2 hours ago, baranidlo said:High variance is good for casual games, because it creates the excitement and can be fun, and also because it levels the field, so the worse players are motivated to participate.
However in highly competitive complex games you usually want to have the least amount of variance possible (although zero variance is also not desirable, because it usually means the game will be kind of stiff and boring..).
I have to agree with @Sunitsa here that during its "better" days, 1.0 was more suitable for highly competitive play, with decreased variance and increased focus on squad building and meta-game / strategy phase.
See , I think we both agree 2.0 has more variance than 1.0... where we disagree is both how much is in 2.0, and how much was in 1.0.
2 hours ago, baranidlo said:Good that you mention Fenn here, because I think it's a good example of what designers have kind of botched in 2.0.
The "true Aces" type of ships have been so comprehensively nerfed in 2.0 up to the point where they are almost always suboptimal choise in list building.
They now have basically zero "safe space" except if they manage to dodge all arcs, or are completely out of combat. And dodging all arcs is simply not practically possible against many lists when played by competent players.
So what it means now is that if you make a choice to play such ships, you need to accept that the dice variance will play a huge role in your games.
I mean, I disagree with most of this assessment (but not your feelings, which I think are allowed, and similar to my first experience with 2.0 actually).
You are correct that range 3 is not a "safe space" for fenn (or pretty much any ship), but I disagree this is a design flaw. In 1.0, range 3 shots were almost meaningless. People rolled dice as mostly a formality of rules requirements - the chances of hitting a tokened autothrustered ship was nearly zero.
Adding some danger back to range three doesn't see like a bug, but a feature - I realized coming into 2.0 that man, I picked up a lot of what I think of as "bad habits" by sitting in arcs and simply expecting to not die. That doesn't exactly feel like dog fighting, or risk management.
I also agree that if you play such ships as "aces" that you have to accept some dice variance will play a role, but I definitely disagree on the magnitude.
Further, the "true aces" type in 1.0 was literally just token stacking - almost no one was actually dodging arcs. That's why we make fun of "arc dodging" - everyone just sat in arcs and took no damage. At the end of 1.0 (I'll stop at worlds, where everyone still thought 1.0 was relevant), the main aces played was Quickdraw and Ryad - neither of which were actually arc dodging - they were "arc dodging" (i.e. simply token stacking and trading shots well).
2 hours ago, baranidlo said:Which is a pity, because I think these are some of the most interesting ship types in the game, and their limited viability gives way to the more safe and boring choices. Which usually means flying bricks with very limited maneuverability but lots of health, which simply don't really care about defensive dice.
See, I definitely disagree here. We're not seeing this pan out - Fenn has been relevant (he might have a harder time now due to RZ-2s, if anything).
This will sound harsh, but I suspect what you mean is they have limited viability for you, but I don't think you can simply sweep your hand and announce a whole swath of the game dead, even if they died in your local area.
2 hours ago, baranidlo said:So you have not created a more interesting environment with high defense dice variance, you have instead created a more limited environment and forced players to go for the more boring options.
There is a reason why 4 or 5 ship rebels with Leia is the best list right now, and why the most competitive-minded players flock to that!
I mean, more than 3 ships were basically dead for years in 1.0. Only in its dying throws, where the devs clearly didn't care, did 5X even have a shot.
Your disinterest in 4-5 ship builds is fine, but I don't think it's fair to cast your preferences as a 'fact' of how interesting games are. People really enjoy those kinds of builds, and they, at best, seem competitive, not overpowering.
Also, the last point - seeing a 4-5 ship build win does not mean all of the most competitive players "flocked" to it - some did. Even in extended, where I regularly hand-wave the game away, that's not true, and it's not true in hyperspace either. There is a large swath of other builds that compete.
2 hours ago, baranidlo said:No, with high dice variance the game is not more nuanced.
I see much more regularely that games are decided by dice than it was in 1.0.
If you have two highly skilled players, who make pretty much always the optimal or nearly optimal moves in the game, then the outcome is usually decided by very tiny details (this applies to any game pretty much).
In 2.0 these very tiny details are very often the dice rolls.
So, I believe you that you "regularly" see more games decided by dice than in 1.0 for two reasons:
First, that's technically true, as most games in 1.0 for the last few years were decided at the list building stage. And that has been mostly untrue in 2.0 (quad phantoms and dash/roark were the times this felt like games being decided in list building, and FFG already addressed one of those hard, and a little bit on the other).
Second, in particularly, what you're describing sounds a lot like what a lot of us experienced coming to 2.0: punishment for bad decisions. It just seems like either you disagree they;'re bad decisions, or simply do not want them to be bad decisions - but they're bad decisions.
Like, every time you repositition in 2.0, except in a few ship chassis, this comes at the cost of modification (which directly translates to more variance). That's a cost, and an interesting one, because it means your maneuvers matter more because every time you have to adjust for your maneuvers with an actions it comes with a cost.
Also, and this will also sound harsh, I'm not sure your example of "two highly skilled players" pans out. Turns out we all have highly skilled players, and we aren't experiencing that. Further, even "highly skilled players" will regularly tell you that they cannot consistently take "the optimum moves" every game, because of both 1) they don't always even agree on what the optimum moves are, and 2) fatigue.
It honestly sounds like your experience is a lot of people crashing lists into each other, which I do admit will increase dice variance, but will not concede is how 2.0 must be played.
Edited by Tlfj200spelling
