5 hours ago, GreenDragoon said:I think you should promote it a bit more. Just my 2 cents
I agree, this is the first I’ve heard of it
5 hours ago, GreenDragoon said:I think you should promote it a bit more. Just my 2 cents
I agree, this is the first I’ve heard of it
Jake Farrell + Crack Shot
Lieutenant Blount + Crack Shot
Bandit Squadron Pilot
Wedge Antilles + Servomotor S-foils + Crack Shot
Braylen Stramm + Jamming Beam + Crack Shot
remember when this super sick list took 2nd place at worlds
remember when nobody ever tried to copy it ever because it seemed harder to fly than 3 force aces and everyone just copied that instead
1 hour ago, svelok said:remember when nobody ever tried to copy it ever because it seemed harder to fly than 3 force aces and everyone just copied that instead
I mean, it's not like those 3 Force aces are the list that actually won worlds over that Rebel list, or anything.
Which list is easier to play is not the only factor at work here, and I'd wager not even one most people will register. People will netdeck the winning list; they're much less likely to netdeck the runner up. I don't recall seeing much of Nand Torf's Torp Miri runner-up after Worlds 2017, for example, while Dengar-Tel started showing up everywhere.
6 hours ago, DR4CO said:I mean, it's not like those 3 Force aces are the list that actually won worlds over that Rebel list, or anything.
Which list is easier to play is not the only factor at work here, and I'd wager not even one most people will register. People will netdeck the winning list; they're much less likely to netdeck the runner up. I don't recall seeing much of Nand Torf's Torp Miri runner-up after Worlds 2017, for example, while Dengar-Tel started showing up everywhere.
Disagree strongly. There are enough savvy players in X-Wing for a single list that does well somewhere to make a splash, especially if it did so on stream.
11 hours ago, svelok said:Jake Farrell + Crack Shot
Lieutenant Blount + Crack Shot
Bandit Squadron Pilot
Wedge Antilles + Servomotor S-foils + Crack Shot
Braylen Stramm + Jamming Beam + Crack Shotremember when this super sick list took 2nd place at worlds
remember when nobody ever tried to copy it ever because it seemed harder to fly than 3 force aces and everyone just copied that instead
One of them is the most recent successful version of an archetype that people have played since there were three aces that fit in one list, and it has at least two of the stronger ships in the game. The other one is a list in a faction people consider weaker (especially after January), is not super intuitive to understand how it works or wins compared to an ace list or a swarm list, uses ships with less obvious value (aka 2-die attackers), and features names like Lt. Blount.
Also, it won Nationals in Chile and Spain, which seems like a reasonable splash to make.
It’s a good list, but personally, I don’t play it because eww rebels I think there are better versions of this list in First Order (and maybe another faction or two), and those I definitely do play.
Put even more simply: one of them looks like Triple Imperial Aces, the other one looks like Tuesday Night Jank.
Edited by DoubleDown115 minutes ago, DoubleDown11 said:Also, it won Nationals in Chile and Spain, which seems like a reasonable splash to make.
huh
friendship with the anglosphere ended, now the hispanosphere es mi mejor amigo
DTs list getting to final table at worlds is the coolest thing that has happened in 2.0.
11 hours ago, svelok said:Jake Farrell + Crack Shot
Lieutenant Blount + Crack Shot
Bandit Squadron Pilot
Wedge Antilles + Servomotor S-foils + Crack Shot
Braylen Stramm + Jamming Beam + Crack Shotremember when this super sick list took 2nd place at worlds
remember when nobody ever tried to copy it ever because it seemed harder to fly than 3 force aces and everyone just copied that instead
I played against it at LVO, it is a dope list but doesn't have big🍊 or big🟣 to cover up mistakes so I understand why people don't want to play it.
1 hour ago, Boom Owl said:DTs list getting to final table at worlds is the coolest thing that has happened in 2.0.
Can we pin this post or frame it somewhere?
Not this thread, but you'll know if it applies to you:
Why all the never ending talk about game design? We're all bad at it. Even the professional designers are sometimes bad at it. That does not mean we would do a better job, rather the opposite.
Points, ship/pilot/upgrade legality, specific mechanics, hypothetical new things. Why?
The only time they are interesting to me is when they help realize that something might already be there, waiting to be used.
19 hours ago, GreenDragoon said:Points, ship/pilot/upgrade legality, specific mechanics, hypothetical new things. Why?
I am a firm believer that its fun to talk about design, format, gameplay mechanics, and in game tactics 🙂 Just talk about all of it, its fine. None of its better than any of the rest. All of its not particularly useful.
To cheer you up, here have some pointless occasionally incorrect ramblings about Trip Aces stuff that we all already mostly know.
Pre-amble to more detailed break down of Trip Ace Specific Engagement Type Visuals ( which mostly involve not making unnecessary decisions and waiting to decide on engage based on opponents turn 0-3 decisions ).
Examples of the Archetype:
Things That Trip Aces Typically Do:
Insert Here ** In Progress MS Paint Visuals of typical Trip Ace Engagement Options (There are 3-5 ish total regardless of archetype being faced) and Engage+1 Scenarios vs Swarms/Beef/Mirror/Ace+Swarm
Edited by Boom Owl@Boom Owl, Holy blog post, Batman!!
Give that owl a cookie.
For my part, I especially enjoy design discussion. I'm a software developer, game modder, and practicing board game designer.
Talking about these things is literally all I do when I'm not working in surgeries at the hospital.
I think you nailed it on the head when you said that discussing design is valuable only when it uncover some existing thing that fulfills those objectives.
Edit: It's All about articulating what we like don't like, enjoy and don't enjoy about the game so that we can focus on what's most fun for us.
For me right now, that translates into playing some more scum and villainy instead of my main faction because I can find more enjoyment in those design spaces over shoehorning other ships or factions into a play style that they are not optimized to handle.
This then translates into me giving FFG more of my money for conversion kits etc, but I'm happy with that if it means at least some people get to do this thing for a living.
Edited by Bucknife3 minutes ago, Bucknife said:Give that owl a
cookierodent.
fixed. 😄
3 hours ago, GreenDragoon said:Not this thread, but you'll know if it applies to you:
Why all the never ending talk about game design? We're all bad at it. Even the professional designers are sometimes bad at it. That does not mean we would do a better job, rather the opposite.
Points, ship/pilot/upgrade legality, specific mechanics, hypothetical new things. Why?
The only time they are interesting to me is when they help realize that something might already be there, waiting to be used.
I know why they're doing it, but I don't care.
1 hour ago, Bucknife said:For me right now, that translates into playing some more scum and villainy instead of my main faction because I can find more enjoyment in those design spaces over shoehorning other ships or factions into a play style that they are not optimized to handle.
This then translates into me giving FFG more of my money for conversion kits etc, but I'm happy with that if it means at least some people get to do this thing for a living.
Same team.
Truth be told, I bought a Firespray and Fang Fighter at a local(ish) 2.0 release event and arguably, from a competitive standpoint, should have never bounced off. Boba/Fenn is everything I've dreamed Rey/Poe would be.
I seem to see more events going with the reverse hangar bay/"pick your poison" format (you bring two lists, your opponent chooses which you get to play). There's some interesting meta-strategy in this format.
---
For me, I would say:
1 hour ago, DoubleDown11 said:I seem to see more events going with the reverse hangar bay/"pick your poison" format (you bring two lists, your opponent chooses which you get to play). There's some interesting meta-strategy in this format.
I love it! I think it is vastly superior as format. One reason is that, no matter the result, you had to pick your poison! Maybe paying for underestimating a list, maybe getting rewarded for choosing right.
1 hour ago, DoubleDown11 said:Do you bring two lists of roughly equal power? Or do you pick one list you want to play, and one list you think your opponent will just take a hard pass on?
I think you nailed it, both are good approaches. Bonus points if you have two roughly equal lists that you want to play.
1 hour ago, DoubleDown11 said:Do you bring two lists with the same strengths and weaknesses, or closer to the opposite?
Closer to the opposite. If they are the same then one will be worse, and you should then be forced to play only that (ignoring matchup specific strengths).
There is a rock paper scissors approach, but I look at it in a different way:
My main list has some types of bad matchups. For 5A, that is 3 agility ships and lots of HP. So I will always veto the 3 agility arcdodgers and bring a heavy jouster list. That way, my opponent has to give me my preferred list or a likely loss. I almost took a vulture swarm as second list btw. Would have been the better choice I think.
1 hour ago, DoubleDown11 said:How do you evaluate your opponent's lists to choose which one you fly against? What are you looking for as red flags (or big flashing "pick me" beacons)?
Really depends a lot on your lists. I realize I answered that already, but to generalize the answer:
know your good and bad matchups. That plus your own preferred list will give you a good idea what to veto.
Last round I was offered FO aces or a rebel beef version. No matter which one I got, I had a very good matchup against the rebel list. Very different target priorities, mind you, but likely with the same result
9 minutes ago, GreenDragoon said:There is a rock paper scissors approach, but I look at it in a different way:
My main list has some types of bad matchups. For 5A, that is 3 agility ships and lots of HP. So I will always veto the 3 agility arcdodgers and bring a heavy jouster list. That way, my opponent has to give me my preferred list or a likely loss. I almost took a vulture swarm as second list btw. Would have been the better choice I think.
But what if your opponent brought a pair of 3-agility Arc Dodger lists?
The advantage to bringing two of essentially the same list is that your opponent can't counter it. Bring FO and Imperial arc dodgers, and you'll end up flying one, and having similar strengths and weaknesses against any opponent. You'll potentially be able to force your opponent into an unfavorable match (like 5A).
Disadvantage is that you're kind of out-of-luck if your opponent has two lists which counter you. However, if your opponent has two counters to Agi3 Arc dodgers, and I brought A3AD and, say, four T-70s, they can just pick to fly against A3AD comfortable that they'll get one of the two hardcounters.
I guess I'd be more inclined to fly two similar lists.
//
Time allowing, a sweet format would be a conquest best-of-3. Against each opponent, you have to win with both of your two lists.
On 5/26/2020 at 11:01 AM, GreenDragoon said:Not this thread, but you'll know if it applies to you:
You called?
QuoteWhy all the never ending talk about game design? We're all bad at it. Even the professional designers are sometimes bad at it. That does not mean we would do a better job, rather the opposite.
How the game was/is created in an integral part of what the game is. One of the things I like about tossing my ideas up here is to see how well they stand up. I actually learn a lot by posting my imaginations.
Quotehypothetical new things. Why?
The only time they are interesting to me is when they help realize that something might already be there, waiting to be used.
Basically you answered your own question.
Also, I guess I'd rather see folks post "this is my idea for a new ship we don't have" than "c'mon FFG, make this ship I want." The former at least takes a little initiative on the topic.
I miss seeing @weisguy119 out here. His campaign-level creations and imaginings are what I really enjoy. Somebody who is playing XWM outside the box.
Edited by Darth Meanie7 minutes ago, theBitterFig said:But what if your opponent brought a pair of 3-agility Arc Dodger lists?
I think that's a mistake - of course not against me, but I'm betting on rational choices 😛
I think the trouble you encounter is if your opponent also brought two lists with the same strengths and weaknesses, you might just be choosing between two bad match-ups.
There's a prisoner's dilemma meta-game here. If we can all just agree to always take two lists with very different strengths and weaknesses, everyone will be on the same footing and we'll all be fine.
starts finding two most similar lists possible
How do you legalese the two separate lists rule?
As soon as you say "two different factions" I think you turn off too many single-faction players to be viable as the tournament standard
6 minutes ago, svelok said:How do you legalese the two separate lists rule?
As soon as you say "two different factions" I think you turn off too many single-faction players to be viable as the tournament standard
Traditional Hangar Bay usually has a stipulation about neither of the two lists can have the same unique pilots/upgrades, doesn't it?
Although, people will immediately get around that with generic lists. "My droid swarm has all generics, this one all have struts, the other one droid doesn't!"
15 minutes ago, DoubleDown11 said:I think the trouble you encounter is if your opponent also brought two lists with the same strengths and weaknesses, you might just be choosing between two bad match-ups.
There's a prisoner's dilemma meta-game here. If we can all just agree to always take two lists with very different strengths and weaknesses, everyone will be on the same footing and we'll all be fine.
starts finding two most similar lists possible
Hyperspace makes it difficult with aces. But let's say you bring two swarm lists. If your opponent has two lists, A is strong against swarms and B is weak. Then you veto A and get a great matchup. The only time it will be a bad matchup is when he has two that are good against swarms.
So, if you bring two very similar lists that are both strong, e.g. vulture and FOcho/ Infernoswarm before the nerf, then you should do well in most games? Hm... is that actually the rational choice then?
My counter is that one swarm is very much inferior. And particularly hyperspace is balanced enough that *the weaker version of the archetype* does not have a very favorable matchup anymore.
On 5/26/2020 at 12:01 PM, GreenDragoon said:Not this thread, but you'll know if it applies to you:
Why all the never ending talk about game design? We're all bad at it. Even the professional designers are sometimes bad at it. That does not mean we would do a better job, rather the opposite.
Points, ship/pilot/upgrade legality, specific mechanics, hypothetical new things. Why?
The only time they are interesting to me is when they help realize that something might already be there, waiting to be used.
Because it's fun 😉
Power Creep Thought Experiment
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So, let's build a hypothetical game to try and understand how power creed can happen because, I feel like most people don't quite get exactly what role accretion plays. Power Creep is legitimately hard to avoid even if you have a good design team, and here's a thought experiment to try and help understand the problem.
-
We have a hypothetical card game where the players make a deck of 10 cards (mechanics and number of factions aren't important) and our first expansion will have 20 cards per faction. We want to start off strong, so we have 2 slightly above curve cards per faction that really help to define faction identity, nothing too over the top, but we do want these defining cards to see play. We also want 4 cards that are pretty situational or very combo dependent and will probably be below curve in most situations. The other 14 cards are going to be our go-to base curve cards to round out the factions.
-
Unless we put serious effort into making the 2 faction-defining cards not easily played together, all decks will have both of them. Of the four situational combo- cards, most decks will only have 1, maybe 2 on a stretch. So the most likely breakdown will be:
Cards Available per faction:
Good- 10%
Medium- 70%
Bad- 20%
Cards Used per faction:
Good- 20%
Medium- 75%
Bad- 5%
-
Here, we already see the core of the problem i.e. opportunity cost. Players will trend towards the strongest elements making them universally over-represented regardless of how much of the game as a whole actually has of them.
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But, for the next four expansions, we know how this works, so we're going to adjust the ratio to add more of the situational elements and limit the faction-defining cards with 1 of the above curve cards, 6 of the below curve cards and everything else in the middle, so after each faction has a 100 cards, the breakdwon will be:
Good- 6%
Medium- 60%
Bad- 34%
So we're weighted lower with overall content than we were originally, but what will a deck look like? Again, unless we really try to make the faction-defining cards not easily played together, we're going to see likely between 4-6 (I'll call it 5), I'm saying .5 bad cards because there's a chance it combos with a much better card or counters a much better card which allows to still get good value despite being generally below curve. So our breakdown of used cards would be:
Good- 50%
Medium- 45%
Bad- 5%
-
Despite an effort to weight overall available options lower on the curve, the natural tendency to use the best options, combined with a limited opportunity-cost of what players can field, results in the overall power level of a deck going up dramatically, despite the power level across all elements going down. And this is how unintentional power creep happens and it's hard to avoid. If you add elements over time, not all of them will be equal, the trash will be discarded and the gems will be added to existing good elements. This is also why game designers should, ideally, build themselves ways to correct power levels (things like apps or digital point costs) because it will inevitably get out of hand and you need a way to reign it in.
I look at game (re)design discussions as a high-brow way of complaining about the game.
[edit] - That may not be accurate, but that's how I see it. "I don't like thing X, what if thing X was more like thing Y?"