All Quiet

By johnny shoes, in CoC General Discussion

Bard said:

The problem for me, and competitive-minded players in general, is that FFG doesn't support us in any way. It isn't official, so there's just something missing.

The League is the only official format at the moment, and that's why I said there's no room for deckbuilding in CoCLCG right now.

If I could (I really wish I could) decide, things would look like this:

-3 formats:

*Mixed-borders (vintage): All cards except for the Rip-Off and cost reducing rituals legal, 3x limit.

*White-borders-only (standard): Only white-bordered cards allowed, 3x limit of every card.

*The League: As it is, except that the bonuses would be trumped. They are a bad idea. But the League itself is a good starting point for new players, offering a friendly environment.

FWIW, I certainly agree with you. It's been a bad decision to leave the veteran players hanging in the air the way FFG did and is still doing. This may well turn out to be a fatal mistake for the future of the game.

I like what they did with the current league. The format obviously targets new players and does a good job at it. Over the course of the league deck-building will slowly become more important. At the end of the league the card pool should be big enough to start a new league that is more appealing to experienced gamers.

Marius said:

Also, there are enough players of games that are completely satisfied to win one out of ten games, but do it in a completely stylish/weird fashion if they do.

True! There's several different kinds of gamers. There's a quite famous article about the MtG game that mentions the three most important types (or rather broad categories):

Timmy, Johnny, and Spike .

What you're describing are the 'Johnny' players. For 'Johnny' players the main motivation is figuring out cool combos. Typically, they don't create decks that offer the best chance to win, but if they win, they'll do so in a very clever or intriguing way. I think, theme-decks are also a domain of 'Johnny' players.

The 'playing-to-win' type I was referring to is called 'Spike' in the article. In its purest incarnation a 'Spike' player will only care about a single thing: Winning. Every. Time. No matter how.

I think it's actually rare for a player to neatly fall into a single category. But I'll let the article speak for itself. IMHO, it's a must-read for anyone even remotely interested in ((collectible) card) games (or game design in general).

I'm a long time player and I'm not competative. Far from it. Not all established players are going to be jerks.

jl_zao said:

I think there's a point where older players really need to let go, and where newer players need to take the reigns to build some enthusiasm here.

Then get to it! You don't want to hear the old players negative opinions about the current game, but you want them to keep making posts to keep you entertained? You like the current format and are excited, then make posts about it. Don't whine about having nothing to read. I can't really see what you're annoyed at, I haven't seen an 'Old Ones' post on the board for a long while. Last I saw was about the new AP pack. Seems like near all of us have let go, leaving no one to post on the boards. Glad you're excited about the possibilities of the new packs, most of us felt the same way when we saw the very similar cards in the Arkham block. Bard is right, there is simply nothing for the old players in the current format. Sensai says new players need time to figure out how the new cards work. I agree, but those of us that already know are left twiddling our thumbs.

jhaelen said:

(RPGs) they're a ton more fun than (most) board games (or card games) could ever hope to be.

I think it's almost self-evident that a cooperative game is more fun than a competitive one. In a cooperative game everyone wins (or loses)!

since I like it thematically, but imho it cannot even hope to compete with cooperative games. <snip> it also has a random component that can allow a new and/or weaker player to win occasionally against a superior player. But all in all a cooperative variant of CoC would be better in terms of long-term fun.

It sounds like you're playing the wrong game, then. Different people like different game styles. This is a one winner game and you can't blame a player for doing their best (within the rules) to win. First turn win & auto-win decks are bad for the game and the tournament scene, but those are development and play testing issues, they don't reside with the deck's builder. Don't hate the player....

I have played in all four World Championships and 5 regionals and I have never seen any "Players who threw a tantrum every time they lost at a game and couldn't stop gloating every time they won". Except for Scott Ferguson's cheating in the last worlds, all the players I have seen have been good winners and losers. Any one person's bad experiences with their local players for any game shouldn't be used as excuse to bash players who have a different commitment level to a game than that person.

Donald

Twiddling our thumbs, nice. Nice post all around. The collector in me remains interested in current events. The Adventure League Kit looks stocked! That's a great thing for LCG. The core as a release is a fine collectible. For many, I hope, the core game is fun. I think it's unplayable. The AP are great, even as they amount to less than a block or expansion, and perhaps weather more design critique (and scrutiny due to the few cards to assess). Beyond the AP, the new core may well be legitimate cthulhu card gaming, but is not some brave new world. It is one tenth of the old collection. It is by nature derivative. Can't wait for my Antedeluvian cards.

tazbro said:

I'm not sure how the 2 coin Cthulhu ability works: "Deep One Raid: After you play a Deep One character from your hand, choose and destroy a Support card with a printed cost lower than the printed cost of the Deep One just played." Ok ... is it mandatory? I sure don't want to destroy any of my Called by Azathoth curses!

For this weeks trade .... I have to decide if I want to trade my Blackmore Estate. And if so, what for? Shotgun Blast, Paul Lemond, short fuse, Deep One Assault (which will be more useful in week 4 and on). Ah ... I got till Monday to decide.

I agree with the assessment that Blackmore Estate should not be underestimated.

Thanks solely to 'BE' I have won a league practice game with a Cth/Yog deck

when the game had stalled in a huge arms race! Out of the three you mentioned,

if I'm sitting across the table from you I fear most Agencys' ability to wound.

Deep One Assault is very good but loyal is rough.

The Cthulhu faction historicaly for this game has had a penchant for destruction and this inclination

also includes self-destruction. Just look at the 'Big Guys' ability as an example,

Forced Response : After a player draws cards during his draw phase,

he must sacrifice a character, if able. (I like the syngergy with Local Sheriff)

In the end you may end up sacrificing Cthulhu himself! However we are not

talking about a 'card' ability here. We are talking about a Faction Head ability and

all the abilities are benefits that have no inherent drawbacks built in. The ability is

quite narrow and limited so for the cost I'd rule that it's optional (Response) and not

a mandatory (Forced Response). This is not based on any official rulings so

take it for what's it's worth, the opinions of a bitter whining 'old timer'. gui%C3%B1o.gif

I do find it amusing that new players are commenting on the percieved

whining and negative presence of 'old timers' on these forums when such

comments are only and truely whining and only produce more strife and negativity.

Just celebrate your thing and let sleeping dogs lie. By the way, my group of players

are lovin' the Leagues I'm runnin' as a Servitor and I am thuroughly enjoying the

new cards and format. Nate in my opinion is to be congratulated.

Ohh, and white borders suck. lengua.gif