypes). I think maybe more or "public"
> playtesting might have changed this.
Maybe. Or it might just make trying to design cards much, much harder.
[ quoted text not captured ]
In article
<099090d1-6a3b-48f4...@g61g2000hsf.googlegroups.com>,
as...@hotmail.com wrote:
> So, WHEN should I use LiT? It being such a good card.
In a deck with big vampires, no other bounce, and the ability to react.
[ quoted text not captured ]
On 4 Okt, 18:38, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <78864626-3232-4f98-8431-b74d48e9f...@p49g2000hsd.googlegroups.com>,>
> as...@hotmail.com wrote:
> > My experience is that I have never seen anyone use Lost in
> > Translation, and I have only seen it in one decklist of a winning deck
> > on the net. On those grounds I cannot see why I should deem it as a
> > good card.
>
> And to come back full circle, this is *exactly* why public playtesting
> probably isn't a good idea. Here you are saying "I've never seen anyone
> use Lost in Translation, and haven't seen it much in winning net-decks.
> So it is a bad card." Without, apparently, ever actually using it. And
> you seem to have a strong opinion about a card that you have never
> actually used or seen used. Which does not make for, what do you say,
> good playtest data.
So you can´t just read the card and, based on experience of other
cards and the game itself, have an idea of how good/bad it is, and why?
On 5 Okt, 13:42, h...@iki.fi (Janne Hägglund) wrote:
[ quoted text not captured ]
So if all your 4+ minions look like that (but each with different
cards), it´s not kind of messy and hard to overlook the table?
Especially for newbies? It´s not at all a problem?
On 5 Okt, 22:40, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <ad3f605b-f470-4cf2-ac5b-6b94a3ca8...@k30g2000hse.googlegroups.com>,>
> as...@hotmail.com wrote:
> > No, it is not "a bit" exaggeration, it´s a lot of exaggeration. It´s
> > lame rherotics to imply that it´s the "same kind of arguement". Why
> > not stick to the subject?
>
> 'Cause it is the subject. Part of a debate is often drawing a parallel
> between two arguments. As it makes what is going on clearer.
It makes it clearer if the parallel is adequate.
> > So, you say EM and LoT are good cards, I say I find them hard to be
> > worth putting in a deck. I think cards that get printed should be able
> > to use in competitive decks, not just as wallpaper. You disagree. Fine.
>
> And yet here you are still arguing with me.
Of course. It´s great fun.
> Eternal Mask and Lost in Translation are able to be used in competitive
> decks. That you claim otherwise indicates that either:
>
> A) You have an incredibly questionable understanding of the game.
>
> or
>
> B) You just aren't even trying.
>
> In either case, it makes your argument questionable.
OK, let´s check back in a year or two and see how much those cards
have seen play. I think that´s the most fair way to see if a card is
"good". And please, cut these well-dressed insults (and focus on
arguments). You don´t need them.
On 5 Okt, 22:42, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <d7213d43-f338-43eb-9b30-beeec0411...@t41g2000hsc.googlegroups.com>,>
> as...@hotmail.com wrote:
> > You misunderstood me. By writing the stuff about the mono-potence deck
> > and stunning the world with surprise, I meant just that. A deck that
> > nobody thinks is able to bounce a bleed. I could just as much write
> > "mono-Animalism deck".
>
> And yet you aren't actually going to do that. As you don't think Lost in
> Translation is worth using.
What? Why? I told you I was going to.
> And putting it in a completely inappropriate deck isn't going to make it seem > worth using.
Now I don´t get you at all. If not for the surprise effect (in a deck
without "bouncy" disciplines), when should I use LiT? Name a deck
where LiT would fit.
> > No, the _aim mechanic_ is innovative, not the card Target Leg in
> > itself. I have NO IDEA why some aim-cards where make much better than
> > others (the same goes for archetypes). I think maybe more or "public"
> > playtesting might have changed this.
>
> Maybe. Or it might just make trying to design cards much, much harder.
Yes, if you think taking part of (and grade) other players opinions
are "hard".
On 5 Okt, 22:43, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <099090d1-6a3b-48f4-a506-58b776f58...@g61g2000hsf.googlegroups.com>,>
> as...@hotmail.com wrote:
> > So, WHEN should I use LiT? It being such a good card.
>
> In a deck with big vampires, no other bounce, and the ability to react.
Like?
In article
<f9a37a03-7ffd-48d5...@i76g2000hsf.googlegroups.com>,
as...@hotmail.com wrote:
> What? Why? I told you I was going to.
And it isn't going to do you any good. And you'll say "this card is bad.
I put it in a deck. It didn't do anything." 'Cause your suggestion was
"I'm going to put it in a weenie potence deck". Which is not going to
make the card useful because:
A) Weenie. Hard to be an older vampire if you are a small vampire.
B) It is a reaction. Weenie potence decks don't tend to react much.
If you are going to use a card, it might as well be in a deck that can
actually benefit from it.
> Now I don´t get you at all. If not for the surprise effect (in a deck
> without "bouncy" disciplines), when should I use LiT? Name a deck
> where LiT would fit.
In a deck that can actually play the card. Which is not a weenie potence
deck. Which was your initial suggestion. Which means either you don't
actually know what the card does, aren't paying attention, or just threw
out that example as a silly example.
Lost in Translation goes in decks that have big vampires and no other
bounce available. Nakthortheb multi action. Eze vote. Nosferatu
politics. Assamite politics. Whatever. There are plenty of decks that
use large vampires and have no bounce discipline.
[ quoted text not captured ]
In article
<d975535c-afb8-4177...@e17g2000hsg.googlegroups.com>,
as...@hotmail.com wrote:
> Of course. It´s great fun.
Ok. Good. Then can we drop the pretense of either "I'm offended by your
statements!" and "We don't agree! Fine!".
> OK, let´s check back in a year or two and see how much those cards
> have seen play. I think that´s the most fair way to see if a card is
> "good". And please, cut these well-dressed insults (and focus on
> arguments). You don´t need them.
Once again, please drop the pretense of being offended and/or insulted.
You are here to argue as it is fun. In arguments like this, people get
asked if they are on crack. Or their arguments are called foolish. Or
insane. It is how this works. And clearly, you are willing to play
along, as otherwise, you would not respond "Of course. It's great fun."
These cards see play already. All the time. All over the place. I see
Lost in Translation and/or Eternal Mask (for example) on a regular basis
(heck, I'm currently playing a Settite S+B deck with 18 Eternal Masks.
And 9 Mess the Bedshet. And it is remarkably effective). The game does
not revolve around net-decking.
You clearly are not interested in experimentation in this game. You
clearly only will play proven, consistiently winning strategies. And are
not willing to try and build your own. This is not an insult, so please
don't feign outrage. It is simply likely. And based on your comments.
Which is fine. But not everyone sees the game the same way as you. Not
everyone is willing to simply only ever play Legal Manipulation and
obfuscate stealth. 'Cause they like trying new things and looking for
new, interesting angles, and finding advantage in things that are not
readily apparent. 'Cause that is what makes games like this interesting.
[ quoted text not captured ]
In article
<2f935962-c309-4a0b...@j22g2000hsf.googlegroups.com>,
as...@hotmail.com wrote:
> So you can´t just read the card and, based on experience of other
> cards and the game itself, have an idea of how good/bad it is, and why?
Sure you can. But that isn't playtesting. And you are making this
argument in, what is, originally, a discussion about playtesting. You
have indicated that you have a strong negative opinion on a card. That
you have never played and never seen played. And are happy to point this
out in discussion. If playtesting was full of public comments, this very
thing (i.e. making statements about cards without actually using them)
would muck up the playtest. As one of the main words in "playtesting" is
"play".
[ quoted text not captured ]
On Oct 6, 12:03 am, as...@hotmail.com wrote:
> So you can´t just read the card and, based on experience of other
> cards and the game itself, have an idea of how good/bad it is, and why?
Sure you can. That's why it took something like a year or more before
anyone realised that Sudario Refraction and Liquidation was ace.
[ quoted text not captured ]
What about liquidation and Shambling hordes. Cos obviously liquidation
is teh suxxorz.....
And don't get me started on that utter piece of cardboard toast called
Deal with the Devil. "What, I throw my hand away to get a new one? Are
you on crack?"
as...@hotmail.com wrote:
> Peter D Bakija <p...@lightlink.com> wrote:>> And yet here you are still arguing with me.>> Of course. It愀 great fun.
PETER, HE HAS JUST STATED HE IS A TROLL.
STOP ENABLING HIM.
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
On Oct 6, 4:55 am, "Kevin M." <youw...@imaspammer.org> wrote:
> as...@hotmail.com wrote:
> > Peter D Bakija <p...@lightlink.com> wrote:
> >> And yet here you are still arguing with me.
>> > Of course. It´s great fun.>
> PETER, HE HAS JUST STATED HE IS A TROLL.
>
> STOP ENABLING HIM.
>
> Kevin M., Prince of Las Vegas
> "Know your enemy, and know yourself; in one-thousand battles
> you shall never be in peril." -- Sun Tzu, *The Art of War*
> "Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
> Please visit VTESville daily!http://vtesville.myminicity.com/
But Kevin, I am really enjoying my popcorn here. Can't someone just
flame the troll a little? I hear they have a weakness to fire.....
(Shuffles closer to fire, fresh pot at the ready...)
On 6 Okt, 00:35, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <f9a37a03-7ffd-48d5-9089-ed92df337...@i76g2000hsf.googlegroups.com>,>
> as...@hotmail.com wrote:
> > What? Why? I told you I was going to.
>
> And it isn't going to do you any good. And you'll say "this card is bad.
> I put it in a deck. It didn't do anything." 'Cause your suggestion was
> "I'm going to put it in a weenie potence deck". Which is not going to
> make the card useful because:
No, that was not what I wrote. I wrote "I´ll throw in a couple of LiT
in my next mono-Potence deck". Again, bother to read what I write.
> > Now I don´t get you at all. If not for the surprise effect (in a deck
> > without "bouncy" disciplines), when should I use LiT? Name a deck
> > where LiT would fit.
>
> In a deck that can actually play the card. Which is not a weenie potence
> deck. Which was your initial suggestion. Which means either you don't
> actually know what the card does, aren't paying attention, or just threw
> out that example as a silly example.
>
> Lost in Translation goes in decks that have big vampires and no other
> bounce available. Nakthortheb multi action. Eze vote. Nosferatu
> politics. Assamite politics. Whatever. There are plenty of decks that
> use large vampires and have no bounce discipline.
OK, then I´ll try it in such decks. But putting LiT in for example
Nosferatu politics means you have to take something else out, and I don
´t know if it´s worth it. Thanks for the examples.
On Oct 6, 1:36 pm, as...@hotmail.com wrote:
> On 6 Okt, 00:35, Peter D Bakija <p...@lightlink.com> wrote:
>
> > In article
> > <f9a37a03-7ffd-48d5-9089-ed92df337...@i76g2000hsf.googlegroups.com>,
>
> > as...@hotmail.com wrote:
> > > What? Why? I told you I was going to.
>
> > And it isn't going to do you any good. And you'll say "this card is bad.
> > I put it in a deck. It didn't do anything." 'Cause your suggestion was
> > "I'm going to put it in a weenie potence deck". Which is not going to
> > make the card useful because:
>
> No, that was not what I wrote. I wrote "I´ll throw in a couple of LiT
> in my next mono-Potence deck". Again, bother to read what I write.
Frankly, mono pot is a small cap deck. Unless you are playing
something experimental. From everything you have written so far,
experimentation does not sound like your strong suit. So the
assumption that you will put LiT in a weenie deck is quite reasonable.
Which leads to the point that you are going to put the card in a deck
that is utterly unsuited for it.
On 6 Okt, 00:44, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <d975535c-afb8-4177-a30a-ea79114d7...@e17g2000hsg.googlegroups.com>,>
> as...@hotmail.com wrote:
> > Of course. It´s great fun.
>
> Ok. Good. Then can we drop the pretense of either "I'm offended by your
> statements!" and "We don't agree! Fine!".
Well, that´s not true. Arguing with you is both great fun and
interesting - and I also feel insulted when you, instead of using
arguments, imply that I´m on crack, are insane, etc.
> > OK, let´s check back in a year or two and see how much those cards
> > have seen play. I think that´s the most fair way to see if a card is
> > "good". And please, cut these well-dressed insults (and focus on
> > arguments). You don´t need them.
>
> Once again, please drop the pretense of being offended and/or insulted.
> You are here to argue as it is fun. In arguments like this, people get
> asked if they are on crack. Or their arguments are called foolish. Or
> insane. It is how this works. And clearly, you are willing to play
> along, as otherwise, you would not respond "Of course. It's great fun."
See above. Both fun, and insulted.
> These cards see play already. All the time. All over the place. I see
> Lost in Translation and/or Eternal Mask (for example) on a regular basis
> (heck, I'm currently playing a Settite S+B deck with 18 Eternal Masks.
> And 9 Mess the Bedshet. And it is remarkably effective). The game does
> not revolve around net-decking.
All over _your_ place? So this means the card is good?
> You clearly are not interested in experimentation in this game.
On the contrary, I make new decks all the time, with new cards. I
think it´s great fun to win with "weird" new cards. But generally, I
get beaten by friends who have old decks, especially in tournaments.
So I would like WW to make less wallpaper and more good stuff.
Especially the rares. I would buy more boosters then, which is good
for WW, and thereby, I guess, good for the game.
> You
> clearly only will play proven, consistiently winning strategies. And are
> not willing to try and build your own. This is not an insult, so please
> don't feign outrage. It is simply likely. And based on your comments.
> Which is fine. But not everyone sees the game the same way as you. Not
> everyone is willing to simply only ever play Legal Manipulation and
> obfuscate stealth. 'Cause they like trying new things and looking for
> new, interesting angles, and finding advantage in things that are not
> readily apparent. 'Cause that is what makes games like this interesting.
I agree. But I don´t think one thing automatically have to exclude the
other, do you? Cards can be both worth playing for fun and in
tournaments (which in my enviroment, where anyone plays any deck they
like, is the same thing).
On 6 Okt, 00:46, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <2f935962-c309-4a0b-9934-d4e1fbe6d...@j22g2000hsf.googlegroups.com>,>
> as...@hotmail.com wrote:
> > So you can´t just read the card and, based on experience of other
> > cards and the game itself, have an idea of how good/bad it is, and why?
>
> Sure you can. But that isn't playtesting. And you are making this
> argument in, what is, originally, a discussion about playtesting. You
> have indicated that you have a strong negative opinion on a card. That
> you have never played and never seen played. And are happy to point this
> out in discussion. If playtesting was full of public comments, this very
> thing (i.e. making statements about cards without actually using them)
> would muck up the playtest. As one of the main words in "playtesting" is
> "play".
I agree. My first post should have been longer, and all terms used
should have been defined. The thread topic should have been 'Public
"playtesting"', as I did not mean only ordinary playtesting, but
generally forms of public input.
On Oct 6, 7:36 am, as...@hotmail.com wrote:
> No, that was not what I wrote. I wrote "I´ll throw in a couple of LiT
> in my next mono-Potence deck". Again, bother to read what I write.
Now you are just being obtuse. "mono-potence" generally means "weenie-
potence". As if you aren't using weenies, there isn't any reason to be
mono-potence. As you clearly only ever play proven archetypes, I'm
hard pressed to imagine that when you said "mono-potence", you meant
something other than weenie mono potence.
-Peter
[ quoted text not captured ]
Sorry, as I replied 3 times now, I meant a deck without bounce-
disciplines. Could have written mono-Animalism or mono-Celerity.
On Oct 6, 9:55 am, as...@hotmail.com wrote:
> Sorry, as I replied 3 times now, I meant a deck without bounce-
> disciplines. Could have written mono-Animalism or mono-Celerity.
Well, ok. That is what the card is for. Providing bounce to decks that
have no bounce discipline. As bounce is strong. Because Lost in
Translation requires you to be an older vampire (and it costs 2
blood), it can't just willy-nilly get thrown into any bounceless mono-
discipline deck. Especially as bounceless mono-discipline decks tend
to run pretty small (i.e. all examples you give--mono-potence, mono-
animalism, and mono-celerity--generally are weenie decks). And decks
with small vampires tend to not be older than the bleeders. And tend
not to have a ton of blood for the 2 blood bounce.
Where Lost in Translation is strong is in decks that use big vampires
and don't come with bounce disciplines. Large Settites (Nakthortheb,
say). Eze vote decks. Big vampire superstar decks (Cock Robin and
Enkidu both have mutli acting and untapping capabilities, are large,
don't have bounce disciplines, and often act as superstars in
superstar decks). Yes. You have to make room for them. But even in a
blocky Cock Robin deck, having 3 or 4 Lost in Translations can be
*huge*--someone comes to bleed you for a bunch. You try and block with
your 2 or 3 Raven Spies. They manage to stealth past. You play Lost in
Translation, sending a 4 stealth bleed of 5 to your prey, which they
totally didn't see coming. This is where Lost in Translation is good.
And when it is good, it is very good. And that it exists at all means,
again, whenever you bleed someone, you can't just assume that they
can't bounce you, as long as they are older than you and have 2 blood.
Yes. It is true that big vampire superstar decks aren't that difficult
to build with stray dominate for bounce, as big vampires aren't that
hard to find with light dominate stuck on here and there. Or build a
deck with 5 superstars and 7 dominate weenies. But Lost in Translation
opens up even more areas for experimentation, and gives you the
opportunity to avoid the "Oh. This deck would be awesome. If only I
could get some bounce in..." part of deck building that hinders so
many deck plans. Is it better than, or even as good as, Deflection?
No. Of course not. And expecting it to be is just foolish. But it is a
good card that changes the game environment up significantly. And can
be very useful if the appropriate decks.
-Peter
In article
<65c261ae-905e-43c2...@h60g2000hsg.googlegroups.com>,
as...@hotmail.com wrote:
> Well, that愀 not true. Arguing with you is both great fun and> interesting - and I also feel insulted when you, instead of using> arguments, imply that I惴 on crack, are insane, etc.
You should consider learning to not be insulted when people say things
like "are you on crack?" and "that's insane". That is how discussions on
the internet go. All things being equal, this discussion is surprisingly
calm and flame free (which I would think indicates that I'm not really
interested in insulting anyone); no one has been called an "ass hat",
nor has anyone been compared to a nazi, both of which are good
indications that the base discussion is a viable one.
> I agree. But I don愒 think one thing automatically have to exclude the> other, do you? Cards can be both worth playing for fun and in
> tournaments (which in my enviroment, where anyone plays any deck they
> like, is the same thing).
And usually they are--likely a lot more than you are giving them credit
for. If you are familiar with the work of Matt Morgan and Ben Peal,
every time I see them in tournament play, they are playing something
crazy and new. With cards that look like total jank. And yet they win
all the time. More than I can possibly imagine. With cards that people
write off as wallpaper. There is likely something to that.
[ quoted text not captured ]
On Oct 6, 10:54 pm, Peter D Bakija <p...@lightlink.com> wrote:
> You should consider learning to not be insulted when people say things
> like "are you on crack?" and "that's insane". That is how discussions on
> the internet go. All things being equal, this discussion is surprisingly
> calm and flame free (which I would think indicates that I'm not really
> interested in insulting anyone); no one has been called an "ass hat",
> nor has anyone been compared to a nazi, both of which are good
> indications that the base discussion is a viable one.
For frying freaking frogs sake (no i am not talking about the french).
Peter, make me some bloody popcorn!!!!!
mmmmmmm, bloody popcorn, the sedentary vampire's favourite snack!
Peter D Bakija wrote:
> In article
> <78864626-3232-4f98...@p49g2000hsd.googlegroups.com>,
> as...@hotmail.com wrote:>> And who say this? I don愒 say this! It would help if you bothered to
>> read my posts, instead of trying to pin these quotes on me (or what
>> you are trying to do, I惴 not sure).>
> You did not say that. Nor was he claiming you said that. It was a
> metaphor (or simile? I always get those confused).
Metaphor is when you say something _is_ something else.
Simile is when you say something is _like_ something else (or, as i
remember it, is _similar_ to something else).
The first star of the evening was a diamond, sparkling on a black velvet
cloth as it flickered into visibility. <- metaphor
The first star of the evening flickered into visibility, like a diamond
sparkling on a black velvet cloth. <- similie
Learning is fun!
--
salem
(replace 'hotmail' with 'gmail' to email)
"In *my* Assamite deck, this would pwn you in teh FAEC, so shut up."
"Thats only cos u've never sene mi Gionavvi PUNCHnMUCNH u asshat."
- James Coupe
[ quoted text not captured ]
so what you're saying is imbued turns take a long time because *other*
players aren't familiar with the cards, not because the imbued
themselves are playing a lot of cards?
so surely the answer would be to play imbued *more* often, so that the
other players get to know the cards?
[ quoted text not captured ]
"Johannes Walch" <johanne...@vekn.de> wrote in message
news:gcasil$kcs$3...@news01.versatel.de...
> Janne Hägglund schrieb:>> Kushiel <invisibl...@gmail.com> writes:
>>>>> On Oct 2, 2:38 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:>>>> Other reactive decks don't put that many permanents on the table at a
>>>> time.>>> You should play in Boston more. :)>>
>> Or in Helsinki.
>>
>> A Cock Robin with two Guardian Angels, Leather Jacket, three Raven Spies,
>> Palatial Estate, Owl Companion, Murder of Crows, .44, Perfectionist and a
>> Vessel doesn't even rise eyebrows.
>>
>> The Imbued are amateurs compared to such "christmas tree" decks.>> Right, but the Imbueds can easily have 4-5 christmas trees. And their abilities keep jumping on and off (convictions). Having
> played those decks and played against those I must say a Cock Robin with 20
Exactly! What Johannes said. To the contrary of what the previous
poster tried to suggest, the Imbued have no parallel in vampires as
far as use of permanents on the table is concerned.
Vampire decks can't possibly hope to keep up with minions that
use conviction and power cards (plus use equipment and all the normal
stuff besides), I don't care how many Raptors or Crows or other
permanents you want to slam on Cock Robin. Cock Robin is ultimately
the amateur in comparison, not the other way 'round.
Fred
On 6 Okt, 22:54, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <65c261ae-905e-43c2-b21a-c44424afa...@h60g2000hsg.googlegroups.com>,
>
> as...@hotmail.com wrote:
> > Well, that´s not true. Arguing with you is both great fun and> > interesting - and I also feel insulted when you, instead of using> > arguments, imply that I´m on crack, are insane, etc.>
> You should consider learning to not be insulted when people say things
> like "are you on crack?" and "that's insane". That is how discussions on
> the internet go.
But does it have to be this way? Do you have to talk like this?
> All things being equal, this discussion is surprisingly
> calm and flame free (which I would think indicates that I'm not really
> interested in insulting anyone); no one has been called an "ass hat",
> nor has anyone been compared to a nazi, both of which are good
> indications that the base discussion is a viable one.
I have no idea why I should be surprised that grown ups can discuss a
card game without calling eachother drug addicts or morons.
> > I agree. But I don´t think one thing automatically have to exclude the> > other, do you? Cards can be both worth playing for fun and in
> > tournaments (which in my enviroment, where anyone plays any deck they
> > like, is the same thing).
>
> And usually they are--likely a lot more than you are giving them credit
> for. If you are familiar with the work of Matt Morgan and Ben Peal,
> every time I see them in tournament play, they are playing something
> crazy and new. With cards that look like total jank. And yet they win
> all the time. More than I can possibly imagine. With cards that people
> write off as wallpaper. There is likely something to that.
OK. I think Matt and Ben win because they are good at all aspects of
the game, maybe especially table-talk. I guess also they win with such
"crappy" decks because they don´t appear as threats on the table -
before it is too late. It´s a cool strategy. But my opinion is still
that WW should stop printing wallpaper cards (although you don´t think
those cards are wallpaper).
[ quoted text not captured ]
Yes, of course. But there also is the problem that there are alot of
cards in play at the same time and alot happening in the imbued
players turn, that all players need to take notice of. Do you
understand what I am saying here? It´s not complicated.
Also, the imbued decks generated alot of table hate (especially those
with alot of Gehenna events), so they weren´t that popular. Many
people I know didn´t even bother to buy any NoR (also because there
wasn´t any cards in the set usable by vamps - smart move, WW!) - and
so the imbued isn´t played that often (at lease outside of tournament
play), and by that, people don´t learn how they work. If the mechanics
would have been a bit more slick, a bit more like normal VtES, things
have been different.
as...@hotmail.com wrote:
> On 6 Okt, 22:54, Peter D Bakija <p...@lightlink.com> wrote:>> In article
>> <65c261ae-905e-43c2-b21a-c44424afa...@h60g2000hsg.googlegroups.com>,
>>>>>> I agree. But I don´t think one thing automatically have to exclude the
>>> other, do you? Cards can be both worth playing for fun and in
>>> tournaments (which in my enviroment, where anyone plays any deck they
>>> like, is the same thing).>> And usually they are--likely a lot more than you are giving them credit
>> for. If you are familiar with the work of Matt Morgan and Ben Peal,
>> every time I see them in tournament play, they are playing something
>> crazy and new. With cards that look like total jank. And yet they win
>> all the time. More than I can possibly imagine. With cards that people
>> write off as wallpaper. There is likely something to that.>
> OK. I think Matt and Ben win because they are good at all aspects of
> the game, maybe especially table-talk. I guess also they win with such
> "crappy" decks because they don´t appear as threats on the table -
> before it is too late. It´s a cool strategy. But my opinion is still
> that WW should stop printing wallpaper cards (although you don´t think
> those cards are wallpaper).
Honestly Ashur, how many iterations of +1 bleed, +2bleed can a company
print? I think that there are a lot of cards that are cool in the
recent sets. Some seem kind of crappy, but I have seen crappy cards
turned into good cards by clever players (Descent into Darkness and
Corporal Resevoir come to mind immediately).
And it's my feeling that VTES has a lower jank card ratio than most
other remaining CCGs.
best -
chris
--
Super Fun Cards
www.superfuncards.com *NEW Website!*
auct...@superfuncards.com
as...@hotmail.com writes:
> On 6 Okt, 22:54, Peter D Bakija <p...@lightlink.com> wrote:
> > In article
> > <65c261ae-905e-43c2-b21a-c44424afa...@h60g2000hsg.googlegroups.com>,
> >
> > as...@hotmail.com wrote:
> > > Well, that´s not true. Arguing with you is both great fun and
> > > interesting - and I also feel insulted when you, instead of using
> > > arguments, imply that I´m on crack, are insane, etc.
> >
> > You should consider learning to not be insulted when people say things
> > like "are you on crack?" and "that's insane". That is how discussions on
> > the internet go.
>
> But does it have to be this way? Do you have to talk like this?
You are just one man against the entire English speaking world.
You have no chance whatsoever in compelling hundreds of millions of people to
change the way they use their language, just because you don't like some of
their sayings.
Would all Swedes in the world change an aspect of the Swedish language,
if one Finn demanded it?
> > All things being equal, this discussion is surprisingly
> > calm and flame free (which I would think indicates that I'm not really
> > interested in insulting anyone); no one has been called an "ass hat",
> > nor has anyone been compared to a nazi, both of which are good
> > indications that the base discussion is a viable one.
>
> I have no idea why I should be surprised that grown ups can discuss a
> card game without calling eachother drug addicts or morons.
But they *are* discussing the game without calling each other drug addicts or
morons.
It's not *their* fault if *your* skills in English are not good enough to
understand that.
HG
Being too aggressive in pointing out faults in other people's
arguments often leaves them cornered in a situation where they can
either admit that they're wrong and feel publicly humiliated or shout
back at equal aggression. The latter causes the discussion to devolve
into pointless nit picking, the former gets more unlikely by each new
post. Sometimes it's better to just apologize even if you know you're
right and let the conversation move on.
If you think this post is addressing you it probably is.
On Oct 7, 10:55 am, as...@hotmail.com wrote:
> OK. I think Matt and Ben win because they are good at all aspects of
> the game, maybe especially table-talk. I guess also they win with such
> "crappy" decks because they don´t appear as threats on the table -
> before it is too late. It´s a cool strategy. But my opinion is still
> that WW should stop printing wallpaper cards (although you don´t think
> those cards are wallpaper).
I think it's your definition of 'wallpaper' that is raising the
arguments. Wallpaper usually refers to a card that is made pointless
due to another card doing much the same thing but cheaper (i.e.
Chainsaw is wallpapered by Gas-powered Chainsaw. Both have the exact
same effect, but Chainsaw is more expensive), or a card that has too
strict an opportunity window or too costly an effect (Eyes of the
Dead, Mummify, Mercy for the Weak, etc.).
To consider, for example, +1 bleed at +1 stealth at inferior as
wallpaper seems out of place. True, a Setite pre/obf deck would bleed
more effectively, perhaps, with more cards needed to do so. But a deck
focused on Serpentis, such as Entice decks, or Temptation/Corruption
decks, would likely favour Eternal Mask.
On Oct 7, 11:04 am, as...@hotmail.com wrote:
> Yes, of course. But there also is the problem that there are alot of
> cards in play at the same time and alot happening in the imbued
> players turn, that all players need to take notice of. Do you
> understand what I am saying here? It´s not complicated.
>
> Also, the imbued decks generated alot of table hate (especially those
> with alot of Gehenna events), so they weren´t that popular. Many
> people I know didn´t even bother to buy any NoR (also because there
> wasn´t any cards in the set usable by vamps - smart move, WW!) -
Not technically true, there are two cards. Break the Code is
specifically for non-Imbued decks, while Crusador Sword can be used by
any minion with True Faith. Of course, using the sword for non-imbued
requires a fair bit of work and certainly isn't Tier 1, but it's
possible. I have my Crusading True Faith Muddled Vampire Hunter deck
that needed tons of working parts, but it did win one game out of two.
> and
> so the imbued isn´t played that often (at lease outside of tournament
> play), and by that, people don´t learn how they work. If the mechanics
> would have been a bit more slick, a bit more like normal VtES, things
> have been different.
How much more alike would you have liked the Imbued to be? The only
real mechanic that differs is Convictions, how they enter play and
their use. Powers are simply actions that allow an untap if
successful. Imbued are influenced out, just like vampires. Creeds are
akin to Clans, Virtues akin to Disciplines. When they lose all their
life, they enter a torpor-like Incapacitated region.
Yes, the Imbued make it so that the other players have to pay
attention more (hopefully not much more ... if you have players
complaining about cards in play when they haven't been paying
attention in the first place, then it's their own fault for not
focusing on playing the game). There is more information to keep in
mind, due to the number of cards in play. I wouldn't consider Nights
of Reckoning as something for beginners to try out. Even WW seems to
take this view, as Imbued rules are not included in the basic rules of
the game (though this is likely more due to space considerations, and
the fact that to have Imbued cards means you're likely to have the
rules cards for them).
Really, the more you see the cards, the more ingrained they become,
especially if you take a few tries at playing them and using their
cards.
Chris, Thrall of Arika
In message <9a856666-95bb-4faa...@r15g2000prh.googlegroup
s.com>, Thrall of Arika <christoph...@amec.com> writes:
>Yes, the Imbued make it so that the other players have to pay
>attention more (hopefully not much more ... if you have players
>complaining about cards in play when they haven't been paying
>attention in the first place, then it's their own fault for not
>focusing on playing the game). There is more information to keep in
>mind, due to the number of cards in play.
It's also the case, however, that a player of an Imbued deck puts a lot
more knowledge in the hands of the table. Do you know if my Arika deck
has got any stealth in hand? Not really. Does my combat deck have a
Torn Signpost or a Skin of Steel? Maybe, maybe not.
An Imbued deck has far fewer transient options (and the good ones are
reasonably well-known), and will be making more use of the things on the
table. Checking Power cards may take a little time, but many players
will also do things like sifting through a discard pile to see how many
Wakes have been played so far.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In article
<e1531101-d3fd-43ab...@a3g2000prm.googlegroups.com>,
as...@hotmail.com wrote:
> But does it have to be this way? Do you have to talk like this?
Yes. 'Cause this is an entertaining, light hearted discussion. And in
entertaining, light hearted discussions, people will occasionally say
things like "are you on crack?". I say "are you on crack?", like, 5
times a day. Minimum. To people. All the time. In every day
conversation. Again, I'm not calling you a nazi ass hat or something.
'Cause I'm not interested in insulting you (as I have no need to
actually get het up to the point of insulting anyone in a silly
conversation about a card game). But asking if someone is on crack, or
calling something they say "insane" is simply every day conversation.
Especially in the silly realm of discussion of card games on the
internet.
Heck. I post on this newsgroup, like, 100 times a day. And half the time
I do so, I ask if someone is on crack. Or call something they say
"insane". Heck, I once awarded Legbiter a special commendation for
writing "the stupidest thing I ever heard". 'Cause that is how
conversation goes around here.
> I have no idea why I should be surprised that grown ups can discuss a
> card game without calling eachother drug addicts or morons.
I have never called you a moron. Nor have I actually called you a drug
addict. Ever. Even if you are only capable of taking all things at the
most absolute literal interpretation, I asked if you were on crack. To
which you could say "Uh, no. I do not smoke the crack."
What I am surprised by is that two grown ups can discuss a card game,
and one of them can be so completely lacking in a sense of humor that
they actually become offended when someone poses the question "are you
on crack?"
> I guess also they win with such
> "crappy" decks because they don´t appear as threats on the table
The whole point is that they aren't winning with crappy decks. They are
winning with good decks that are built out of cards that people think
are crappy. Which would indicate to me that a great deal of the time,
cards that people think are crappy aren't necessarily crappy.
[ quoted text not captured ]
On Oct 7, 4:45 pm, Peter D Bakija <p...@lightlink.com> wrote:
> The whole point is that they aren't winning with crappy decks. They are
> winning with good decks that are built out of cards that people think
> are crappy.
...or which are dismissed as being too limited in use. Unacceptable
Appearance is my favorite of these examples of thinking outside the
box rather than just dismissing a card as worthless because the
obvious intent for its use isn't very good.
John Eno
"Kushiel" <invisibl...@gmail.com> wrote in message
news:8134fb15-1727-4122...@t39g2000prh.googlegroups.com...
[ quoted text not captured ]
I missed the reference anyone putting Unacceptable Appearance to good
use but basically, yea, I agree with the overall premise. I'm always
frustrated when I bring up a deckbuilding app and have such trouble
thinking of good new ideas or how to make a new idea work well. The
really great deckbuilders seem to possess some combination of memory
skills, experience, and imagination that allows them to fish out great
decks where others just see dreck. And I'm sure part of that skill is
seeing utility in cards which appear highly limited when injected into
common deck themes.
Fred
Howdy Fred,
On Oct 7, 9:30 pm, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> "Kushiel" <invisibleking...@gmail.com> wrote in message>
> news:8134fb15-1727-4122...@t39g2000prh.googlegroups.com...
>
> > On Oct 7, 4:45 pm, Peter D Bakija <p...@lightlink.com> wrote:
> > > The whole point is that they aren't winning with crappy decks. They are
> > > winning with good decks that are built out of cards that people think
> > > are crappy.
>
> > ...or which are dismissed as being too limited in use. Unacceptable
> > Appearance is my favorite of these examples of thinking outside the
> > box rather than just dismissing a card as worthless because the
> > obvious intent for its use isn't very good.
>
> I missed the reference anyone putting Unacceptable Appearance to good> use...
That would be a reference to this deck:
Templecon Friday
Providence, Rhode Island
02/16/07
15 players
Name: Unacceptable Boon
Created By: Ben Peal
Description: Yet another in my line of breed-boon decks. This one
was born from a conversation with Brian Moritz at the 2006 NAC, where
he mentioned using Unacceptable Appearance on your own !Nos. Legacy
of Pander is the clear use of this, so I adapted my breed-boon
template to !Nos-Pander. Greensleeves and Lukas (whose appearances on
their cards are already unacceptable) get UA, then make Creation Rites
babies. You eventually play Legacy of Pander for killer vote lock,
and call Consanguineous Boons and KRCs. I didn't notice until after
the fact that Lukas has inferior Serpentis, so throw in a couple
Temptations or a Form of Corruption for added fun. Thanks to Matt
Hirsch for running the event, and thanks to Grant, Ximon, and the
staff of TempleCon for having us!
Crypt (avg=4.25)
3 Greensleeves ANI OBF for pot 7 !Nosferatu Sabbat priscus
3 Lukas ANI OBF POT pre ser 8 !Nosferatu Sabbat Archbishop of Toronto
1 Olga Trimonov vic 1 Pander Sabbat
1 Feo Ramos aus 1 Pander Sabbat
1 Schuyler tha 1 Pander Sabbat
1 Kai Simmons cel 1 Pander Sabbat
1 Margarite obt 1 Pander Sabbat
1 Jaggedy Andy pot 1 Pander Sabbat
6 Unacceptable Appearance
4 Blood Doll
1 Creepshow Casino
1 Dia De Los Muertos
1 Barrens
1 Powerbase: Madrid
1 Direct Intervention
1 The Coven
5 Obfuscate
1 Crusade: Detroit
6 Legacy of Pander
8 Consanguineous Boon
11 Kine Resources Contested
9 Creation Rites
2 Forgotten Labyrinth
2 Elder Impersonation
3 Spying Mission
4 Swallowed by the Night
4 Lost in Crowds
4 Cloak the Gathering
3 Faceless Night
3 Domain of Evernight
2 Psychic Veil
6 Animal Magnetism
1 Break the Code
[ quoted text not captured ]
Actually I thought that this was the major challenge for WW - making
new cards that aren´t iterations of +1/+2 bleed, but still avoiding
cards that are too weak or too strong, too complicated, too boring
etc. Still, I think, these cards are being made. Many others seem to
disagree, and jump of joy every time they pull a booster with Poison
the Well of Life or Target Leg.
> And it's my feeling that VTES has a lower jank card ratio than most
> other remaining CCGs.
Not a very strong argument to keep doing junk, IMHO.
On 7 Okt, 20:22, h...@iki.fi (Janne Hägglund) wrote:
> as...@hotmail.com writes:
> > On 6 Okt, 22:54, Peter D Bakija <p...@lightlink.com> wrote:
> > > In article
> > > <65c261ae-905e-43c2-b21a-c44424afa...@h60g2000hsg.googlegroups.com>,
>
> > > as...@hotmail.com wrote:
> > > > Well, that´s not true. Arguing with you is both great fun and
> > > > interesting - and I also feel insulted when you, instead of using
> > > > arguments, imply that I´m on crack, are insane, etc.
>
> > > You should consider learning to not be insulted when people say things
> > > like "are you on crack?" and "that's insane". That is how discussions on
> > > the internet go.
>
> > But does it have to be this way? Do you have to talk like this?
>
> You are just one man against the entire English speaking world.
>
> You have no chance whatsoever in compelling hundreds of millions of people to
> change the way they use their language, just because you don't like some of
> their sayings.
>
> Would all Swedes in the world change an aspect of the Swedish language,
> if one Finn demanded it?
The "entire english speaking world" don´t use the language as Mr
Bakija does, does it?
> > > All things being equal, this discussion is surprisingly
> > > calm and flame free (which I would think indicates that I'm not really
> > > interested in insulting anyone); no one has been called an "ass hat",
> > > nor has anyone been compared to a nazi, both of which are good
> > > indications that the base discussion is a viable one.
>
> > I have no idea why I should be surprised that grown ups can discuss a
> > card game without calling eachother drug addicts or morons.
>
> But they *are* discussing the game without calling each other drug addicts or
> morons.
>
> It's not *their* fault if *your* skills in English are not good enough to
> understand that.
Oh, me bad. Saying "Are you on crack?" doesn´t actually call someone a
drug addict, it merely implies it. And not only do I not like it, I
also think this kind of comments have nothing to do with the subject.
What about saying "I strongly disagree" and deliver an argument that
contradicts my argument? No, I guess that would be impossible.
One thing I have learned is that bringing about drugs, insanity and
stuff like that is that it often stirrs up feelings that was not
suppossed to be stirred up. People have bad experiences from drugs and
mental health problems etc. Do you agree to this, or am I wrong again?
[ quoted text not captured ]
You know what, you keep arguing for expansions with no wall paper/
jank.So here is an interesting option for you. Go do what so many
others have done before. Create your own expansion. Minimum 50 vamps,
300 library cards.
Now as you keep arguing that the new cards are either boring (not
innovative) or wallpaper (multiple examples) how about we state that
there has to be 2 new mechanics in your expansion, no duplication of
vampires currently within group 4-5, and no duplication (ie identical
to currently existing cards in that discipline, barring cosmetic
factors) of library cards.
Do this, return not one single broken card. Lets see how much
interesting things you can create without making anything that we
would consider wallpaper/not innovative. If you are unable to do this,
stop giving the design team attitude for producing mutliple
interesting, innovative, playable expansions that contain only one
banned card (Edge explosion, i think...), and near to 0 (YMMV) broken
cards.....
To simplify my statement, put up or shut up.
(And no, the above sentence is not meant as rude, it is actually a
common usage straightforward English statement. Not getting that
probably means your on crack. Or insane. Or both.)
[ quoted text not captured ]
Among the better comments I´ve ever read here. Note that I through
this discussion have tried not to insult anyone, although all sorts of
things has been implied about me. I apologize to anyone who although
has felt offeneded by me.
On 7 Okt, 21:46, Thrall of Arika <christopher.ack...@amec.com> wrote:
> On Oct 7, 10:55 am, as...@hotmail.com wrote:
>
> > OK. I think Matt and Ben win because they are good at all aspects of
> > the game, maybe especially table-talk. I guess also they win with such
> > "crappy" decks because they don´t appear as threats on the table -
> > before it is too late. It´s a cool strategy. But my opinion is still
> > that WW should stop printing wallpaper cards (although you don´t think
> > those cards are wallpaper).
>
> I think it's your definition of 'wallpaper' that is raising the
> arguments. Wallpaper usually refers to a card that is made pointless
> due to another card doing much the same thing but cheaper (i.e.
> Chainsaw is wallpapered by Gas-powered Chainsaw. Both have the exact
> same effect, but Chainsaw is more expensive), or a card that has too
> strict an opportunity window or too costly an effect (Eyes of the
> Dead, Mummify, Mercy for the Weak, etc.).
In that case, I´m sorry. I will refrain from calling cards that I
think suck wallpaper from not on.
> To consider, for example, +1 bleed at +1 stealth at inferior as
> wallpaper seems out of place. True, a Setite pre/obf deck would bleed
> more effectively, perhaps, with more cards needed to do so. But a deck
> focused on Serpentis, such as Entice decks, or Temptation/Corruption
> decks, would likely favour Eternal Mask.
Yes, now that I have gotten this explained a couple of times, I will
re-evalutate this card. There are still alot of other cards that I
think suck.
> On Oct 7, 11:04 am, as...@hotmail.com wrote:
>
> > Yes, of course. But there also is the problem that there are alot of
> > cards in play at the same time and alot happening in the imbued
> > players turn, that all players need to take notice of. Do you
> > understand what I am saying here? It´s not complicated.
>
> > Also, the imbued decks generated alot of table hate (especially those
> > with alot of Gehenna events), so they weren´t that popular. Many
> > people I know didn´t even bother to buy any NoR (also because there
> > wasn´t any cards in the set usable by vamps - smart move, WW!) -
>
> Not technically true, there are two cards. Break the Code is
> specifically for non-Imbued decks, while Crusador Sword can be used by
> any minion with True Faith. Of course, using the sword for non-imbued
> requires a fair bit of work and certainly isn't Tier 1, but it's
> possible. I have my Crusading True Faith Muddled Vampire Hunter deck
> that needed tons of working parts, but it did win one game out of two.
Thanks for pointing this out, I forget so easly. Break the Code I have
used.
> > and
> > so the imbued isn´t played that often (at lease outside of tournament
> > play), and by that, people don´t learn how they work. If the mechanics
> > would have been a bit more slick, a bit more like normal VtES, things
> > have been different.
>
> How much more alike would you have liked the Imbued to be? The only
> real mechanic that differs is Convictions, how they enter play and
> their use. Powers are simply actions that allow an untap if
> successful. Imbued are influenced out, just like vampires. Creeds are
> akin to Clans, Virtues akin to Disciplines. When they lose all their
> life, they enter a torpor-like Incapacitated region.
This is a very complex question, or at least it calls for a long and
complicated answer which I don´t have time to put forth right now. I
recommend you googling my and others "Imbued-haters" in threads that
has to do with the Imbued.
> Yes, the Imbued make it so that the other players have to pay
> attention more (hopefully not much more ... if you have players
> complaining about cards in play when they haven't been paying
> attention in the first place, then it's their own fault for not
> focusing on playing the game). There is more information to keep in
> mind, due to the number of cards in play. I wouldn't consider Nights
> of Reckoning as something for beginners to try out. Even WW seems to
> take this view, as Imbued rules are not included in the basic rules of
> the game (though this is likely more due to space considerations, and
> the fact that to have Imbued cards means you're likely to have the
> rules cards for them).
>
> Really, the more you see the cards, the more ingrained they become,
> especially if you take a few tries at playing them and using their
> cards.
Of course, but as I said, few bother as few like to play with or
against imbued. This become a "downward spiral" of knowledge. Not good
for the game.
On 7 Okt, 22:45, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <e1531101-d3fd-43ab-8c01-b23ed4054...@a3g2000prm.googlegroups.com>,>
> as...@hotmail.com wrote:
> > But does it have to be this way? Do you have to talk like this?
>
> Yes. 'Cause this is an entertaining, light hearted discussion. And in
> entertaining, light hearted discussions, people will occasionally say
> things like "are you on crack?". I say "are you on crack?", like, 5
> times a day. Minimum. To people. All the time. In every day
> conversation. Again, I'm not calling you a nazi ass hat or something.
> 'Cause I'm not interested in insulting you (as I have no need to
> actually get het up to the point of insulting anyone in a silly
> conversation about a card game). But asking if someone is on crack, or
> calling something they say "insane" is simply every day conversation.
> Especially in the silly realm of discussion of card games on the
> internet.
>
> Heck. I post on this newsgroup, like, 100 times a day. And half the time
> I do so, I ask if someone is on crack. Or call something they say
> "insane". Heck, I once awarded Legbiter a special commendation for
> writing "the stupidest thing I ever heard". 'Cause that is how
> conversation goes around here.
So, by admitting that you do this alot, it should be ok? I really don
´t see the logic in this.
> > I have no idea why I should be surprised that grown ups can discuss a
> > card game without calling eachother drug addicts or morons.
>
> I have never called you a moron. Nor have I actually called you a drug
> addict. Ever. Even if you are only capable of taking all things at the
> most absolute literal interpretation, I asked if you were on crack. To
> which you could say "Uh, no. I do not smoke the crack."
>
> What I am surprised by is that two grown ups can discuss a card game,
> and one of them can be so completely lacking in a sense of humor that
> they actually become offended when someone poses the question "are you
> on crack?"
Simple question: What is funny about crack?
> > I guess also they win with such
> > "crappy" decks because they don´t appear as threats on the table
>
> The whole point is that they aren't winning with crappy decks. They are
> winning with good decks that are built out of cards that people think
> are crappy. Which would indicate to me that a great deal of the time,
> cards that people think are crappy aren't necessarily crappy.
I respect that opinion.
In message <dac4f721-2544-4ec6...@t41g2000hsc.googlegroup
s.com>, as...@hotmail.com writes:
>Oh, me bad. Saying "Are you on crack?" doesn´t actually call someone a
>drug addict, it merely implies it.
No, it doesn't.
"Are you on crack?" implies "That idea is totally insane. I can't even
begin to understand how you could think that."
Similarly, there are many other phrases that do not imply the literal
meaning of their words. Examples:
- "Are you out of your tree?" does not imply that you have a tree, that
you live in a tree, and that you have now left the tree. It implies
that the speaker thinks you're nuts.
- A journalist describing someone as "tired and emotional" does not, in
general, imply that they were either tired or emotional. It implies
that they were likely to be drunk and/or on drugs.
- "Man, that tasted like shit" does not, in fact, imply that your
cooking tastes like faeces. It just wasn't very pleasant.
- "Look what the cat dragged in" can be uttered by people where there is
no cat. It does not imply you have a cat. It does not imply you like
cats. It does not imply you have train your cat to drag things in.
It could be uttered in front of someone who is allergic to cats
without causing them to panic.
- A camp utterance of "Ooh, get her!" in response to a catty or bitchy
statement does not necessarily imply that the target of the statement
is female, or that they need to be 'got'.
- "He's sleeping with the fishes" does not imply some sort of
trout-related erotic need. Well, except in that one episode of The
Simpsons.
English is full of statements that are not meant to be taken literally.
"Are you on crack?" is one of them.
Don't believe me? This just popped into my inbox this morning from a
mailing list I'm on about a difficult programming problem someone wanted
to solve.
I'm not sure the information you want exists outside of the
<technical details elided>.
Figuring out which one of those you got called with is left as
an exercise to those with more crack handy.
Absolutely, definitely the writer was implying that only drug addicts
would be able to solve the problem. Oh no, wait, it *doesn't mean
that*.
Other sources:
http://www.urbandictionary.com/define.php?term=Are%20you%20on%20crack%3F
2) 1. The actions/words you just displayed are unbelievable!
2. You're not your normal self, Jim.
http://www.areyouoncrack.co.uk/http://www.areyouoncrack.co.uk/about/
I write ‘Are You On Crack?’ for every mum that ever heard a stupid
comment, got given unsolicited advice by a stranger in the
supermarket, and often feels like hurling herself on the floor in a
melodramatic tantrum. I don’t pretend to be superwoman, I’m not a
manic, military precision, mum, and even though it’d be nice to
think of myself as a Yummy Mummy sometimes, I don’t want to pigeon
hole myself.
See, no drugs, it's about stupid comments (and other things).
http://answers.yahoo.com/question/index?qid=20080703204435AAr6m8Q
and "crack" and "drugs" can be used, in further slang expressions,
to mean someone is saying something so crazy, that they would only
believe themselves if they were high on drugs, or worse, on crack.
As in: "are you HIGH?!"
"are you on drugs?"
"are you on CRACK?!"
This is how people talk. Language evolves. The phrase is intended to
convey more than the literal words it uses, like so many other phrases.
It does not imply the recipient is suspected of drug abuse.
[ quoted text not captured ]
James Coupe wrote:
> In message <dac4f721-2544-4ec6...@t41g2000hsc.googlegroup
> s.com>, as...@hotmail.com writes:>> Oh, me bad. Saying "Are you on crack?" doesn´t actually call someone a
>> drug addict, it merely implies it.>
> No, it doesn't.
>
> "Are you on crack?" implies "That idea is totally insane. I can't even
> begin to understand how you could think that."
>
> Similarly, there are many other phrases that do not imply the literal
> meaning of their words. Examples:
And, like "are you stupid?" or "are you retarded?", "are you on crack?" doesn't
as much help the constructive content of the post as derail it. Best devices are
ones that address the concept being debate, not the debater.
Unless you're in politics, of course. But then, you shouldn't be posting here.
On Oct 8, 6:37 am, as...@hotmail.com wrote:
>
> Actually I thought that this was the major challenge for WW - making
> new cards that aren´t iterations of +1/+2 bleed, but still avoiding
> cards that are too weak or too strong, too complicated, too boring
> etc. Still, I think, these cards are being made. Many others seem to
> disagree, and jump of joy every time they pull a booster with Poison
> the Well of Life or Target Leg.
>
Again with this. Listen, Target Leg is crap. No one ever said that
there is *no* wallpaper being printed. There are a good 2 to 5 cards
each set that are complete trash. The point of contention is the
actual amount of wallpaper being printed, and whether or not it can be
reasonably avoided.
Poison the Well of Life is not wallpaper. It is very limited usage,
but in the right metagame (there are some environments where everyone
has their clan's hunting ground in almost every deck... or you may
play against a number of people that have good decks that legitimately
are better with the HG in them. Not to mention that Poacher's Hunting
Ground (which I think you classified as wallpaper... *boggle*), being
free and non-unique, could become very prevalent in certain
environments, especially those mentioned above. In those cases,
including a Poison the Well or Life, or two, is potentially called
for. Especially if you're playing a blood denial deck, presumably
using Foul Blood - Foul Blood isn't nearly as good if your prey/
predator has a hunting ground. It's not a card that goes in every
deck that uses Quietus, but there's the potential for it to be useful
in the right situation - that's why it's rare.
Now when you talk about common cards that are of limited use, or
actual wallpaper, that's when it starts to get annoying. I buy a box
of LoTN, I get maybe one Poison the Well of Life. I put it aside in
case I need it in a deck, and move on. Even if I never use it - it's
one card in my collection. Now when I buy a box of Twilight
Rebellion, I get like 15 Elixers of Distillation, a card which is,
essentially, terrible - too much opportunity for it's effect. Someone
may, someday, think of a good deck that can use the Elixer, but when
that person thinks of that deck, they could easily have traded for all
the Elixers in the world even if it were rare, so no one needs to get
15 of them in a box.
To distill it down, in case you are a drug addict and are currently
smoking crack (not saying you *are*, just saying in case...) - Rare
cards of limited use - good. Common cards of extremely limited use or
completely wallpaper - bad. I think that most of the cards you are
complaining about are more of the former category. Of course, then
there are the common cards that are extremely good that you for some
reason call wallpaper, and that is why everyone on here (no, wait,
everyone in the world), thinks you are a drug addict. (joking... I
swear...) =)
On Oct 8, 7:49 am, as...@hotmail.com wrote:
> Among the better comments I´ve ever read here. Note that I through
> this discussion have tried not to insult anyone, although all sorts of
> things has been implied about me.
People have certainly been implying that your views of what are or are
not worthwhile cards in this game are questionable. If not outright
wrong. Which is directly related to the argument at hand.
Conversely, no one in this discussion has actually implied that:
A) You are actually a drug addict.
B) You are actually insane.
C) You are in any way unintelligent.
Or anything else that you might be envisioning is being implied about
you.
This is the internet. Where people go to discuss the innacuracies of
"Earth II". During such discussions, people will occasionally throw
around preposterous slang/metaphors/whatever. Yes. Sometimes it makes
discussion difficult to follow if you are not a native English
speaker. But that is how it goes, and to get all up in arms about it
is silly. Once and a while, someone is going to ask "are you on
crack?", much like once and a while, someone is going to call you
something actually legitimately insulting, with the intent of
insulting you legitimately. It is important (for your own sanity, if
nothing else) that you become capable of determining the difference.
-Peter
On Oct 8, 7:45 am, as...@hotmail.com wrote:
> Oh, me bad. Saying "Are you on crack?" doesn´t actually call someone a
> drug addict, it merely implies it.
But not in any remotely realistic sense. If someone says "are you
nuts?" in response to you suggesting that you go out to a bad movie,
are you going to get upset because they are impying that you have a
mental illness?
> And not only do I not like it, I
> also think this kind of comments have nothing to do with the subject.
It has to do with the subject as much as any statement of disbelief
does. Would you even blink twice at someone saying "are you crazy?" Or
"That's nuts."? That this ridiculously long tangent has gone on about
this results completely from you misunderstanding something, not from
any intent to actually call you a drug addict.
> What about saying "I strongly disagree" and deliver an argument that
> contradicts my argument? No, I guess that would be impossible.
Sure. You could do that. But then the world would be devoid of
interesting writing. Again, this is arguably a goofy, light hearted
forum. Having discussions about things of little actual import. And in
such discussions, it is in no way out of the realm of reason to expect
people to throw around goofy language. It is also not out of the realm
of reason to expect that people will not freak out about it.
> One thing I have learned is that bringing about drugs, insanity and
> stuff like that is that it often stirrs up feelings that was not
> suppossed to be stirred up.
Lots of things bring up lots of feelings that aren't necessarily
intended ("He mentioned a sandwich, and my mother died while eating a
sandwich! That bastard!"). It is important to realize that such things
aren't generally intentional. And not to get completely derailed by
it.
> People have bad experiences from drugs and
> mental health problems etc. Do you agree to this, or am I wrong again?
Yes, they do. They also have bad experiences from drinking ("Whoah.
Lay off the sauce there, buddy.") and car accidents ("This idea is a
car wreck") and train crashes ("You are a total train wreck"). And
shooting rampages ("Why are you on such a rampage over this?"). And
angry, homicidal postal workers ("Don't go all postal over this"). And
domestic terrorists ("What are you, the unibomber?"). And nazis
("Don't be such a spelling nazi"). And anything else that could
possibly:
A) Be used as a metaphor/simile in everyday discussion.
B) Harm someone.
But if you avoid all of these, all discussion turns into a technical
manual. And the world tends to not work like that. There are certainly
lines of discussion that polite society tends to shy away from, and
this is all for the best. But you can't shy away from everything that
could ever possibly be found offensive by someone somewhere.
-Peter
On Oct 8, 2:29 pm, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <dac4f721-2544-4ec6-affd-dcee48082...@t41g2000hsc.googlegroup>
> s.com>, as...@hotmail.com writes:
> >Oh, me bad. Saying "Are you on crack?" doesn´t actually call someone a
> >drug addict, it merely implies it.
>
> No, it doesn't.
>
> "Are you on crack?" implies "That idea is totally insane. I can't even
> begin to understand how you could think that."
>
> Similarly, there are many other phrases that do not imply the literal
> meaning of their words. Examples:
>
> - "Are you out of your tree?" does not imply that you have a tree, that
> you live in a tree, and that you have now left the tree. It implies
> that the speaker thinks you're nuts.
However he might be implying that you are a nut farmer, as you do need
trees for those.
> - "Man, that tasted like shit" does not, in fact, imply that your
> cooking tastes like faeces. It just wasn't very pleasant.
Of course this excludes that coffee from Madagascar that is actually
cured by going through the alimentary canal of a lemur, a process
which removes some of the acids. It does not taste like shit, but it
certainly is shit. Also THE shit if certain coffee aficionados are to
be believed. Then again, drinking steamed primate droppings probably
means you are on crack.
> - "Look what the cat dragged in" can be uttered by people where there is
> no cat. It does not imply you have a cat. It does not imply you like
> cats. It does not imply you have train your cat to drag things in.
> It could be uttered in front of someone who is allergic to cats
> without causing them to panic.
Of course if you live in India or Africa, it could be your pet lion or
tiger dragging in some food....
In message <50e1d1a3-b42a-4439...@25g2000prz.googlegroups
.com>, Peter D Bakija <pd...@lightlink.com> writes:
>But not in any remotely realistic sense. If someone says "are you
>nuts?" in response to you suggesting that you go out to a bad movie,
>are you going to get upset because they are impying that you have a
>mental illness?
Depends. Was it M Night Unspellable's /The Happening/? Worst waste of
my life EVER.
[ quoted text not captured ]
James Coupe <ja...@zephyr.org.uk> wrote:
> Peter D Bakija <pd...@lightlink.com> writes:>>But not in any remotely realistic sense. If someone says "are you
>>nuts?" in response to you suggesting that you go out to a bad movie,
>>are you going to get upset because they are impying that you have a
>>mental illness?>
> Depends. Was it M Night Unspellable's /The Happening/?
> Worst waste of my life EVER.
James, are you telling me that after Unbreakable, Signs, The Village, and
Lady in the Water, you *voluntarily* went to see *another* M. Night
Shamalamadingdong movie? ;)
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
On Oct 8, 8:51 pm, "Kevin M." <youw...@imaspammer.org> wrote:
> James Coupe <ja...@zephyr.org.uk> wrote:[ quoted text not captured ]
He is obviously on crack then....
On Oct 8, 3:17 pm, Blooded Sand <sandm...@gmail.com> wrote:
> On Oct 8, 8:51 pm, "Kevin M." <youw...@imaspammer.org> wrote:
>
> > James Coupe <ja...@zephyr.org.uk> wrote:
> > > Peter D Bakija <p...@lightlink.com> writes:
> > >>But not in any remotely realistic sense. If someone says "are you
> > >>nuts?" in response to you suggesting that you go out to a bad movie,
> > >>are you going to get upset because they are impying that you have a
> > >>mental illness?
>
> > > Depends. Was it M Night Unspellable's /The Happening/?
> > > Worst waste of my life EVER.
>
> > James, are you telling me that after Unbreakable, Signs, The Village, and
> > Lady in the Water, you *voluntarily* went to see *another* M. Night
> > Shamalamadingdong movie? ;)
>> He is obviously on crack then....
Let's cut the euphamisms, guys. He's obviously a drug addict who
steals from old women to feed his habit.
In article
<f7de6dac-6c7f-44a2...@w13g2000prm.googlegroups.com>,
as...@hotmail.com wrote:
> So, by admitting that you do this alot, it should be ok? I really don
> ´t see the logic in this.
The point is that it is simply common, everyday conversation. It is like
saying "that's crazy" or "don't be a loon". It is part of every day
language. It isn't something I'd say to my boss. But it is something I'd
say to my students or co-workers.
> Simple question: What is funny about crack?
Nothing. It is slightly inappropriate humor. Like The Soup Nazi. Or
jokes about getting shanked in prison. Does Swedish (you are from
Sweden, correct?) culture have no slightly inappropriate humor that is
part of every day, mostly polite conversation?
[ quoted text not captured ]
On Oct 8, 2:51 pm, "Kevin M." <youw...@imaspammer.org> wrote:
> James, are you telling me that after Unbreakable, Signs, The Village, and
> Lady in the Water, you *voluntarily* went to see *another* M. Night
> Shamalamadingdong movie? ;)
Don't you be naysaying Unbreakable, you crackhead.
John Eno
In message <rk7Hk.3664$1Z4...@newsfe01.iad>, Kevin M.
<you...@imaspammer.org> writes:
>James Coupe <ja...@zephyr.org.uk> wrote:>> Depends. Was it M Night Unspellable's /The Happening/?
>> Worst waste of my life EVER.>
>James, are you telling me that after Unbreakable, Signs, The Village, and
>Lady in the Water, you *voluntarily* went to see *another* M. Night
>Shamalamadingdong movie? ;)
It was free. And I liked Unbreakable, and haven't seen the other three.
What can I say? I was off my face on smack at the time.
[ quoted text not captured ]
On Oct 9, 1:25 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <rk7Hk.3664$1Z4....@newsfe01.iad>, Kevin M.[ quoted text not captured ]
No speedballs?