18 hours ago, MajorJuggler said:I am not a playtester or paid by FFG, but I have the demonstrated capability (at present seemingly uniquely) to predict relevant point costs far better than FFG's development and playtesting process. I can do things that nobody in their entire company seems to be anywhere close to doing
Dude... I respect the stuff you've contributed over the years but you're going *way* over the line here, and I don't just mean in politeness. If you're going to take off the gloves with personal attacks I'm going to have to bring you back down to earth: a statement like that makes it clear that your ego has vastly exceeded your accomplishments at this point.
Rather than get into a psychic-like pseudoscience mud slinging about how many things you have "correctly predicted" vs. mispredicted vs. "justified after the fact - with math!", let me just address the fundamentals here: things like "jousting efficient" values had some amount of utility in the wave 1 days where we lined up with 2-4 ship types and k-turned around each other and rolled dice, but we've come a long way since then and the amount of assumptions that you need to make to derive a single "goodness value" out of a modern game of x-wing makes the results completely non-general. I'll use your parattanni analysis as an example: coming up with a set of assumptions that makes that squad come out with high numbers *after we already know it is good* is neither difficult, nor impressive. To prove a model you need to make consistently accurate *predictions*, or find disproportionately good game interactions that are not obvious to the general population of players. i.e. if your model was highly accurate "in general" (if such a thing even exists - more on that later) you should have been able to have it *discover* new and broken squads and interactions and then *prove* those by winning tournaments with them before anyone else even considered it.
Don't get me wrong, I'm not being "anti-math" here. Obviously I write a tool that allows people to work out good combinations and probabilities and such in specific game situations that I feel is fairly valuable both in squad building and in game decision making. But don't miss the key point there: *in specific game situations*. While it would be technically easy to have the tool simulate tons of combinations of dice rolling for different squads or cards or builds, the number of assumptions required to try and claim "therefore math says this one is 10% better" would be intellectually dishonest.
The reality is that at this point the game is complex enough that you can't just derive an "awesomeness number" for everything. Indeed to that end, List Juggler and metawing are the more relevant tools to see what is working well and what isn't (and I thank you for your continued technical contributions to those!). Thus if the goal is to derive the "value" of certain squads and upgrades and so on, I think analyzing that data set is ultimately the way to go. Of course you need to make guesses before releasing new content and some amount of math can inform those guesses, but I absolutely reject your claim that you've "demonstrated unique capability to predict relevant point costs far better than FFG".
Anyways I don't want to get personal here, but you opened the door yourself by making it clear that you need to take a serious look at your own ego here. And I'll remind you in advance that you aren't the only one with math degrees and jobs and technical experience here, in case you try to play the appeal to authority card again ![]()
If you want to make your own point costs mod or whatever, please go right ahead. But if you want to maintain credibility here maybe do it without the associated ego trip and mud slinging at FFG.
