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Thread: I believe rules need to take competive players in mind

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    Chapter Master Rated_lexxx's Avatar
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    I believe rules need to take competive players in mind

    I have been thinking about this for a while when I heard the rule for 40k were made with the beer and pretzel crowd in mind and not competitive player


    Is out of date thinking? 20+ years ago this was true. People didn't have access to the internet to find the "list" or broken combos so for most casual game this wasn't a problem.

    Now that people have access to this information and everyone in the world can get together to find the best of everything to play if you want to play to win. This can make casual games not as fun or balanced.

    I believe it's time that the rules need to be designed with competitive players in mind. Not just for tournaments but for the "beer and pretzel" crowd.

    I have seen to many heated "rule debates" ruin casual games. If we could make the rules more clear and balanced it would lessen the rule arguments, though never get rid of them
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

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    Chapter Master Bunnahabhain's Avatar
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    Re: I believe rules need to take competive players in mind

    I'd restate your proposition.
    Rules written for competitive players function very well for casual/narrative ones; Rules written for casual players do not function well for competitive players.

    I don't think there is any real disagreement about this, merely on how to get to that ideal situation from the current mess.
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  3. #3

    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by Bunnahabhain View Post
    Rules written for competitive players function very well for casual/narrative ones;
    Not necessarily. I'd state both FoW and WM as examples. 20 years ago people were still having all these issues, the interwebz has made it more efficient and given it, IMHO, a misleading air of a wider problem than it actually is.

    Short answer is no.
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    Chapter Master RandomThoughts's Avatar
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    Re: I believe rules need to take competive players in mind

    I also agree. Loophole free rules and codices without massively over- and underpowered rules help to make the game far more enjoyable for everyone. It gives competitive players more variety in possible builds, while fluffy players get to use the exact units they feel appropriate without hurting themselves in the game.

    PS: I also want to see a single unified Marine codex.
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  5. #5

    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by Rated_lexxx View Post
    I have been thinking about this for a while when I heard the rule for 40k were made with the beer and pretzel crowd in mind and not competitive player


    Is out of date thinking? 20+ years ago this was true. People didn't have access to the internet to find the "list" or broken combos so for most casual game this wasn't a problem.

    Now that people have access to this information and everyone in the world can get together to find the best of everything to play if you want to play to win. This can make casual games not as fun or balanced.

    I believe it's time that the rules need to be designed with competitive players in mind. Not just for tournaments but for the "beer and pretzel" crowd.

    I have seen to many heated "rule debates" ruin casual games. If we could make the rules more clear and balanced it would lessen the rule arguments, though never get rid of them
    Competitive players are by far the loudest, most vocal, most present segment of wargamers. They're also a minority. GW's biggest audience is young teenagers playing on the kitchen table.

    Why do you think GW's game worlds are so incredibly over the top full of skulls, silly violence and even sillier heroes and monsters. I have chaos books from 20 years ago that are full of nudity, rape and even implied beastiality, back then chaos lived up to it's reputation. As GW's customer base got younger so did the tone of the games change.

    GW calls it a beer and pretzels game which is true enough. Cola and chips might be even more accurate.

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    Re: I believe rules need to take competive players in mind

    I would agree that closing the loopholes in the rules would be a step forward for GW.

    However, as it stands today, both crowds seem to get along well enough wih the rules that I don't see GW changing things anytime soon..

    Also, the arguments I've had over rules tend to rest more with the competitive players (especially WAAC players), as the casual players I play against tend to just roll off and move on after about 30 seconds or so.
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    Chapter Master Wishing's Avatar
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    Re: I believe rules need to take competive players in mind

    It's an interesting question. I don't think anyone would disagree that the game being balanced would be a good thing, in theory. However, I don't think you would ever get the GW designers to agree that the game is not currently balanced. They will most likely agree that the game isn't designed with competitive play in mind, since it clearly is not, but going from that to saying that the game is poorly balanced isn't something that can exactly be conclusively proven - it will always be a question of opinion. And presumably most of the people who enjoy playing 40k competitively don't actually mind the state of the game, otherwise you'd imagine they would play something else.

    My point is that while I think the OP's point is sound on a theoretical level, it will always be entirely theoretical, because the designers don't intentionally set out to make the game unbalanced (I presume) and it isn't possible to actually prove that it is so, on any significant level.

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    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by yabbadabba View Post
    Not necessarily. I'd state both FoW and WM as examples. 20 years ago people were still having all these issues, the interwebz has made it more efficient and given it, IMHO, a misleading air of a wider problem than it actually is.

    Short answer is no.
    Yabba, Im curious what you're using FoW as an example of here. I dont play WM so I cant comment there but FoW is clear and without loopholes and broken combos but still allow for awesome casual play.

  9. #9
    A well-designed game will be good for everyone.

    As for "netlists" ruining everything: most netlists are just the blatantly obvious. Psyflemen dreads are no-brainers as soon as you see "Psybolt ammunition: 5 points." Purifiers, Paladins, and DCA are all obviously things to build lists around. Razorback spam and mech-Guard and Venom spam are all straightforward examples of the long standing MSU concept. Lash Princes plus Obliterators are so obvious it hurts.

    This isn't one person coming upon some clever, out-of-the-box build, which then gets spread around. It's everyone looking at Imhotek, then at Solar Pulse, then at Imhotek, then at Solar Pulse, and going, "Well, duh."

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    Chapter Master Rated_lexxx's Avatar
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    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by Bunnahabhain View Post
    I'd restate your proposition.
    Rules written for competitive players function very well for casual/narrative ones; Rules written for casual players do not function well for competitive players.

    I don't think there is any real disagreement about this, merely on how to get to that ideal situation from the current mess.
    I think the first thing they need to do is just start with the concept of building rules with competition in mind. From there just start building up with clear and balance rules. This process could take years but it has to start sometime.

    Mtg was like that when it first came. Rules were unclear a lot and cards ran from very powerful to awful. As time went rules were made more clear and balance. They do get cards the are over the top and and rules are unclear but it's better then it use to be
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

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    Chapter Master Yodhrin's Avatar
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    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by Rated_lexxx View Post
    I think the first thing they need to do is just start with the concept of building rules with competition in mind. From there just start building up with clear and balance rules. This process could take years but it has to start sometime.

    Mtg was like that when it first came. Rules were unclear a lot and cards ran from very powerful to awful. As time went rules were made more clear and balance. They do get cards the are over the top and and rules are unclear but it's better then it use to be
    This would be the same MtG where choosing anything except the absolute best cards available to you pretty much guarantees a loss, and "fluff" plays almost no role whatsoever in deck composition or play strategies? Yeah, not the best example of how competitive rule sets are better for casual and fluff gamers there chief. Warmachine has the same issue, the ultra-competitive mindset which the rules foster and encourage makes fluff-, narrative-, and creativity-based gaming really difficult; one of my mates was disillusioned with 40K last year and tried getting into the local WM scene, made a really stunning army with an "arabian nights" sort of theme, and it took him six months to find an opponent willing to play against him, because he wasn't using "official" models. That sort of attitude is ostensibly on the wane somewhat, but apparently that sentiment has yet to penetrate the local WM groups.

    The same issue happens in MMORPGs; you can either have a sandbox experience where the players are given tools to generate their own narratives, or you can have a themepark ride where the player is constantly fed carefully-balanced content by the game but individual creativity is stifled. That's simply the nature of the beast; the more options you give to players, the more space you grant for creativity, the harder a system is to balance. The same is true with tabletop gaming, and if it comes down to a choice I'll take Counts As, Apocalypse, Imperial Armour, and a sometimes shaky ruleset any day of the week, because for my money, the occasional disagreement with some WAAC cheesemonger is tolerable in exchange for all the fun the leeway in 40K rules can enable.

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    Chapter Master Rated_lexxx's Avatar
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    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by Yodhrin View Post
    This would be the same MtG where choosing anything except the absolute best cards available to you pretty much guarantees a loss, and "fluff" plays almost no role whatsoever in deck composition or play strategies? Yeah, not the best example of how competitive rule sets are better for casual and fluff gamers there chief. Warmachine has the same issue, the ultra-competitive mindset which the rules foster and encourage makes fluff-, narrative-, and creativity-based gaming really difficult; one of my mates was disillusioned with 40K last year and tried getting into the local WM scene, made a really stunning army with an "arabian nights" sort of theme, and it took him six months to find an opponent willing to play against him, because he wasn't using "official" models. That sort of attitude is ostensibly on the wane somewhat, but apparently that sentiment has yet to penetrate the local WM groups.

    The same issue happens in MMORPGs; you can either have a sandbox experience where the players are given tools to generate their own narratives, or you can have a themepark ride where the player is constantly fed carefully-balanced content by the game but individual creativity is stifled. That's simply the nature of the beast; the more options you give to players, the more space you grant for creativity, the harder a system is to balance. The same is true with tabletop gaming, and if it comes down to a choice I'll take Counts As, Apocalypse, Imperial Armour, and a sometimes shaky ruleset any day of the week, because for my money, the occasional disagreement with some WAAC cheesemonger is tolerable in exchange for all the fun the leeway in 40K rules can enable.
    My use of mtg was it took along time for the rules to become more or less balanced and clear in .I was Not talking about deck building, comptiveness, or comparing games
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

  13. #13

    Re: I believe rules need to take competive players in mind

    I don't think GW truly needs super watertight competitive rules. It's not a game designed for tournaments and it seems a large chunk of players don't even enter them.

    However, that is no excuse to not at least try to not ruin the core game with new special rules and gear each codex. I believe GW could do a lot better than they currently do with not too much more effort. Waterproofing the rules with legalese is a lot more effort and not something I want, but I am baffled as to why GW let's the blunders into published materials that it does. Who at GW honestly thought letting jaws snipe upgrade models in units was a good idea?
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  14. #14

    Re: I believe rules need to take competive players in mind

    Quote Originally Posted by RandomThoughts View Post
    I also agree. Loophole free rules and codices without massively over- and underpowered rules help to make the game far more enjoyable for everyone. It gives competitive players more variety in possible builds, while fluffy players get to use the exact units they feel appropriate without hurting themselves in the game.

    PS: I also want to see a single unified Marine codex.
    Honestly with hardcore fluffy players to a degree its impossible to make them happy, cause the fluff and the rules just don't matchup well. I think they need to pay more attention to them mainly by giving more support to narrative gamers.

    We really need a stickied unified marine dex thread, I'm not gonna get into why I disagree with you here because threads OTs have a habit of dying as soon as this the debate starts

    Quote Originally Posted by Rated_lexxx View Post
    My use of mtg was it took along time for the rules to become more or less balanced and clear in .I was Not talking about deck building, comptiveness, or comparing games
    Magic has a lot less dimensions to worry about. Its part of why I wouldn't mind losing TLoS. Thats not say they can't learn some things from the system but I really wonder how much of it is that Wizards has always embraced the tourney scene because its easy for them to do so. For GW its hard because designing the models is time consuming, and terrain is always gonna be a wild card so keeping it fresh can be difficult & their is more risk.

    To be honest what I think they really could learn from magic is how to have a website that promotes the product and caters to both player bases. Cause GW could make battle reports that show tricky situations and give a solution to them, and could drive some sales by giving a better a ideal of what typical marine strike force looks like (cause its not a battle company)

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    Chapter Master Rated_lexxx's Avatar
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    Re: I believe rules need to take competive players in mind

    This is kinda what I am talking about. I want the rules written with completive players in mind because of tournaments but to get a better set of rules, clearer rules, and more looking into how new rules ala codexs will affect older ones
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

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    Chapter Master Satan's Avatar
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    Re: I believe rules need to take competive players in mind

    I'd say yes to what the OP suggests. I want clearer rules that would work well in a tournament setting.
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    Commander TheDoctor's Avatar
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    Re: I believe rules need to take competive players in mind

    I just want clearer rules in general.

    Tonight was the 50th time I've had a rules debate on whether or not models already locked in combat can attack units that just charged them.
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  18. #18
    Chapter Master carlisimo's Avatar
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    Re: I believe rules need to take competive players in mind

    "in mind"? Who's going to disagree with that? Of course they should be considered.

    I don't care for them to be prioritized though.

  19. #19

    Re: I believe rules need to take competive players in mind

    I disagree. I have no figures, but I suspect that tournament players are less than 1% of total players. (Entirely anecdotal based on people I know)
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  20. #20

    Re: I believe rules need to take competive players in mind

    I think Games Workshop could solve this by putting in the front of every codex "COME ON GUYS, THIS IS NOT HARD TO WORK OUT FOR YOURSELF". As someone who has a brain, I find it very easy to play to what they intended. It's not even hard to work out that if something costs 150 points but seems to have a loophole that kills 10 times its cost in a battle that perhaps that loophole isn't legit? Just because you played in a tournament with a spineless tournament organiser that lets these things run rampant, don't try and expect to get to use that rule with your mates over the kitchen table. It's up to us as a community to ostracise people that think they can get away with what I consider cheating.

    So I say keep the rules as they are but I would suggest a dedicated person that answers FAQ a lot quicker would help. However that's unlikely with 6th edition about to drop so let's just wait and see that one.

    If you want a game with a codex with 5 units then we can worry about competitive gamers over any one else, if you want a codex with 100 units, there's ALWAYS going to be internal balance issues, it's simply impossible to write a codex and then at the very end tweak it to the point that someone won't take 3 units of 5 missile launcher long fangs. There's always going to be those that power list. If you read on here then blood claws are hopeless and should never be chosen. I've used a wolf priest (another no no) led blood claw units right through the middle of an enemy army and torn them to bits. "Competitive" lists are not the be all and end all.

    Remember this is a game that caters for people that have armies that are 20 years old, if you all of a sudden make their armies **** then they will walk away, not buy new ones. Games Workshop can't just cater to people that go out and buy Grey knights because they win a lot.

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