13225
- @ 2014/02/28 08:32:51
Post by: Bottle
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62560
- @ 2014/02/28 09:17:03
Post by: Makumba
That is not exactly true . Balance is important for tournaments too. If one type of list is too dominant , there will be a drop in number of people showing up to a tournament and the smaller a tournament gets , the bigger the chance that next time even fewer people will come play in it . I agree with you that some armies are better , then others . Perfect balance is impossible to achive . But when there are 3-4 top tier armies , not builds those are always shaped by how the local meta game looks like , the play field is going to be more balanced then when it has 1 army to rule them all and 1-2 runners up .
In 7th ed WFB died out as a tournament game here , because armies could be divided in to demons , armies that can try to counter demons when they are lucky and armies that can't deal with demons at all.
But balance being more important to what ever is casual gaming , I fully agree on . If the only counter to build or army X is runing specific ally , fortification or units , a normal player may do it , but someone who wants to play an army of 6 units of tactical marines may not have such an option . And losing all the time is not fun at all , as you said it yourself.
75775
- @ 2014/02/28 09:30:36
Post by: Rismonite
There is no test of skill in alpha strike hammer, it's just dice. The game is too alpha strikey to support a competitive enviroment.
EDIT; If the table size was tripled...
72133
- @ 2014/02/28 09:35:26
Post by: StarTrotter
Then again alpha strike could still happen possibly thanks to super mobile units, extremely long ranged weapons, and drop pods on drop pods. Along with that, it would take longer to reach the enemy (heck I'm not even sure when you would be able to get close enough to CC!) and objectives would be worthless unless put in the middle of the battlefield.
To OP I say this. Imbalance does still affect tournament play. Yes, tournament gamers will always tend to bring optimized lists. That being said, optimization can stagnate environments and convince people to stop playing. As above people mentioned, daemons did this for warhammer fantasy. I do agree that the terrible balance more heavily damages "casual" gaming simply because neither side is bringing the best weapons possible. Heck, you might even find somebody playing a all CSM tzteentch army or a IG force that uses almost all the rough riders possible.
62560
- @ 2014/02/28 10:45:09
Post by: Makumba
I think the best example of lack of balance hurting , so called, casual game play are BA. They are a very hard army to play with and require a pre build army . Their stuff is either a must have and use in this one way only or never take at all . I can imagine that someone with a bit of luck could win a local tournament with BA ,but someone with an BA army out of stuff he likes will not like 6th ed at all. And BAs are not the only army in w40k , that is balanced like that . GK , SoB , IG play more or less the same .
80673
- @ 2014/02/28 12:08:20
Post by: Iron_Captain
I think GW would say that the rules are only guidelines and if you feel that they are unbalanced you are free to make your own.
But I really hope GW will get off its lazy ass and make the 7th edition absolutely awesome and more balanced.
Even if the rules are just guidelines, it would be nice if they would be actually good guidelines...
39309
- @ 2014/02/28 12:45:22
Post by: Jidmah
Agree with Makumba. When I was still actively playing MtG tournaments, there was a deck so dominant, that it was played by almost everyone. In a tournament with 128 competitors 108 had brought the exact same 75 cards, three thirds of the remaining decks were tailored to counter the dominant deck. This was very unhealthy for the tournament scene because games got dull and people stopped showing up. Every since WotC has been carefully watching their new releases to make sure that at least three or four different decks would be at the same level of power (with more or less success).
GW has to do the same. Their different armies do not have to be exactly equal in power, but the choice of codex should be less relevant to winning than list building, skill and luck. There are already many reports of people getting bored/annoyed when they come to a tournament and see riptides, serpents and screamers everywhere. This is a big sign of an unhealthy tournament environment which will sooner or latter die out. Sadly, this is a declared goal of GW, so nothing we can do about it.
Despite what you implicitly declared, competitive players are also playing for fun. The fun of playing against other powerful armies to see if you can come out on top. If you're playing against the same army all the time, tactics become automatisms, and you're pretty much push models around while being bored.
By definition, two equally good players should win half the games against each other, no matter what armies they play.
Also, don't fall for the "balance is probably near impossible" lie. Balance is possible, if you out work into it and keep fine-tuning your game. Balance doesn'T happen, you have to put work into it.
78234
- @ 2014/02/28 13:58:27
Post by: thepowerfulwill
The reason the "I want to bring the sisters" guy/gal wants to do that is because they are the army he/she has, and dosn't want to be forced into getting s new army for tournament play.
3750
- @ 2014/02/28 14:05:29
Post by: Wayniac
Broken balance affects everything. Who wants to play a game, even a friendly game, where you get stomped through no fault of your own but because you chose an army/units that are rubbish?
There should be no "weak" units or armies. There can be some units that are better at some things (e.g. a CC squad should be better than a shooty squad at combat) but not to the level currently wherein most armies have units that fall into three categories:
1) Must take at least 1+ (e.g. Heldrake, Riptide)
2) Average unit
3) Bad unit, never take these
#1 and #3 should never exist.
47367
- @ 2014/02/28 14:31:23
Post by: Fenrir Kitsune
Iron_Captain wrote:
But I really hope GW will get off its lazy ass and make the 7th edition absolutely awesome and more balanced....
I remember saying that about 6th.
51383
- @ 2014/02/28 14:39:14
Post by: Experiment 626
Players also need to accept some responsibility for their actions & choices, especially in non-competitive/tournament play.
For example, last edition:
Daemons were not a horrible book by any means. Yes they were not quite on the same power level as the likes of BA's/IG or anyone running a lot of mechanised units, but they still functioned perfectly well in friendly pick-up games.
Grey Knights were written to simply shat all over a Daemon army, if you chose to abuse the really nasty anti-daemon stuff.
Games were tough on a Daemon player, but still doable even without resorting to a tailored list, provided the GK player showed a little respect and self control and agreed to not pull stupid gak like Warp Quake the entire table, or min/max a mechanised Purifyer army full of psycannons, or take Dark Ex out the wazoo, or put Truesilver Armour on every vehicle (especially those Psyflemen!), or throw a Banisher into every single Henchman unit in a Coteaz army, etc...
Similar to now with Daemons getting the new codex treatment, in a purely friendly game, there is no need what-so-ever to be giant @$$monkey and pull out the 2++/re-roll 1's shenanigans.
Take the 'Good Book' for sure, but in a friendly, non-competitive game, show some god-damn restraint and don't abuse the mechanic to build the nearly unkillable unit from hell.
The same goes for any army really... Yes the balance could be better, but just because you can do something/take a certain combination, doesn't mean you always should do so!
It's fine in a friendly game for a Tau player to take a Riptide, especially if they really like the model. Now unless they first forewarn their opponent and/or give them a chance to re-tool their list, that Tau player should not be plunking 3-4 of the b******* on the table!
Same goes for a Chaos player seeing his opponent brought Space Marines - don't pull out 2-4 Helldrakes because there's no challenge at that point, especially if the Space Marine player doesn't have much AA ability...
Or a Necron player plunking a Flying French Bakery list on the table vs. a DE or BA player...
Or a Space Marine player min/maxing their Grav Guns vs. a Tyranid Monster Mash list, or Ravenwing/Deathwing player, etc...
It's called sportsmanship. In friendly/non-competitive/narrative games with nothing on the line but some lols, people apparently need to start showing some.
58145
- @ 2014/02/28 14:54:37
Post by: FirePainter
and 5th and 4th ............
39309
- @ 2014/02/28 15:15:36
Post by: Jidmah
Experiment 626 wrote:Players also need to accept some responsibility for their actions & choices, especially in non-competitive/tournament play.
Yes, that's what you should do, given the circumstances. I don't disagree with you on that.
However, a better game balance wouldn't force you to jump through hoops in order to make the game enjoyable for your opponent though.
In a well balanced game, the tau player could plonk down however many riptides he wishes without ruining the game for anyone and/or getting insulted as TFG.
In a well balanced game, no single unit should be able to make half the armies in the game obsolete, even if taken in quintets.
In a well balanced game, a combination of as little as three army choices should not generate nigh-invincible units.
In a well balanced game, using a mono-build list like croissants of doom should easily be counter-able by every army in the game.
It's not the player's job to make the rules they paid up to $100 for work for their opponent. It's GW goddamn job, we pay them for that.
30766
- @ 2014/02/28 15:50:18
Post by: Da Butcha
While I don't agree with this totally (I think balance affects both styles of play), it's a good way of thinking about it, and brings a useful perspective.
Unbalanced units and armies discourage creative and comprehensive armies (why buy these units if they are so bad, and you never use them?). They discourage the player who loves an army's look and feel, but loses with it constantly, and they discourage the player whose army (whether through neglect or poor rules design) is ill-suited to compete in the current game environment.
What's more infuriating to me is that GW uses points costs, which should make it ridiculously easy to balance things better.
If Riptides (or whatever) are really, really, good, and show up all the time--make them cost more points! Don't change the rules and screw up the fluff. Just make better units more expensive in points.
There are very few units in the game right now whose rules are too good. That's a bold statement, but I'm going to explain it. There are very few units in the game which work BETTER on the tabletop than they seem to work in the background and fluff. In my own opinion, that's all the rules should concern themselves with. There are a few. For instance, I don't think it's part of the fluff that Stormtrooper Hellguns blow through Space Marine armor like nothing's there. That doesn't mean that Stormtroopers are overpowered. That means that their rules are poorly written to reflect their background. When Chaos Marines invade, you don't call in the stormtroopers!
On the other hand, there are a LOT of units whose rules are bad. These are units which are supposed to be capable of a particular role, or distinguished for a particular excellence, and don't actually work that way. For example, Space Marine Dreadnoughts are supposed to be incarnate heroes to their Chapter, virtually indestructible demigods of war that stride the battlefield and smite the mightiest foes. Nope. They get plonked apart really quickly. That doesn't mean they need to be cheaper to field. They need better rules to reflect the fact that they are supposed to be awesome warriors, not inexpensive list fillers or a cheap way to get an extra lascannon.
Now, on the other hand, there are a LOT of units whose rules are fine, but who cost too much or too little (mostly too little, I think). If more of these really popular, very powerful units cost more points, then they wouldn't show up as much, and you'd have the option of taking a lot more 'normally powered' units to oppose them.
This would be better for casual gamers as well as tournament players.
For the casual gamer, you could take the units you liked to model, paint, or play with. Your lists might be unusual points totals, but within that points limit, you would have a reasonable chance of doing well vs. most opposition. You might find an opponent whose army was well-situated to take you apart, but, in general, you wouldn't run into cases where a third of their army killed 9/10ths of yours. Picking the units you liked wouldn't sometimes make you into the local loser (if you liked, say, kans, dread, and slugga boys) or TFG (if you happened to think that Riptides were awesome looking mega-robots!). Your unit choices wouldn't be invalidated by army creep, or codex creep, or the new hotness, as the new hotness would also be the new 'really expensive option' if it really was hot.
For the tournament player, you would know that the most popular, most powerful units, would be appropriately expensive. You could make reasonable, educated choices about taking a smaller army composed of the most effective units, or a larger, more varied army of less powerful units, which might give you more flexibility or the ability to absorb some bad dice rolls (or good dice rolls from the opposition). Taking the 'best units' would consistently, regardless of army, mean that you were also taking a much smaller force, and that there was a real trade off between picking the best units and picking more units. Because the effectiveness of units would be better balanced against their points cost, there shouldn't be a preponderance of 'top builds' that showed up at each tournament, which would make games more challenging, since you might need to know how to fight against many different armies with many different, effective army lists, rather than planning for facing a few armies with a few similar builds.
8049
- @ 2014/02/28 15:51:52
Post by: ArbitorIan
Bottle wrote:
The goal of tournament games is: to win, to be a test of skill.
The goal of friendly games is: to have fun.
Therefore when list building, there is a difference between the two styles of play:
1. Tournament players will choose the best units available for their army.
2. Friendly players will choose the units they like the most.
I think we can all agree so far? (If not, please say so  )
So, using that first assumption, that within an army some combinations of units are better than others, we can then make a second assumption.
2. Some combinations of units from one army are better than combinations of units from other armies.
And then we can deduce the following:
3. Some armies are better than others.
Perfect balance between all the armies would be nice, (although it is probably near impossible.) But it is not actually needed for tournament play. Why? Because we are free to choose to bring any army to a tournament. If you think Taudar is the best, then... Bring Taudar to the tournament!
But here is when people chime in saying "but I want to bring my Sisters of Battle to the tournament!" (Or any other army you deem is underpowered.) the question is why? Why do you want to bring them? I think it will always boil down to them being the models you like, the faction you have the most FUN playing with. But if you have agreed with my assumptions at the start, you'd know that fun is not an intrinsic part. There goal is to test the skill of the player (and while that can be enjoyable, I'm going to arbitrarily say it is distinct from "fun", (e.g I don't think tennis players at Wimbledon have "fun" during their games, but no doubt enjoy taking part.)
A tournament player is out to win. To win you should choose the best combinations of units. Some armies have better combinations of units than others. Therefore you bring the best army to the tournament.
I've chosen this section to quote as it contains the bits that I feel are most problematic.
- Not everyone owns a Taudar army. Not everyone can afford to buy and paint a new army every year. By saying 'bring the best army to a tournament' you disqualify anyone who does not have the current 'best' army from being able to compete. In previous editions there were still strong and weak armies, but because the balance was better over all, more people had a chance to compete with the models they have in their collection. If less people have any chance of winning, less people will turn up.
- As you say, tournaments are, by definition, competitions of skill. Buying the most powerful army is not a skill. So, if we were to have a more balanced game, we could say that 40k tournaments would be MORE dependent on skill.
- Even given that the primary point of a tournament is to win, the real reason most people attend them is to have some fun games with new opponents. I'd suggest that 80% of the people you find at tournaments are what we'd call casual or semi-competitive players. They don't expect to win the whole tournament, but they'd like to think they're in with a chance of doing ok, and they don't want to just auto-lose based on list. It's completely valid to say 'tournaments are just for the people with the most competitive armies' but this will drive the majority of tournament attendees away.
35316
- @ 2014/03/02 01:45:14
Post by: ansacs
I think you have made a major mistake in your core premise. The first principle for your logic should be that this is a game and every individual who plays it is trying to have fun as they define fun. This is why all the rest of your arguement falls apart with even the least analysis as the tournament player, casual players, and narrative players are all trying to have fun but have different ideas of fun.
The tournament player doesn't just want to win they want a challenge in doing so and to feel rewarded for a difficult fight. They want to do this with an army they love in a game they love or they would be doing this in MtG where they could get big prizes or video game tournaments where the prizes are also big. Poor balance affects them just as badly as anyone with the caveat that the TO can curve some of the worse abuses.
The narrative player wants to create a story and use the armies and fluff they love to do so. Poor balance can make this impossible as some fluff armies are not even possible to create within the rules (TDA Deathwing in kill squads, good luck with Belial required to unlock them as troops) and none of the fluff says that some armies are absolutely crushed in a single turn by most other armies. In many ways they are the most insulated from unbalanced rules as they are already writing their own rules and already had to communicate heavily with their opponent and agree upon a number of limitations an special rules. If you already have to agree on special mission X from badab war but with units X, Y, and Z traded out then agreeing to invulnerable saves are 2+/4+ if a reroll is allowed is not that hard.
The casual pickup gamer is the person who really suffers under bad rules. They often play new people and must either play rules as written against anything and everything you can imagine or spend 30-60 min trying to convince a near stranger that the seer council they love so much and is not fun to play against. Funny enough this is either a one of the other groups "slumming" or a only moderately interested (or too busy) person. Usually most pick up games only people (in my experience) either have very limited casual time or don't have the interest to have 40K friends/groups.
The final category is TFG whom doesn't agree with premise 1 which is both payers should have fun with a game. They don't want a challenge, a story, and they either don't care or don't want you to have fun. This is the person who drives away new players and is the sour apple in the bundle. This is the only category that benefits from poor and unbalanced rules as anything that allows him to just win with little effort is a boon to him.
4820
- @ 2014/03/02 05:25:13
Post by: Ailaros
Bottle wrote:Naysayers are wrong when they say bad army balance is the reason 40k is a bad tournament game.
Agreed. 40k is a terrible tournament game, but not because of imbalance.
Bottle wrote:...
...
...
A tournament player is out to win. To win you should choose the best combinations of units. Some armies have better combinations of units than others. Therefore you bring the best army to the tournament.
I therefore think army balance has no sway over 40k being a good tournament game or not.
A correctly-executed syllogism. How refreshing.
Bottle wrote:The goal of tournament games is: to win, to be a test of skill.
Here is your critical problem, though. Tournaments should be a test of skill. 40k isn't a skill game - it's a dice game where skill plays the ancillary role of learning how to play the odds better. It's like blackjack - better blackjack players will win more games over a long period of time than worse blackjack players because they play the odds better, but there's no way that you can have blackjack tournaments without defiling what a tournament is.
Until you entirely remove the random element from 40k, it's not a game that you can take seriously. Not as a game of skill, nor as something you can have real tournaments around.
Bottle wrote:And this is where army imbalance really comes to shine and is problematic. Because losing every game isn't fun and winning every game isn't fun either when it is with your mates.
Jidmah wrote:In a well balanced game, the tau player could plonk down however many riptides he wishes without ruining the game for anyone and/or getting insulted as TFG.
In a well balanced game, no single unit should be able to make half the armies in the game obsolete, even if taken in quintets.
In a well balanced game, a combination of as little as three army choices should not generate nigh-invincible units.
In a well balanced game, using a mono-build list like croissants of doom should easily be counter-able by every army in the game.
Okay, but think about it for a moment. How are we really defining balance?
Because what it looks like here is that a well-balanced game is one wherein a player can take any combination of units and do more or less just as well as another player taking any other combination of units.
Do you really want a game like this? Because if there are no strong units and weak units, strong armies and weak armies, or strong combinations and weak combinations, then what does it matter what you take? In a way, your choices become irrelevant. You're just taking different-shaped models.
In this world of balance, you take away the meaningfulness of a player's decision. List building becomes pointless.
It would just make the game worse.
I'd argue the other side, that in order for a player's decisions about what to bring to be meaningful, he has to be able to "fail" at list building. He has to be able to make bad choices. Furthermore, he has to be able to make choices that he KNOWS will be weaker than other choices, but still wants to take them anyways.
Because when you sit down to play chess, whether you play black or white is scarcely relevant (to anything but the opener). In order for a player to have serious choice, they need to be able to bring a different kind of army, and for that to have a real impact. They need to choose not to play taudar, for example, which means they need to have a choice that's actually different than taudar, and if taudar is the best, then that requires you to have things which are worse.
Now, yes, this can obviously lead to extremes, and you don't need to tell me that tau lists can be pretty boring to play against, but still, 40k needs imbalance to be 40k. The only question is striking the correct level of imbalance.
And what is that correct level? As best I can tell, it's to provide a relatively smooth power curve in such a way where a person can play with exactly as powerful of an army as they want, and be able to have some expectation of what the result of the game will be by comparing it to the power level that their opponent brought. And 40k already does this pretty well.
But the thing is, though, that it has to be a player choice. Yes, people can complain that we shouldn't be forced to balance the game ourselves, but we MUST be required to balance the game ourselves in order for our choices to have meaning. It's just part of the cost to get the advantages.
If you don't want to have to sit down with your opponent and hash things out, then play a game where both armies start out equal to each other, like chess or stratego or go. That way you'll get what you want, but you also won't get 40k.
It takes "some assembly required" to have the freedom to assemble the game the way you want.
ansacs wrote:The tournament player doesn't just want to win they want a challenge in doing so and to feel rewarded for a difficult fight.
I don't know if I agree with this definition.
A person who wants a challenge will play weaker and weaker lists the better they get at the game. They will constantly be handicapping themselves to make sure they always have that serious chance of losing. They will be looking to ratchet up the difficulty level, so to speak. Playing the game on hard mode means taking out those powerful units and putting in weak ones, and showing up with weaker armies rather than stronger ones.
Now look at the tournament scene. It's filled with players struggling to find the strongest lists that they can so that they can put the least amount of effort in and achieve the best win record possible.
That sounds like the exact opposite of what you're talking about. I can't think of someone who wants a challenge any less than someone who is playing for the purpose of winning (which is the point of tournaments in the first place).
58599
- @ 2014/03/02 05:57:15
Post by: Galorian
Ailaros wrote:Bottle wrote:Naysayers are wrong when they say bad army balance is the reason 40k is a bad tournament game.
Agreed. 40k is a terrible tournament game, but not because of imbalance.
Bottle wrote:...
...
...
A tournament player is out to win. To win you should choose the best combinations of units. Some armies have better combinations of units than others. Therefore you bring the best army to the tournament.
I therefore think army balance has no sway over 40k being a good tournament game or not.
A correctly-executed syllogism. How refreshing.
Bottle wrote:The goal of tournament games is: to win, to be a test of skill.
Here is your critical problem, though. Tournaments should be a test of skill. 40k isn't a skill game - it's a dice game where skill plays the ancillary role of learning how to play the odds better. It's like blackjack - better blackjack players will win more games over a long period of time than worse blackjack players because they play the odds better, but there's no way that you can have blackjack tournaments without defiling what a tournament is.
Until you entirely remove the random element from 40k, it's not a game that you can take seriously. Not as a game of skill, nor as something you can have real tournaments around.
Bottle wrote:And this is where army imbalance really comes to shine and is problematic. Because losing every game isn't fun and winning every game isn't fun either when it is with your mates.
Jidmah wrote:In a well balanced game, the tau player could plonk down however many riptides he wishes without ruining the game for anyone and/or getting insulted as TFG.
In a well balanced game, no single unit should be able to make half the armies in the game obsolete, even if taken in quintets.
In a well balanced game, a combination of as little as three army choices should not generate nigh-invincible units.
In a well balanced game, using a mono-build list like croissants of doom should easily be counter-able by every army in the game.
Okay, but think about it for a moment. How are we really defining balance?
Because what it looks like here is that a well-balanced game is one wherein a player can take any combination of units and do more or less just as well as another player taking any other combination of units.
Do you really want a game like this? Because if there are no strong units and weak units, strong armies and weak armies, or strong combinations and weak combinations, then what does it matter what you take? In a way, your choices become irrelevant. You're just taking different-shaped models.
In this world of balance, you take away the meaningfulness of a player's decision. List building becomes pointless.
It would just make the game worse.
I'd argue the other side, that in order for a player's decisions about what to bring to be meaningful, he has to be able to "fail" at list building. He has to be able to make bad choices. Furthermore, he has to be able to make choices that he KNOWS will be weaker than other choices, but still wants to take them anyways.
Because when you sit down to play chess, whether you play black or white is scarcely relevant (to anything but the opener). In order for a player to have serious choice, they need to be able to bring a different kind of army, and for that to have a real impact. They need to choose not to play taudar, for example, which means they need to have a choice that's actually different than taudar, and if taudar is the best, then that requires you to have things which are worse.
Now, yes, this can obviously lead to extremes, and you don't need to tell me that tau lists can be pretty boring to play against, but still, 40k needs imbalance to be 40k. The only question is striking the correct level of imbalance.
And what is that correct level? As best I can tell, it's to provide a relatively smooth power curve in such a way where a person can play with exactly as powerful of an army as they want, and be able to have some expectation of what the result of the game will be by comparing it to the power level that their opponent brought. And 40k already does this pretty well.
But the thing is, though, that it has to be a player choice. Yes, people can complain that we shouldn't be forced to balance the game ourselves, but we MUST be required to balance the game ourselves in order for our choices to have meaning. It's just part of the cost to get the advantages.
If you don't want to have to sit down with your opponent and hash things out, then play a game where both armies start out equal to each other, like chess or stratego or go. That way you'll get what you want, but you also won't get 40k.
It takes "some assembly required" to have the freedom to assemble the game the way you want.
ansacs wrote:The tournament player doesn't just want to win they want a challenge in doing so and to feel rewarded for a difficult fight.
I don't know if I agree with this definition.
A person who wants a challenge will play weaker and weaker lists the better they get at the game. They will constantly be handicapping themselves to make sure they always have that serious chance of losing. They will be looking to ratchet up the difficulty level, so to speak. Playing the game on hard mode means taking out those powerful units and putting in weak ones, and showing up with weaker armies rather than stronger ones.
Now look at the tournament scene. It's filled with players struggling to find the strongest lists that they can so that they can put the least amount of effort in and achieve the best win record possible.
That sounds like the exact opposite of what you're talking about. I can't think of someone who wants a challenge any less than someone who is playing for the purpose of winning (which is the point of tournaments in the first place).
I am opposed to the idea that every possibke combination of units should be "equal", but I also disagree with your assertion that thre should be "stronger" or "weaker" units. The relative strength of a model should be reflected in its point costs (with adjustments made for the specialities of specific armies- IG should have some what cheaper tanks and more expensive assault options for instance). The challange of listbilding should not be to find the most point effective units in the codex and spam them, it should be to decide on the style of gameplay you wish the list to pursue and find the right combination of units to make it work (or to realize that it cannot work with the tools available).
A failure of listbuilding should be a failure to realize that the units you chose for your army list wpuld not work well together, or would not work well against the opponent's chosen combination of units/tactics, or that they do not really fit the tactics you had in mind for them, or that they do not fit your playstyle.
Yes, there should be "bad choices" and "good choices" in listbuilding, but not to the extremes that exist today and not for he reasons that dictated WAAC listbuilding in the current meta.
63000
- @ 2014/03/02 06:04:58
Post by: Peregrine
Ailaros wrote:Until you entirely remove the random element from 40k, it's not a game that you can take seriously. Not as a game of skill, nor as something you can have real tournaments around.
You can repeat this as often as you like, but it doesn't make it any less wrong. There are plenty of tournaments with games with random factors: MTG, poker, etc. The difference here is that those games have good randomness (and good balance), while 40k just has random tables for the sake of having random tables.
Because what it looks like here is that a well-balanced game is one wherein a player can take any combination of units and do more or less just as well as another player taking any other combination of units.
Wrong again. A balanced game still has room for list building, and failure in list building. Unit A and unit B might be equally powerful in some abstract sense, but aren't necessarily interchangeable in a list. For example, a dedicated melee army might have to make difficult choices about whether to go all-in on melee units or to hold back some shooting units to camp on their "home" objectives. So unit A might be a good combination with the first option, while unit B might be best in the second. And then you have factors like player preferences: melee and shooting might be theoretically equal in their chances of winning, but I as a player might strongly prefer a shooting army because I'm better at that strategy. And so even among a pool of equally powerful units I'm still going to have preferences, and my decisions will still make a difference.
Though your argument does amusingly prove the OP's point that balance matters most for casual/fluff games, since the average casual/fluff player wants exactly what you described: a game where they can take whatever units they want (because they look cool, because it fits their fluff, etc) and still have an equal chance of winning.
4820
- @ 2014/03/02 06:08:42
Post by: Ailaros
Well, but if every unit were exactly correctly priced, pointswise, then this would mean that every army, regardless of what units were in it, would be exactly as strong as each other. This means that there aren't real differences between armies, but it would merely be a difference between the number of minis that a player wanted to put down, and what those minis looked like. After all, if one person shows up with 10 uber-models, and another shows up with 1,000 suck models, and the end result is the same chance of either person winning the game with 1 model left on the table, then the only difference, really is aesthetic - one player likes big minis, and the other player is a masochist.
The idea that 40k would be a proper rock-paper-scissors game is an interesting one, but I don't know if you can pull it off in an environment like this. Also, I don't know how much I'd want the game to be that way. Do you want a game where you show up with your list, and your opponent shows up with theirs, and they're equally powerful in general, but your stuff just won't win against his stuff because your combination is bad against his combination?
That sounds like it's taking a problem with 40k and making it worse, rather than better.
32159
- @ 2014/03/02 06:34:46
Post by: jonolikespie
Ailaros wrote:Well, but if every unit were exactly correctly priced, pointswise, then this would mean that every army, regardless of what units were in it, would be exactly as strong as each other. This means that there aren't real differences between armies, but it would merely be a difference between the number of minis that a player wanted to put down, and what those minis looked like. After all, if one person shows up with 10 uber-models, and another shows up with 1,000 suck models, and the end result is the same chance of either person winning the game with 1 model left on the table, then the only difference, really is aesthetic - one player likes big minis, and the other player is a masochist.
The idea that 40k would be a proper rock-paper-scissors game is an interesting one, but I don't know if you can pull it off in an environment like this. Also, I don't know how much I'd want the game to be that way. Do you want a game where you show up with your list, and your opponent shows up with theirs, and they're equally powerful in general, but your stuff just won't win against his stuff because your combination is bad against his combination?
That sounds like it's taking a problem with 40k and making it worse, rather than better.
So an ork army and a tau army would play exactly the same but with different model counts in a well balanced system?
Yeah.. riiiiiight.
63000
- @ 2014/03/02 07:18:46
Post by: Peregrine
Ailaros wrote:This means that there aren't real differences between armies, but it would merely be a difference between the number of minis that a player wanted to put down, and what those minis looked like.
Sorry, but that's just nonsense. A single A model might be worth 100 B models in some abstract sense, but that doesn't mean that a 10 A list and a 1000 B list are equal. Or maybe both of them are bad, and the real ideal ratio is 3 A 700 B, at least for certain missions. Or maybe I, as an individual player, am really good at positioning my units effectively for late-game objective grabs but I'm not very good at guessing where my opponent's melee units are going to charge. Do I want a list with 4 A 600 B, or should I go with 5 A 500 B? Or, to give a 40k example instead of these abstract numbers: should I take meatshield Kroot in my Tau army, or should I trust my JSJ skills (and the dice) to keep me out of trouble? Even if kroot are perfectly balanced with crisis suits that decision is still a complex and interesting one.
Really, the only problem here is that you don't have any imagination.
That sounds like it's taking a problem with 40k and making it worse, rather than better.
Lol? How exactly is a rock/paper/scissors game where list building dominates better than the current game, where you play rock/paper/scissors, except rock automatically wins unless both players play rock (in which case it's a draw).
32325
- @ 2014/03/02 07:21:30
Post by: Deschenus Maximus
Bottle wrote:A tournament player is out to win. To win you should choose the best combinations of units. Some armies have better combinations of units than others. Therefore you bring the best army to the tournament.
The chasm-wide gap in your logic there is that very few people have both the time and money to just buy and paint a whole new army every couple of months to stay on top of the "meta".
Ailaros wrote:
Okay, but think about it for a moment. How are we really defining balance?
Because what it looks like here is that a well-balanced game is one wherein a player can take any combination of units and do more or less just as well as another player taking any other combination of units.
Do you really want a game like this? Because if there are no strong units and weak units, strong armies and weak armies, or strong combinations and weak combinations, then what does it matter what you take? In a way, your choices become irrelevant. You're just taking different-shaped models.
In this world of balance, you take away the meaningfulness of a player's decision. List building becomes pointless.
It would just make the game worse.
I'd argue the other side, that in order for a player's decisions about what to bring to be meaningful, he has to be able to "fail" at list building. He has to be able to make bad choices. Furthermore, he has to be able to make choices that he KNOWS will be weaker than other choices, but still wants to take them anyways.
Because when you sit down to play chess, whether you play black or white is scarcely relevant (to anything but the opener). In order for a player to have serious choice, they need to be able to bring a different kind of army, and for that to have a real impact. They need to choose not to play taudar, for example, which means they need to have a choice that's actually different than taudar, and if taudar is the best, then that requires you to have things which are worse.
Now, yes, this can obviously lead to extremes, and you don't need to tell me that tau lists can be pretty boring to play against, but still, 40k needs imbalance to be 40k. The only question is striking the correct level of imbalance.
And what is that correct level? As best I can tell, it's to provide a relatively smooth power curve in such a way where a person can play with exactly as powerful of an army as they want, and be able to have some expectation of what the result of the game will be by comparing it to the power level that their opponent brought. And 40k already does this pretty well.
But the thing is, though, that it has to be a player choice. Yes, people can complain that we shouldn't be forced to balance the game ourselves, but we MUST be required to balance the game ourselves in order for our choices to have meaning. It's just part of the cost to get the advantages.
If you don't want to have to sit down with your opponent and hash things out, then play a game where both armies start out equal to each other, like chess or stratego or go. That way you'll get what you want, but you also won't get 40k.
It takes "some assembly required" to have the freedom to assemble the game the way you want.
I don't think I could disagree with you more. List-building shouldn't be some sort of mini-game; we have become accustomed to it but the fact that we need to put so much time and effort into designing a list is a serious design flaw, not some sort of gift from GW.
Yes, it does reward those that have the time and skill to put together good lists - and I do understand the appeal of that - but looking at it objectively, it makes no sense at all that the fact that the winner of a match can be sometimes determined before you even deploy your armies, just by looking at the lists.
Now, granted it would be impossible to actually ever have a situation where one could just throw together any models and have as good a chance as anybody else, but I absolutely believe that given enough work, it would be possible to have 1) armies that are all more or less of equal strength and 2) have every unit in every book be useful if properly integrated in coherently-designed list. Needless to say, we are FAR from such a state of affairs in 40k. Indeed, we seem to move further and further away from it as each new release hits.
63000
- @ 2014/03/02 07:22:05
Post by: Peregrine
jonolikespie wrote:So an ork army and a tau army would play exactly the same but with different model counts in a well balanced system?
You just have to understand Ailaros' bizarre views of 40k. For example, Tau players who use JSJ instead of moving up to get slaughtered in melee are WAAC sociopaths, and people like Ailaros who voluntarily cripple their own armies to claim some weird moral high ground about playing on "hard mode" are the ultimate competitive players (unlike those Tau sociopaths). So for this "hard mode" to exist the game has to be unbalanced. A balanced game wouldn't give Ailaros his self-congratulatory "hard mode" rants, so balance must be evil.
11860
- @ 2014/03/02 07:46:17
Post by: Martel732
That is objectively NOT balance. Go play Starcraft II. Then come back to 40K. It's vomit-inducing.
99
- @ 2014/03/02 09:03:16
Post by: insaniak
Bottle wrote:The goal of tournament games is: to win, to be a test of skill.
While this might be true in theory, it's a long way from absolute truth where 40K is concerned.
I know quite a few tournament players who enter tournament not because they play hardcore and just want to win, but simply because it's an easy way to get in a solid weekend of gaming against varied opponents.
Particularly in areas where Comp scoring is still in use, what a lack of balance does then is discourage variety, and by extension discourage those more casual players from entering tournaments.
1. Tournament players will choose the best units available for their army.
Only true in a non-Comp environment, and assuming the tournament player is buying his army specifically for the tournament, rather than just using what he has.
2. Friendly players will choose the units they like the most.
Not always, no. My casual lists are made up of a mix of stuff I want to particularly like, stuff that I have because it was collected cheap somewhere along the way, and stuff that I just want to try out for something different. And how powerful a list I make up out of it will depend on who I am playing against. '
Playing friendly games doesn't mean not playing to win. It's a game where someone is supposed to win.
Perfect balance between all the armies would be nice, (although it is probably near impossible.) But it is not actually needed for tournament play. Why? Because we are free to choose to bring any army to a tournament. If you think Taudar is the best, then... Bring Taudar to the tournament!
With the end result being that the top players all bring Taudar, everyone gets extremely bored with always playing against Taudar armies, and tournament attendance plummets.
We saw this in practice at the end of last edition when Grey Knights were released.
But if you have agreed with my assumptions at the start, you'd know that fun is not an intrinsic part. There goal is to test the skill of the player (and while that can be enjoyable, I'm going to arbitrarily say it is distinct from "fun", (e.g I don't think tennis players at Wimbledon have "fun" during their games, but no doubt enjoy taking part.)
Tennis players at Wimbledon are making (or aiming to, anyway) serious money from their occupation. 'Competitive' 40K players are doing it for fun. There's not really any other reason to do it, since 40K tournies rarely pay any sort of significant cash prize, and sponsorship isn't really much of the thing. The divide between professional sport and 40K tournies is so wide that they can't even see each other on the opposite sides of it.
Army balance has everything to do with tournament 40K.
Automatically Appended Next Post:
Ailaros wrote:Well, but if every unit were exactly correctly priced, pointswise, then this would mean that every army, regardless of what units were in it, would be exactly as strong as each other.
That would be ideal, yes. In much the same way that a battleship in monopoly is exactly as 'strong' as the shoe.
A game should be an even contest, unless the players specifically agree to impose a handicap on one side or the other.
This means that there aren't real differences between armies, but it would merely be a difference between the number of minis that a player wanted to put down, and what those minis looked like.
It would mean nothing of the sort. An assault army would still play differently to a shooty army. They would achieve their objectives using different strategies... they would just have a reasonably even chance of actually achieving those objectives.
Do you want a game where you show up with your list, and your opponent shows up with theirs, and they're equally powerful in general, but your stuff just won't win against his stuff because your combination is bad against his combination?
That would pretty much be the exact opposite of the above situation. But is, in fact, exactly the situation 40K is in now. Moreso with the addition of Superheavies to the standard game.
36276
- @ 2014/03/02 09:42:32
Post by: Zweischneid
Bottle wrote:
The goal of tournament games is: to win, to be a test of skill.
The goal of friendly games is: to have fun.
Therefore when list building, there is a difference between the two styles of play:
1. Tournament players will choose the best units available for their army.
2. Friendly players will choose the units they like the most.
That doesn't make sense.
If tournament games were about being "a test of skill", tournament players would always choose the worst units available for their army.
That way, the impact of skill to the final result is maximized.
If a tournament player chooses the best units in a Codex, he can never know if a given victory was due to his skills, or due to his selection of units, turning the idea of tournaments into a "test of skill" ad absurdum.
63000
- @ 2014/03/02 09:52:22
Post by: Peregrine
Zweischneid wrote:If a tournament player chooses the best units in a Codex, he can never know if a given victory was due to his skills, or due to his selection of units, turning the idea of tournaments into a "test of skill" ad absurdum.
List building is a skill.
36276
- @ 2014/03/02 09:54:56
Post by: Zweischneid
Peregrine wrote: Zweischneid wrote:If a tournament player chooses the best units in a Codex, he can never know if a given victory was due to his skills, or due to his selection of units, turning the idea of tournaments into a "test of skill" ad absurdum.
List building is a skill.
If you say so.
List building is also fun. So imbalances between units and Codexes might simply be a contribution to the casual enjoyment of the game.
63000
- @ 2014/03/02 09:58:40
Post by: Peregrine
Zweischneid wrote:So imbalances between units and Codexes might simply be a contribution to the casual enjoyment of the game.
In theory maybe, if the imbalances are subtle. But in a game like 40k, where the imbalances are obvious to anyone who spends a few minutes looking at a codex, it doesn't really add much enjoyment. But it's much better if the game is balanced, since decisions in a balanced game are much more interesting and more difficult to make.
36276
- @ 2014/03/02 10:01:56
Post by: Zweischneid
Peregrine wrote: Zweischneid wrote:So imbalances between units and Codexes might simply be a contribution to the casual enjoyment of the game.
In theory maybe, if the imbalances are subtle. But in a game like 40k, where the imbalances are obvious to anyone who spends a few minutes looking at a codex, it doesn't really add much enjoyment. But it's much better if the game is balanced, since decisions in a balanced game are much more interesting and more difficult to make.
I am not quite following you.
So the imbalances are so obvious, that it is not fun to figure them out, yet they are subtle enough, that figuring them out is still considered a tournament-relevant skill?
On instinct, I would have sequenced it as follows.
1. Everything perfectly balanced.
2. Very subtle imbalances (finding the "good stuff" takes serious, tournament-worthy skill).
3. Mostly obvious imbalances (finding the "good stuff" is great fun for 12-year olds, but not much skill or dedicated effort is required.)
4. Blatant imbalances (no fun or skill for everyone).
32159
- @ 2014/03/02 10:28:36
Post by: jonolikespie
Zweischneid wrote: Peregrine wrote: Zweischneid wrote:So imbalances between units and Codexes might simply be a contribution to the casual enjoyment of the game.
In theory maybe, if the imbalances are subtle. But in a game like 40k, where the imbalances are obvious to anyone who spends a few minutes looking at a codex, it doesn't really add much enjoyment. But it's much better if the game is balanced, since decisions in a balanced game are much more interesting and more difficult to make.
I am not quite following you.
So the imbalances are so obvious, that it is not fun to figure them out, yet they are subtle enough, that figuring them out is still considered a tournament-relevant skill?
You're confusing difficulty and relevance. List building is a skill necessary for tourney play, that doesn't mean it's subtle in any way or all that hard to do.
7361
- @ 2014/03/02 10:31:37
Post by: Howard A Treesong
I think the way that some units are spammed clearly shows that list building often focuses around picking the most powerful units and taking many of, while leaving a large selection of units untouched. There's nothing particularly clever about list building in this manner. Ideally every unit available should make you think and have a practical use, but that spamming is so commonly effective is a result of a poor design and inappropriate costing related to power.
36276
- @ 2014/03/02 10:36:49
Post by: Zweischneid
jonolikespie wrote:
You're confusing difficulty and relevance. List building is a skill necessary for tourney play, that doesn't mean it's subtle in any way or all that hard to do.
Well, if there is no difficulty involved, it's not a "skill" in any sense of the word.
Or, if it is, tournaments defined as a "test of skill", where the skill on test is "not in any way or all that hard to do" seem to me a rather pointless affair. It'd be like holding a tournament in closing shoes with Velcro fasteners.
Howard A Treesong wrote:I think the way that some units are spammed clearly shows that list building often focuses around picking the most powerful units and taking many of, while leaving a large selection of units untouched. There's nothing particularly clever about list building in this manner. Ideally every unit available should make you think and have a practical use, but that spamming is so commonly effective is a result of a poor design and inappropriate costing related to power.
Which just proves that point that tournaments aren't about "testing your skill".
If they were, tournament players would naturally build the weakest lists possible, as to insulate their results and rankings from any association with obvious and childishly-easy list-building advantages, that are not in any way hard to replicate (and thus confer no prestige as a means to win a "test of skill".)
32159
- @ 2014/03/02 10:47:56
Post by: jonolikespie
Zweischneid wrote: jonolikespie wrote:
You're confusing difficulty and relevance. List building is a skill necessary for tourney play, that doesn't mean it's subtle in any way or all that hard to do.
Well, if there is no difficulty involved, it's not a "skill" in any sense of the word.
Or, if it is, tournaments defined as a "test of skill", where the skill on test is "not in any way or all that hard to do" seem to me a rather pointless affair. It'd be like holding a tournament in closing shoes with Velcro fasteners.
Howard A Treesong wrote:I think the way that some units are spammed clearly shows that list building often focuses around picking the most powerful units and taking many of, while leaving a large selection of units untouched. There's nothing particularly clever about list building in this manner. Ideally every unit available should make you think and have a practical use, but that spamming is so commonly effective is a result of a poor design and inappropriate costing related to power.
Which just proves that point that tournaments aren't about "testing your skill".
If they were, tournament players would naturally build the weakest lists possible, as to insulate their results and rankings from any association with obvious and childishly-easy list-building advantages, that are not in any way hard to replicate (and thus confer no prestige as a means to win a "test of skill".)
Ok so your argument is that tourney's aren't about testing skill, then what are they about?
62560
- @ 2014/03/02 10:48:30
Post by: Makumba
If they were, tournament players would naturally build the weakest lists possible, as to insulate their results and rankings from any association with obvious and childishly-easy list-building advantages, that are not in any way hard to replicate (and thus confer no prestige as a means to win a "test of skill".)
Odd all those sport tournaments and profesional leagues are not full of sports man that cripple themselfs to check their real skills.
36276
- @ 2014/03/02 10:52:15
Post by: Zweischneid
jonolikespie wrote:
Ok so your argument is that tourney's aren't about testing skill, then what are they about?
I don't know.
As has been pointed out, probably an organized form of casual "for fun" game play with the added guarantee of "getting a game": That is why the differentiation between "tournament play" and "casual play" as done by the OP is a fallacy.
Of course, that doesn't negate the option that many WAAC-style people enter in tournaments for the baser gratification of "winning", something they can actually get in 40K (as opposed to other, truly skill-based games like chess), precisely because winning in 40K takes no skill, but simply a willingness to violate the implicit "let's have fun" social contract of the community and the explicit "it's about the narrative" guideline by Games Workshop.
Automatically Appended Next Post:
Makumba wrote:If they were, tournament players would naturally build the weakest lists possible, as to insulate their results and rankings from any association with obvious and childishly-easy list-building advantages, that are not in any way hard to replicate (and thus confer no prestige as a means to win a "test of skill".)
Odd all those sport tournaments and profesional leagues are not full of sports man that cripple themselfs to check their real skills.
Sure. Look at Formula 1. They literally spend millions, if not billions, to make sure no unfair advantages are intrinsic to the cars. In competitive swimming, sharks-skin swim-suits were quickly banned, because they dilute the swimming-skill as a contribution to outcomes, etc..
As said, a "skill-based" 40K tournament would be easy to organize. Something like
- Only one Codex with a pre-determined list is allowed.
or
- Everyone brings an army, but armies are than distributed randomly for each game.
Etc...
It's not difficult to take the list-building element out of 40K to make it a skill-based tournament, if that is what people wanted to do. But nobody wants to do that.
32159
- @ 2014/03/02 10:57:38
Post by: jonolikespie
Zweischneid wrote: jonolikespie wrote:
Ok so your argument is that tourney's aren't about testing skill, then what are they about?
I don't know.
As has been pointed out, probably an organized form of casual "for fun" game play with the added guarantee of "getting a game": Hence the differentiation between "tournament play" and "casual play" as done by the OP is a fallacy.
Of course, that doesn't negate the option that many WAAC-style people enter in tournaments for the baser gratification of "winning", something they can actually get in 40K (as opposed to other, truly skill-based games like chess), precisely because winning in 40K takes no skill, but simply a willingness to violate the implicit "let's have fun" social contract of the community and the explicit "it's about the narrative" guideline by Games Workshop.
Right, so tourney's are full of WAAC players who suck the fun out of the game because there is little skill involved. Hence why balance is important.
36276
- @ 2014/03/02 10:59:06
Post by: Zweischneid
jonolikespie wrote:
Right, so tourney's are full of WAAC players who suck the fun out of the game because there is little skill involved. Hence why balance is important.
To make 40K a tournament-game, if the intention were to create a tournament-capable game, yes.
Balance would be key for genuine competitive gaming (unlike the argument made by the OP).
And no, 40K-tournaments are not "full" of WAAC players. But 40K tournaments are vulnerable to one or two WAAC-Players getting in and spoiling most people's fun.
99
- @ 2014/03/02 11:03:42
Post by: insaniak
jonolikespie wrote:Ok so your argument is that tourney's aren't about testing skill, then what are they about?
From my experience, for most they're about exactly the same thing as casual gaming: having some fun and playing some Warhammer 40K.
32159
- @ 2014/03/02 11:05:20
Post by: jonolikespie
Zweischneid wrote: jonolikespie wrote:
Right, so tourney's are full of WAAC players who suck the fun out of the game because there is little skill involved. Hence why balance is important.
To make 40K a tournament-game, if the intention were to create a tournament-capable game, yes.
Balance would be key for genuine competitive gaming (unlike the argument made by the OP).
What's to stop a WAAC player showing up to a random pick up game and ruining it for someone else there then? Sure you can refuse to play them but at the same time they aren't breaking any rules.
If the game were reasonably well balanced players wouldn't be put in that situation to begin with, and considering how many other games there are out there which aren't perfectly balanced but are good enough to get buy without issues it really doesn't seem like it would be that hard.
36276
- @ 2014/03/02 11:08:22
Post by: Zweischneid
jonolikespie wrote: Zweischneid wrote: jonolikespie wrote:
Right, so tourney's are full of WAAC players who suck the fun out of the game because there is little skill involved. Hence why balance is important.
To make 40K a tournament-game, if the intention were to create a tournament-capable game, yes.
Balance would be key for genuine competitive gaming (unlike the argument made by the OP).
What's to stop a WAAC player showing up to a random pick up game and ruining it for someone else there then? Sure you can refuse to play them but at the same time they aren't breaking any rules.
If the game were reasonably well balanced players wouldn't be put in that situation to begin with, and considering how many other games there are out there which aren't perfectly balanced but are good enough to get buy without issues it really doesn't seem like it would be that hard.
Of course. WAAC-Players are an abomination whenever and whereever they appear.
But to strip the game of all of it's diversity just to prevent a few spoilers from ruining it on occassion seems to be throwing the baby out with the bathwater. WAAC players and "overtly competitive" players are a blight, but they - luckily - are not as common as the internet makes them out to be.
99
- @ 2014/03/02 11:10:40
Post by: insaniak
jonolikespie wrote:What's to stop a WAAC player showing up to a random pick up game and ruining it for someone else there then?
What makes it worse is that a casual player showing up to that pick up game with a list that he picked because he liked some particular models gets branded a WAAC player for running broken units.
The player's reasons for taking a particular list have no impact on how unbalanced that list is. The fact that it is possible to make that list in the first place is the problem. Whether it's a tournament game or a casual pickup game makes no difference to that.
32159
- @ 2014/03/02 11:12:39
Post by: jonolikespie
Zweischneid wrote:Of course. WAAC-Players are an abomination whenever and whereever they appear.
But to strip the game of all of it's diversity just to prevent a few spoilers from ruining it on occassion seems to be throwing the baby out with the bathwater. WAAC players and "overtly competitive" players are a blight, but they - luckily - are not as common as the internet makes them out to be.
Bah, back to this argument then.
Care to explain why balance somehow strips the game of it's diversity? Or restricts players?
No one asking for balance is saying we have to remove allies, or certain units, or even superheavies and D weapons. Those are fixes for tourney's trying to make the best of what their given but if GW themselves reworked the rules none of that would be necessary.
99
- @ 2014/03/02 11:13:42
Post by: insaniak
Zweischneid wrote:But to strip the game of all of it's diversity just to prevent a few spoilers from ruining it on occassion seems to be throwing the baby out with the bathwater.
Sure. It's much better to have players quitting the game because they spent a whole bunch of money on models that hey liked that turned out to be completely incapable of winning a game. Or to have them show up to a game with their shiny new models and be branded a power-gamer for taking units that are more powerful than they should be.
Again, WAAC players aren't the problem. The structure of the game that allows both WAAC players and casual players alike to build over-powered lists is the problem.
25983
- @ 2014/03/02 11:20:24
Post by: Jackal
Just a quick bit of input, but why do people assume that casual games involve bringing piss poor units to make them fun?
I rather have a competative game with a friend and a few drinks, and both of us enjoy it more.
Does not mean im goin to fun flayed ones as my elites just to make it "fun"
You need to keep in mind that a fun game of 40k has a different meaning to alot of people.
Also, 40k may be a game of dice, but its by no means just random.
Yes, it has randomness, but the odds can be stacked in your favour by making certain moves or playing certain units.
So, something with a 50% chance to succeed can be increased to 75% chance.
This removes alot of the dice work and shows a level of skill, rather than just randomness.
Yes, weird and wonderful things do happen in 40k. (grots killing termies as an example)
However, if you can push up that chance to favor you more, it then becomes more based on skill than it does relying on random dice.
36276
- @ 2014/03/02 11:20:56
Post by: Zweischneid
jonolikespie wrote: Zweischneid wrote:Of course. WAAC-Players are an abomination whenever and whereever they appear.
But to strip the game of all of it's diversity just to prevent a few spoilers from ruining it on occassion seems to be throwing the baby out with the bathwater. WAAC players and "overtly competitive" players are a blight, but they - luckily - are not as common as the internet makes them out to be.
Bah, back to this argument then.
Care to explain why balance somehow strips the game of it's diversity? Or restricts players?
No one asking for balance is saying we have to remove allies, or certain units, or even superheavies and D weapons. Those are fixes for tourney's trying to make the best of what their given but if GW themselves reworked the rules none of that would be necessary.
The argument was the OP's claim that (a) tournaments are a "test of skill", and as a consequence of that (b) balance was of no relevance to "competitive gaming"
Both (a) and (b) cannot be true at the same time.
If 40K tournaments (in the mistaken believe that they are a competitive sport of some kind) attempt to bring in fixes, that is only another proof that balance is generally a concern for "competitive players".
Whether or not "more balance" is desirable for "casual only" gamers, may or may not be a worthy discussion, but it should be held separately from the odd round-about argument of tournament/competitive kinds that " we actually don't care about balance, but it would help the "casual" crowd, so we fight for more balance "in their name".
The first step is to purge this oddly hypocritical pretense, where tournament players couch their interests in some fake and misleading good-Samaritan smokescreen.
Than, if narrative people find balance-problems to be inhibiting their enjoyment of a scenario they play, a re-creation of a famous 40K-battle, etc.., let them argue and lobby for the changes they want to see in the game on their own terms.
7361
- @ 2014/03/02 11:21:28
Post by: Howard A Treesong
Zweischneid wrote: jonolikespie wrote:
You're confusing difficulty and relevance. List building is a skill necessary for tourney play, that doesn't mean it's subtle in any way or all that hard to do.
Well, if there is no difficulty involved, it's not a "skill" in any sense of the word.
Or, if it is, tournaments defined as a "test of skill", where the skill on test is "not in any way or all that hard to do" seem to me a rather pointless affair. It'd be like holding a tournament in closing shoes with Velcro fasteners.
Howard A Treesong wrote:I think the way that some units are spammed clearly shows that list building often focuses around picking the most powerful units and taking many of, while leaving a large selection of units untouched. There's nothing particularly clever about list building in this manner. Ideally every unit available should make you think and have a practical use, but that spamming is so commonly effective is a result of a poor design and inappropriate costing related to power.
Which just proves that point that tournaments aren't about "testing your skill".
If they were, tournament players would naturally build the weakest lists possible, as to insulate their results and rankings from any association with obvious and childishly-easy list-building advantages, that are not in any way hard to replicate (and thus confer no prestige as a means to win a "test of skill".)
Not exactly, list building is part of the skill as is playing the game. That's why some people netdeck for mtg and still lose. The skill is in picking the cards and knowing how to use them. The issue with spamming in 40k is that it isn't skilled or thoughtful, there's no craftsmanship to taking a pile of the most overpowered unit.
36276
- @ 2014/03/02 11:47:26
Post by: Zweischneid
Howard A Treesong wrote:
Not exactly, list building is part of the skill as is playing the game. That's why some people netdeck for mtg and still lose. The skill is in picking the cards and knowing how to use them. The issue with spamming in 40k is that it isn't skilled or thoughtful, there's no craftsmanship to taking a pile of the most overpowered unit.
It still doesn't add up for me.
If - lets call it - "picking the right units AND using them" in 40K is a skill of tournament-worthy sophistication, in other words a prize-worthy achievement only few truly master, why would removing it benefit casual players?
If, on the other hand, it is far too simple and obvious and "un-craftsmanship-like" to provide even the basic enjoyable "kicks" for people only tinkering with it on a superficial and casual level, how can it be a subject worthy of "serious competition"?
If the "list-building-only" aspect of playing 40k is the offending element, while the rest is sound (and a sufficiently sophisticated skill to master), why don't tournaments concerned with the competitive aspect remove that "list-building-part" (for example, but not limited to, with perfect-mirror-match-tournaments) to sidestep this interfering factor?
------------
Ultimately, if winning 40K tournaments/competitive games does indeed take considerable skill, even though the game is allegedly ill-suited for casual gaming, 40K would be the perfect tournament-game already, no?
32159
- @ 2014/03/02 11:47:27
Post by: jonolikespie
Zweischneid wrote:Whether or not "more balance" is desirable for "casual only" gamers, may or may not be a worthy discussion, but it should be held separately from the odd round-about argument of tournament/competitive kinds that " we actually don't care about balance, but it would help the "casual" crowd, so we fight for more balance "in their name".
The first step is to purge this oddly hypocritical pretense, where tournament players couch their interests in some fake and misleading good-Samaritan smokescreen.
Than, if narrative people find balance-problems to be inhibiting their enjoyment of a scenario they play, a re-creation of a famous 40K-battle, etc.., let them argue and lobby for the changes they want to see in the game on their own terms.
I've never seen anyone argue that they want balance to help casual games but don't care about it themselves. I've seen plenty of people argue for balance to help the competitive scene, and then have people, such as yourself, argue that it would restrict the non competitive scene and then that discussion just dissolves from there as they try to argue that it would help BOTH styles of play.
I really don't think any of this hypocrisy exists, but I have seen people who like narrative play wanting more balance. I'm either missing some fundamental part of your argument here or you seem to have a very wrong idea about who is arguing for what and why. Automatically Appended Next Post: Zweischneid wrote:Ultimately, if winning 40K tournaments/competitive games does indeed take considerable skill, even though the game is allegedly ill-suited for casual gaming, 40K would be the perfect tournament-game already, no?
Your argument is that IF it takes considerable skill, the entire problem with competitive 40k at the moment is that it DOESN'T. It's easy to find the best units and once you have those best units you have a serious leg up on anyone who doesn't, leading to a situation where it only takes a significant amount of skill if both players are playing one of a VERY narrow window of lists.
36276
- @ 2014/03/02 11:56:37
Post by: Zweischneid
jonolikespie wrote:
I've never seen anyone argue that they want balance to help casual games but don't care about it themselves.
I was under the impression that this was the OP's argument (and thus the thing discussed in this thread).
Bottle wrote:
A tournament player is out to win. To win you should choose the best combinations of units. Some armies have better combinations of units than others. Therefore you bring the best army to the tournament. I therefore think army balance has no sway over 40k being a good tournament game or not.
...
but when the armies have big imbalances it's hard to play the game for fun.
Emphases mine.
But in a nutshell, it's "balance = not important for tournaments" but "balance = key for casual gaming".
32159
- @ 2014/03/02 12:00:31
Post by: jonolikespie
Zweischneid wrote: jonolikespie wrote:
I've never seen anyone argue that they want balance to help casual games but don't care about it themselves.
I was under the impression that this was the OP's argument (and thus the thing discussed in this thread).
Sorry I perhaps should have said "don't care about it for our own tournament play". Your argument was that tourney players were fighting for balance in the casual player's name. I don't see that.
36276
- @ 2014/03/02 12:01:42
Post by: Zweischneid
jonolikespie wrote:
Your argument is that IF it takes considerable skill, the entire problem with competitive 40k at the moment is that it DOESN'T. It's easy to find the best units and once you have those best units you have a serious leg up on anyone who doesn't, leading to a situation where it only takes a significant amount of skill if both players are playing one of a VERY narrow window of lists.
So how would the winner of a competitive tournament game know whether he (a) beat his opponent "by skill", or (b) if he beat a (perhaps better-skilled) opponent by "his list", where the selection of the list is a no-brainer not worthy of any accolades?
The only rational response for anybody seriously interested in "testing their skill" would be to make sure (b) is not the case, by holding back in the list-building part, creating a natural "race-to-the-bottom" for the worst list in any genuinely competitive environment.
32159
- @ 2014/03/02 12:07:28
Post by: jonolikespie
Zweischneid wrote: jonolikespie wrote:
Your argument is that IF it takes considerable skill, the entire problem with competitive 40k at the moment is that it DOESN'T. It's easy to find the best units and once you have those best units you have a serious leg up on anyone who doesn't, leading to a situation where it only takes a significant amount of skill if both players are playing one of a VERY narrow window of lists.
So how would the winner of a competitive tournament game know whether he (a) beat his opponent "by skill", or (b) if he beat a (perhaps better-skilled) opponent by "his list", where the selection of the list is a no-brainer not worthy of any accolades?
The only rational response for anybody seriously interested in "testing their skill" would be to make sure (b) is not the case, by holding back in the list-building part, creating a natural "race-to-the-bottom" for the worst list in any genuinely competitive environment.
Except that it probably is a test of true skill, among those placing at a tourney. It's the rest of the field that suffers because those top placers brought cheesy lists.
36276
- @ 2014/03/02 12:09:22
Post by: Zweischneid
jonolikespie wrote:
Except that it probably is a test of true skill, among those placing at a tourney. It's the rest of the field that suffers because those top placers brought cheesy lists.
Why is list-building (and using that list) "at the top" suddenly a true test of skill, but not below that? Where is the line? Why is there a line? How is that line defined? How can you be sure it's not "no skill" all the way to the top, if there is so blatantly "no skill" below the top. It would seem only human that top-ranking players who made serious investments would be rather averse to the notion that there was no skill involved in their achievement, possibly to the point of self-delusion.
And in the end, what you are saying then, is that 40K's lack of balance is impairing the fun of casual gamers while playing at competitive tournaments? That is the beef?
Let me tell you, balance doesn't fix that. If you're a casual chess-player, and you enter a world-class tournament, you'll not have fun. Probably far less so than with 40K. That is the main problem with balanced and skill-based games. They have huge entry-barriers to the new and casual players, which the "easy-to-see-list-building"-advantages fix, precisely because they take skill out of it (for the most part).
3750
- @ 2014/03/02 12:44:40
Post by: Wayniac
On the subject of balance, 40k needs serious rework. It doesn't even truly allow narrative play because some things just can't be done, or can't be done without some weird special character (who should be rare) allowing it. For example if you wanted to do the 1st Company of a chapter, oh well you can't because those guys are Elites, not Troops but maybe there's an SC who can let you take Veterans and Terminators as Troops. I really think the answer, for all the things it might do, is to get rid of the FOC. Make it like it was in 2nd edition again. In 2nd edition all your main troops were available so you could better theme armies. Wanted a 1st Company army? You could take all Terminators without any issues at all. Wanted to have a special ops group made up of your Assault Marines backed up by the 8th Company's reserves? You could have that too. The 2nd edition "FOC" had three parts and it differed per army, but covered all the reasonable bases for the various themes of that army. For example a standard Space Marine Chapter using Codex: Ultramarines (I'm pretty sure the others had the same, maybe not Space Wolves) had the following: HQ (50%) Squads (25%+): Anything not a vehicle/walker Support (50%): Tanks, dreadnoughts Imperial Guard had the following: HQ (50%) Battle Line (25%+): Squads and tanks Support (25%+): Allies, basically (You could pick an force from Space Marines, Eldar, etc.) For example for Space Marines Tactical, Assault, Devastators, Terminators, Scouts and Bikes were all Squads and you had no limit on what you could take. So you could do a 1st Company/Deathwing army with all terminators (and have a much smaller army, of course) just as easily as you could do a Battle Company, or a Reserve Company (as much as those were fielded in full force) or even a Scout Company if you desired; it was all based on what YOUR army wanted to be. So if you wanted let's say a Raven Guard assault force, you might take mostly Assault Marines. If you wanted an Imperial Fists garrison, maybe more Tactical or Devastator squads designed to stay in place. Now THAT'S "forging the narrative"! Maybe it was just because that was the early days of the internet but I don't recall a single time that the actual units chosen were abused when I played 2nd edition (most of the abuse was uber characters with Vortex Grenades and the like) other than perhaps Wolf Guard Terminators who just had broken rules. IMO 40k should go back to something like that and put a cap on things that are meant to be uber rare like Riptides, Heldrakes, Wraithknights, etc. Make them 0-1 or even 0-2 to be nice, and make them cost more of course. In fact, I'm all for upping the points cost of everything again so armies become smaller, not larger; that doesn't really impact the people who want huge games because you just play like a 4,000 point battle instead of a 2,000 point battle and you could still use your nasty FW toys, but the standard games have less per side so there's less spamming of units, so you would be encouraged to take a balanced force. I liked when a 2,000 point Space Marine army in 2nd edition was like 30 guys and a vehicle or two. Listbuilding is a skill, but it shouldn't be, at least not to the extent it where listbuiding is just as much if not more than actually playing the game. You shouldn't be penalized for picking units that fit the fluff of the army's background or your idea for the force, and you shouldn't be penalized because let's say you really like Dreadnoughts and want to field one, but their rules are crap.
58599
- @ 2014/03/02 14:49:47
Post by: Galorian
Zweischneid wrote: jonolikespie wrote:
Except that it probably is a test of true skill, among those placing at a tourney. It's the rest of the field that suffers because those top placers brought cheesy lists.
Why is list-building (and using that list) "at the top" suddenly a true test of skill, but not below that? Where is the line? Why is there a line? How is that line defined? How can you be sure it's not "no skill" all the way to the top, if there is so blatantly "no skill" below the top. It would seem only human that top-ranking players who made serious investments would be rather averse to the notion that there was no skill involved in their achievement, possibly to the point of self-delusion.
And in the end, what you are saying then, is that 40K's lack of balance is impairing the fun of casual gamers while playing at competitive tournaments? That is the beef?
Let me tell you, balance doesn't fix that. If you're a casual chess-player, and you enter a world-class tournament, you'll not have fun. Probably far less so than with 40K. That is the main problem with balanced and skill-based games. They have huge entry-barriers to the new and casual players, which the "easy-to-see-list-building"-advantages fix, precisely because they take skill out of it (for the most part).
Competitive players would love the game to be more balanced- that way there would be actual skill required for list building in tournaments. As it stands list building a tournament winning list means picking one of a very small number of extremely cheesy and well known lists, which requires no skill whatsoever (save possibly some basic googling skills), and later at the tournament leads to easy wins against any list that isn't equally cheesy. The only point at which actual player skill may come into play in such a scenario is if two players playing such lists face off against one another, though in this case the lists are usually so cheesy and unbalanced that there's little room for player skill in using them and it all comes down to random chance as they butt heads against one another.
Competitive players do not enjoy that, but all too often their desire to have a decent chance at winning the tournament would lead them to use such lists themselves despite the fact that it sucks the enjoyment out of the game (and it's not as if getting your ass kicked by a cheesy list is particularly fun either). Competitive players play to win, and would love nothing more than for the game to allow actual skill and intelligent listbuilding to be the deciding factor in a tournament rather than it being a contest decided according to which player could afford the most cheese and stomach fielding it in an actual game.
A better balanced game would allow competitive players to put actual thought into their listbuilding- things like coming up with tactics that would fit the rules of the tournament and figuring out the best combination of units with which to employ them, trying to ascertain the local meta and figuring out what your opponents would likely field and adjusting your list and the tactics its built around to take that into account, trying to come up with something unexpected that would shake things up and blindside people who were expecting you to field something completely different. Afterwards it will allow actual skill to matter in the game since without blatantly overpowered or underpowered units using your models for effect better than your opponent does his would require having a better gameplan, instincts and, of course, luck.
And there is absolutely nothing in this that would make a more balanced game less fun for casual players. On the contrary, it would make casual games better.
13225
- @ 2014/03/02 14:56:34
Post by: Bottle
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36276
- @ 2014/03/02 15:14:27
Post by: Zweischneid
Galorian wrote:
And there is absolutely nothing in this that would make a more balanced game less fun for casual players. On the contrary, it would make casual games better.
I disagree.
Put a Chess-newb who only started playing 2 months ago against a semi-experienced player with 2 years of experience into a game, casual or not, and see how it goes. Than put the 2 year veteran against a 20-year veteran.
As said, balanced and skill-based games are fiendishly punitive to newbies, precisely because they need to learn and train and build up game-experience and skill, often over years.
40K works, because it mitigates the skill-advantage in often brutal ways. What you knew about 40K 2 years ago (or 20 years ago) doesn't matter. You can pick up the latest army, study the game for 2 months and you can (potentially) be king of the hill in most match-ups.
In that sense, 40K is a lot more casual than .. to stick with the example .... chess. And that is the reason I enjoy 40K more than games like chess. That is why I like 40K exactly the way it is now. If I want to scratch the "competitive itch", there are millions of games out there that do that for me. There are very few "feth balance, lets have fun" games in the vein of 40K. Hence why it's worth protecting.
32325
- @ 2014/03/02 16:04:07
Post by: Deschenus Maximus
Zweischneid wrote: Galorian wrote:
And there is absolutely nothing in this that would make a more balanced game less fun for casual players. On the contrary, it would make casual games better.
I disagree.
Put a Chess-newb who only started playing 2 months ago against a semi-experienced player with 2 years of experience into a game, casual or not, and see how it goes. Than put the 2 year veteran against a 20-year veteran.
As said, balanced and skill-based games are fiendishly punitive to newbies, precisely because they need to learn and train and build up game-experience and skill, often over years.
40K works, because it mitigates the skill-advantage in often brutal ways. What you knew about 40K 2 years ago (or 20 years ago) doesn't matter. You can pick up the latest army, study the game for 2 months and you can (potentially) be king of the hill in most match-ups.
In that sense, 40K is a lot more casual than .. to stick with the example .... chess. And that is the reason I enjoy 40K more than games like chess. That is why I like 40K exactly the way it is now. If I want to scratch the "competitive itch", there are millions of games out there that do that for me. There are very few "feth balance, lets have fun" games in the vein of 40K. Hence why it's worth protecting.
Its only fun if both players self-restrict the power level of their list. The fact that a newb can learn everything about the game in 2 months will not help at all if he runs into taudar and he didn't bring an equally powerful list. Hence, balance is important, even for casual play.
36276
- @ 2014/03/02 16:24:00
Post by: Zweischneid
Which they should.
Self-restricting your list isn't hard (especially (!) if you take to the game more seriously, and want to stage events with a more competitive edge).
Self-restricting your "skill" in a more balanced game like Chess is arguably impossible.
81831
- @ 2014/03/02 18:50:40
Post by: SRSFACE
Exactly. In this particular game of toy soldiers, no one expects you to not play to the best of your skill, but in friendly games to bring an army that it'll be fun for your opponent to play. Hence the term, "friendly."
Tournament-quality lists vs. tournament quality lists is fun. Tournament quality lists vs. the models a new player liked and collected is not fun, for either player.
I am planning on eventually getting an Imperial Knight. I think the fluff is way cool, and the model is way cool. I also expect I'll get to actually run it on the table like, twice? None of my friends play very competitively because we've kind of built a culture more about the modeling and painting aspect than the tabletop game itself (which is really awesome to be part of, btw). I actually don't play very competitively, and I'll be honest it's because I am a very compeititve person so losing when I'm actually trying stings. At least I'm adult enough to realize I can occasionally be a poor sport after losing a game even as ultimately meaningless as Competitive Yahtzee Warhammer 40,000.
It seems to me a lot of people can't quite seperate playing for enjoyment and playing with the express purpose to win.
99
- @ 2014/03/02 19:51:50
Post by: insaniak
WayneTheGame wrote:Maybe it was just because that was the early days of the internet but I don't recall a single time that the actual units chosen were abused when I played 2nd edition (most of the abuse was uber characters with Vortex Grenades and the like) other than perhaps Wolf Guard Terminators who just had broken rules.
Codex Space Wolves was guilty of both of the big ones: The Wolf Guard Terminator with Cyclone and Assault Cannon army, and the Blood Claw with Jump Pack, chainsword and powerfist army.
Eldar jetbike/skimmer armies were also a little broken due to the rules allowing them to hide behind terrain and make pop-up attacks, and being able to choose to be invulnerable to close combat attacks.
Automatically Appended Next Post: Bottle wrote:You are arguing balance is detrimental to the tournament scene because the tournament scene is actually played in a casual/friendly way.
No, I'm not. I'm saying lack of balance is detrimental to the tournament scene, because the tournament scene is for many players played in a casual/friendly way.
Lack of balance hurts both 'competitive' and 'casual' players, because (for most players) it makes it less enjoyable to play lower-tier armies. There are exceptions (there's a fairly highly ranked local player who rather enjoys using bottom-tier armies just to see if he can do well with them) but for the most part, extreme imbalance results in smaller tournaments, and more complaining about cookie-cutter armies.
A balanced system results in a wider spread of armies being used. Which is good for everyone.
58599
- @ 2014/03/02 20:07:32
Post by: Galorian
Zweischneid wrote: Galorian wrote:
And there is absolutely nothing in this that would make a more balanced game less fun for casual players. On the contrary, it would make casual games better.
I disagree.
Put a Chess-newb who only started playing 2 months ago against a semi-experienced player with 2 years of experience into a game, casual or not, and see how it goes. Than put the 2 year veteran against a 20-year veteran.
As said, balanced and skill-based games are fiendishly punitive to newbies, precisely because they need to learn and train and build up game-experience and skill, often over years.
40K works, because it mitigates the skill-advantage in often brutal ways. What you knew about 40K 2 years ago (or 20 years ago) doesn't matter. You can pick up the latest army, study the game for 2 months and you can (potentially) be king of the hill in most match-ups.
In that sense, 40K is a lot more casual than .. to stick with the example .... chess. And that is the reason I enjoy 40K more than games like chess. That is why I like 40K exactly the way it is now. If I want to scratch the "competitive itch", there are millions of games out there that do that for me. There are very few "feth balance, lets have fun" games in the vein of 40K. Hence why it's worth protecting.
The chess analogy is downright dumb- chess is a simple game with few variables and no random chance, the two sides are identical in all but color and who gets the starting move and at higher levels winning is determined almost entirely by memorization of perfect plays.
No one is arguing for "perfect balance", no one here wants all the armies to be identical or even particularly similar to one another and we aren't calling for the removal of variety and "cool rules" from the game, all we want is that point values will properly reflect the in-game worth of a model in such a way that every codex will be able to stand a chance at holding its own in tournament play if played properly by a skilled player and that some thought be given to prevent blatant abuses that break the game system such as re-rollable 2++ saves or Serpent Shield spam.
I am not a competitive player, I restrict my list building to keep thing fun and I have never fielded my Transcendent C'tan (a kit I bought before escalation was revealed because it looks fething awesome) in any game without being explicitly asked to and I play with a largely friendly gaming community where I usually already know the people I'm playing against, and this does not stop me from being annoyed by the fact that the game is blatantly unbalanced, mortified by the fact that my 3rd rate sub-optimal lists often crush the best that some of my friends can field with pathetic ease and aggravated by the fact that I feel the need to skew my model "wish list" to avoid buying too many "cheesy" models rather than just buy the models that I like and think are awesome but would end up leaving on the shelf collecting dust because I'm too nice a guy to play a proper flying circus or wraithwing list against my friends.
I hate the fact that for an upcoming tournament where each player brings two army lists to choose from each game I felt the need to make one of them a T C'tan list just in case one of the Tau or Eldar players that could show up might field the Riptides and Serpents I know they have (leaving me with one "conventional" TAC list to play against "non-cheesy" opponents, which both forced me to make it a stronger list than I usually field and actually put me at a serious disadvantage against some armies).
32325
- @ 2014/03/02 20:23:03
Post by: Deschenus Maximus
Zweischneid wrote:
Which they should.
Self-restricting your list isn't hard (especially (!) if you take to the game more seriously, and want to stage events with a more competitive edge).
Self-restricting your "skill" in a more balanced game like Chess is arguably impossible.
You expect too much out of the community; if what you were asking for was possible, " tfg" would be a term no one would have ever heard from.
No, much better to have balance at the source than having fruitless expectations that the players will police themselves.
48973
- @ 2014/03/02 20:34:58
Post by: AtoMaki
Zweischneid wrote:
Which they should.
Self-restricting your list isn't hard (especially (!) if you take to the game more seriously, and want to stage events with a more competitive edge).
Yeah, and self-restriction also has the ability to potentially kill my fun just because I like units that are considered "too strong". I have just as much right to play with my triptide list as you have to play with your footslogger Thousand Sons. If you tell me to "self-restrict" then you are ruining my fun.
494
- @ 2014/03/02 20:48:23
Post by: H.B.M.C.
Bottle wrote:Broken balance between armies affects "forging a narrative" play, & does not affect Tournament play
Categorically and demonstrably false.
Broken balance affects everyone.
36276
- @ 2014/03/02 20:52:37
Post by: Zweischneid
AtoMaki wrote:
Yeah, and self-restriction also has the ability to potentially kill my fun just because I like units that are considered "too strong". I have just as much right to play with my triptide list as you have to play with your footslogger Thousand Sons. If you tell me to "self-restrict" then you are ruining my fun.
If people would focus on making sure their opponent is having fun, and worry less about whether or not they themselves have fun, the whole thing would sort itself naturally.
And there is no "right" to anything. It's a voluntary hobby between 2 (or more) consenting people. Neither you nor I have the "right" to anything.
But if you can make a convincing case that playing your three Riptides is fun for me, and I can make a convincing case that playing my footslogging Thousand Sons is fun for you, everyone wins (either by having a mutually enjoyable game, or by parting ways before wasting precious hobby-time on an un-fun game).
Automatically Appended Next Post:
Deschenus Maximus wrote:
You expect too much out of the community; if what you were asking for was possible, " tfg" would be a term no one would have ever heard from.
No, much better to have balance at the source than having fruitless expectations that the players will police themselves.
I disagree. Balance severely diminishes the game (see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..) for everyone, those that abuse the imbalances and those that handle them with proper maturity.
Sure, 40K can be abused, but those " tfg" as you call them aren't numerous enough to warrant gelding the game simply to stop a minority of spoilers.
494
- @ 2014/03/02 20:59:24
Post by: H.B.M.C.
Why? Why should anyone need to 'self restrict' their lists?
And if there was greater balance in the game, you wouldn't need to self restrict.
36276
- @ 2014/03/02 21:00:10
Post by: Zweischneid
H.B.M.C. wrote:
Why? Why should anyone need to 'self restrict' their lists?
And if there was greater balance in the game, you wouldn't need to self restrict.
Of course you would. See the chess-example from the very post you took that quote from, and you'll see your answer.
494
- @ 2014/03/02 21:06:17
Post by: H.B.M.C.
Zweischneid wrote:I disagree. Balance severely diminishes the game (see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..) for everyone, those that abuse the imbalances and those that handle them with proper maturity. A triple strike in absurdity there Zwei. Are you trying to go for some sort of record? Ok, so, from the top: 1. Balance severely diminishes the game. Ok, you’re going to have to offer some proof for that outrageous statement. Oh wait, you have offered proof, such as it is. 2. “[S]ee all those inferior, far-less fun ‘balanced’ games like Warmachine, Infniity, etc.”. See, here’s the problem Big Z. You’re attempting to use your personal opinion of other games as ‘proof’ of how balance is bad. Everything you say here is the very definition of subjective. Inferior? Based on what? Far-less fun? Due to what exactly? As such your first statement, that balance diminishes the game, hinges on your proof of "inferior, far-less fun” games that are only so because you deem them to be. Great job buddy!  3. And now we’re making judgement calls of character. People are either mature and don’t abuse the game, or are immature and do. Or… the game is balanced (insofar as the goal being ‘imperfect balance’, as complete balance is impossible) and maturity doesn’t factor into it at all. But that’s a nice swipe at this bringing good units though. They’re ‘immature’. We get it Zwei, you hate tournaments, and you think everyone who plays in them is some WAAC nut-case. You’ve made that case time and time again. But this – this stuff of yours above – is next-to-insane. Balance diminishes a game? For real? And all this from the guy who says he only argues for logic… yikes! Zweischneid wrote:See the chess-example from the very post you took that quote from, and you'll see your answer. As has been pointed out to you already, your chess example is inadequate and does not represent the situation at hand. Chess is always the same game. It always has the same forces. Every unit operates the same way every time. There's no random element or element of chance. It is a balanced game (or imperfectly balanced, as one side has to go first).
48973
- @ 2014/03/02 21:09:40
Post by: AtoMaki
Zweischneid wrote:
If people would focus on making sure their opponent is having fun, and worry less about whether or not they themselves have fun, the whole thing would sort itself naturally.
But my enemy is also supposed to think about me having fun, so the big conflict ball of "How should we have fun?" will keep bouncing all over the place.
Zweischneid wrote:
And there is no "right" to anything. It's a voluntary hobby between 2 (or more) consenting people. Neither you nor I have the "right" to anything.
Of course you have rights. Like the right of having fun while playing this game. Otherwise, we wouldn't debate here.
Zweischneid wrote:
But if you can make a convincing case that playing your three Riptides is fun for me, and I can make a convincing case that playing my footslogging Thousand Sons is fun for you, everyone wins (either by having a mutually enjoyable game, or by parting ways before wasting precious hobby-time on an un-fun game).
I dunno, but this negotiation element sounds pretty surplus. I mean, if I liked to convince people then I would be a lawyer or a salesman. But I just want to play a friggin' game with my toy soldiers and not waste my precious time with arguing whether my army is fun or not  .
72133
- @ 2014/03/02 21:10:51
Post by: StarTrotter
What is the point of grabbing the worst units? In the end, it's likely still unbalanced even there for all we know.
36276
- @ 2014/03/02 21:12:29
Post by: Zweischneid
H.B.M.C. wrote:
We get it Zwei, you hate tournaments, and you think everyone who plays in them is some WAAC nut-case.
Not really. I love tournaments. I'm the South-East England DreadBall Champion and fancy myself a fair chance of winning the Nationals next weekend.
H.B.M.C. wrote:
2. “[S]ee all those inferior, far-less fun ‘balanced’ games like Warmachine, Infniity, etc.”. See, here’s the problem Big Z. You’re attempting to use your personal opinion of other games as ‘proof’ of how balance is bad. Everything you say here is the very definition of subjective.
I'd be happy to skip that point if people would stop bringing in the equally subjective point that Warhammer 40K is allegedly some kind of bad game and in "need of a fix", when it isn't (outside of objective opinions, of course).
H.B.M.C. wrote:
3. And now we’re making judgement calls of character. People are either mature and don’t abuse the game, or are immature and do. Or… the game is balanced (insofar as the goal being ‘imperfect balance’, as complete balance is impossible) and maturity doesn’t factor into it at all. But that’s a nice swipe at this bringing good units though. They’re ‘immature’.
Bringing in units of any kind is not related to maturity.
Lack of consideration of your opponent's enjoyment of a mutually shared hobby-time is what's immature.
H.B.M.C. wrote:
1. Balance severely diminishes the game. Ok, you’re going to have to offer some proof for that outrageous statement. Oh wait, you have offered proof, such as it is.
Everybody keeps banding about the claim that balance "is good for everyone" without proof either.
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- @ 2014/03/02 21:30:11
Post by: Alpharius
Big Z lost me at "(see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..)".
So much for logic, proof, fact based anything, etc.
36276
- @ 2014/03/02 21:33:57
Post by: Zweischneid
Alpharius wrote:Big Z lost me at "(see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..)".
So much for logic, proof, fact based anything, etc.
Fair enough. Once Infinity/Warmachine surpass 40K as a consequence of their superiour rules swaying gamers all around the world to their side, I'll happily eat my words.
If you have a better "non-subjective" measure than aggregate popularity, let me know. Other than that, your opinion of Warmachine > 40K seems no less biased than my opinion of 40K > Warmachine.
34243
- @ 2014/03/02 21:35:07
Post by: Blacksails
Zweischneid wrote:
Everybody keeps banding about the claim that balance "is good for everyone" without proof either.
It would promote greater diversity through more viable unit selection? It would allow for more thematic lists that aren't focused around abusing a few strong options or a broken combination? It wouldn't require you to negotiate the power level of the game you're looking for with your opponent? It would be tactically deeper and placing more burden on player skill than list building/size of wallet/model availability?
I don't know how you can honestly say with a straight face that balance is bad. If you're arguing that, you probably also must think that further imbalance would improve the game. Which is patently absurd.
52675
- @ 2014/03/02 21:39:33
Post by: Deadnight
Zweischneid wrote: Alpharius wrote:Big Z lost me at "(see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..)".
So much for logic, proof, fact based anything, etc.
Fair enough. Once Infinity/Warmachine surpass 40K as a consequence of their superiour rules swaying gamers all around the world to their side, I'll happily eat my words.
If you have a better "non-subjective" measure than aggregate popularity[u], let me know. Other than that, your opinion of Warmachine > 40K seems no less biased than my opinion of 40K > Warmachine.
So popularity defines superiority?
So by your definition, one direction are the greatest band ever, because they're popular....
Yeah, your argument fails bud.
48973
- @ 2014/03/02 21:39:33
Post by: AtoMaki
Zweischneid wrote:
H.B.M.C. wrote:
1. Balance severely diminishes the game. Ok, you’re going to have to offer some proof for that outrageous statement. Oh wait, you have offered proof, such as it is.
Everybody keeps banding about the claim that balance "is good for everyone" without proof either.
Well, for one, if the game was balanced, then I could just pour whatever units I want to the battlefield and my opponent could do the same and have fun. It would be, like, absolute army building freedom. No matter what I squeeze out of my codex, it will have exactly the same power level of the other combinations of the other codices so I don't have to give even a single ounce of thought about building my army. Just take whatever I like and have fun!
Unrestricted fun, that is  .
36276
- @ 2014/03/02 21:41:43
Post by: Zweischneid
Blacksails wrote:
It would promote greater diversity through more viable unit selection?
Perhaps. But if so, I've yet to see an example of how more unit diversity creates more balance. Most concrete suggestions (I have seen) appear to revolve around restrictions (remove allies, make Riptides 0-1, etc..).
Blacksails wrote:
It would allow for more thematic lists that aren't focused around abusing a few strong options or a broken combination?
How does the presence of strong/broken combinations force you to abandon your thematic list?
Blacksails wrote:
It wouldn't require you to negotiate the power level of the game you're looking for with your opponent?
Which would be the single most counter-productive step backwards in the history of gaming. The very fact that we've come tantalizingly close to making the pre-game negotiation an accepted part of the game, and possible are going away from a "legalistic" approach to game rules, is possibly the single greatest thing in gaming since the invention of the D6.
Blacksails wrote:
It would be tactically deeper and placing more burden on player skill than list building/size of wallet/model availability?
Of course, I acknowledged that more balanced would place more burden on player skill (e.g. like Chess as one, of course imperfect, comparison), which is the reason I like 40K (better than Warmachine, Infinity, Chess, etc..).. Because it is imbalanced, it does not place the burden on skill, making it a more casual game. That's the point.
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- @ 2014/03/02 21:44:06
Post by: Alpharius
Zweischneid's just doing his usual routine here.
It is...tiresome.
36276
- @ 2014/03/02 21:46:09
Post by: Zweischneid
I think you are confusing "defining" and "measuring" (through an imperfect proxy/indicator, of which others and better ones could exist)
As I said, I am open to other measurable indicators for rules-quality.
123
- @ 2014/03/02 21:47:18
Post by: Alpharius
It's the whole shifting goalposts thing again, isn't it?
34243
- @ 2014/03/02 21:48:37
Post by: Blacksails
Zweischneid wrote:
Perhaps. But if so, I've yet to see an example of how more unit diversity creates more balance. Most concrete suggestions (I have seen) appear to revolve around restrictions (remove allies, make Riptides 0-1, etc..).
You have it backwards. Better balance promotes greater diversity. That is a good thing, and I think you'd be hard pressed to debate otherwise.
How does the presence of strong/broken combinations force you to abandon your thematic list?
Again, backwards. Better balance would promote thematic lists at all levels of play. Currently, those of a competitive mind use strong/broken combinations that are not entirely fluffy or thematic. Better balance would alleviate this for everyone.
Which would be the single most counter-productive step backwards in the history of gaming. The very fact that we've come tantalizingly close to making the pre-game negotiation an accepted part of the game, and possible are going away from a "legalistic" approach to game rules, is possibly the single greatest thing in gaming since the invention of the D6.
Pre game discussion are great for terrain, scenarios and other often accepted introductions before a game.
Telling me one of us is going to have to re-do their list to better fit the other side is not a good thing.
Of course, I acknowledged that more balanced would place more burden on player skill (e.g. like Chess as one, of course imperfect, comparison), which is the reason I like 40K (better than Warmachine, Infinity, Chess, etc..).. Because it is imbalanced, it does not place the burden on skill, making it a more casual game. That's the point.
Well, I guess that's part of the disconnect here, but I can't see a downside to improving the current tactical depth of 'line up your big guns and shoot the best units first in descending order'.
36276
- @ 2014/03/02 21:48:44
Post by: Zweischneid
Is it? Did I say "defining" and move away from it now?
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- @ 2014/03/02 21:55:48
Post by: Alpharius
I don't know - did you?
36276
- @ 2014/03/02 21:57:04
Post by: Zweischneid
Blacksails wrote:
You have it backwards. Better balance promotes greater diversity. That is a good thing, and I think you'd be hard pressed to debate otherwise.
Greater diversity is always a plus. I agree. I know no game more diverse than 40K.
As said, if you find a way to balance the game by increasing diversity, I am all for it. All "balanced" games appear to work with far less (and more "mirror-style" armies) to achieve it.
I might look at it from the "wrong side", but at least I am not looking at it from some "hypothetical game" that only exists as a vague dream in some people's head. Surely there must be an example of a game both more diverse and more balanced than 40K in the sense you promote, so we have something with a bit of meat to discuss.
Blacksails wrote:
Again, backwards. Better balance would promote thematic lists at all levels of play. Currently, those of a competitive mind use strong/broken combinations that are not entirely fluffy or thematic. Better balance would alleviate this for everyone.
I don't see the automatism you claim. Even if everything is 100% balanced, there would still be "unfluffy" combinations, unless you put in extra restrictions (to the detriment of diversity).
Blacksails wrote:
Pre game discussion are great for terrain, scenarios and other often accepted introductions before a game.
Telling me one of us is going to have to re-do their list to better fit the other side is not a good thing.
Nobody is "telling you" to re-do your list. But if people perceive that they have the "right" to bring anything they goddamn please, just because it is in some rulebook, they are putting "the book" over the "social aspect" and that can never ever be a good thing.
Blacksails wrote:
Well, I guess that's part of the disconnect here, but I can't see a downside to improving the current tactical depth of 'line up your big guns and shoot the best units first in descending order'.
I guess you haven't tried getting into some competitive Chess, etc.. yet. Give it a go and see if you like to spend your weekends like that instead.
---
Automatically Appended Next Post:
No, I didn't. Though Deadnight claimed I did, so I put things right. How is that "moving goal-posts"?
Either way, how about you suggest an objective measurement for "rules-quality" that we can use to compare Infinity vs. 40K, etc.., since you were the one asking for proof, and you are also apparently not satisfied with the (admittedly very blunt) measure of relative popularity/sales.
48973
- @ 2014/03/02 22:05:25
Post by: AtoMaki
Zweischneid wrote:
Blacksails wrote:
Pre game discussion are great for terrain, scenarios and other often accepted introductions before a game.
Telling me one of us is going to have to re-do their list to better fit the other side is not a good thing.
Nobody is "telling you" to re-do your list. But if people perceive that they have the "right" to bring anything they goddamn please, just because it is in some rulebook, they are putting "the book" over the "social aspect" and that can never ever be a good thing.
If I want "social aspect" in my fun then I go out with my friends and not play 40k  .
494
- @ 2014/03/02 22:06:01
Post by: H.B.M.C.
I think we’re at the point where we all need to walk away. Big Z is at the level where virtually every second post is his, so his strategy (beyond red-herrings, no-proof arguments, and the legions of straw men that are helping him move those goalposts back and forth) is to ware us down so that one of us cracks and goes for the jugular, and he claims a moral victory. It’s a pretty boring and obnoxious posting style, so I think it’s best to revert to my wall strategy. Big Z is a wall. Walls are difficult to get through. But walls can’t follow you. Walk away from the wall and it loses its significance (assuming it even had any to begin with). I’m walking away.
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- @ 2014/03/02 22:08:27
Post by: Alpharius
Good call.
I've had enough Vitamin Z for today.
34243
- @ 2014/03/02 22:09:34
Post by: Blacksails
Zweischneid wrote:
Greater diversity is always a plus. I agree. I know game more diverse than 40K.
As said, if you find a way to balance the game by increasing diversity, I am all for it. All "balanced" games appear to work with far less (and more "mirror-style" armies) to achieve it.
I might look at it from the "wrong side", but at least I am not looking at it from some "hypothetical game" that only exists as a vague dream in some people's head. Surely there must be an example of a game both more diverse and more balanced than 40K in the sense you promote, so we have something with a bit of meat to discuss.
Again, no, its not about balancing by increasing diversity, its about balance that encourages diversity. You still have it backwards. We have all the units we'll ever want, we just need an incentive to use them now in a pick up game.
I don't see the automatism you claim. Even if everything is 100% balanced, there would still be "unfluffy" combinations, unless you put in extra restrictions (to the detriment of diversity).
Of course there would be unfluffy combos, but a lot of armies are currently punished for bringing a thematic or fluffy list. Better balance encourages more use of thematic lists, which would proportionally drive down the unfluffy aspects. This isn't guaranteed, but it can't hurt either.
Nobody is "telling you" to re-do your list. But if people perceive that they have the "right" to bring anything they goddamn please, just because it is in some rulebook, they are putting "the book" over the "social aspect" and that can never ever be a good thing.
No, but the implication of your pre-game negotiation is determining what power level of a game you wish to play. The three options when two severely mismatched lists would be to not play that person, to play that person in a lopsided match, or some sort of compromise/list alteration. Two of those options are not ideal, as not playing a person or playing a one sided match are hardly acceptable solutions. The last option is for both or either party to agree to a change.
If the rules were better balanced, that particular aspect of the pre game discussion wouldn't be necessary. Instead it would be about terrain, scenarios, exchanging army lists, clarifying models and any vague rules, and general chit chatting. Removing the part about list negotiation is an entirely positive experience. Don't assume that having two balanced armies will all of a sudden turn both sides into mutes before the game.
I guess you haven't tried getting into some competitive Chess, etc.. yet. Give it a go and see if you like to spend your weekends like that instead.
You keep bringing up chess as though its relevant. It isn't. There's a middle ground here, and its not black and white like the chess board in your example.
*Edit* Yeah, as above, I think I'm done now.
36276
- @ 2014/03/02 22:13:42
Post by: Zweischneid
Well, good night everyone!
I'm more than happy to stop. I am sorry if I misunderstood anybody's questions for actual interest in the topic at hand. I didn't want to appear impolite by not answering
52675
- @ 2014/03/02 22:14:06
Post by: Deadnight
Zweischneid wrote:
Fair enough. Once Infinity/Warmachine surpass 40K as a consequence of their superiour rules swaying gamers all around the world to their side, I'll happily eat my words.
If you have a better "non-subjective" measure than aggregate popularity, let me know. Other than that, your opinion of Warmachine > 40K seems no less biased than my opinion of 40K > Warmachine.
Zweischneid wrote:
I think you are confusing "defining" and "measuring" (through an imperfect proxy/indicator, of which others and better ones could exist)
As I said, I am open to other measurable indicators for rules-quality.
So popularity 'measures' superiority? Point still stands - if popularity 'measures' superiority, one direction are the greatest band ever.
Zweischneid wrote:.
No, I didn't. Though Deadnight claimed I did, so I put things right. How is that "moving goal-posts"?
You did. You equate 'aggregate popularity' with why 40k was the better game. Sorry, you 'measure' it. All 'popular' tells you is lots of people play it. Nothing more.
quote=Zweischneid].
Either way, how about you suggest an objective measurement for "rules-quality" that we can use to compare Infinity vs. 40K, etc.., since you were the one asking for proof, and you are also apparently not satisfied with the (admittedly very blunt) measure of relative popularity/sales.
YMdc forums give a measure of issues encountered by the community. Then there are other factors like general measuring of company support, faqs, 'cleanness' of the rules etc.
But whatever. You never listen. I'm out
53708
- @ 2014/03/02 22:14:41
Post by: TedNugent
Fundamentally, when you're talking about game balance, you're talking about increasing the amount of latitude in choices people can make and you're reducing the number of "I'm losing constantly, what's wrong with my list/give me a netlist" threads. You're increasing the amount of people that can get involved in the hobby, reducing the cost of entry, reducing the general level of frustration, and increasing the variety of acceptable playstyles and army types on the tabletop.
On the other hand, if you like playing against netlists and super competitive FOTM armies, then by all means, continue what you're doing.
44272
- @ 2014/03/02 22:20:34
Post by: Azreal13
Ah, so Zwei must have been busy yesterday, so we're getting Zweiday on Sunday this week.
I'm going to pick up on your F1 analogy from back along, as that alone betrayed your ignorance of both this topic and f1.
They do not spend millions or billions ensuring a level playing field.
The FIA put out a set of rules which very strictly define what is and isn't permissible on a car.
The teams (the competitors) then spend millions, if not billions, of pounds and hundreds if not thousands of man hours looking for every single potential loophole or degree of latitude they can wring out of that ruleset to give themselves even the slightest, barely measurable advantage over the rest of the competition.
They push things to the absolute limit, to the point of sometimes inviting sanction and generating controversy. They do not "self limit" to be sporting, the responsibility of maintaining a competitive environment and not allowing anyone to get too far ahead to preserve it is very firmly on the FIA (GW in his analogy.) Even to the point of stepping in mid season(edition) to revise things that are legal, if they are deemed to be throwing things too far out of whack.
The thing is, at least in F1, everyone is turning up to race day with the same objective. To transport your argument, you're effectively arguing that someone who turns up with their garage built, 4 cylinder stock car somehow has the right to ask everyone else to detune their engines, add extra weight or whatever, to make it "fair."
In real life, one must qualify within a certain time of the pole sitter to even be allowed to race, if you're not quick enough then you don't get to compete.
Now, we don't have the luxury of something as easy to objectively measure as A to B speed in wargaming, but plenty of other companies seem to manage to at least ensure that the majority of their game allows for rough parity across the whole spectrum of their range, and while some choices might be less or more optimal than others, few, if any, will eviscerate your chances of winning in quite the same way as GW rules. Rendering the need for a "minimum qualifying time" largely moot.
99
- @ 2014/03/02 22:48:13
Post by: insaniak
Zweischneid wrote:But if you can make a convincing case that playing your three Riptides is fun for me, and I can make a convincing case that playing my footslogging Thousand Sons is fun for you, everyone wins (either by having a mutually enjoyable game, or by parting ways before wasting precious hobby-time on an un-fun game).
Yup, everyone wins... aside from the part where they waste a whole bunch of time negotiating about whether or not they are allowed to use their armies, rather than just throwing down miniatures and getting on with the game.
Or the part where you decide that my Riptide army is broken and refuse to play against it.
In a more balanced system, neither of those things woudl need to happen.
123
- @ 2014/03/02 23:53:08
Post by: Alpharius
Deadnight wrote:Zweischneid wrote:
Fair enough. Once Infinity/Warmachine surpass 40K as a consequence of their superiour rules swaying gamers all around the world to their side, I'll happily eat my words.
If you have a better "non-subjective" measure than aggregate popularity, let me know. Other than that, your opinion of Warmachine > 40K seems no less biased than my opinion of 40K > Warmachine.
Zweischneid wrote:
I think you are confusing "defining" and "measuring" (through an imperfect proxy/indicator, of which others and better ones could exist)
As I said, I am open to other measurable indicators for rules-quality.
So popularity 'measures' superiority? Point still stands - if popularity 'measures' superiority, one direction are the greatest band ever.
Zweischneid wrote:.
No, I didn't. Though Deadnight claimed I did, so I put things right. How is that "moving goal-posts"?
You did. You equate 'aggregate popularity' with why 40k was the better game. Sorry, you 'measure' it. All 'popular' tells you is lots of people play it. Nothing more.
Zweischneid wrote:.
Either way, how about you suggest an objective measurement for "rules-quality" that we can use to compare Infinity vs. 40K, etc.., since you were the one asking for proof, and you are also apparently not satisfied with the (admittedly very blunt) measure of relative popularity/sales.
YMdc forums give a measure of issues encountered by the community. Then there are other factors like general measuring of company support, faqs, 'cleanness' of the rules etc.
But whatever. You never listen. I'm out
You have to remember which goal posts get moved with Z.
Originally, it was about what was "Fun" or not:
Zweischneid wrote:
I disagree. Balance severely diminishes the game (see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..) for everyone, those that abuse the imbalances and those that handle them with proper maturity.
Sure, 40K can be abused, but those " tfg" as you call them aren't numerous enough to warrant gelding the game simply to stop a minority of spoilers.
Then I guess it became "Most Popular= Most Fun" or something like that?
13225
- @ 2014/03/02 23:53:33
Post by: Bottle
-
44272
- @ 2014/03/03 00:10:02
Post by: Azreal13
Bottle wrote:insaniak wrote: Bottle wrote:You are arguing balance is detrimental to the tournament scene because the tournament scene is actually played in a casual/friendly way.
No, I'm not. I'm saying lack of balance is detrimental to the tournament scene, because the tournament scene is for many players played in a casual/friendly way.
When I said "balance", I meant lack of too
@Zwei,
I enjoyed reading all your points (although I don't agree. I still think lack of balance is less fun for casual players).
He has a blog, if you'd like to know more.
Probably has a newsletter you could subscribe to as well.
494
- @ 2014/03/03 00:14:21
Post by: H.B.M.C.
*click click click click*
13225
- @ 2014/03/03 00:24:39
Post by: Bottle
-
4820
- @ 2014/03/03 00:40:17
Post by: Ailaros
insaniak wrote:Playing friendly games doesn't mean not playing to win. It's a game where someone is supposed to win.
What an interesting way of putting it.
Anyways, lots of stuff.
@ tournaments:
I think people are agreeing here, they're just being incommensurable. Most people would agree that...
1.) If the definition of a tournament is an organization in which players play to win, then it is also something that does not accurately test player skill. A more skilled player will test his skills a lot better with a handicap than without, and nobody is going to show up to a tournament with a handicap if the point is to win.
2.) If the definition of a tournament is an organization which tests player skill, then 40k has never really had tournaments. I've never, ever seen a 40k tournament that ranked players by how low-power their list was, rather than by how many games they won.
The thing to remember is that when you look at professional tournament-style things, it's that the players are severely restricted, and there's virtually no input for player creativity, and everyone is brought down to a level playing field.
For an obvious example, if a marathon was nothing more than a 26 mile race, and the winner was nothing more than who crossed the line first, then the winner would be the person who showed up with the fastest rocket car.
To continue the analogy, the player who shows up with an ork list is deciding to run the marathon on foot, while the person with the taudar is deciding to run the marathon on horseback, while the person with the foot DE list is running the marathon with 100-pound weights strapped to his legs.
As such, because all things aren't starting equal, tournaments can't test player skill. And that's before we consider how absurd it is to even talk about measuring player skill in a dice game, much less comparing skill with such a miniscule sample size as most tournaments.
@ List building: List building is a skill, but not in the way it's being presented.
It takes VERY little skill to copy a netlist from the internet. It takes a lot more skill to design a decently-powerful foot guard list. It takes a LOT more skill to design a fluffy 1ksons list and still get it to win a decent number of games.
Furthermore, it's not some crass mini-game. Some people (myself included) actually like making lists, and really take advantage of the creativity it offers. If you don't like making lists, or if you want to just copy a netlist, fine, but that doesn't mean that some people aren't enjoying it.
And it actually has a place in the greater scheme of things as well. If I feel like I'm winning too much compared to the people around me, then I SHOULD be able to have creativity in what units I bring to the table so that I can self-regulate and bring a more challenging list to counter having less challenging opponents.
Being able to craft exactly the list you want with exactly the units you want to play the exact way you want to at exactly the power level you want is absolutely most definitely a skill.
It's nearly an art form.
Zweischneid wrote:Put a Chess-newb who only started playing 2 months ago against a semi-experienced player with 2 years of experience into a game, casual or not, and see how it goes. Than put the 2 year veteran against a 20-year veteran.
As said, balanced and skill-based games are fiendishly punitive to newbies, precisely because they need to learn and train and build up game-experience and skill, often over years.
40K works, because it mitigates the skill-advantage in often brutal ways.
And this is really important.
For years I've been trying to get my wife to play games of various sorts, but it's been slow because she's not from a gamer family. One of the things that we found is that we can't play proper strategy games against each other. She's a complete and total noob at strategy games, and because I'm not, I tend to horribly slaughter her at them for no other reason than I'm used to thinking that way. We can't play chess, and we can't play go, and we can't even play stratego or, strangely enough, battleship. When we play, she loses, and badly, and there's no real good way to handicap myself in these games, which means that both of us get bored really quickly.
But we do play games together. Games like Carcasonne, and Dominion (and Settlers when we have enough people). Games that are primarily luck-based. Games where better player skill means managing odds in a different way, which means that both players can do a decent share of winning, even if one person is playing much better than the other.
These games are not ones that pit player skill directly against each other, and they're both good games, and, I'd argue, necessary games for some people. I don't WANT 40k to pit player skill against player skill. There are already plenty of games that do that. What I want is for 40k to be a glorified dice game. A game where a newbie isn't comprehensively slaughtered game after game for the first few years when playing against someone better than them. A game where things are interesting because they're unpredictable, rather than a dry exercise in memorization.
Moreover, I also want it to be a game where you can't just look at the two army lists and know exactly who should win. You should be able to compare the two lists power levels, but it shouldn't be a game like rock paper scissors where both players reveal their choices, but that's it - a winner is determined and you don't even need to bother playing it out.
And that randomness provides a huge amount of the cure for this problem. The power level between the ork player and the taudar player's lists aren't the same (and that's a good thing), but the outcome of the game isn't a foregone conclusion either, because we're playing a dice game.
And the player skill thing, too. Remember that part about there being a pool of players who are competitive - who actually WANT a challenge. If the game was so perfectly balanced that every list had an equal chance of winning, then how would those people be able to handicap themselves without doing something incredibly crass like giving themselves fewer points.
These people want the game to be imbalanced, not because they want to spam the most powerful thing, but so that they have the option of taking less powerful stuff.
insaniak wrote:That would be ideal, yes. In much the same way that a battleship in monopoly is exactly as 'strong' as the shoe.
This is a great example of what I was talking about. In monopoly, what pieces you choose to play with is irrelevant. You might as well not even have the ability to choose your piece at the beginning of the game. 40k is a much richer game for being able to decide what things are going to look like at the beginning of the game, rather than having set, equal pieces on a set, symmetric board.
But that richness and depth require a player's decisions to have a meaningful impact on the game. Without making the armies different, choosing orks vs. choosing tau has about as much difference as choosing the shoe or choosing the dog in monopoly. You're creating the illusion of choice, and nothing more.
insaniak wrote: This means that there aren't real differences between armies, but it would merely be a difference between the number of minis that a player wanted to put down, and what those minis looked like.
It would mean nothing of the sort. An assault army would still play differently to a shooty army. They would achieve their objectives using different strategies... they would just have a reasonably even chance of actually achieving those objectives.
So, for just a moment, consider a chess analogy. Chess is a game wherein both players have an equal chance at winning at the beginning of the game. The only thing that's really different is the way that the players move their pieces. What you're saying, in effect, is that 40k should be like chess in that regard. It shouldn't matter what pieces you put on the table, and both players should start out the same, and the only thing that should matter is how people move their pieces. Of course, 40k is a little more complex than this, but it the whole game would more or less boil down to this.
Now, if the point of a tournament was to pit player skill against each other, then you'd have to start all players out as equal, so that everything but skill (moving the pieces) was controlled for. If the purpose of the game was to measure player skill, then yes, having any possible combination of units in 40k should yield you the exact same chance of winning (minus player skill) as any other army list you brought.
But is this what we really want from 40k? People play chess because the only real point is to win the game. Nobody plays chess because they like how they've painted their pieces, or which pieces they've chosen to place on the board, and nobody plays chess because the act of moving pieces, in and of itself, is an interesting activity in its own right. The game has made so many things equal, that it has made the game so shallow, that there is only one real reason to play chess - to win, and at all costs allowed by the game mechanics.
But this is a failure of chess, not a strength. Chess takes away so many possible points of player choice - so many opportunities for a player to make meaningful decisions (which is, in its very essence, what a game is), that you're stuck with only moving pieces as the only input. Expanding player choice doesn't necessarily make the game better (because people still like to play chess), but it does make the game much, much deeper. And it's that depth that makes 40k 40k. If people just wanted a dry, shallow strategy game that was nothing more than moving pieces, then they could just go play chess. Or Go. These games have already been invented and more or less perfected.
But if you want to play 40k, you want to play something different.
Think about those other games like 40k I mentioned. Imagine, for a moment, that Dominion was set up in such a way where whichever cards you chose to buy didn't matter. You could do equally well by making your first 10 moves buying moats as anything else. What cards you chose to buy didn't matter at all, only in which order you chose to play them. Would that make dominion better? No, it would make the game much worse, because the cards you choose to buy, and in which order sort of is the entire point of a deck building game.
Likewise, consider MTG. Would that game be improved by all combination of cards being equal? I could bring a deck of 75 any randomly-selected cards and it would be the same as 75 cards chosen carefully by a player, and the only difference was how you played the deck? This would make MTG a lot worse as well, because it's those player choices that are critical to the game itself.
For a third example, consider MTG or 40k if it had the rule where both players were required to build a deck of identical cards, or an army of identical models. That way, your choice of deck or lists would give you an exactly equal chance of winning (player skill excluded). Would you want to play every game as a mirror match? Of course you wouldn't. People were already talking about how everyone showing up with the same deck or the same armies makes everything worse.
What you want is INequality, not equality. Equality makes the game more shallow, and defeats the kind of purpose of having these kinds of games in the first place, rather than just playing chess. Yes, there are lots of 40k players who choose to bring the same lists to big tournaments, but that's a choice that the players are making. The game shouldn't force everyone else to make what is largely regarded as the wrong, more boring decision.
The only way to get around this, as mentioned, is with diversity, but not with fake diversity where you just have different colored pieces, or you have different pieces that move in different ways. Even chess has this. In order to have real diversity, you need to have there be real consequences for making certain decisions rather than others (remembering that meaningful player choice is what a game is). In order for choices to have real consequences, then the end result of those choices has to be actually different.
This means, for example, that you choose to take a combination of units that is so bad that you lose practically every game. Because unless you can do this, then choosing strong units and combinations is meaningless. In order for player choice in combining units to have meaning, therefore, you have to have a game that supports both "bad" decisions along with the "good" ones. You need to have a game that DOESN'T control for everything else so that only player skill in moving pieces around is what matters.
In order to have meaningful choice in a game like 40k, you need to have not all decisions be the same. You need to not have balance. You need imbalance for a game like 40k to be a game like 40k, rather than a game like chess. It is that inequality that makes the game interesting, and the choices worth making.
Just because a few people happen to always pick the strongest combination doesn't mean that you should take away everybody else's right to choose their own combinations. You shouldn't make 40k a weaker, shallower game just because some people are allowed to play the game in a way that others find boring. That's the players, not the game, and it's the player's responsibility to have fun, and make it fun for their opponent. But this is always true of every game. Making this self-balancing act easier but in a way that makes the game worse isn't worth it. Not if it destroys the game as the game is and makes it something that it isn't.
As such, 40k need imbalance to be 40k. If it suddenly gets perfectly balanced, and the only thing that matters is the results of die rolls, then it ceases to be 40k, but becomes a version of yahtzee with minis, which is a fate we're trying to avoid, rather than encourage with perfectly balanced armies.
People who want balance, and all the things that it gets you, really should just go and play one of those other games, if that's the kind of game that they want to play.
63000
- @ 2014/03/03 00:53:25
Post by: Peregrine
It will greatly help your argument if you try to understand the difference between balance, randomness and symmetry, and realize that very few people enjoy your masochistic "hard mode" approach. For example, you mention Settlers as an example of a good game for non-gamers, but that's a game with perfect balance and symmetry (since all sides are exactly the same). This blatantly contradicts your claim that a balanced version of 40k would make it impossible for non-gamers to enjoy it because it would be all about chess-like obsessive memorization.
13225
- @ 2014/03/03 01:08:41
Post by: Bottle
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63000
- @ 2014/03/03 01:12:45
Post by: Peregrine
Zweischneid wrote:Perhaps. But if so, I've yet to see an example of how more unit diversity creates more balance. Most concrete suggestions (I have seen) appear to revolve around restrictions (remove allies, make Riptides 0-1, etc..).
Simple: because maybe making Riptides 0-1 makes stealth suits a 0-3 option instead of a 0-0 option that nobody ever takes. By restricting a small number of overpowered units you make room for a lot of other options to become viable choices, and diversity is improved. Now, obviously it would be best to re-balance Riptides so that they don't need a 0-1 restriction to be fair, but that's something only GW can do. Things like 0-1 restrictions are just the community's best tool for getting the desired results when the people with the ability to make proper changes are unwilling to invest the effort.
How does the presence of strong/broken combinations force you to abandon your thematic list?
Because nobody enjoys losing one-sided massacres every time they play a game. If a thematic list can't even attempt to compete with an optimized list that exploits the broken combinations then the thematic list's player has two choices: lose constantly and not have any fun, or don't play at all.
Which would be the single most counter-productive step backwards in the history of gaming. The very fact that we've come tantalizingly close to making the pre-game negotiation an accepted part of the game, and possible are going away from a "legalistic" approach to game rules, is possibly the single greatest thing in gaming since the invention of the D6.
Sorry, but this is just masochistic nonsense. The fact that pre-game negotiation is necessary is a bad thing. A good game doesn't require it because there's nothing to negotiate, you just say "hey, let's play a game" and then play it, and everyone is happy. You only need pre-game negotiation when you're trying to salvage some enjoyment out of a broken game.
Because it is imbalanced, it does not place the burden on skill, making it a more casual game. That's the point.
So, let me get this straight: an ideal casual game is one in which both players have to care a lot about the game and make a major effort to negotiate what is allowed (and build a collection with appropriate units to vary the power of their list) if they want to have an enjoyable experience where both players have a fair chance of winning? And balancing the game so that two players who don't care very much about the game can just say "hey, want to play a game?" and then go have fun would make it less casual?
I think it's pretty clear that your definition of "casual" is not the same as the one found in the dictionary.
Automatically Appended Next Post:
Zweischneid wrote:I don't see the automatism you claim. Even if everything is 100% balanced, there would still be "unfluffy" combinations, unless you put in extra restrictions (to the detriment of diversity).
Except that "unfluffy" armies would be much rarer. If making an "unfluffy" army doesn't give you any advantage over a "fluffy" army then why wouldn't you just make an army with whatever you think is cool? The only time you'd have an "unfluffy" army is when someone else has a different idea about what the fluff should be, and I can't see how anyone could deny that this would be a better situation than the current Tau/Eldar/Inquisition/titan abominations where the player just takes a collection of the most overpowered balance mistakes without even an attempt at caring about the theme or background fiction.
Nobody is "telling you" to re-do your list. But if people perceive that they have the "right" to bring anything they goddamn please, just because it is in some rulebook, they are putting "the book" over the "social aspect" and that can never ever be a good thing.
And the point that everyone but you understands is that a good game doesn't have any difference between "the book" and "the social aspect" because the two aren't in conflict. In a good game (which includes good balance) there's no question of whether you have a "right" to do something, because doing it is still fun for everyone involved. This conflict only exists in bad games where the rules are broken and you need to resort to shunning "bad" people to allow everyone in your group to have fun.
4820
- @ 2014/03/03 01:29:31
Post by: Ailaros
Bottle wrote:I think it's only you and Zwei that think it is a better test of skill to take a handicapped list to a tournament.
It's not that unintuitive. Consider an example:
Two chefs are brought forward to make two different meals, and they are to be judged by a panel of perfect, impartial judges in a score from 1 to 100. The first chef produces a meal that scores an 83, and he had complete pick of any ingredients he wants, and they're all guaranteed to be fresh. The second chef also scores an 83, but he only had access to ingredients that came from a hot dog rack at a gas station. Which is the better chef?
Of course the second one is. The first can make good food from good ingredients, while the second can make good food from total garbage. It takes more skill to do the latter than the former. The first is competent, while the second is the true master.
The same is true for 40k itself. Do you need to have more or less skill to win a game with a list that's weaker than your opponent? More, of course. Bringing taudar to the table is like juicing up on steroids - anyone can bulk up quickly with the finest chemistry has to offer, but it takes a person with skill and determination to achieve the same results without the same advantages.
Plus, a person who is competitive isn't a person who is trying to win - they're a person who is trying to compete. A proper competition requires a serious chance of losing. In fact, the victories get progressively sweeter the longer the odd are of you pulling it off. A person who just wants to win will take the easiest path afforded. A person who wants to compete will ratchet up the difficulty level as high as he can get away with to keep honing his skills.
To bring it back to 40k, playing a tau gunline is like swordfighting against a target dummy while playing a khorne berzerker army is like practicing your swordfighting 3 against 1.
Once again, I'd note that you'd have to have a system whereby a player could choose to fight a practice dummy or play on hard mode of 3 against 1. Making everything equal removes that choice.
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- @ 2014/03/03 01:41:05
Post by: insaniak
Ailaros wrote:To continue the analogy, the player who shows up with an ork list is deciding to run the marathon on foot, while the person with the taudar is deciding to run the marathon on horseback, while the person with the foot DE list is running the marathon with 100-pound weights strapped to his legs.
And you seriously think this makes for a better playing experience for all those involved?
She's a complete and total noob at strategy games, and because I'm not, I tend to horribly slaughter her at them for no other reason than I'm used to thinking that way.
The interesting thing here is that you choose to believe that she sucks at strategy games because she lacks experience, rather than that she sucks at strategy games just because she sucks at strategic thinking.
A lot of people do, and experience won't necessarily fix that. I've played Chess against people who have been playing the game just as long as I have, and who suck at it. That's not a lack of experience, that's just not being good at thinking in the way that is required to make you good at Chess.
What I want is for 40k to be a glorified dice game. A game where a newbie isn't comprehensively slaughtered game after game for the first few years when playing against someone better than them.
The thing is, in the current imbalanced system, this is exactly what happens, because the newbie buys an army based on which models they like the look of, and this has a reasonable chance of winding up with a collection of miniatures that perform absolutely rubbish as an army.
Moreover, I also want it to be a game where you can't just look at the two army lists and know exactly who should win.
Which, again, would be more likely under a system where any two armies are more or less equal, rather than now, where you can hold upa Taudar list, and an Ork Footslogger list, and not really need to roll any dice...
. Remember that part about there being a pool of players who are competitive - who actually WANT a challenge. If the game was so perfectly balanced that every list had an equal chance of winning, then how would those people be able to handicap themselves without doing something incredibly crass like giving themselves fewer points.
What's the difference practically between giving yourself fewer point, and deliberately choosing less effective units?
. Without making the armies different, choosing orks vs. choosing tau has about as much difference as choosing the shoe or choosing the dog in monopoly. You're creating the illusion of choice, and nothing more.
Absolutely. Except for the fact that it's completely false.
The Ork army is still going to play differently to the Tau army... they're just going to have an even chance of winning. Because, you know, game.
Likewise, consider MTG. Would that game be improved by all combination of cards being equal? I could bring a deck of 75 any randomly-selected cards and it would be the same as 75 cards chosen carefully by a player, and the only difference was how you played the deck? This would make MTG a lot worse as well, because it's those player choices that are critical to the game itself.
Weren't you saying a few pages back that downloading a netlist isn't particularly skillful?
If a part of playing the game well involves players making a good deck, or writing a good army list, but that part of the game can be circumvented by just downlaoding a list from the net, does it really have any meaning as a part of the game?
For a third example, consider MTG or 40k if it had the rule where both players were required to build a deck of identical cards, or an army of identical models. That way, your choice of deck or lists would give you an exactly equal chance of winning (player skill excluded). Would you want to play every game as a mirror match? Of course you wouldn't. People were already talking about how everyone showing up with the same deck or the same armies makes everything worse.
And it certainly does. Which is why one army being substantially better than every other is bad. It makes taking any other army a poor choice. Sure, it doesn't 'require' players to all use that army... but it certainly encourages them to do so.
Put all armies on an even playing field, and that goes away.
The game shouldn't force everyone else to make what is largely regarded as the wrong, more boring decision.
Yes, that's exactly the point.
The weird part is that you think it's a point that supports your argument for an imbalanced game, rather than doing the exact opposite.
494
- @ 2014/03/03 01:44:05
Post by: H.B.M.C.
Peregrine wrote:Simple: because maybe making Riptides 0-1 makes stealth suits a 0-3 option instead of a 0-0 option that nobody ever takes. By restricting a small number of overpowered units you make room for a lot of other options to become viable choices, and diversity is improved. Now, obviously it would be best to re-balance Riptides so that they don't need a 0-1 restriction to be fair, but that's something only GW can do. Things like 0-1 restrictions are just the community's best tool for getting the desired results when the people with the ability to make proper changes are unwilling to invest the effort.
True as all that might be, we both know why 0-1's were removed from Codices.
13225
- @ 2014/03/03 01:50:09
Post by: Bottle
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3750
- @ 2014/03/03 02:11:36
Post by: Wayniac
Personally, I want to win a battle because I used superior strategy/tactics (or was extremely lucky) and not because I can pick 3 overpowered units while my opponent is using a codex that's 2 editions out of date. That's why we need balance. There shouldn't be any "bad" units, there should be units that are good in some situations and not in others, but all are viable and can find a use in an army based on theme. Some might require more strategy than others, but you should be able to take whatever units you want that fit your theme and do well if you know what you're doing. That's what I like about a game like Warmachine/Hordes: All units are viable. You might use some units more than others because of the list you are running, but there are no real units that are just bad and will make you lose simply because you made the wrong choice and decided to take them at all instead of taking the unit that's way OP that everyone else takes because it's the clear "winner" in unit choices. A game is broken the moment there's a unit that you always want to take, and a unit that you never want to take, because then why have that inferior unit exist in the game at all? To trick people into buying them only to find out they're garbage? That's how 40k should be. I want balance so I have the choice of taking let's say a Riptide, or Crisis Suits, or Stealth Suits and depending on my playstyle all three are viable; maybe I'm playing an advanced scout force and Stealth squads make thematic sense; I shouldn't be punished because I want to field them. Or balance to where I can include a squad of Howling Banshees because they fit my army theme and not be penalized because I took the wrong unit. The game is too much about listbuilding, and not enough about strategy and tactics. A superior player with an inferior army will lose to an inferior player with a superior army almost every time, and that's IMO a bunch of crap.
4820
- @ 2014/03/03 03:12:31
Post by: Ailaros
WayneTheGame wrote:Personally, I want to win a battle because I used superior strategy/tactics (or was extremely lucky) and not because I can pick 3 overpowered units while my opponent is using a codex that's 2 editions out of date.
Then don't pick 3 overpowered units. You have control over that. You don't have to pick an army list that makes winning easy.
You're asking the rules to save you from yourself...
insaniak wrote:Ailaros wrote:To continue the analogy, the player who shows up with an ork list is deciding to run the marathon on foot, while the person with the taudar is deciding to run the marathon on horseback, while the person with the foot DE list is running the marathon with 100-pound weights strapped to his legs.
And you seriously think this makes for a better playing experience for all those involved?
If someone was happier running the marathon with weights, then it would be a better experience for the person wearing the weights, yes.
insaniak wrote:What I want is for 40k to be a glorified dice game. A game where a newbie isn't comprehensively slaughtered game after game for the first few years when playing against someone better than them.
The thing is, in the current imbalanced system, this is exactly what happens, because the newbie buys an army based on which models they like the look of, and this has a reasonable chance of winding up with a collection of miniatures that perform absolutely rubbish as an army.
But in an imbalanced game, the newbie can pick a stronger army to make the game easier for them. It takes 30 seconds and an internet connection to figure out what the most powerful armies are.
Meanwhile, if you took away the ability for a noob to play a strong list and a veteran to play a weak list against him, you're taking a situation that's bad for new players and making it worse. Forcing a newb and a vet to compete at the same level is going to lead to a lot more frustration for the newb.
insaniak wrote:. Without making the armies different, choosing orks vs. choosing tau has about as much difference as choosing the shoe or choosing the dog in monopoly. You're creating the illusion of choice, and nothing more.
Absolutely. Except for the fact that it's completely false.
The Ork army is still going to play differently to the Tau army...
So? You've still managed to bring the game down to one of nothing but moving pieces.
I mean, a chess player playing black is going to play differently than a chess player playing white (white rarely uses a sicilian defense, for example), but that doesn't mean the game isn't more shallow.
insaniak wrote:Likewise, consider MTG. Would that game be improved by all combination of cards being equal? I could bring a deck of 75 any randomly-selected cards and it would be the same as 75 cards chosen carefully by a player, and the only difference was how you played the deck? This would make MTG a lot worse as well, because it's those player choices that are critical to the game itself.
Weren't you saying a few pages back that downloading a netlist isn't particularly skillful?
If a part of playing the game well involves players making a good deck, or writing a good army list, but that part of the game can be circumvented by just downlaoding a list from the net, does it really have any meaning as a part of the game?
insaniak wrote: Which is why one army being substantially better than every other is bad. It makes taking any other army a poor choice. Sure, it doesn't 'require' players to all use that army... but it certainly encourages them to do so.
Put all armies on an even playing field, and that goes away.
Once again, though, you're forgetting about the player.
If two players choose to have a game where their lists are of equal strength because they both brought the same list, the fault lies with the players choosing to bring the same list. By making everything equal what you're doing is forcing everyone to do the same as if they were bringing the same list. You're sinking everyone to the lowest common denominator.
Downloading netlists doesn't take much skill, but that doesn't mean we should take all skill out of list building. Don't punish the good for the sins of the bad.
53403
- @ 2014/03/03 03:25:27
Post by: TheCaptain
Ailaros wrote:Bottle wrote:I think it's only you and Zwei that think it is a better test of skill to take a handicapped list to a tournament.
It's not that unintuitive. Consider an example:
Two chefs are brought forward to make two different meals, and they are to be judged by a panel of perfect, impartial judges in a score from 1 to 100. The first chef produces a meal that scores an 83, and he had complete pick of any ingredients he wants, and they're all guaranteed to be fresh. The second chef also scores an 83, but he only had access to ingredients that came from a hot dog rack at a gas station. Which is the better chef?
While I like this analogy, I also have a small discrepancy I'd like to point out.
It's certainly a solid analogy regarding List Build Vs. Skill, because, like you say, A person with an Overpowered list and less skill very well can keep up with someone with a weak list and a great deal of skill.
The only thing is that, unlike in your analogy, list choice is player controlled, while you seem to make it forced on Chef 2 to cook from Gas-station ingredients.
In "Competitive" 40k, you can absolutely be hampered by your list-choice and army-choice, which will cause your skill to produce less results even against weaker opponents, but it is still your choice to bring said list/army. Every player has the right, as well as the access to Lists of equal strength to their opponent; whether they choose to buy/model/paint/play said army is up to them.
It's easy to blame the army for being weaker than another, but if that weakness is that big of a deal, then you need a different army that compete at the higher levels where the former army cannot. So yes, using premium ingredients Chef 1 scored a 83, and if Chef 2 used premium ingredients, he may have scored a 96, which begs the question: Which matters more to Chef 2, leveling the playing field and showcasing his skill through triumph, or handicapping his resources and choosing to test himself in seeing if he can still keep up/triumph.
Just my input.
-TheCaptain
63000
- @ 2014/03/03 03:27:21
Post by: Peregrine
Ailaros wrote:Then don't pick 3 overpowered units. You have control over that. You don't have to pick an army list that makes winning easy.
Yeah, it's just great that the guy who takes three Riptides because giant robots are cool has to buy a different army so they don't win too easily. This is so much better than a game in which you can take any three units you want and not worry about ruining your opponent's fun.
If someone was happier running the marathon with weights, then it would be a better experience for the person wearing the weights, yes.
Except the thing you keep refusing to understand is that most people don't enjoy your kind of masochism. They want to play a game/run a race/whatever and try their best to win, they don't want to have to go through some elaborate handicapping ritual to prove how superior their skills are.
But in an imbalanced game, the newbie can pick a stronger army to make the game easier for them.
Yeah, why give newbies free choice of which armies to take when you can lock them into a single power build?
Meanwhile, if you took away the ability for a noob to play a strong list and a veteran to play a weak list against him, you're taking a situation that's bad for new players and making it worse.
Here's a hint: you can always play with fewer points. Play 1000 points vs. 1500 points in a balanced game and you've given the newbie an advantage, but since you haven't destroyed game balance to do it you can then play balanced 1500 vs. 1500 games without masochistic "hard mode" rituals.
I mean, a chess player playing black is going to play differently than a chess player playing white (white rarely uses a sicilian defense, for example), but that doesn't mean the game isn't more shallow.
Seriously, please try to learn the difference between symmetry and balance. Chess is "shallow" because it's a symmetrical game where both sides are equal, not because both sides have a roughly equal chance of winning. A balanced game with diverse strategies does not suffer from that problem.
By making everything equal what you're doing is forcing everyone to do the same as if they were bringing the same list.
Sigh. Do you understand the difference between "all options are viable" and "all lists, no matter how poorly constructed, are equally good"? For example, let's say rough riders and Vendettas are equally balanced in some abstract sense. Both are appealing options in the appropriate list, but that doesn't mean they're interchangeable. The rough riders might be better in a list with other infantry units, while the Vendettas might work best with mechanized troops. No, this doesn't let you make every single choice and still have the same chance of winning, but it lets you pick at least some of your favorite units and still have a viable list as long as you're reasonably smart about picking the rest of your units.
Downloading netlists doesn't take much skill, but that doesn't mean we should take all skill out of list building. Don't punish the good for the sins of the bad.
Do you know why netlists exist? Because of poor balance. The main reason netlisting is so common is that it's easy to identify the best option, which is usually the one that abuses the most of the overpowered balance mistakes. In a balanced game netlisting is much less relevant since there's no clear best list to copy.
99
- @ 2014/03/03 03:47:23
Post by: insaniak
Ailaros wrote:Then don't pick 3 overpowered units. You have control over that. You don't have to pick an army list that makes winning easy.
Which brings us back to the point where players feel like they can't use the models they want to use because of those models having over-powered rules...
But in an imbalanced game, the newbie can pick a stronger army to make the game easier for them...
Provided they don't wind up playing against a better player with a similar list... which they will, in a tournament environment, and are likely to in any more competitive casual environment.
And provided, being a newbie to the hobby, they actually know to look online for list ideas, and know where to look even if they do.
Meanwhile, if you took away the ability for a noob to play a strong list and a veteran to play a weak list against him,...
...then you wind up with a situation that you get with pretty much every strategy game ever made, where a new player won't be as good as a more experienced player. You keep presenting this like it's a problem. It's not. It's the whole nature of competition.
Yes, the new player might lose a few games until they become a better player. That's a system working exactly as it should.
Forcing a newb and a vet to compete at the same level is going to lead to a lot more frustration for the newb.
Only if the newb is going into it expecting to be as good as the vet. Which would be silly, and naive.
Personally, when I'm just learning a new game, and I'm playing against someone more experienced than myself, I take that as a learning experience. I don't expect to be as good at something the first time I do it as someone who has been doing it for 20 years.
By making everything equal what you're doing is forcing everyone to do the same as if they were bringing the same list.
Sure. Except for the fact that they have different lists.
So if by 'the same' you mean 'completely different' then yes, I totally agree.
39309
- @ 2014/03/03 08:42:17
Post by: Jidmah
Ailaros wrote:Jidmah wrote:In a well balanced game, the tau player could plonk down however many riptides he wishes without ruining the game for anyone and/or getting insulted as TFG.
In a well balanced game, no single unit should be able to make half the armies in the game obsolete, even if taken in quintets.
In a well balanced game, a combination of as little as three army choices should not generate nigh-invincible units.
In a well balanced game, using a mono-build list like croissants of doom should easily be counter-able by every army in the game.
Okay, but think about it for a moment. How are we really defining balance?
Because what it looks like here is that a well-balanced game is one wherein a player can take any combination of units and do more or less just as well as another player taking any other combination of units.
Do you really want a game like this? Because if there are no strong units and weak units, strong armies and weak armies, or strong combinations and weak combinations, then what does it matter what you take? In a way, your choices become irrelevant. You're just taking different-shaped models.
In this world of balance, you take away the meaningfulness of a player's decision. List building becomes pointless.
It would just make the game worse.
Oh no, you misunderstood me there. You interpreted this as every list being able to beat riptide spam, pentadrakes et cetera. That's not what I meant to say. I'll explain the lines in detail to make my point more clear:
- You just should not be able to just pick the most efficient unit from your codex and be able to kill everything with it.
- There should be a hard-counters to every type of unit, not just some. If the helldrake is the hard-counter to space marines, then space marines should also have access to a hard-counter to helldrakes - one of their anit-air options should be able to blow a helldrake straight out of the sky, barring unlucky dice. This choice must be equally difficult to fit in your list as the unit it is countering. Right now we have a hard-counter in a slot mostly useless to CSM which can only be countered by either spending much more points (storm ravens) and/or wasting multiple valuable heavy support slots with dedicated anti-air. Hard-counters also should not be great at killing wide bandwidth of unit, but rather just the ones it's supposed to be countering (good example of this are grav guns - awesome at killing armored targets, terrible at killing horde units). Age of Empire2 had this implemented almost to perfection in their latest patches. Against any type of unit you had unit that would take close to no damage from it and tear it to shreads in a blink of an eye. However, that exact unit fell flat on its face when not fighting the target it was supposed to. This way you had all-round units like knights and archers and counter-units like pikemen and spear throwers. While a knight would do well against anything but a pikeman, a pikeman would do awesome against knights (and other cavalry), but not against anything else.
- If there are combos, they should be hard to pull off and easy to break, for every codex. In case of the grimoire, it should be really easy to kill the grimoire bearer to break it (take away all his saves?), or limit such levels of durability to once per game. Paladins with FNP and named monstrous creatures really should be pinnacle of survivability, not somewhere in midfield. If there is a rule that forces you to arrange five units of pink horrors to a pentagram in order to summon Tzeench himself, that's ok - the opponent can easily stop it and if you manage to pull it off, you can tell everyone about it for weeks. And the best part - gasp - you're forging a narative!
- If my opponent has all planes, and I brought one or two of dedicated anti-air units, he should be the one losing the game, not me. If my imperial army wasted a slot of artillery or heavy tanks in order to bring a unit that's mostly useless if there are no targets, it better should tear right through anything in the sky that's not extremely heavily armored. Of course, the necrons should be able to just take out the trio of hydras, but that would require points spent in something other than night scythes.
I'd argue the other side, that in order for a player's decisions about what to bring to be meaningful, he has to be able to "fail" at list building. He has to be able to make bad choices. Furthermore, he has to be able to make choices that he KNOWS will be weaker than other choices, but still wants to take them anyways.
Because when you sit down to play chess, whether you play black or white is scarcely relevant (to anything but the opener). In order for a player to have serious choice, they need to be able to bring a different kind of army, and for that to have a real impact. They need to choose not to play taudar, for example, which means they need to have a choice that's actually different than taudar, and if taudar is the best, then that requires you to have things which are worse.
Now, yes, this can obviously lead to extremes, and you don't need to tell me that tau lists can be pretty boring to play against, but still, 40k needs imbalance to be 40k. The only question is striking the correct level of imbalance.
And what is that correct level? As best I can tell, it's to provide a relatively smooth power curve in such a way where a person can play with exactly as powerful of an army as they want, and be able to have some expectation of what the result of the game will be by comparing it to the power level that their opponent brought. And 40k already does this pretty well.
But the thing is, though, that it has to be a player choice. Yes, people can complain that we shouldn't be forced to balance the game ourselves, but we MUST be required to balance the game ourselves in order for our choices to have meaning. It's just part of the cost to get the advantages.
If you don't want to have to sit down with your opponent and hash things out, then play a game where both armies start out equal to each other, like chess or stratego or go. That way you'll get what you want, but you also won't get 40k.
It takes "some assembly required" to have the freedom to assemble the game the way you want.
I fully agree with everything you said. Think of it this way: You should not lose because your opponent brought Riptides/Drakes/Serpents/Unkillable Deathstar of Doom. You should lose because you brought a random selection of non-synergistic units from your codex, you forgot to bring something to kill tanks, you played worse than your opponent or because your warphead teleported Thrakka and his bodyguard of 10 MANz into a rock.
That sounds like the exact opposite of what you're talking about. I can't think of someone who wants a challenge any less than someone who is playing for the purpose of winning (which is the point of tournaments in the first place).
Maybe we should call them competitive players rather than tournament players. You always try to win a tournament, since you paid an entry fee and you want to win one of the prizes.
In a regular competitive game, you are looking for the challenge and you would tune down your army to get that challenge. When I face the necron kid from one of my stores who always tailors his army against mine in pick-up games, I don't obliterate him for foolishly taking a sub-optimal HQ, just because he happens to love the model (the guy who randomly turns into a C'Tan). I even dis-attached my warboss from his unit, just to fight his HQ one on one, to see how awesome he really is when "the stars align".
In tournaments? Sorry, out of luck. I'll bunch up his immortals around the HQ between battlewagons, stack templates on them and have them evaporated by 100+ wounds, while my warboss tears up his ghost arks. No cinematic show-downs when you are able to win $80 worth of models.
58599
- @ 2014/03/03 09:23:40
Post by: Galorian
I literally cannot fathom how pepole claiming to be experienced and skilled players cannot understand that having balanced point costs for models will not prevent the existence of weaker and stronger combinations...
Boggles the mind.
I simply cannot think of anything to say about this other than "you obviously don't understand this game as well as you claim you do"...
63000
- @ 2014/03/03 10:03:07
Post by: Peregrine
Jidmah wrote:- There should be a hard-counters to every type of unit, not just some.
Absolutely not. Hard counters are bad because games that involve them aren't fun. The player whose strategy got hard-countered isn't going to have any fun pulling useless models off the table until the game ends, and the player who brought the counter isn't going to have any fun mindlessly rolling dice as their choice of counter wins the game for them. Having lots of hard counters in the game reduces it to rock/paper/scissors, where all that matters is who brought the right hard counter. Even if you're theoretically winning a perfect 50% of your games an equally perfect 100% of them will be fun-destroying massacres. You might as well just play "flip a coin to see who wins" and then spend a couple hours pushing models around the table and making gun noises.
49999
- @ 2014/03/03 10:04:08
Post by: Frozen Ocean
Zweischneid wrote: Alpharius wrote:Big Z lost me at "(see all those inferiour, far-less fun "balanced" games like Warmachine, Infinity, etc..)".
So much for logic, proof, fact based anything, etc.
Fair enough. Once Infinity/Warmachine surpass 40K as a consequence of their superiour rules swaying gamers all around the world to their side, I'll happily eat my words.
If you have a better "non-subjective" measure than aggregate popularity, let me know. Other than that, your opinion of Warmachine & 40K seems no less biased than my opinion of 40K & Warmachine.
Yes, because 40k is totally as popular as it is because of its gloriously fun imbalance. That's sarcasm, by the way. I don't love 40k for the gameplay, I love it for the setting, the mythos, whatever. I love it because I got into a committed relationship with it and I'm trapped, even though there are consistently things I hate. That said, 40k is popular because it is effectively the original. It's the Windows of tabletop wargaming. Is Call of Duty better than Dark Souls because it has more fans? Hardly.
To the idea that 40k has nothing to do with anything other than probability: no, unless you think that one Guardsman could be reasonably expected to kill a full Tactical Squad in melee. It could happen, but the player who starts with one Guardsman on the table compared to the other player's ten Space Marines is going to lose. It's only when, in a complete vacuum, we put ten Marines vs ten Marines that it becomes pure chance - in a vacuum. Of course, games don't take place in vacuums, and pure randomness is generally filtered out through the number of rolls one has to make. For a Space Marine to kill another Space Marine with a bolter, he has to roll To Hit, he has to roll To Wound, and the other Marine has to take his armour save, which rounds it out and makes things overall rather statistical. Are you honestly suggesting that Terminators are no tougher than Scouts because of the possibility (in face of a relative statistical unlikelihood) for a Terminator to fail an armour save?
To the idea that imbalance makes it fun: no. That is actual nonsense. You are suggesting that, should we both be using the same Codex to play against each other (which would be entirely balanced, as we would have access to everything the other does - this doesn't account for internal balance, of course, but that's a different issue), one player should get +25%, +50%, +100% more points than the other, otherwise it won't be fun.
Balance benefits strategy and skill. In Halo, for example, a standard Deathmatch sees a Red and Blue team, each consisting of 6 players, fight each other to the death. It is fun, and played for fun - there is no actual benefit to winning a game other than the satisfaction, but loss is still enjoyable as long as the game itself was. Would it be fun if, say, the Blue Team all spawned with double shields, infinite grenades, sniper rifles, and rocket launchers? Because that's what it's like when one army is objectively better than another. Bring Orks vs Tau or Eldar or Taudar or a Revenant Titan and watch as all skill becomes completely irrelevant. Skill in list-building, in playing, in strategy means nothing when your opponent can field something that you can't, and that something is either impossible for your Codex (never mind your build, since few games begin with advance knowledge of an opponent's build) to beat, or something so crushingly points-efficient that your opponent may as well be playing with a higher points limit than you, or something capable of deleting mass amounts of your points every turn, or something that is all of these things, and say it is fun. Is it fun to play Sisters of Battle and know, no matter how hard you try, no matter how skilled you are at list-building, that you will be easily defeated by any unskilled idiot who learns about 2++ rerollable invulnerable saves or some other insurmountably powerful build? Perhaps we'll do Space Marines vs Space Marines, but all of mine get Str 9 AP1 Bolters with no chance to their points cost because "imbalance makes the game fun".
People keep comparing this to real sports (pretending, for a moment, that 40k is a "sport" in any sense, which is laughable). I'm not going to hunt the thread for the quote, but someone suggested that sport players don't handicap themselves to get a challenge. This is because they are all equally human - the challenge is pushing their bodies and minds to achieve performance. None have the option of showing up to the match on a motorcycle with a device that can pull the ball from forty metres away and launch it even further. None have the option of showing up with a minigun to murder the opposing team with and score freely. Instead we have balance; two groups who are all given the same opportunities as the others, competing with all of their prowess, training, and tactics to ultimately put balls in nets. How about we play tennis, and I'll bring a gun (along with the necessarily rules adjustments to allow me to shoot you mid-game and continue playing and scoring while you are incapacitated)?
Also, balance does not equal symmetry. There is a really great multiplayer in Dead Space 2. One team is the Necromorph (space zombies), the other is human. The human team tries to complete an objective while the Necromorph team try to slow them down and eventually stop them. The Necromorph respawn rapidly and have the aid of computer-controlled mobs, while the human team is small but individually very powerful. This is an asymmetrical game, but it is balanced well. If it were not balanced well, then the purpose of the game is moot - why play, if one team is going to automatically win by virtue of being that team? If two of X are worth one of Y, then the ratio of X to Y should be 2:1, not 1:2.
The short version is: let's play a game. We each get a d6, and whoever gets the highest number wins. Oh, and I get 2d6 - didn't you know that imbalance is what makes a game really great and popular?
EDIT: I have written a new codex. It is as follows:
Force Org: Take what you want.
HQ
A small tortoise: 10pts
WS1 BS1 S1 T1 W1 I1 Sv -
Special Rules: Small Tortoise - A small tortoise cannot be wounded or removed from play in any way. It can score objectives, and automatically gains 2 VP for every turn it is on the board.
Cute Face - Every phase, any model that can draw line of sight to a small tortoise must immediately Go To Ground and take 5d6 Wounds or Hull Points with no saves of any kind allowed. Wounds caused in this way inflict Instant Death, and if the model cannot Go To Ground after taking these Wounds then it is immediately removed from play and awards its point value in Victory Points to the small tortoise's player. Hull Points removed in this way automatically cause an Explodes! result on the vehicle damage chart.
A small tortoise is both a Monstrous Creature and a Gargantuan Creature because, if robots can be Monstrous Creatures, then what's even the point in distinguishing them from Walkers except that MCs are just better?
My amazingly well-made list that I spent hours on:
HQ
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
A small tortoise
So fun!
39309
- @ 2014/03/03 11:39:53
Post by: Jidmah
Peregrine wrote: Jidmah wrote:- There should be a hard-counters to every type of unit, not just some.
Absolutely not. Hard counters are bad because games that involve them aren't fun. The player whose strategy got hard-countered isn't going to have any fun pulling useless models off the table until the game ends, and the player who brought the counter isn't going to have any fun mindlessly rolling dice as their choice of counter wins the game for them. Having lots of hard counters in the game reduces it to rock/paper/scissors, where all that matters is who brought the right hard counter. Even if you're theoretically winning a perfect 50% of your games an equally perfect 100% of them will be fun-destroying massacres. You might as well just play "flip a coin to see who wins" and then spend a couple hours pushing models around the table and making gun noises.
Did you actually read my post, or just jump to conclusions after reading that sentence? Considering how your post isn't remotely about what I wrote, I'm guessing second. You don't create hard-counters to strategies. You create hard-counters to units.
A helldrake right now is a hard-counter to a strategy, basically everything from a marine codex not involving TDA or metal bawkses. Due to 5++, IWND, four hull points and AV12 it is way too durable for a hard-counter, since even dedicated anti-air units can't reliable take it down. A helldrake done as I described in my post would be down to AV10 and three hull points - because a hard counter is not supposed to be good against anything besides its target. Most infantry still struggles to hurt it due to being a flyer and 5++, however, storm ravens/talons (all-round units) have a good chance of killing it and anti-air tanks (hard counter) can easily take it out.
So, in order to reliably baleflame marines, you need anti-air capability of your own and something to take out light vehicles in the backfield, suddenly turning your mono-build into an army made out of at least three elements supporting each other, on top of the obligatory troops and HQ. Or you could rely on all-round units to be able to handle everything well and rely on your generalship to keep them away from their respective hard-counters.
Also note that WH40k already contains such a hard-counters, most of them are just done very badly. Melta hard-counter vehicles, plasma hard-counters terminators, purifiers hard-counter assault hordes, helldrakes hard-counter MEQ, SitW hard-counters psychers, etc. It wouldn't be exactly something new
81831
- @ 2014/03/03 12:07:16
Post by: SRSFACE
Games Workshop needs to hire IceFrog.
3750
- @ 2014/03/03 12:39:11
Post by: Wayniac
Ailaros wrote:WayneTheGame wrote:Personally, I want to win a battle because I used superior strategy/tactics (or was extremely lucky) and not because I can pick 3 overpowered units while my opponent is using a codex that's 2 editions out of date.
Then don't pick 3 overpowered units. You have control over that. You don't have to pick an army list that makes winning easy. You're asking the rules to save you from yourself... Damn right I am. I shouldn't have to "not pick" a unit I like because it's overpowered or underpowered; the rules should make it so that distinction does not exist, and Unit A might be better in some cases, by which I generally mean some types of lists, and Unit B is a better choice in another list. The answer should never be "If a unit is overpowered just don't take it" because what's the reverse? If a unit is underpowered, don't take it? People already do that, and that's the root of the issue. As I said before what I like about games like Warmahordes is that it does exactly the above. Some lists rely on Unit A, some rely on Unit B but there's never (or extremely rarely) a case where Unit B is just better at everything than Unit A so you have no reason at all to take Unit A. You can take two lists and they are approximately balanced to where a good commander can win regardless of the list in most circumstances. That's how 40k needs to be. There should be no "bad" or "excellent" choices, all choices need to be viable under certain circumstances instead of what we have now where certain units you always want to include if you can (ironically unless somebody does as you suggest and choose to purposely gimp themselves by not taking it) and some units that you never want to include because they're just bad. There is no way that's good design. That punishes people for playing what they like, either because what they like is overpowered and ruins the game for others (e.g. 3x Riptides because big anime robots with bigger guns are awesome) or because it will make them lose (e.g. taking a loot of foot Orks because you like the idea of a huge Ork horde). In a balanced game, both of those choices would be equally viable playstyles and a superior general would be able to win.
52309
- @ 2014/03/03 13:01:46
Post by: Breng77
Wow....just wow. There is a good deal of GW kool aid in this thread, where it is the fault of the players if they build a army using the models they like and it is too OP.
The idea that imbalance somehow makes games better between newbies and vets is laughable.
First it presumes those vets either own every model in their faction, or specifically buy bad units for games against newbies.
Second, it presumes that a Newbie can easily create a strong list (IME they cannot), and know the rules well enough to pilot said list (again they don't)
Third, what happens in a game between newbies, when 2 buddies get into the game and one picks up Tau because they love riptides and the other picks up nids because they love the Tyranid warrior models...The buy and paint up their armies...then on gets repeatedly stomped and is forced to quit, or buy a new army.
Also apparently some people don't know how to play things like teaching games in chess, where you coach the newbie you play against, not just play straight up as hard as you can to stomp the opponent.
I also love the idea of taking a weaker list somehow proving your are the uber better player...well what happens when an equal or better player stomps you with a better list....oh well now you have a built in excuse as to why you lost. "You're not better than me you just take a cheap, cheesey list."
Take the Chef example sure if 2 chefs compete and the one with the disadvantage wins it might mean he is a better chef (or if could mean the other guy screwed up, which does happen), but what happens when instead of gettting that 83 he gets a 54, and loses horribly, what does that prove then. That we have no idea who the better chef is because now the loser can say "well I was at a disadvantage, so its not fair."
Also the idea, that there is no player skill involved in 40k is laughable, the fact that the same guys always seem to do well...with different armies, at different events, must just mean those guys are really lucky. Also consider that these are the same guys who develop the "net lists", that become popular, not the guys who pick them up and use them...
A balanced game where people can choose to take the models they want, and in the right army build, be successful (saying all combinations will be equal is impossible really), or at least competitive is better for everyone.
14771
- @ 2014/03/03 17:21:37
Post by: 3orangewhips
Da Butcha wrote:While I don't agree with this totally (I think balance affects both styles of play), it's a good way of thinking about it, and brings a useful perspective.
Unbalanced units and armies discourage creative and comprehensive armies (why buy these units if they are so bad, and you never use them?). They discourage the player who loves an army's look and feel, but loses with it constantly, and they discourage the player whose army (whether through neglect or poor rules design) is ill-suited to compete in the current game environment.
What's more infuriating to me is that GW uses points costs, which should make it ridiculously easy to balance things better.
If Riptides (or whatever) are really, really, good, and show up all the time--make them cost more points! Don't change the rules and screw up the fluff. Just make better units more expensive in points.
There are very few units in the game right now whose rules are too good. That's a bold statement, but I'm going to explain it. There are very few units in the game which work BETTER on the tabletop than they seem to work in the background and fluff. In my own opinion, that's all the rules should concern themselves with. There are a few. For instance, I don't think it's part of the fluff that Stormtrooper Hellguns blow through Space Marine armor like nothing's there. That doesn't mean that Stormtroopers are overpowered. That means that their rules are poorly written to reflect their background. When Chaos Marines invade, you don't call in the stormtroopers!
On the other hand, there are a LOT of units whose rules are bad. These are units which are supposed to be capable of a particular role, or distinguished for a particular excellence, and don't actually work that way. For example, Space Marine Dreadnoughts are supposed to be incarnate heroes to their Chapter, virtually indestructible demigods of war that stride the battlefield and smite the mightiest foes. Nope. They get plonked apart really quickly. That doesn't mean they need to be cheaper to field. They need better rules to reflect the fact that they are supposed to be awesome warriors, not inexpensive list fillers or a cheap way to get an extra lascannon.
Now, on the other hand, there are a LOT of units whose rules are fine, but who cost too much or too little (mostly too little, I think). If more of these really popular, very powerful units cost more points, then they wouldn't show up as much, and you'd have the option of taking a lot more 'normally powered' units to oppose them.
This would be better for casual gamers as well as tournament players.
For the casual gamer, you could take the units you liked to model, paint, or play with. Your lists might be unusual points totals, but within that points limit, you would have a reasonable chance of doing well vs. most opposition. You might find an opponent whose army was well-situated to take you apart, but, in general, you wouldn't run into cases where a third of their army killed 9/10ths of yours. Picking the units you liked wouldn't sometimes make you into the local loser (if you liked, say, kans, dread, and slugga boys) or TFG (if you happened to think that Riptides were awesome looking mega-robots!). Your unit choices wouldn't be invalidated by army creep, or codex creep, or the new hotness, as the new hotness would also be the new 'really expensive option' if it really was hot.
For the tournament player, you would know that the most popular, most powerful units, would be appropriately expensive. You could make reasonable, educated choices about taking a smaller army composed of the most effective units, or a larger, more varied army of less powerful units, which might give you more flexibility or the ability to absorb some bad dice rolls (or good dice rolls from the opposition). Taking the 'best units' would consistently, regardless of army, mean that you were also taking a much smaller force, and that there was a real trade off between picking the best units and picking more units. Because the effectiveness of units would be better balanced against their points cost, there shouldn't be a preponderance of 'top builds' that showed up at each tournament, which would make games more challenging, since you might need to know how to fight against many different armies with many different, effective army lists, rather than planning for facing a few armies with a few similar builds.
Please apply for a job at GW!
4820
- @ 2014/03/03 18:31:44
Post by: Ailaros
insaniak wrote:Ailaros wrote:Then don't pick 3 overpowered units. You have control over that. You don't have to pick an army list that makes winning easy.
Which brings us back to the point where players feel like they can't use the models they want to use because of those models having over-powered rules...
But in an imbalanced game, the newbie can pick a stronger army to make the game easier for them...
Provided they don't wind up playing against a better player with a similar list... which they will
Exactly. We agree that a noob playing against a veteran where both players have lists of equal power is bad for the noob.
Which is why the game should allow a diversity of power levels, as forcing all lists to be equally powerful takes a situation that's bad for noobs that sometimes arises, and makes it so that it will always happen.
WayneTheGame wrote: I shouldn't have to "not pick" a unit I like because it's overpowered or underpowered; ... That punishes people for playing what they like, either because what they like is overpowered and ruins the game for others (e.g. 3x Riptides because big anime robots with bigger guns are awesome) or because it will make them lose (e.g. taking a loot of foot Orks because you like the idea of a huge Ork horde).
So, consider how you're already choosing units. You might take something because you like the model. You might take it because it has anti-tank weapons, and you want more anti-tank in your list. You might take a unit because it has synergy with other stuff you're already bringing. The number of different reasons for picking or not picking something are as limitless as the human imagination. As such, saying "well, this is just another thing I need to consider" is sort of silly, as you're already considering potentially infinite variables to begin with. On the other hand, saying "I shouldn't have to choose my units based on their power level" is like saying "I shouldn't have to choose an anti-tank unit if my list doesn't contain anti-tank".
If certain combinations are better or worse, then you're going to need to take the initiative to make a list that is better or worse. It's not exactly a terrible burden, and it's part of what makes 40k so interesting in the first place.
What you're wanting is a world where what you put into your list doesn't matter. Where you could take anything and stand the same chance of winning. A triptide list or a flying circus should, by default, have a 50-50 chance of beating an army that contains nothing but grots or cultists or conscripts. I don't know why this would make the game better, rather than much, much shallower, and as a result, a fair bit worse than it is right now.
Jidmah wrote:- You just should not be able to just pick the most efficient unit from your codex and be able to kill everything with it.
...
While a knight would do well against anything but a pikeman, a pikeman would do awesome against knights (and other cavalry), but not against anything else.
Jidmah wrote:- If my opponent has all planes, and I brought one or two of dedicated anti-air units, he should be the one losing the game, not me. If my imperial army wasted a slot of artillery or heavy tanks in order to bring a unit that's mostly useless if there are no targets, it better should tear right through anything in the sky that's not extremely heavily armored. Of course, the necrons should be able to just take out the trio of hydras, but that would require points spent in something other than night scythes.
Ah, okay. So, sort of like super rock-paper-scissors?
Certainly it would be bad for spam armies. After all, if I want to play a necron air force and I will be comprehensively destroyed if my opponent brings a single hydra, then I'm going to not play a necron air force. In fact, it would sort of enforce that every player play a one-of-each kind of army, as doubling up on anything is only putting more eggs in the hard-counter basket (while reducing your ability to hard counter).
Yes, this would throw out triptide lists, but what about everyone else? Should an ork green tide player be comprehensively destroyed just because their opponent brought a single baal predator? Should it be impossible for a marine player to run a drop pod assault just because his opponent brought a single unit that's good against drop pod assaults? Should I not be able to play a stormtrooper/grenadiers guard army just because my opponent brought a heavy flamer or two?
The problem here is that spam armies aren't bad armies - only bad spam armies are bad armies. You're only looking at the worst few examples and then throwing hundreds of babies out with the bath water. The problem with spamming riptides or helldrakes is the riptides and helldrakes, not the spam.
Plus, I don't know if this rock-paper-scissors thing achieves what you want. After all, you said that a single unit (like a riptide) shouldn't be able to just beat up your whole army, and then turn around and say that a single unit (like a hydra) should be able to beat up an entire army. It sounds like what you're doing isn't solving the problem of uber-units by degrading the impact of uber-units, but instead you're elevating every unit to the status of uber-unit, and trying to drown out the problem with a massive blast of more of the problem.
Jidmah wrote:- If there are combos, they should be hard to pull off and easy to break
Why?
3750
- @ 2014/03/03 18:39:20
Post by: Wayniac
Ailaros wrote: What you're wanting is a world where what you put into your list doesn't matter. Where you could take anything and stand the same chance of winning. A triptide list or a flying circus should, by default, have a 50-50 chance of beating an army that contains nothing but grots or cultists or conscripts. I don't know why this would make the game better, rather than much, much shallower, and as a result, a fair bit worse than it is right now. No, what I'm wanting is a world where there's nothing like "Grots are terrible, you never want to take them" or "You want 3x Heldrakes to be competitive". I want a world where if you make a Grot army the rule support that with certain specific options that balance out the fact you have an army of grots, so you aren't immediately steamrolled by a better list. I want a world where taking a Riptide (or two) has some specific choices with the rest of your list that enables you to be competitive, but not trounce another army at deployment solely because you have a Riptide. That's what balance is. It's not "An army of Grots can beat an army of Space Marines" but more that choosing to have a Grot army opens up certain options and tactics that you wouldn't have if you played something else (an Evil Sunz biker army, for example), and means that you won't automatically lose. Right now the problem is there are "fool's gold" choices that are just bad units overall, and a player who falls into the trap of taking them will be at a disadvantage for no other reason than they picked the wrong unit. You are basically forced to pick units that you might not like simply to avoid losing every game because the units you do like are weak and/or underpowered. In short I want a metagame like Warmahordes where while listbuilding is important there isn't any "best" or "worst" list, each list has their own advantages and disadvantages that come down to player preference and skill, and a skilled player can win with list that's unorthodox instead of just being outclassed before a game is actually played. If I want to play a specific list, I should have a chance if I'm a good commander to win against a list with stronger overall units and not lose before I ever deploy my models because I can't deal with what my opponent has. For instance if I want to take a 100% Thousand Sons army because I like them, with strategy and tactics I should be able to beat anyone else in a balanced game, because I use superior tactics and strategy in a way that plays to my list's strengths, while my opponent tries to play to their list's strengths.
49999
- @ 2014/03/03 19:11:21
Post by: Frozen Ocean
The idea of balance in 40k is that every model is worth its points value and nothing more. Seeing as this is the actual reason why we have a points system in the first place, how can you argue that balance is bad for the game?
And yes, specific so-called "hard counters" should exist. 40k is supposed to have a level of tactical depth - do you take AA, do you take some heavy tanks or lots of light tanks, or do you take infantry and support them with fliers or something else? Things like "anti-air", "anti-infantry" and "anti-tank" exist in the game. They should be able to do their jobs effectively based on their points value - not that one AA unit will completely destroy a flier army, but that one AA unit will be good at taking down fliers and generally be worth its points. Instead, what we have now is "anti-everything" (Riptide) or "unbelievably tough" (flying circus). The idea is supposed to be "Do I take a Hive Guard to take out light armour, or a Zoanthrope in a drop pod to hunt AV14? Do I specialise in taking only Hive Guard or Zoanthropes, and risk limiting my effectiveness against one or the other?". Why is 15pts for you worth 30pts, while for me, it's worth 5?
As a Tyranid player, I cannot run a viable assault-based build, even though my army is supposed to be assault-based. No matter my strategies or list-building skills, it just won't work unless my opponent is incompetent or playing a bad army. So what, then? Am I expected to out-shoot every other army in the game with infamously bad Tyranid shooting?
What we have now is armies and units which are just objectively better than everything else. This does not make the game exciting any more than playing Chess where the one team is entirely composed of Queens is exciting and "tactical".
Also yeah, no. Players should not be expected to police themselves any more than they should be expected to start deliberately playing badly when their opponent starts to lose.
EDIT: We already have "hard counters". What you suppose, Ailaros, is that balance will mean we expect people to bring any list and be able to win. This is not the case. Balance is giving everyone equal options in their list-building and strategy. Maybe their army is bad at shooting but really good at assault, so using assault is playing to the army's strengths. No matter how many points of Cultists you bring to the table, a single Land Raider is utterly invincible to them. Balance is not changing that, but making it so that the Chaos player has the tools in his Codex to try to deal with AV14. One of the popular suggestions to take down the new Knights is combi-melta Sternguard in a Drop Pod. That doesn't mean that this combination will always work, but it does mean it is a strategy that can be expected to be reasonably effective.
52309
- @ 2014/03/03 19:11:31
Post by: Breng77
Essentially what I feel like most "balance" advocates really want is for every unit to be points costed/powered relatively the same in its chosen role in the game. Such that you can take a unit to fill a role and not have it be a horrible choice. Such as taking say a Pyrovore, which should in theory be an anti-infantry choice, but in taking this choice you are playing at a huge disadvantage.
What this encompasses is buffing terrible units, and nerfing current OP units (either through rules or points costs).
No one is advocating "I should be able to take nothing but Pyrovores in my list and have a 50-50 chance of winning."
What at least I am advocating is that for the points in the role of anti-infantry, pyrovores should be about as good at anything else. This includes offense and defense, so maybe they are moderately killy but tough so you can expect several rounds of out put etc.
Now if you take an army of all anti-infantry units, and play against mech...you are going to get beat. But that is balanced, by if you face nothing but infantry you will do really well.
Some all around units might just be Ok at everything, but essentially would be costed appropriately to that role.
This whole argument about noob games is silly because if fails in the case of 2 noobs playing one another, and in a balanced game, if you help the noob improve they will feel like they can make progress with their chosen army, in our current set up if they invest in the wrong things (guy who loves pryovores buys a bunch), they end up in a scenario where they lose all the time, and nothing short of buying a new army will fix it. They cannot practice their way out of it.
Essentially it would be better if they maybe had the wrong mix of units, but could with minimal model change, and a good amount of practice, "make it work".
Right now they couldn't and if they wanted to play their Pyrovores, their opponent would need to nerf their own army.
You want Noob vs vet, you could just say, you take 500 extra points or whatever, and make the game balanced that way.
In fact it might be possible to determine a "handicap" in a balanced game, where you could play pick up games +/- points equal to that handicap because things are balanced, and so you are just accounting for skill.
99
- @ 2014/03/03 20:06:10
Post by: insaniak
Ailaros wrote:Exactly. We agree that a noob playing against a veteran where both players have lists of equal power is bad for the noob.
No, we don't. Please read the rest of my post.
What you're wanting is a world where what you put into your list doesn't matter. Where you could take anything and stand the same chance of winning. A triptide list or a flying circus should, by default, have a 50-50 chance of beating an army that contains nothing but grots or cultists or conscripts.
If you seriously still think that's what people are asking for in this thread, you're not actually reading the opposing argument.
Nobody is saying that an entire army of grots should be as viable as a 'proper' list. What they are saying is that within an ork army grots should have a viable purpose that is commensurate with their cost.
If unit A costs X number of points, and unit B does the same thing unit A does but for fewer points, or does what unit A does and more for around the same points, there is never any point in taking unit A. And that's a bad thing.
What people want is for each unit to have a cost and a function that gives players reason to take them other than 'I want to take an underpowered list so Eddie the Noob here can win a game occasionally'...
3750
- @ 2014/03/03 20:11:19
Post by: Wayniac
insaniak wrote: Ailaros wrote:Exactly. We agree that a noob playing against a veteran where both players have lists of equal power is bad for the noob.
No, we don't. Please read the rest of my post.
What you're wanting is a world where what you put into your list doesn't matter. Where you could take anything and stand the same chance of winning. A triptide list or a flying circus should, by default, have a 50-50 chance of beating an army that contains nothing but grots or cultists or conscripts.
If you seriously still think that's what people are asking for in this thread, you're not actually reading the opposing argument.
Nobody is saying that an entire army of grots should be as viable as a 'proper' list. What they are saying is that within an ork army grots should have a viable purpose that is commensurate with their cost.
If unit A costs X number of points, and unit B does the same thing unit A does but for fewer points, or does what unit A does and more for around the same points, there is never any point in taking unit A. And that's a bad thing.
What people want is for each unit to have a cost and a function that gives players reason to take them other than 'I want to take an underpowered list so Eddie the Noob here can win a game occasionally'...
I would go as far as saying there should be some circumstances where you can include mostly grots and not be guaranteed to lose, depending on your list composition and what your overall strategy is. I personally like the idea of themed lists based around various combinations from the fluff e.g. all Terminator army, a specific ork clan that's all shooting or CC, etc.
4820
- @ 2014/03/03 21:34:59
Post by: Ailaros
Frozen Ocean wrote:The idea of balance in 40k is that every model is worth its points value and nothing more. Seeing as this is the actual reason why we have a points system in the first place, how can you argue that balance is bad for the game?
Is the purpose of the points system to balance the game?
If GW really intended for this to be true, then we wouldn't have unit size or number restrictions, and we wouldn't have a force organization chart, and we wouldn't have the codex system.
Furthermore, the rulebook itself doesn't even promise that equal point armies are equal in quality - the only explicit purpose to the points limit that they mention is that it will determine how long it takes to play the game.
Even if the point of points was to be one small part in making armies of equal power, then it's still made a mockery of by the rest of it. If I show up to a 1,000 point game with nothing but grots, am I likely to win? No. Does that mean that grots are too expensive, points-wise? No.
And that's just one complication. Pricing something based not on its own qualities, but also based on every possible combination of units is insane, and that insanity only increases by an order of magnitude once we start talking about allies.
In reality, they make a good guess about how much something would cost, and then it's the players who find combinations that GW didn't think about that make a unit worth more or less than its points cost.
insaniak wrote:Ailaros wrote:Exactly. We agree that a noob playing against a veteran where both players have lists of equal power is bad for the noob.
No, we don't. Please read the rest of my post.
Well, either you think that noobs should play against vets with equal-strength lists, in which case noobs getting repeatedly slaughtered in mirror matches are a good thing, or you think that noobs and vets should play with unequal lists, and imbalance is a good thing.
insaniak wrote: What they are saying is that within an ork army grots should have a viable purpose that is commensurate with their cost.
But we already have this. The existence of boyz doesn't invalidate grots any more than the existence of nobz invalidates boyz.
insaniak wrote:What people want is for each unit to have a cost and a function that gives players reason to take them other than 'I want to take an underpowered list so Eddie the Noob here can win a game occasionally'...
Breng77 wrote:Such as taking say a Pyrovore, which should in theory be an anti-infantry choice, but in taking this choice you are playing at a huge disadvantage... in our current set up if they invest in the wrong things (guy who loves pryovores buys a bunch), they end up in a scenario where they lose all the time, and nothing short of buying a new army will fix it.
WayneTheGame wrote:The answer should never be "If a unit is overpowered just don't take it" because what's the reverse? If a unit is underpowered, don't take it? People already do that, and that's the root of the issue.
WayneTheGame wrote:Right now the problem is there are "fool's gold" choices that are just bad units overall, and a player who falls into the trap of taking them will be at a disadvantage for no other reason than they picked the wrong unit. You are basically forced to pick units that you might not like simply to avoid losing every game because the units you do like are weak and/or underpowered.
WayneTheGame wrote:No, what I'm wanting is a world where there's nothing like "Grots are terrible, you never want to take them" or "You want 3x Heldrakes to be competitive"... It's not "An army of Grots can beat an army of Space Marines" but more that choosing to have a Grot army opens up certain options and tactics that you wouldn't have if you played something else (an Evil Sunz biker army, for example), and means that you won't automatically lose.
Right, so we're definitely missing something here.
Grots DO have a place in an ork list. So do pyrovores in a tyranid list. There are no units in the entire game where there is no reason whatsoever to take them.
Reasons to take something are limited only by a person's creativity. I could take a low-power unit because I like the models. I could take one because I like the fluff. I could take one because I like how it jives with my play style. There's no end of reasons. People who say that there is no reason to take something are either lying, or are in desperate need of a little creativity, but in either case, it's the PEOPLE not the game that's at fault here.
What all of the above quotes are saying is that a person should be able to take what they want AND WIN. That's a big difference, and it's also a much more narrow definition of what we're talking about, here. Plus, it seems more than a little strange. If a noob takes a bunch of heavy bolters and doesn't have enough anti-tank, and is sick of losing games, we tell him "well tough, get some anti-tank", but when a noob takes a bunch of pyrovores and doesn't have enough of other things, and is sick of losing games, we're supposed to say "Yeah, it's not your fault, 40k is a broken game".
A person building a low-power list should lose games more frequently against stronger lists. That's how 40k should work. The only way to get around this is to make it so that there ARE no low-power lists, which is how we get to the "all armies are the same" thing I've been talking about.
Also, people seem to be falling into the all-or-nothing camp. If a unit isn't quite as strong as another unit that does the same thing, then it's worthless. If you include even one low-power unit in your army, then you're just going to lose, because your list is worthless. It's almost like people are forgetting that we play a dice game, and that it's a game that has no player skill whatsoever. 40k isn't a game where you show up with your lists and by looking at the strength of them, see who wins without actually playing. Weaker lists beat stronger lists all the time thanks to good luck and better player skill.
And that's a good thing.
I think what's going on here is a fundamental split between the "winning" and "challenging" crowds. People who want a challenge don't want the game to be even because they want to be able to manipulate the inequality. People who just want to win don't want to be encumbered by disadvantages to winning - they want to be able to just take whatever models they want and still have the same chance of winning.
If you take off the WAAC-goggles, though, then what does it matter that pyrovores aren't as good as other units in their codex?
Frozen Ocean wrote:As a Tyranid player, I cannot run a viable assault-based build, even though my army is supposed to be assault-based. No matter my strategies or list-building skills, it just won't work unless my opponent is incompetent or playing a bad army. So what, then? Am I expected to out-shoot every other army in the game with infamously bad Tyranid shooting?
And this is it in a nutshell. Because some units are stronger than others, player skill no longer matters? What? Because some units are stronger than others, 40k is no longer a game whose outcome is determined by die rolls?
If all you want to do is win, then taking a stronger tyranid list is better than taking a weaker one. Of course it is. Furthermore, as the OP said, if all you wanted to do was to win games, you would do best by not playing tyranid in the first place. The only reason that there is a conflict here in the first place is because you want to win, and win against someone from an equal starting place.
Without either of these being conditions, then 40k does fine. Furthermore, if those are your preconditions, then 40k is a terrible game for you. The fact that 40k is a dice game laughs in the face of anyone who wants to pit player skill against player skill.
What you want is a game like chess, not a game like 40k. 40k should be 40k, not chess. If you want to play a real strategy game, then go and play a real strategy game - you have several great options. 40k will never be that, though, nor should it.
44272
- @ 2014/03/03 21:58:17
Post by: Azreal13
Ailaros wrote:Frozen Ocean wrote:The idea of balance in 40k is that every model is worth its points value and nothing more. Seeing as this is the actual reason why we have a points system in the first place, how can you argue that balance is bad for the game?
Is the purpose of the points system to balance the game?
If GW really intended for this to be true, then we wouldn't have unit size or number restrictions, and we wouldn't have a force organization chart, and we wouldn't have the codex system.
Furthermore, the rulebook itself doesn't even promise that equal point armies are equal in quality - the only explicit purpose to the points limit that they mention is that it will determine how long it takes to play the game.
Even if the point of points was to be one small part in making armies of equal power, then it's still made a mockery of by the rest of it. If I show up to a 1,000 point game with nothing but grots, am I likely to win? No. Does that mean that grots are too expensive, points-wise? No.
And that's just one complication. Pricing something based not on its own qualities, but also based on every possible combination of units is insane, and that insanity only increases by an order of magnitude once we start talking about allies.
In reality, they make a good guess about how much something would cost, and then it's the players who find combinations that GW didn't think about that make a unit worth more or less than its points cost.
Points can level the playing field at a stroke, nothing is overpowered, simply undercosted, nobody would be quite so bothered by Riptides if they cost 300 points each. It still allows for the ludicrous rules, but mitigates the impact on the game by limiting the volume which it can be deployed.
insaniak wrote:Ailaros wrote:Exactly. We agree that a noob playing against a veteran where both players have lists of equal power is bad for the noob.
No, we don't. Please read the rest of my post.
Well, either you think that noobs should play against vets with equal-strength lists, in which case noobs getting repeatedly slaughtered in mirror matches are a good thing, or you think that noobs and vets should play with unequal lists, and imbalance is a good thing.
Wow, do you, like, give up at everything that you're not immediately fabulous at, or when you start something new, do you accept that you'll get your arse handed to you repeatedly until you've gained enough skill and experience to make an account of yourself? Noobs should lose. A lot. Then, if they have the dedication to stick with it, they should start to win more, and perhaps, if they're good enough, start to win more than they lose. At least, in any activity where skill is actually relevant to outcome.
insaniak wrote: What they are saying is that within an ork army grots should have a viable purpose that is commensurate with their cost.
But we already have this. The existence of boyz doesn't invalidate grots any more than the existence of nobz invalidates boyz.
But we do have a situation where units are de facto invalidated because they occupy a slot where they are hopelessly out competed by something else.
insaniak wrote:What people want is for each unit to have a cost and a function that gives players reason to take them other than 'I want to take an underpowered list so Eddie the Noob here can win a game occasionally'...
Breng77 wrote:Such as taking say a Pyrovore, which should in theory be an anti-infantry choice, but in taking this choice you are playing at a huge disadvantage... in our current set up if they invest in the wrong things (guy who loves pryovores buys a bunch), they end up in a scenario where they lose all the time, and nothing short of buying a new army will fix it.
WayneTheGame wrote:The answer should never be "If a unit is overpowered just don't take it" because what's the reverse? If a unit is underpowered, don't take it? People already do that, and that's the root of the issue.
WayneTheGame wrote:Right now the problem is there are "fool's gold" choices that are just bad units overall, and a player who falls into the trap of taking them will be at a disadvantage for no other reason than they picked the wrong unit. You are basically forced to pick units that you might not like simply to avoid losing every game because the units you do like are weak and/or underpowered.
WayneTheGame wrote:No, what I'm wanting is a world where there's nothing like "Grots are terrible, you never want to take them" or "You want 3x Heldrakes to be competitive"... It's not "An army of Grots can beat an army of Space Marines" but more that choosing to have a Grot army opens up certain options and tactics that you wouldn't have if you played something else (an Evil Sunz biker army, for example), and means that you won't automatically lose.
Right, so we're definitely missing something here.
Grots DO have a place in an ork list. So do pyrovores in a tyranid list. There are no units in the entire game where there is no reason whatsoever to take them.
Reasons to take something are limited only by a person's creativity. I could take a low-power unit because I like the models. I could take one because I like the fluff. I could take one because I like how it jives with my play style. There's no end of reasons. People who say that there is no reason to take something are either lying, or are in desperate need of a little creativity, but in either case, it's the PEOPLE not the game that's at fault here.
What all of the above quotes are saying is that a person should be able to take what they want AND WIN. That's a big difference, and it's also a much more narrow definition of what we're talking about, here. Plus, it seems more than a little strange. If a noob takes a bunch of heavy bolters and doesn't have enough anti-tank, and is sick of losing games, we tell him "well tough, get some anti-tank", but when a noob takes a bunch of pyrovores and doesn't have enough of other things, and is sick of losing games, we're supposed to say "Yeah, it's not your fault, 40k is a broken game".
A person building a low-power list should lose games more frequently against stronger lists. That's how 40k should work. The only way to get around this is to make it so that there ARE no low-power lists, which is how we get to the "all armies are the same" thing I've been talking about.
Also, people seem to be falling into the all-or-nothing camp. If a unit isn't quite as strong as another unit that does the same thing, then it's worthless. If you include even one low-power unit in your army, then you're just going to lose, because your list is worthless. It's almost like people are forgetting that we play a dice game, and that it's a game that has no player skill whatsoever. 40k isn't a game where you show up with your lists and by looking at the strength of them, see who wins without actually playing. Weaker lists beat stronger lists all the time thanks to good luck and better player skill.
And that's a good thing.
I think what's going on here is a fundamental split between the "winning" and "challenging" crowds. People who want a challenge don't want the game to be even because they want to be able to manipulate the inequality. People who just want to win don't want to be encumbered by disadvantages to winning - they want to be able to just take whatever models they want and still have the same chance of winning.
If you take off the WAAC-goggles, though, then what does it matter that pyrovores aren't as good as other units in their codex?
Frozen Ocean wrote:As a Tyranid player, I cannot run a viable assault-based build, even though my army is supposed to be assault-based. No matter my strategies or list-building skills, it just won't work unless my opponent is incompetent or playing a bad army. So what, then? Am I expected to out-shoot every other army in the game with infamously bad Tyranid shooting?
And this is it in a nutshell. Because some units are stronger than others, player skill no longer matters? What? Because some units are stronger than others, 40k is no longer a game whose outcome is determined by die rolls?
If all you want to do is win, then taking a stronger tyranid list is better than taking a weaker one. Of course it is. Furthermore, as the OP said, if all you wanted to do was to win games, you would do best by not playing tyranid in the first place. The only reason that there is a conflict here in the first place is because you want to win, and win against someone from an equal starting place.
Without either of these being conditions, then 40k does fine. Furthermore, if those are your preconditions, then 40k is a terrible game for you. The fact that 40k is a dice game laughs in the face of anyone who wants to pit player skill against player skill.
What you want is a game like chess, not a game like 40k. 40k should be 40k, not chess. If you want to play a real strategy game, then go and play a real strategy game - you have several great options. 40k will never be that, though, nor should it.
Pretty much all of this monolith of text is rendered irrelevant because we have players who approach the game with a different philosophy. While the rules permit the WAAC and fluffy approaches to be more than an attitude, there is a major flaw in the design in the game.
4820
- @ 2014/03/03 22:10:11
Post by: Ailaros
azreal13 wrote:Points can level the playing field at a stroke, nothing is overpowered, simply undercosted
Are overpowered and undercosted different things?
azreal13 wrote:Wow, do you, like, give up at everything that you're not immediately fabulous at, or when you start something new, do you accept that you'll get your arse handed to you repeatedly until you've gained enough skill and experience to make an account of yourself? Noobs should lose. A lot.
No. I'll link you to this reply, where this position was explained.
Hammering noobs until they get better is only the right thing to do when all a person wants to do is to increase their player skill as quickly as possible. There are LOTS of reasons to play a game other than that, and many of those reasons are seriously compromised by getting hammered early on.
azreal13 wrote: While the rules permit the WAAC and fluffy approaches to be more than an attitude, there is a major flaw in the design in the game.
GW does permit people with a WAAC attitude to play the game, but I don't think anyone would claim that people with a WAAC attitude properly thrive in the world of 40k.
If they did, we wouldn't have threads like this popping up all the time.
Plus, WAAC players will always want to have player skill pitted against player skill. 40k is a game where there is a huge pile of random die rolls shoved in the middle. Any game where you can lose because of a few bad die rolls isn't going to be conducive to this attitude in the first place.
44272
- @ 2014/03/03 22:23:06
Post by: Azreal13
Well, speaking as a confirmed non-WAAC, I still like to feel my decisions make an impact on the outcome of the game.
Every random table, every random effect, every undercosted unit that my opponent is allowed to field (no, they are not different, if something is overpowered, it merely means it costs fewer points than it should. Nobody would be calling 500 point Wraithknights OP) divorces me further and further from my involvement in the game.
I can enjoy a game I lose, I don't mind losing, but I will, by my nature, analyse what I did, try and pick up where I could have done differently, and be better next time. When I've been tabled, despite fielding a fairly balanced list, and genuinely can see no way I could have overcome my opponent, who allegedly fielded a force that should be roughly analogous in terms of power (assuming they didn't slip an extra 300 points in somewhere) in the final analysis, then it undermines my enjoyment of the game significantly, and I would like that to go away.
58599
- @ 2014/03/03 22:59:35
Post by: Galorian
When I just started playing I got my ass handed to me repeatedly by a veteran Nid player and I enjoyed every minute of it. I learned from my mistakes, improved my skills and came right back in for another beatdown.
It was great fun.
You know why? Because I was getting better at the game, because I kept tweaking my lists to improve their effectiveness, because I felt that I had room to improve and because it's fun playing a game where you feel that your skill matters and the outcome isn't already decided before the game begins.
Unfortunately the game has been rapidly moving away from that over the course of the 6th edition, which is downright sad.
53403
- @ 2014/03/03 23:33:51
Post by: TheCaptain
Ailaros wrote:azreal13 wrote:Points can level the playing field at a stroke, nothing is overpowered, simply undercosted
Are overpowered and undercosted different things?
I would say so, yes.
It seems like it's a "thin-line" deal, but I'd say Overpowered refers more to things simply with broken rules, like The Hellturkey with its 360 degree baleflamer. Is it gamebreaking or auto-win? No, but a flyer with a 360 degree AP3 Str6 Flamer is overpowered. It is a point-click-kill unit. Now, Vendettas. Do they have a ridiculous armament, or ruleset? No. In fact they honestly perform on-par with quite a few flyers around. The issue is that they are so cheap for what they can accomplish.
So Overpowered refers to messed up rules
while Undercosted implies the rules would be fine if the unit costed more in points.
-TheCaptain
11860
- @ 2014/03/03 23:40:03
Post by: Martel732
There are no messed up rules if enough is charged for the model. Overpowered and undercosted are the same thing. Unless there is no price at all at which the model is fair.
63000
- @ 2014/03/03 23:40:49
Post by: Peregrine
TheCaptain wrote:So Overpowered refers to messed up rules
while Undercosted implies the rules would be fine if the unit costed more in points.
IMO that's not quite right. Undercosted is a subset of overpowered. All undercosted units are overpowered, but units can also be overpowered for other reasons.
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- @ 2014/03/03 23:42:39
Post by: Martel732
How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
34243
- @ 2014/03/03 23:46:06
Post by: Blacksails
Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
Re-rollable 2++ saves are overpowered. No amount of points would make it reasonable for play in a balanced game.
63000
- @ 2014/03/03 23:46:16
Post by: Peregrine
Ailaros wrote:The only way to get around this is to make it so that there ARE no low-power lists, which is how we get to the "all armies are the same" thing I've been talking about.
Only in your special Ailaros world, which is not the one the rest of us inhabit. We've explained many times how "balance" does not mean "all armies are identical".
If you take off the WAAC-goggles, though, then what does it matter that pyrovores aren't as good as other units in their codex?
Yeah, because only WAAC players care about this. I guess the "casual" or "fluff" players who take pyrovores because they're cool should just put up with having less of a chance of winning, because only TFGs care who wins the game?
Plus, it seems more than a little strange. If a noob takes a bunch of heavy bolters and doesn't have enough anti-tank, and is sick of losing games, we tell him "well tough, get some anti-tank", but when a noob takes a bunch of pyrovores and doesn't have enough of other things, and is sick of losing games, we're supposed to say "Yeah, it's not your fault, 40k is a broken game".
Why do you have so much trouble understanding the difference between certain combinations of units being ineffective (a bad list, like one without any anti-tank) and certain units being ineffective. Having to make intelligent list-building decisions (like "take some anti-tank) is part of the game, and should be. Having units be so weak that taking them at all is a mistake shouldn't be.
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- @ 2014/03/03 23:47:31
Post by: Martel732
Blacksails wrote:Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
Re-rollable 2++ saves are overpowered. No amount of points would make it reasonable for play in a balanced game.
No, there is likely a calcuable point value. It's just huge.
53403
- @ 2014/03/03 23:47:57
Post by: TheCaptain
Martel732 wrote:There are no messed up rules if enough is charged for the model. Overpowered and undercosted are the same thing. Unless there is no price at all at which the model is fair.
Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
I'd incline to disagree.
If a unit has sufficiently broken rules, no price would make it fair. Broken rules would either lead to it being undercosted, or if the cost was raised, it would end up so expensive it is untakeable.
For a Hyperbole example: Theoretical new unit:
Imperial Guard Rangers [Troops] (10 Man Squad) 130 Points
Special Rules:
Rerollable 2+ Invulnerable save
Rerollable 2+ FNP that isn't ignored by Instant Death
Each is armed with a Volcano Cannon
Now, are these rules ridiculous? Absolutely, is the price too low? Absolutely. But would raising the price "fix it" no. Any price where this squad would still be takeable in a game would have it still being overpowered, whereas any price where it isn't takeable (Say price was raised to 3000 points) and the price raise doesnt make it "fair" as you suggested; it makes it useless.
I maintain there is a definite distinction between OP and Undercosted, as some rules are fine and simply not in sync with their price, while other rules, even ones that arent made up and are actually in the game, need an Errata, not a price raise.
-TheCaptain
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- @ 2014/03/03 23:48:20
Post by: Peregrine
Blacksails wrote:Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
Re-rollable 2++ saves are overpowered. No amount of points would make it reasonable for play in a balanced game.
This. Sometimes an idea is just beyond the scope of what should be possible in the game, and making it expensive doesn't fix the problem. D-weapon titans are another example, making them extremely expensive to reflect their power just reduces the game to titan vs. anti-titan (even more than it already is) because the titan player can no longer afford anything else for their army. The titan is the entire focus of the game, and there's no strategy beyond "kill the titan before it kills you".
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- @ 2014/03/03 23:49:06
Post by: Blacksails
Which is the point of something being overpowered and not just undercosted. The point value for something like this would pretty much rule it out of most normal levels of play, thus making it overpowered and not simply undercosted.
*Edit* Peregrine beat me to it.
*Further Edit* And The Captain too!
44272
- @ 2014/03/03 23:50:17
Post by: Azreal13
Blacksails wrote:Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
Re-rollable 2++ saves are overpowered. No amount of points would make it reasonable for play in a balanced game.
Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
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- @ 2014/03/03 23:50:55
Post by: jonolikespie
If there where an emperor model who allowed you to roll a dice after deployment and on a 2+ won you the game he would be OP even if he cost 40,000 points.
53403
- @ 2014/03/03 23:52:48
Post by: TheCaptain
azreal13 wrote:
Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
Which Blacksails, Peregrine, and I addressed.
Pointing up a unit doesn't fix broken rules. Your suggestion of upping a unit's price tag until it can't do enough damage merely takes a broken unit and makes it unplayable.
34243
- @ 2014/03/03 23:53:24
Post by: Blacksails
azreal13 wrote:
Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
Both Peregrine and TheCaptain have beat me to a better explanation. I do maintain that certain combinations of abilities are beyond the scope of point balancing for a standard game. A re-rollable 2++ save unit with good damage output is beyond redemption by point values, but that ties into game design overall than simple points calculations.
*Edit* Are you all wizards or something? I thought I was a quick poster, but damn people...
63000
- @ 2014/03/03 23:56:09
Post by: Peregrine
Jidmah wrote:Did you actually read my post, or just jump to conclusions after reading that sentence? Considering how your post isn't remotely about what I wrote, I'm guessing second. You don't create hard-counters to strategies. You create hard-counters to units.
I read your post, and what I said applies the same to unit vs. unit hard counters. If a Hydra is a hard counter to 3x Helldrakes then that aspect of the game is never going to be fun. Either the rest of the Helldrake player's army kills the Hydra before the Helldrakes arrive and the Helldrakes slaughter everything, or the Helldrake player fails to kill the Hydra fast enough and the Helldrakes explode uselessly. Neither of these situations is very fun or interesting, even if it's perfectly balanced so that each player has exactly a 50% chance of winning. What you want is soft counters, where, say, Hydras are effective against Helldrakes and will eventually kill them if ignored, but a Helldrake spam list can still flame stuff before all of the Helldrakes are killed. Now it's a race to see which side can kill the other faster and win the counter war, not just an automatic "oh, you brought the hard counter" where you just remove the countered unit from the table.
Also note that WH40k already contains such a hard-counters, most of them are just done very badly. Melta hard-counter vehicles, plasma hard-counters terminators, purifiers hard-counter assault hordes, helldrakes hard-counter MEQ, SitW hard-counters psychers, etc. It wouldn't be exactly something new
I don't think you really understand what a hard counter is. It's a situation where if I bring X then your Y is completely ineffective and there's nothing you can do about it. Melta isn't a hard counter to tanks because melta still has to get in range, and that's far from guaranteed. Simply putting melta guns in your lists doesn't automatically win against tanks. A hard counter is something like GK warp quake vs. old demons, where if the GK player goes first the entire table is an automatic mishap for the demon player and they lose the game without ever getting a single model onto the table.
53403
- @ 2014/03/03 23:57:21
Post by: TheCaptain
Blacksails wrote: azreal13 wrote:
Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
Both Peregrine and TheCaptain have beat me to a better explanation. I do maintain that certain combinations of abilities are beyond the scope of point balancing for a standard game. A re-rollable 2++ save unit with good damage output is beyond redemption by point values, but that ties into game design overall than simple points calculations.
*Edit* Are you all wizards or something? I thought I was a quick poster, but damn people...
I'm literally a wizard. Please don't tell the Inquisition.
44272
- @ 2014/03/03 23:57:58
Post by: Azreal13
Blacksails wrote: azreal13 wrote:
Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
Both Peregrine and TheCaptain have beat me to a better explanation. I do maintain that certain combinations of abilities are beyond the scope of point balancing for a standard game. A re-rollable 2++ save unit with good damage output is beyond redemption by point values, but that ties into game design overall than simple points calculations.
No, it is beyond redemption within the bounds that they've introduced of what is "reasonable" which is an arbitrary and personal concept which has no relevance to the point.
The only rule that couldn't be balanced would be the "deploy model, win on 2+" type, everything else can be fixed with points, starting to impose further restrictions on how many points it would take, and how some units would be "too many" doesn't invalidate the core idea.
4884
- @ 2014/03/03 23:58:22
Post by: Therion
People have made some great arguments in this thread. Still, I think when people state "Riptides at 300 points wouldn't be overpowered" or "Noone would complain about 400 point Wraithknights" they forget that GW wants to sell as many of these models as possible. If people generally play 2000 point games or under, it doesn't make much business sense to make molds for small or medium sized kits that people will only buy one of. There's definately a points per dollar value to think about. A Warhound Titan can cost a lot of points because the kit is very expensive for consumers. Therefore it's unrealistic to expect GW to balance some strong units by drastically increasing points costs. If a change would come it would be a nerf to the actual stats and abilities instead of a points increase.
I'm not sure what the ongoing debate is about though. Both sides quote paragraphs out of context just to argue a minor detail. I don't think there's a good argument to be made that a game isn't better if it's more balanced. Yet, a game that isn't at all balanced can still be awfully fun and succesful. Both Warhammer 40K and Warhammer have proven this to be true.
Hard counters belong in balanced games. They're the very things that make the player decisions exciting. If everything was good against everything the game would be very bland. In Starcraft, an important part of the game is scouting and finding out what units the opponent is making, so that you can build the counters to them. Your opponent is responding in turn. Same can be said of card games.
I'm not a believer in the argument that two players should be able to pick any types of armies they like and the end results should be balanced against eachother, just like I don't believe that a Starcraft player should be able to build random buildings and units and expect them to be able to hold against an optimised timing attack. I doubt that's the type of balance I'd even want, but a lot of people seem to be advocating the "I want to take any models I like the look of and win" approach.
I'd say the balance the game should strive forwards is the one where an elite level player can build an army out of any army book and have it be reasonably competitive against the best armies he could make out of other army books. It's not that much to ask, but GW hasn't succeeded in it during any edition of any of their games ever, so in that sense I'm curious why people talk about it that much now.
63000
- @ 2014/03/03 23:58:23
Post by: Peregrine
azreal13 wrote:Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
But even if it's theoretically balanced by low damage output a re-rollable 2++ is so effective at stopping damage that you have two frustrating choices: either ignore the 2++ unit and let it kill whatever it wants, or throw your entire army at it in a desperate hope that maybe you get lucky with the dice and get a wound through. None of the interactions around the 2++ unit are fun, so its presence in the game is bad no matter what point cost it has.
494
- @ 2014/03/03 23:58:34
Post by: H.B.M.C.
Blacksails wrote:Martel732 wrote:How can something be overpowered for "other reasons"? If something is overpowered, and you increase the price to an appropriate level, it becomes fine. Hence, it was undercosted.
Re-rollable 2++ saves are overpowered. No amount of points would make it reasonable for play in a balanced game.
Precisely. Points are a useful tool for balancing, but are not balance in and of themselves. Points are not the great leveller. Sometimes things need to have their rules changed.
53403
- @ 2014/03/04 00:03:21
Post by: TheCaptain
azreal13 wrote:
No, it is beyond redemption within the bounds that they've introduced of what is "reasonable" which is an arbitrary and personal concept which has no relevance to the point.
The only rule that couldn't be balanced would be the "deploy model, win on 2+" type, everything else can be fixed with points, starting to impose further restrictions on how many points it would take, and how some units would be "too many" doesn't invalidate the core idea.
Uh... you can't discount someone's point based on the subjective meaning of "reasonable" then make a point based on the (Also incredibly subjective) judgement of "balanced" or "fixed". That's self-invalidating.
34243
- @ 2014/03/04 00:04:24
Post by: Blacksails
azreal13 wrote:
No, it is beyond redemption within the bounds that they've introduced of what is "reasonable" which is an arbitrary and personal concept which has no relevance to the point.
The only rule that couldn't be balanced would be the "deploy model, win on 2+" type, everything else can be fixed with points, starting to impose further restrictions on how many points it would take, and how some units would be "too many" doesn't invalidate the core idea.
Not quite, and I get that it may seem like an arbitrary and personal concept, but a unit that has no weakness (durable, moves fast, hits hard) has no place in a game in the first place, regardless of the cost. Seer councils and similar units are too cheap for what they offer, and even if they were costed appropriately, it still seems unreasonable to have a game where a single 1000pts unit should be able to square off against an army that had to bring a variety of units to cover their bases.
Really, at the end of the day, Overpowered vs. undercosted is more a semantics argument, but from a straight mechanics perspective, there really shouldn't be units who require an obscene of points to even be considered balanced. Making a super powerful, all-in-one unit is poor game design, and no amount of points will fix that.
53403
- @ 2014/03/04 00:06:19
Post by: TheCaptain
To quote myself,
TheCaptain wrote:
Imperial Guard Rangers [Troops] (10 Man Squad) 130 Points
Special Rules:
Rerollable 2+ Invulnerable save
Rerollable 2+ FNP that isn't ignored by Instant Death
Each is armed with a Volcano Cannon
There is literally no point cost that would make this unit acceptable in normal play. It is simply too powerful as a single unit. You can have it at a useable point cost, whence it will be overpowered, or you can point it up to the point where it is too pricy to be used in a list, which makes it useless.
-TheCaptain
44272
- @ 2014/03/04 00:06:20
Post by: Azreal13
Peregrine wrote: azreal13 wrote:Incorrect. For all their durability, any unit is going to have limited damage output over the course of 6 turns. If the necessary elements to construct a unit with 2++ rerollable were sufficiently expensive that the damage it could do was mitigated by the extra units/bodies your opponent could field, it's durability becomes redundant.
But even if it's theoretically balanced by low damage output a re-rollable 2++ is so effective at stopping damage that you have two frustrating choices: either ignore the 2++ unit and let it kill whatever it wants, or throw your entire army at it in a desperate hope that maybe you get lucky with the dice and get a wound through. None of the interactions around the 2++ unit are fun, so its presence in the game is bad no matter what point cost it has.
Agreed, I run daemons and will never field a Screamerstar out of respect for the poor sod who'd have to deal with it.
But, again, that is beside the point, fun or not, frustrating or not, if the unit costs sufficient that it compromises what else my opponent can bring, or allows me to bring sufficient extra units to just tie it up or ignore it, then it is balanced.
Whether it then becomes fun is a separate argument.
63000
- @ 2014/03/04 00:06:29
Post by: Peregrine
Therion wrote:I don't think there's a good argument to be made that a game isn't better if it's more balanced.
But that's exactly what some people in this thread are arguing: not just that 40k is balanced enough to be fun, but that better balance would make the game worse. That's why the "debate" keeps going.
Hard counters belong in balanced games. They're the very things that make the player decisions exciting. If everything was good against everything the game would be very bland. In Starcraft, an important part of the game is scouting and finding out what units the opponent is making, so that you can build the counters to them. Your opponent is responding in turn. Same can be said of card games.
See previous post about this. Soft counters are good, and staying one step ahead of your opponent's reactions to your strategy is interesting gameplay. Having hard counters, on the other hand, isn't, because even if you win exactly 50% of the games you're winning or losing 100% of them by huge margins that aren't really fun or interesting.
I'm not a believer in the argument that two players should be able to pick any types of armies they like and the end results should be balanced against eachother, just like I don't believe that a Starcraft player should be able to build random buildings and units and expect them to be able to hold against an optimised timing attack. I doubt that's the type of balance I'd even want, but a lot of people seem to be advocating the "I want to take any models I like the look of and win" approach.
But nobody is arguing that. All-lasgun IG is bad and should be bad. What people want when they expect balance is that:
1) Every unit has a reasonable purpose. I might not be able to take a certain exact combination of units A, B and C, but I should be able to make good use of each of them individually. If my favorite model is unit B I shouldn't be crippling my chances of winning if I use it at all instead of just spamming A. Contrast this with the current game, where there are tons of units that just have no place in a well-designed list.
2) There is a wide range of viable lists and strategies. Throwing a bunch of random stuff together shouldn't win because it isn't a strategy. But if, say, I like to play a flyer-heavy list I shouldn't auto-lose because flyers are hard countered by overpowered AA units and taking them at all is suicide. Contrast this with the current game where there are a small number of top-tier lists, and huge parts of the game might as well not exist.
11860
- @ 2014/03/04 00:06:33
Post by: Martel732
Therion wrote:People have made some great arguments in this thread. Still, I think when people state "Riptides at 300 points wouldn't be overpowered" or "Noone would complain about 400 point Wraithknights" they forget that GW wants to sell as many of these models as possible. If people generally play 2000 point games or under, it doesn't make much business sense to make molds for small or medium sized kits that people will only buy one of. There's definately a points per dollar value to think about. A Warhound Titan can cost a lot of points because the kit is very expensive for consumers.
I'm not sure what the ongoing debate is about though. Both sides quote paragraphs out of context just to argue a minor detail. I don't think there's a good argument to be made that a game isn't better if it's more balanced. Yet, a game that isn't at all balanced can still be awfully fun and succesful. Both Warhammer 40K and Warhammer have proven this to be true.
Hard counters belong in balanced games. They're the very things that make the player decisions exciting. If everything was good against everything the game would be very bland. In Starcraft, an important part of the game is scouting and finding out what units the opponent is making, so that you can build the counters to them. Your opponent is responding in turn. Same can be said of card games.
I'm not a believer in the argument that two players should be able to pick any types of armies they like and the end results should be balanced against eachother, just like I don't believe that a Starcraft player should be able to build random buildings and units and expect them to be able to hold against an optimised timing attack. I doubt that's the type of balance I'd even want, but a lot of people seem to be advocating the "I want to take any models I like the look of and win" approach.
I'd say the balance the game should strive forwards is the one where an elite level player can build an army out of any army book and have it be reasonably competitive against the best armies he could make out of other army books. It's not that much to ask, but GW hasn't succeeded in it during any edition of any of their games ever, so in that sense I'm curious why people talk about it that much now.
Then why does GW make so many units that are unfieldable? I don't think they even put as much thought into the game as think. The DA flyers were new and unusable as soon as they hit.
44272
- @ 2014/03/04 00:09:18
Post by: Azreal13
TheCaptain wrote:To quote myself,
TheCaptain wrote:
Imperial Guard Rangers [Troops] (10 Man Squad) 130 Points
Special Rules:
Rerollable 2+ Invulnerable save
Rerollable 2+ FNP that isn't ignored by Instant Death
Each is armed with a Volcano Cannon
There is literally no point cost that would make this unit acceptable in normal play. It is simply too powerful as a single unit. You can have it at a useable point cost, whence it will be overpowered, or you can point it up to the point where it is too pricy to be used in a list, which makes it useless.
-TheCaptain
Except that it in a 6 turn game, it could, at most, target 6 units. If the points it costs means I have the points to field 15, I have 9 units that will not be targeted all game, who will be free to compete for objectives, or remove my opponents scoring units (which will be few and limited, because this unit will cost so much)
63000
- @ 2014/03/04 00:10:33
Post by: Peregrine
Not at all. Part of balance is that "what is fun" establishes boundaries on what is acceptable for a unit/army/etc to do. For example, having a single unit be the entire focus of the game isn't much fun, so that puts an upper limit on the power (and point cost) of a single unit. And any unit that is so powerful that its point cost makes an army consist of "unit X + 300 points of minimum troops + HQ" is overpowered no matter what its point cost is, simply because it exceeds the limit on what single units should be capable of.
44272
- @ 2014/03/04 00:11:43
Post by: Azreal13
No balance is about what is fair.
Bring your own fun.
53403
- @ 2014/03/04 00:12:17
Post by: TheCaptain
azreal13 wrote: TheCaptain wrote:To quote myself,
TheCaptain wrote:
Imperial Guard Rangers [Troops] (10 Man Squad) 130 Points
Special Rules:
Rerollable 2+ Invulnerable save
Rerollable 2+ FNP that isn't ignored by Instant Death
Each is armed with a Volcano Cannon
There is literally no point cost that would make this unit acceptable in normal play. It is simply too powerful as a single unit. You can have it at a useable point cost, whence it will be overpowered, or you can point it up to the point where it is too pricy to be used in a list, which makes it useless.
-TheCaptain
Except that it in a 6 turn game, it could, at most, target 6 units. If the points it costs means I have the points to field 15, I have 9 units that will not be targeted all game, who will be free to compete for objectives, or remove my opponents scoring units (which will be few and limited, because this unit will cost so much)
Which my point addressed.
If that unit above was so expensive that fielding it would put me at a point level where you could field 15 units in return, then the above unit is expensive to the point of being useless.
Like the very real rules for the Emperor titan. Is it crazy good? I mean...yeah. Is it fieldable? Absolutely not; your opponent could field 20 armies against it.
34243
- @ 2014/03/04 00:13:17
Post by: Blacksails
You could just give those Imperial Guard Rangers split fire, or independent fire or something.
Boom. Now truly well and broken.
53403
- @ 2014/03/04 00:14:24
Post by: TheCaptain
Blacksails wrote:You could just give those Imperial Guard Rangers split fire, or independent fire or something.
Boom. Now truly well and broken.
Please excuse me while I field-test this unit against some unwitting opponent.
"What did you say their weapons were?!"
 Muwahahaha
34243
- @ 2014/03/04 00:17:22
Post by: Blacksails
TheCaptain wrote: Blacksails wrote:You could just give those Imperial Guard Rangers split fire, or independent fire or something.
Boom. Now truly well and broken.
Please excuse me while I field-test this unit against some unwitting opponent.
"What did you say their weapons were?!"
 Muwahahaha
Well now we're in the realm of absurdity, but I guess that's partly the point. Granted, a year ago I would laughed out anyone in the proposed rules section if they mentioned even a re-rollable 4++.
And now we have these...star things running around.
44272
- @ 2014/03/04 00:20:53
Post by: Azreal13
TheCaptain wrote: azreal13 wrote: TheCaptain wrote:To quote myself,
TheCaptain wrote:
Imperial Guard Rangers [Troops] (10 Man Squad) 130 Points
Special Rules:
Rerollable 2+ Invulnerable save
Rerollable 2+ FNP that isn't ignored by Instant Death
Each is armed with a Volcano Cannon
There is literally no point cost that would make this unit acceptable in normal play. It is simply too powerful as a single unit. You can have it at a useable point cost, whence it will be overpowered, or you can point it up to the point where it is too pricy to be used in a list, which makes it useless.
-TheCaptain
Except that it in a 6 turn game, it could, at most, target 6 units. If the points it costs means I have the points to field 15, I have 9 units that will not be targeted all game, who will be free to compete for objectives, or remove my opponents scoring units (which will be few and limited, because this unit will cost so much)
Which my point addressed.
If that unit above was so expensive that fielding it would put me at a point level where you could field 15 units in return, then the above unit is expensive to the point of being useless.
Like the very real rules for the Emperor titan. Is it crazy good? I mean...yeah. Is it fieldable? Absolutely not; your opponent could field 20 armies against it.
But it still doesn't disprove the point.
You can just keep throwing extra criteria into the mix to try and support your argument, but there is a points value for almost any rule you can conceive outside of the truly and obviously absurd (like the aforementioned win on 2+) which will make it balanced, if not precisely, then approximately. Essentially that number is at the point where the player has an element of indecision as to whether it is "worth it" or not, too much outside of that sweet spot and it is under or over costed.
You've provided an example of a unit with absurdly powerful rules, why wouldn't you expect it to have an equally absurd points cost to field?
4884
- @ 2014/03/04 00:23:54
Post by: Therion
Peregrine wrote:See previous post about this. Soft counters are good, and staying one step ahead of your opponent's reactions to your strategy is interesting gameplay. Having hard counters, on the other hand, isn't, because even if you win exactly 50% of the games you're winning or losing 100% of them by huge margins that aren't really fun or interesting.
Depends on the definition. A soft counter can be a Howling Banshee to Tactical Marines. They're superior in many assault scenarios, but not always. A hard counter can be an Imperial Knight against a unit of Tactical Marines with bolters. I'm not saying armies should hard counter other armies, but that some units can and should be impervious to others, while others simply should have a smaller advantage against others. The game has to be filled with varying degrees of soft and hard counters for it to be interesting. The balance should come from the fact that you shouldn't be able to take only units that hard counter one type of enemy because it would lead to your own army getting hard countered by much more stuff. That leads to the player self-regulating himself and building a balanced army that as a whole isn't vulnerable to being countered at all. Units that are great against everything are the worst offenders, because there's no weakness in just maximising points usage on them. Units like those have always existed in GW games unfortunately, but atleast back in the day you were somewhat limited by the FOC. These types of units always get spammed.
1) Every unit has a reasonable purpose. I might not be able to take a certain exact combination of units A, B and C, but I should be able to make good use of each of them individually. If my favorite model is unit B I shouldn't be crippling my chances of winning if I use it at all instead of just spamming A. Contrast this with the current game, where there are tons of units that just have no place in a well-designed list.
2) There is a wide range of viable lists and strategies. Throwing a bunch of random stuff together shouldn't win because it isn't a strategy. But if, say, I like to play a flyer-heavy list I shouldn't auto-lose because flyers are hard countered by overpowered AA units and taking them at all is suicide. Contrast this with the current game where there are a small number of top-tier lists, and huge parts of the game might as well not exist.
You won't find anyone who disagrees on either point. However, you will find people who could argue that every unit does have a reasonable purpose, and that a wide range of viable lists and strategies does exist. You didn't say that every unit needs to be highly competitive, and if you had said that I would have disagreed. I just don't find it very realistic. I also don't agree with your statement that huge parts of the game might as well not exist. It's hyperbole. You're looking at the cutting edge tournament results where truthfully a small margin of the 40K players worldwide participate and passing judgment on the results. As if a Taudar army winning a tournament in Las Vegas would have any effect on a 10-man gaming club's battles in Paris, France.
63000
- @ 2014/03/04 00:23:54
Post by: Peregrine
And, again, "fair" is defined in part by what is fun. Balance is more than just whether or not both players have a 50% chance of winning, it includes things like "what is the maximum power for a reasonable single model/unit in this game" which depend on what produces fun and interesting games.
53403
- @ 2014/03/04 00:24:28
Post by: TheCaptain
azreal13 wrote:
You've provided an example of a unit with absurdly powerful rules, why wouldn't you expect it to have an equally absurd points cost to field?
I feel like you're not recognizing that even though there are point costs for any set of rules that are mathematically acceptable, those point costs CAN make said unit unfieldable.
That's what I'm suggesting. My thesis is literally "Units CAN have rules so overpowered that the only acceptable point costs for them would make them unfieldable, so for said unit: it's either playable and broken, or expensive and useless"
11860
- @ 2014/03/04 00:26:24
Post by: Martel732
There's nothing wrong with hard counters. Protoss Phoenix annihilate Zerg Mutalisks, but that's just one possible unit matchup in Starcraft. If Protoss Phoenix were awesome against everything, you'd have wave serpents.
53403
- @ 2014/03/04 00:27:49
Post by: TheCaptain
Martel732 wrote:There's nothing wrong with hard counters. Protoss Phoenix annihilate Zerg Mutalisks, but that's just one possible unit matchup in Starcraft. If Protoss Phoenix were awesome against everything, you'd have wave serpents.
Well, probably not the best example, being that currently Protoss are crazy overpowered...
11860
- @ 2014/03/04 00:29:18
Post by: Martel732
Protoss can't hold the Eldar's jock strap.
63000
- @ 2014/03/04 00:31:17
Post by: Peregrine
Therion wrote:A hard counter can be an Imperial Knight against a unit of Tactical Marines with bolters.
But that's not what a hard counter is. A knight against a bolter squad isn't a hard counter, it's just a unit encountering another unit that it isn't meant to fight (an anti-infantry squad against a tank). A hard counter is where you take unit X specifically to counter unit Y, and having X makes Y useless. That isn't the case here because even if you take the knight for its tactical-killing battle cannon the tactical squad is still relevant as it kills your infantry and claims objectives, and the marine player's anti-tank units attack the knight like they're supposed to.
You didn't say that every unit needs to be highly competitive, and if you had said that I would have disagreed.
I didn't say it, but it should have been implied. When I say "viable" I'm talking about high-level competition. There should not be units which are only ever useful if you're deliberately playing with non-competitive lists.
You're looking at the cutting edge tournament results where truthfully a small margin of the 40K players worldwide participate and passing judgment on the results.
But the point is that if a game can't hold up to that kind of competition then it's a bad game. Balance problems don't go away just because a lot of games are played between newbies or "fluff" players who don't exploit them.
As if a Taudar army winning a tournament in Las Vegas would have any effect in a 10-man gaming club's gaming in Paris, France.
Until someone in the 10-man club netlists the Taudar army and starts dominating.
44272
- @ 2014/03/04 00:31:37
Post by: Azreal13
Peregrine wrote:
And, again, "fair" is defined in part by what is fun. Balance is more than just whether or not both players have a 50% chance of winning, it includes things like "what is the maximum power for a reasonable single model/unit in this game" which depend on what produces fun and interesting games.
TheCaptain wrote: azreal13 wrote:
You've provided an example of a unit with absurdly powerful rules, why wouldn't you expect it to have an equally absurd points cost to field?
I feel like you're not recognizing that even though there are point costs for any set of rules that are mathematically acceptable, those point costs CAN make said unit unfieldable.
That's what I'm suggesting. My thesis is literally "Units CAN have rules so overpowered that the only acceptable point costs for them would make them unfieldable, so for said unit: it's either playable and broken, or expensive and useless"
The pair of you are trying to make a theoretical point practical.
It is theoretically possible to use points to balance the whole system. At no point have I said it is a good idea, but it is possible. You start throwing concepts of what is "fair" "fun" and "reasonable" into the discussion, but that isn't the point, those are subjective and arbitrary ideas.
At no point have you actually argued anything other than semantics. Undercosted is exactly the same thing as overpowered, it is just there is clearly a tipping point where some things are so far undercosted that in order for them to become fairly priced, it is a more practical solution to alter their rules than to try and find a points cost that accurately reflects their abilities in game.
494
- @ 2014/03/04 00:38:29
Post by: H.B.M.C.
azreal13 wrote:Undercosted is exactly the same thing as overpowered, it is just there is clearly a tipping point where some things are so far undercosted that in order for them to become fairly priced, it is a more practical solution to alter their rules than to try and find a points cost that accurately reflects their abilities in game.
But that's why they're not the same thing. You can have abilities that come about due to a combination of rules, that when looked at apart are perfectly costed for what they do but when brought together are far greater than the sum of their parts (psychic powers show this tendency all the time). Points aren't always the solution, and "overpowered/undercosted vs "underpowered/overcosted" isn't the same thing.
There are some things that can be incredibly underpowered, yet making them free wouldn't change the fact that other things better fulfil their role. This is what balance should strive to achieve, far more than just getting the points costs right. Making something useful isn't the same as getting something's cost right. Getting the cost right is only part of it.
4884
- @ 2014/03/04 00:39:53
Post by: Therion
Peregrine wrote:
But that's not what a hard counter is. A knight against a bolter squad isn't a hard counter, it's just a unit encountering another unit that it isn't meant to fight
Well, you're not meant to fight against units that hard counter you. By my definition, a unit that always beats you both at shooting and in assault is your hard counter. Whether it was chosen to the army to counter that unit specifically is irrelevant. It was chosen to counter all units of that type. 40K has too many armies and too many units for you to go to micro level decisions, like: "I'm going to take unit XYZ in my army just in case one of my 6 opponents in the upcoming tournament uses Kharn the Betrayer". Rather you take some units that hard- or soft counter footslogging Marines of all types.
But the point is that if a game can't hold up to that kind of competition then it's a bad game. Balance problems don't go away just because a lot of games are played between newbies or "fluff" players who don't exploit them.
I'm not going to argue against that. I could say though that even a bad game can be a lot of fun. It would be more fun if it was better, but fun is fun.
11860
- @ 2014/03/04 00:41:12
Post by: Martel732
Wow, by that definition, tactical marines have an awful lot of "hard counters".
4884
- @ 2014/03/04 00:42:53
Post by: Therion
Martel732 wrote:Wow, by that definition, tactical marines have an awful lot of "hard counters".
Of course they do, and they counter almost noone in turn. Just in case you were wondering, they also suck, and have sucked almost forever (they weren't that garbage in 2nd). That's why people refered to Marines with deck chairs, where one guy is holding the lascannon and the rest are waiting to die.
11860
- @ 2014/03/04 00:43:31
Post by: Martel732
Therion wrote:Martel732 wrote:Wow, by that definition, tactical marines have an awful lot of "hard counters".
Of course they do, and they counter almost noone in turn. Just in case you were wondering, they also suck, and have sucked forever. That's why people refered to Marines with deck chairs, where one guy is holding the lascannon and the rest are waiting to die.
LOL. That's worth price of admission right there.
53403
- @ 2014/03/04 00:53:37
Post by: TheCaptain
azreal13 wrote:
At no point have you actually argued anything other than semantics. Undercosted is exactly the same thing as overpowered, it is just there is clearly a tipping point where some things are so far undercosted that in order for them to become fairly priced, it is a more practical solution to alter their rules than to try and find a points cost that accurately reflects their abilities in game.
This is literally what I've been saying since page 5
TheCaptain wrote:
I maintain there is a definite distinction between OP and Undercosted, as some rules are fine and simply not in sync with their price, while other rules, even ones that arent made up and are actually in the game, need an Errata, not a price raise.
-TheCaptain
84052
- @ 2014/03/04 01:03:16
Post by: Omicron-Fenrir
Im new to the boards but I think I agree with real power house units need to have more points applied to them. Where I came from my LGS forum was flooded with a bunch of players that are what is it? TFG? The forums deteriated into childish name calling instead of working something out. So far I agree with a points increase to Power House Units. also where I came from Units with Str D were a huge debate, a can of worms im sure have been debated here as I get to know this forum.
3750
- @ 2014/03/04 01:03:27
Post by: Wayniac
Undercosted and overpowered aren't the same thing, but are often related. For example, the hypothetical "God Mode" IG squad on a previous page is both, to the point where it wouldn't ever be usable because the rules are just insane.
However, let's take something like the Wave Serpent. Is it overpowered? Likely. Is it undercosted? Most definitely. If it cost more, would it balance out? Probably. The Riptide, or Wraithknight or Heldrake is another example, as is the Necron Night Scythes. These things are overpowered but not because they are inherently broken but because they are too cheap for how effective they are, which has the added caveat of allowing/enabling them to be spammed. Would there be as many complaints about the Riptide if they cost enough so that you couldn't field more than one Riptide in a normal sized game? I don't think there would be, because then you have a powerful unit but one that can be countered.
On the subject of actual balance I'll reiterate that I'm not asking for everything to be entirely equal, merely that every choice be viable in some way and combinations be able to work. I want a game where I can pick units that I like the look of or like the background of, and know that I'm building a themed list that isn't going to just get wiped off the table because the units I like happen to be way underpowered and "useless" in a game compared to other options that I might not like or don't fit. For example, if I really want a Khorne army with lots of Berserkers and close combat, should I be penalized and end up losing most games because I happened to choose a weak unit? NO! The game should be balanced so that a reasonable all Berserker force has a chance of winning with a good general who uses their units to their advantage; that's not to say that you should be able to win if you take nothing but close combat and have no support whatsoever; that's foolish. However, you shouldn't be penalized SIMPLY for picking units that you enjoy, and the rules should be flexible enough to allow for themed armies without penalizing them. For example, if I want an all Terminator army I should be allowed to field it, and assuming that I'm a competent commander and that I'm making reasonable choices (that would naturally be in support of a Terminator company) then I should have a reasonable chance to win with everything else being equal.
84052
- @ 2014/03/04 01:15:59
Post by: Omicron-Fenrir
I have also had a thought of taking something from the warmachine hordes books. They have a "Field allowance" some units can only have one per army some only 2. Would that be an idea in stopping people from taking 3 Riptides etc?
11860
- @ 2014/03/04 01:17:16
Post by: Martel732
That wouldn't be necessary if they were pointed appropriately. Or they were crappy walkers like the marines have.
44272
- @ 2014/03/04 01:18:18
Post by: Azreal13
Omicron-Fenrir wrote:I have also had a thought of taking something from the warmachine hordes books. They have a "Field allowance" some units can only have one per army some only 2. Would that be an idea in stopping people from taking 3 Riptides etc?
Can'ts be selling all dem shinies with rules like that.
84052
- @ 2014/03/04 01:22:44
Post by: Omicron-Fenrir
PP does. at least in my LGS. The shelves are usualy picked clean of any one model that is real good for its particular faction. As soon as they get a shipment in poof is sold within the week.
44272
- @ 2014/03/04 01:26:37
Post by: Azreal13
H.B.M.C. wrote: azreal13 wrote:Undercosted is exactly the same thing as overpowered, it is just there is clearly a tipping point where some things are so far undercosted that in order for them to become fairly priced, it is a more practical solution to alter their rules than to try and find a points cost that accurately reflects their abilities in game.
But that's why they're not the same thing. You can have abilities that come about due to a combination of rules, that when looked at apart are perfectly costed for what they do but when brought together are far greater than the sum of their parts (psychic powers show this tendency all the time). Points aren't always the solution, and "overpowered/undercosted vs "underpowered/overcosted" isn't the same thing.
There are some things that can be incredibly underpowered, yet making them free wouldn't change the fact that other things better fulfil their role. This is what balance should strive to achieve, far more than just getting the points costs right. Making something useful isn't the same as getting something's cost right. Getting the cost right is only part of it.
Of course, things like psychic powers don't technically cost points (anymore) which means they can't be balanced as such, and in fact random powers are a brilliant example of how little GW care for balance in the current edition, as there are so frequently examples where certain choices are head and shoulders above others. Therefore it is impossible to point a psyker fairly, as there efficacy will vary hugely from game to game.
All that said, I still draw no distinction between undercosted/overpowered. Heck, one could even give points back for particularly poor units, it is all still the same principle. Balance solely through points values isn't a good idea, and I haven't claimed as such, but it remains possible, simply not practical.
53403
- @ 2014/03/04 01:26:41
Post by: TheCaptain
WayneTheGame wrote:
On the subject of actual balance I'll reiterate that I'm not asking for everything to be entirely equal, merely that every choice be viable in some way and combinations be able to work. I want a game where I can pick units that I like the look of or like the background of, and know that I'm building a themed list that isn't going to just get wiped off the table because the units I like happen to be way underpowered and "useless" in a game compared to other options that I might not like or don't fit. For example, if I really want a Khorne army with lots of Berserkers and close combat, should I be penalized and end up losing most games because I happened to choose a weak unit? NO! The game should be balanced so that a reasonable all Berserker force has a chance of winning with a good general who uses their units to their advantage; that's not to say that you should be able to win if you take nothing but close combat and have no support whatsoever; that's foolish. However, you shouldn't be penalized SIMPLY for picking units that you enjoy, and the rules should be flexible enough to allow for themed armies without penalizing them. For example, if I want an all Terminator army I should be allowed to field it, and assuming that I'm a competent commander and that I'm making reasonable choices (that would naturally be in support of a Terminator company) then I should have a reasonable chance to win with everything else being equal.
The problem with this is that it begs the idea that you can take any unit as a core of your army and have a chance. The fact of the matter is that even good units need specific supports. Even if Berzerkers were good, an all Berzerker force shouldn't be good. Not because the unit is bad, but because lists require unit synergy. A Melee-heavy force should still need fire support and anti-air weaponry, because that makes sense. If the game's units were balanced to the degree that you can literally take whatever units you like and still have a good chance, then list-building won't be relevant at all. It'll just be playing with toys.
I agree certain builds should be more balanced to fit with fluff, but "I like these units so they should be good enough to make an army out of them" just won't work.
It simply wouldn't make sense. An army made of a war boss and a bunch of grots VS. An army of Battlesuits, Riptides, and a Squadron of Vendettas shouldn't be a balanced fight. Not because one army is imbalanced, but because one commander built an army that is actually combat-capable.
44272
- @ 2014/03/04 01:28:32
Post by: Azreal13
Omicron-Fenrir wrote:PP does. at least in my LGS. The shelves are usualy picked clean of any one model that is real good for its particular faction. As soon as they get a shipment in poof is sold within the week.
PP haven't (yet) prostituted the integrity of their game in pursuit of the almighty dollar, consequently they have a more enthusiastic player base, and a ruleset which means that people know they can buy anything made for their faction and likely get some sensible amount of gaming with it.
84052
- @ 2014/03/04 01:36:58
Post by: Omicron-Fenrir
I guess that GW worships the all mighty dolla is also a problem in the balence.
11860
- @ 2014/03/04 01:38:01
Post by: Martel732
This isn't even conclusive. They will units bad and unusable, and therefore, with poor sales, for multiple editions and codices. I have no idea how they make their decisions.
494
- @ 2014/03/04 01:54:14
Post by: H.B.M.C.
Sort of. It's a root cause, probably, but what it leads to (apathy of rules design, ignorance of rules mechanics that they themselves wrote) is far more damaging.
84052
- @ 2014/03/04 02:08:24
Post by: Omicron-Fenrir
H.B.M.C. wrote:
Sort of. It's a root cause, probably, but what it leads to (apathy of rules design, ignorance of rules mechanics that they themselves wrote) is far more damaging.
in my opinion they could easily adapt a field allowance of stuff thats considered "rare". Rip Tides for example are just getting out of the proto type stage if im not mistaken? They should be a FA. 1 unit. Its just a thought, adopting that rule will kill sales for sure.
44272
- @ 2014/03/04 02:23:06
Post by: Azreal13
Omicron-Fenrir wrote: H.B.M.C. wrote:
Sort of. It's a root cause, probably, but what it leads to (apathy of rules design, ignorance of rules mechanics that they themselves wrote) is far more damaging.
in my opinion they could easily adapt a field allowance of stuff thats considered "rare". Rip Tides for example are just getting out of the proto type stage if im not mistaken? They should be a FA. 1 unit. Its just a thought, adopting that rule will kill sales for sure.
It would take the edge off Riptide sales for sure, but then, Tau players would have to look to other units to fill the gap, leading to increases elsewhere in the range.
Two reasons it won't happen though, firstly, even GW would be unlikely to be unaware of how pissed those players who have already bought multiples would be, and secondly, GW is incredibly risk averse these days, why change something if they're seeing the returns, financially, that they need to? Speaking specifically to Riptide unit sales, rather than the wider financial situation.
99
- @ 2014/03/04 02:25:20
Post by: insaniak
Ailaros wrote:Well, either you think that noobs should play against vets with equal-strength lists, in which case noobs getting repeatedly slaughtered in mirror matches are a good thing, or you think that noobs and vets should play with unequal lists, and imbalance is a good thing.
No, what I think is that the system should be balanced, and adding imbalance in order to go easy on a noob is something that a player can elect to do. That imbalance doesn't need to be, and shouldn't be, built into the system because that wrecks the game when you're not playing against someone with a vastly different skill level - as in, for most of us, most of the time.
You keep glossing over the question that has been asked a couple of times now - why is it acceptable for a vet in your imbalanced system to deliberately take a weaker army in order to give a newcomer a chance, while being totally unthinkable for a vet in a more balanced system to just take a points handicap? Or just to not play as hard?
Also, people seem to be falling into the all-or-nothing camp. If a unit isn't quite as strong as another unit that does the same thing, then it's worthless.
And from a purely list-building point of view, that would be correct. If you take a weaker unit when you could have had a stronger unit for the same points cost, all you have done is wasted points.
Sure, you might want to take that unit for fluff reasons, or because you like the models.. but as a tactical choice, taking that unit is a bad one.
If you include even one low-power unit in your army, then you're just going to lose, because your list is worthless.
This, however, is not being said by anyone.
. 40k isn't a game where you show up with your lists and by looking at the strength of them, see who wins without actually playing.
So you keep saying. And yet you keep advocating a game where certain armies are stronger than others by default...
You know how you reduce that problem?
You have armies with more or less even levels of strength... so that the result comes down entirely to luck and player skill, rather than being down to you having GW's current best seller.
People who want a challenge don't want the game to be even because they want to be able to manipulate the inequality.
I want a challenge. But I want that challenge to be me against my opponent, not my codex against his codex. So I want the game to be balanced.
494
- @ 2014/03/04 02:34:01
Post by: H.B.M.C.
azreal13 wrote:Two reasons it won't happen though, firstly, even GW would be unlikely to be unaware of how pissed those players who have already bought multiples would be, and secondly, GW is incredibly risk averse these days, why change something if they're seeing the returns, financially, that they need to? Speaking specifically to Riptide unit sales, rather than the wider financial situation.
There's a third reason - GW doesn't really do 0-1's any more. The only things they really limit (outside of FOC limitations, and even those lines are blurring these days) are Special Characters because even they can't justify a pair of Calgars on the field as part of the same army. 0-1's means that they can't sell as many, which is why they're gone from Codices.
84052
- @ 2014/03/04 02:39:39
Post by: Omicron-Fenrir
I wonder what would have happened to the Rip Tide and other ilk if it was 0-1 from day one.
3750
- @ 2014/03/04 02:46:56
Post by: Wayniac
Omicron-Fenrir wrote:I wonder what would have happened to the Rip Tide and other ilk if it was 0-1 from day one.
I don't think anything would have happened. They would have been more balanced and less cheese than spamming them, but still a good unit that most people took. I could live with that honestly.
30766
- @ 2014/03/04 02:56:45
Post by: Da Butcha
H.B.M.C. wrote:
Precisely. Points are a useful tool for balancing, but are not balance in and of themselves. Points are not the great leveller. Sometimes things need to have their rules changed.
I almost totally agree (I like points as a pretty darn good leveler, in most, but not all, cases.)
I think most of the things in the game which need to have their rules changed, need that change because their rules don't make sense in the game. Those units have rules which are "too good" (or, maybe more precisely, "too universally applicable"), and nothing in the background justifies or explains it. Increasing the points costs might help, but if the unit doesn't have rules which represent the way it should work on the battlefield, then it needs a rules change.
An overpowered unit which defeats almost everything, for example, doesn't make sense, even at a high points cost, because, in the 'reality' of 40K, something that powerful and destructive and unstoppable would either have been destroyed, or would be dominating galactic conflicts all over the place. If, for example, the 'necron menace' was actually unstoppable, then the narrative of 40K would stop and necrons would win.
For a specific game example, the rerollable 2+ invulnerable save doesn't make a whole lot of sense, simply because it's WAY more protective than a lot of things which 40K tells us are pretty darn protective, like Storm Shields, Shadow Fields, etc. Making it cost more points would help, but the underlying problem is that the rules are a poor representation of what it is supposed to do on the battlefield.
However, I really do think that those situations are pretty darn rare. I think a lot of the overpowered stuff would work with an appropriate increase in points costs.
(The following is not an argument against HBMC. It's just an additional thought tacked onto something else which itself was prompted by what he wrote.)
Now, on the other hand, even if the rules DO represent a unit correctly, there's a good chance, from an editorial/gameplay/narrative viewpoint, that the unit might still not be appropriate for the tabletop. For example, we know Inquisitors can order the Exterminatus of a planet using Cyclonic Torpedos from orbit. That's an established part of 40K Fluff. You could come up with appropriate rules (if your army includes an Inquisitor, you can take Cyclonic Torpedoes). You can come up with an appropriate points cost (let's say, 500 million points, since your inquisitor can reasonably defeat an entire planet of tyranids). It's STILL not a good unit. The rules are accurate. The points cost is appropriate. It's still not what you should see on the battlefield.
13225
- @ 2014/03/04 03:06:13
Post by: Bottle
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30766
- @ 2014/03/04 03:22:56
Post by: Da Butcha
Ironically, I don't even think that is a problem.
I think GW is allowing their marketing team to define success on their own terms, and on their own metrics, and then turning around and allowing marketing to dictate the direction of the game based on their success in meeting their own self-defined goals.
I think GW's own policy of failing to engage with their fanbase allows them to establish their own, wildly implausible, estimations of what people want, and then generate product based on those estimations.
I think their blinkered, practiced obliviousness to their own internally inconsistent policies and practices allows them to retroactively justify almost any hare-brained decision.
Remember that they decided to stop putting rules in White Dwarf because the need to have multiple rulebooks to play the game was confusing and off-putting to new players? But, somehow, carrying around (even digitally) your rulebook, your Eldar Codex, your Iyanden supplement, your Space Marine Codex, your Imperial Fists supplement, and your Inquisition Codex totally makes sense. That's not confusing. Rules in White Dwarf? Totally confusing to everybody.
In the latest White Dwarf, we learn that:
Jervis likes digital editions because they give him the freedom to write material for publication that wouldn't justify the production costs of a print run.
GW produces a hardcover Codex with one unit and a separate hardcover background book, delving into the lore and imagery of that one unit.
Because the market for two such hardcover books (especially the second) is limited, the books are produced at a high cost, especially the second, which is fundamentally a fluff book for about $75 US. Wait...I thought digital gave you the opportunity to put things out that didn't justify a print run? Now you can just charge more for the book, regardless of content? Then, because some people buy the hugely overpriced background book, and the rulebook, this justifies that decision. Rather than looking at the lost opportunity of selling a less expensive book which contains all this material to way more customers, thus possibly encouraging more of them to buy the plastic army mans that are supposedly the actual basis of your business?
If GW just discounts the costs of any choices they don't make by dismissing them as unmeasurable or irrelevant, then no matter what they decide to do, it is justified economically, in their own little heads.
It's not that they are making decisions based on the all-mighty dollar, but that even based on the all-mighty dollar, they are making wrong-headed, short-sighted, ill-advised, poorly-justified decisions. They have people out there who are still making great stuff (the Imperial Knight is beautiful, but they are making great stuff under the direction of nitwits.
84052
- @ 2014/03/04 03:31:27
Post by: Omicron-Fenrir
In terms of a Field allowance of amazing units was what I was refering. If GW made a Field allowance rule they would A. piss off every one that has multiples.
B. Loose money on selling multiples.
But if GW is contradicting itself in its buisness terms then I take back the worship of the all mighty dolla.
494
- @ 2014/03/04 03:41:15
Post by: H.B.M.C.
*record scratch*
You're assuming GW has a marketing team?
84052
- @ 2014/03/04 03:56:57
Post by: Omicron-Fenrir
ooohhh thats right, didnt they recently admit they dont have one or something?
494
- @ 2014/03/04 03:58:30
Post by: H.B.M.C.
Sales team perhaps, but not marketing.
84052
- @ 2014/03/04 04:04:05
Post by: Omicron-Fenrir
I wonder has any one gotten imput from their LGS? I cant frome mine since their forum is a bloody mess.
14771
- @ 2014/03/04 04:36:18
Post by: 3orangewhips
ITT: Peregrine is the sane one.
39309
- @ 2014/03/04 10:41:18
Post by: Jidmah
Ailaros wrote:Jidmah wrote:- You just should not be able to just pick the most efficient unit from your codex and be able to kill everything with it.
...
While a knight would do well against anything but a pikeman, a pikeman would do awesome against knights (and other cavalry), but not against anything else.
Jidmah wrote:- If my opponent has all planes, and I brought one or two of dedicated anti-air units, he should be the one losing the game, not me. If my imperial army wasted a slot of artillery or heavy tanks in order to bring a unit that's mostly useless if there are no targets, it better should tear right through anything in the sky that's not extremely heavily armored. Of course, the necrons should be able to just take out the trio of hydras, but that would require points spent in something other than night scythes.
Ah, okay. So, sort of like super rock-paper-scissors?
Certainly it would be bad for spam armies. After all, if I want to play a necron air force and I will be comprehensively destroyed if my opponent brings a single hydra, then I'm going to not play a necron air force. In fact, it would sort of enforce that every player play a one-of-each kind of army, as doubling up on anything is only putting more eggs in the hard-counter basket (while reducing your ability to hard counter).
Maybe not a single hydra, but a whole squadron of them should make it hard for you to win. Three squadrons should make it impossible. Hard-counters still need to be balanced. They should be vastly more efficient at killing their designated target than all-rounder units, but not automatically one-hit all of them turn 1.
Yes, this would throw out triptide lists, but what about everyone else? Should an ork green tide player be comprehensively destroyed just because their opponent brought a single baal predator?
Bah, no need for hyperbole in a serious discussion. But, yes, a trio of Baal Predators should completely obliterate your green tide that had no more thought put to it than "MOAR BOYZ! WAAAGH!". Bring deff dreads and tank bustaz and just destroy the hard-counter to your army. I'd argue having some elites and walkers among your tide makes a much better game for both sides than just pushing 180 identical models towards the other table edge.
Should it be impossible for a marine player to run a drop pod assault just because his opponent brought a single unit that's good against drop pod assaults?
"Drop pod assaults" is not a unit. It's a strategy. A hard-counter would counter drop pods or marines, definitely not both. Also, hyperbole.
Should I not be able to play a stormtrooper/grenadiers guard army just because my opponent brought a heavy flamer or two?
If your opponent has heavy flamers on all his units, your stormtrooper/grenadiers guard army should die miserably, unless some of your guardsmen are equipped with something to stop those flamers. A hard-counter to light infantry should not be hard to kill by heavy weaponry.
The problem here is that spam armies aren't bad armies - only bad spam armies are bad armies. You're only looking at the worst few examples and then throwing hundreds of babies out with the bath water. The problem with spamming riptides or helldrakes is the riptides and helldrakes, not the spam.
No, I'm not. I've been playing a lot of RTS games which always come out as an unbalanced pieces of junk and then get more balanced as the patches go. No matter if you look at StarCraft, Warcraft, Age of Empire, Command&Conquer or any other RTS: The more balanced they got, the less units were spammed. Not because they were nerfed to the ground, but because taking different but equally strong units gives you more options. I think a current green tide army is a terrible thing. Not a single footslogging unit in the ork codex can compete to boyz and lootaz, and you think this is a good thing?
Plus, I don't know if this rock-paper-scissors thing achieves what you want. After all, you said that a single unit (like a riptide) shouldn't be able to just beat up your whole army, and then turn around and say that a single unit (like a hydra) should be able to beat up an entire army. It sounds like what you're doing isn't solving the problem of uber-units by degrading the impact of uber-units, but instead you're elevating every unit to the status of uber-unit, and trying to drown out the problem with a massive blast of more of the problem.
It's a proven concept. Buy any random modern RTS and install it. If it's any good, it has this uber-version of rock-paper-scissors implemented. Because it works.
You are also twisting my words: A riptide can beat up any given army and is never worthless. My version of a hydra can beat up a single type of army and is an utterly worthless choice against a necron army consisting of ghost arks, warriors and monoliths. It's a choice when building your list: bring a hydra to hard-counter potential flying threats, but waste of points and slots if none are present, or bring a leman russ which will always be valuable to your army. Not every unit is going to be a hard-counter, there still will be generalists like boyz, tactical marines, fire prisms, and riptides. They are just easier to kill by their respective counters and harder to kill with units that are supposed to counter other types of units. Due to the limitations of the FOC, it should be impossible to counter an entire army, unless that army's player gambled on a single type of unit and you not having a counter to it.
Jidmah wrote:- If there are combos, they should be hard to pull off and easy to break
Why?
Before we continue, let me define a combo as a combination of units that guarantee a win, or at least make it very likely. Adding a warboss to a unit of nob bikers to catch S10 shots is synergy, not a combo. Prolonging Imotekh's Lightning with effects that add turns of night-fighting is not a combo, because it doesn't win you the game without a lot of luck.
Combos are unfun for the opponent. Ever played against a screamer star? Seen people play against it? Even the most cheerful player is no longer smiling while an invincible unit plows through their army without taking wounds, even though he might still take it very sportsmanlike. Other games have discovered this years ago. Flipping your "I win, no matter what you do"-card is like telling your opponent to pick up his models and go elsewhere. Since WH40k allows you to just sit down all your combo-pieces from the very beginning and arrange them as you like, there needs to be an additional hurdle to make them go off, besides bringing all the pieces. Otherwise, the opponent's army and his skill becomes irrelevant, and if it does, what was the point of finding an opponent in the first place?
40410
- @ 2014/03/04 16:57:14
Post by: RegulusBlack
There should be internal codex balancing:
Tac Marines should be as good as a choice as Scout Marines (1 is "more resilient" and therefore more expensive, 1 is cheaper with better range)
The Rock/Paper/Scissors analogy should encompass all units, not armies (Infantry beat tanks, Tanks beat Assault, Assault beats Infantry) -or- (mirror match - Inf beats Inf, Assault beats Assault, etc.) It should never be Codex vs. Codex (GK vs. Demons)
there should not be 4-5 optimal Codexes, new release of Knights and guard should not make Necrons, Bike Marines irrelevant.
If I have an army of Orks or Blood angels I should not have to wait 3-4 years for my army to be viable.
82668
- @ 2014/03/04 18:55:37
Post by: JubbJubbz
Don't assume that since only a couple of posters on dakka are supporting an argument that they are in their own little world. People who don't give a crap about game balance aren't typically going to get embroiled in an argument about why there needs to be balance.
Ultimately whats fun and what you are willing or not to do to have fun is a matter of opinion. I can't speak about tournaments not having gone to any but I will say that as a casual gamer this thread to me seems to boil down to:
side A: "40k isn't fun because X, the game needs fixed"
side B: "instead of X, I do Y, and the game is fine"
side A: "I will continue doing X until the rules forbid it"
Thats my on-topic portion as I understand is required but the only reason I am really posting is to ask the more important question: why in blue blazes don't people from the UK eat pretzels!?!? (referring to OP, unable to believe no one asked yet)
3750
- @ 2014/03/04 18:57:26
Post by: Wayniac
JubbJubbz wrote:Don't assume that since only a couple of posters on dakka are supporting an argument that they are in their own little world. People who don't give a crap about game balance aren't typically going to get embroiled in an argument about why there needs to be balance.
Ultimately whats fun and what you are willing or not to do to have fun is a matter of opinion. I can't speak about tournaments not having gone to any but I will say that as a casual gamer this thread to me seems to boil down to:
side A: " 40k isn't fun because X, the game needs fixed"
side B: "instead of X, I do Y, and the game is fine"
side A: "I will continue doing X until the rules forbid it"
Thats my on-topic portion as I understand is required but the only reason I am really posting is to ask the more important question: why in blue blazes don't people from the UK eat pretzels!?!? (referring to OP, unable to believe no one asked yet)
The problem with that though is while you can say "Just houserule X", but that doesn't mean the game is fine. People fall into the fallacy of assuming because you can modify the rules, the rules are therefore fine, when that's not the case. With good rules you don't NEED to houserule and change things, and many of us have already stated why an answer of "Just houserule" is not acceptable for pick-up games, let alone any kind of tournament. In fact, that excuse only works in a close-knit gaming club.
82668
- @ 2014/03/04 19:47:24
Post by: JubbJubbz
WayneTheGame wrote:
The problem with that though is while you can say "Just houserule X", but that doesn't mean the game is fine. People fall into the fallacy of assuming because you can modify the rules, the rules are therefore fine, when that's not the case.
I have fun with the game the way it is, so in many respects they are fine to me. This is also true of most people I play with so I know its not just my own little world so to speak. Seems to me like you are just arguing that my opinion is wrong.
With good rules you don't NEED to houserule and change things, and many of us have already stated why an answer of "Just houserule" is not acceptable for pick-up games... In fact, that excuse only works in a close-knit gaming club
Again, maybe unacceptable for you but for me its fine. All I do is say 'hey im bringing my super fluffy list that's kinda weak' and the response is positive more often than not because they are glad they don't have to bring their power list to have a chance. I don't have to be close-knit or best buds to let them know I'm bringing a weak list. It turns out most people around here are glad to play this way. If they insist upon one way or another that's fine I'll accommodate or find someone else to play.
...let alone any kind of tournament. .
again I've never played at a tournament (I'd like to) but from an outsiders perspective it seems like this is exactly what many tournaments do. They don't play straight out of the book, they have all kinds of special missions, terrain rules, etc. As far as adjusting power levels I was listening to some podcast or another and it was talking about a 'Swedish comp system.' If I remember correctly this was basically just something that assigned certain points cost (different from the codex point cost) to very powerful units. Then players were limited in how many points worth of these very powerful units they could take, or their tournament score was affected by how many, I don't remember exactly. This just seems like a quantitative way to do what many of us do qualitatively all the time; throttling the power to create diversity.
34243
- @ 2014/03/04 19:53:43
Post by: Blacksails
Jubb, its fine that you have a largely positive experience, as long as you understand there are many people who don't. I've heard plenty of stories of game groups that migrated away from GW because of the very issues discussed in this thread.
4820
- @ 2014/03/04 21:51:31
Post by: Ailaros
azreal13 wrote: every undercosted unit that my opponent is allowed to field... divorces me further and further from my involvement in the game.
Why? Why do you need to have every unit be in balance to feel involved in the game with said units?
azreal13 wrote: I can enjoy a game I lose, I don't mind losing, but... [when I] genuinely can see no way I could have overcome my opponent... then it undermines my enjoyment of the game significantly, and I would like that to go away.
Well, here's the problem.
You don't mind losing, unless you don't think you could have won? That means you mind losing. It's still all coming back to winning in the end.
Jidmah wrote:I think a current green tide army is a terrible thing.
I guess that's an agree to disagree thing, then. I think spam armies are great, as a concept.
Also, I'd note that those RTS games you're talking about generally also support spam lists. Last I checked, the original zerg rush didn't have a mix of lots of different units, and it was very possible to overwhelm your opponent with just one kind of unit in command and conquer generals.
The reason spam can also be balanced is precisely because your opponent has to invest nearly as many points into the hard counter to your strategy (or in some other way play the game very differently than they would have originally liked if the game wasn't a competition) as you put into your strategy. I can think of no RTS where you show up with a big pile of similar units and your opponent merely casually flicks them away with a handful of hard counter units and then rolls over your face with ease.
Omicron-Fenrir wrote:I have also had a thought of taking something from the warmachine hordes books. They have a "Field allowance" some units can only have one per army some only 2. Would that be an idea in stopping people from taking 3 Riptides etc?
As mentioned, they used to.
As we were talking about a few pages ago, one of the reasons why a points system is such a bad way of balancing things is because of synergy and being able to take things in combination with each other. For a basic example, markerlights are a lot less useful in an army full of kroot than they are in an army full of broadsides or riptides, yet GW is stuck giving markerlights a single points cost, and the players either overpay or underpay depending on what other units they take.
And you can find this everywhere in the game, from the cost of orders rolled into a CCS being very different whether you're playing foot or mech guard, to the cost of an icarus lascannon being set despite how many airplanes your opponents bring, to how the cost of things are complicated by allies (did they price azrael's 4++ with regard to what he could do with all of the units he could ally with? Highly unlikely).
Points only start to work as a balancer the more that things are controlled for. If you're talking about units within a single codex, and that have a limited number or limited combinations (you must take a certain unit to unlock others, etc.), then they start to work better. As it is, GW is going in the opposite direction, which is why points costs, even if they were accurate, are doing a progressively worse and worse job of acting as a balancer.
insaniak wrote:And from a purely list-building point of view, that would be correct. If you take a weaker unit when you could have had a stronger unit for the same points cost, all you have done is wasted points.
Sure, you might want to take that unit for fluff reasons, or because you like the models.. but as a tactical choice, taking that unit is a bad one.
So? That only matters if what matters is winning.
insaniak wrote:People who want a challenge don't want the game to be even because they want to be able to manipulate the inequality.
I want a challenge. But I want that challenge to be me against my opponent, not my codex against his codex. So I want the game to be balanced.
Right. You want a game that pits player skill against player skill.
40k will never be this, even with a hypothetical perfect unit balance across all possible combination of units. It's still a dice game. If you want to play a proper strategy game, then play a proper strategy game, rather than 40k.
insaniak wrote:. 40k isn't a game where you show up with your lists and by looking at the strength of them, see who wins without actually playing.
So you keep saying. And yet you keep advocating a game where certain armies are stronger than others by default...
You know how you reduce that problem?
You have armies with more or less even levels of strength... so that the result comes down entirely to luck and player skill
Yes, if you have two armies that are of equal strength, then luck and the player's ability to manipulate it are the only things that matter to who wins.
If you have two armies that are of unequal strength, then who wins is still determined by luck and the player's ability to manipulate it, it's just also shifted by a constant variable (the difference between list strengths. It's like how X^2 and X^2+2 are the same function, it's just that one is slightly displaced.
In this case, the person with the weaker list should lose more (by some amount relative to the difference in strength), but at the same time, the person with the weaker list shouldn't always lose, just because they brought the weaker list. We'd be talking about a different kind of function here. One in which player skill and luck don't have an impact.
And at anywhere in between these two endpoints, yes, list strength discrepancy has a larger or smaller role to play in who won. That's not a bad thing. Some people want to play with stronger lists, and some with weaker lists, and that's fine. People who want to play with equally powered lists are free to do so in 40k - we don't need to change the system to accommodate this. Especially not in such a way that removes choices from people who want to play with weaker lists.
insaniak wrote:No, what I think is that the system should be balanced, and adding imbalance in order to go easy on a noob is something that a player can elect to do - why is it acceptable for a vet in your imbalanced system to deliberately take a weaker army in order to give a newcomer a chance, while being totally unthinkable for a vet in a more balanced system to just take a points handicap? Or just to not play as hard?
I never said that it was the only way to build imbalance into the game, you can points handicap to your heart's content. Just because you can add imbalance in one way doesn't mean that there can be no other way ever, just as you say. Which means there's no reason to cull a particular way just because an alternative exists.
44272
- @ 2014/03/04 22:24:57
Post by: Azreal13
Ailaros wrote:azreal13 wrote: every undercosted unit that my opponent is allowed to field... divorces me further and further from my involvement in the game.
Why? Why do you need to have every unit be in balance to feel involved in the game with said units?
Seeing already powerful units like a Wraithknight turning up in 500 point beginner games because they're cheap enough to do that, affects my opinion of the game, the player who ignored the spirit of the game to exploit that just to win and the people who made it possible, so yes, it affects my enjoyment and involvement in the game.
azreal13 wrote: I can enjoy a game I lose, I don't mind losing, but... [when I] genuinely can see no way I could have overcome my opponent... then it undermines my enjoyment of the game significantly, and I would like that to go away.
Well, here's the problem.
You don't mind losing, unless you don't think you could have won? That means you mind losing. It's still all coming back to winning in the end.
No, it means I don't mind losing if it is down to me. If I lose because the game I'm playing is, in essence, rigged to stop me winning? You're damn right that bothers me.
63000
- @ 2014/03/04 22:27:44
Post by: Peregrine
Ailaros wrote:Why? Why do you need to have every unit be in balance to feel involved in the game with said units?
Because when things aren't balanced it feels like your units are useless (even when the fluff says that they're awesome), and you feel bad for bringing them.
You don't mind losing, unless you don't think you could have won? That means you mind losing. It's still all coming back to winning in the end.
Sigh. Do you really not understand the difference between a game where both players feel like they have a chance to win and the outcome is undecided until the very end, and a one-sided slaughter where one person just removes models for a couple hours until their defeat is official? It's not about the final W or L on your record, it's about whether the game was fun and interesting or not.
40k will never be this, even with a hypothetical perfect unit balance across all possible combination of units. It's still a dice game. If you want to play a proper strategy game, then play a proper strategy game, rather than 40k.
You can keep repeating this nonsense all you like, but that doesn't make it true. There are plenty of skill-testing tournament games with random elements. The presence of dice (or shuffled cards or whatever) does not mean that skill doesn't exist.
People who want to play with equally powered lists are free to do so in 40k - we don't need to change the system to accommodate this.
Sigh. No. People are NOT currently free to do so, because making even roughly balanced lists right now takes careful design and buying the correct units so that you don't make your list too powerful or too weak. I really don't see why you can't understand that this would be much easier and more enjoyable in a game with better balance, where you have a much larger pool of options to choose from when making a balanced list.
Especially not in such a way that removes choices from people who want to play with weaker lists.
Why do you keep ignoring the answer to this? We've told you many times: reduce the power of your own list by taking fewer points. You don't need broken balance to take a weaker list to go easy on a newbie.
Which means there's no reason to cull a particular way just because an alternative exists.
The point you keep ignoring is that the current approach you're talking about is bad for everything else. It gives masochists like you the ability to "play on hard mode" and congratulate yourselves about how you're the One True Competitive Player, but it makes the game a lot less enjoyable for the rest of us. Meanwhile reducing your point total gives you the same end results while allowing the rest of us to have a better game.
4820
- @ 2014/03/04 22:49:10
Post by: Ailaros
azreal13 wrote:Seeing already powerful units like a Wraithknight turning up in 500 point beginner games because they're cheap enough to do that, affects my opinion of the game, the player who ignored the spirit of the game to exploit that just to win and the people who made it possible, so yes, it affects my enjoyment and involvement in the game.
Well, firstly, I don't think that blowing virtually all your points on a single unit probably isn't going to be as strong as implied.
Secondly, what you're complaining about is the players, not the game. This is the same post hoc trap that people fall into with gun control. If you change the rules, people who want to break things will still break things, while a rule set could be terrible if nobody abused this fact. Freedom requires self-policing. If you want to play a game that saves you from yourself, then it's probably a bad idea to play a game that gives you great latitude with how to play it.
azreal13 wrote:No, it means I don't mind losing if it is down to me. If I lose because the game I'm playing is, in essence, rigged to stop me winning? You're damn right that bothers me.
Rigging?
Furthermore, if the only time losing is acceptable is due to mistakes you played, then once again, 40k isn't the game for you. 40k is a game where you can lose due to die rolls, much less game imbalances. Once again, what you're looking for is a strategy game, not a game like 40k.
99
- @ 2014/03/04 22:58:46
Post by: insaniak
Ailaros wrote:40k will never be this, even with a hypothetical perfect unit balance across all possible combination of units. It's still a dice game. If you want to play a proper strategy game, then play a proper strategy game, rather than 40k.
And so we come back once again to the fallacy that a game involving luck can not also involve skill.
Here's the thing: any test of skill also involves a certain amount of luck. The succesful player is the one who learns how to minimise the negative effects of bad luck, and capitalise on the postives.
Yes, if you have two armies that are of equal strength, then luck and the player's ability to manipulate it are the only things that matter to who wins.
This, and the player's understanding of the game, and of how to synergise his units to get the best use out of them.
If you have two armies that are of unequal strength, then who wins is still determined by luck and the player's ability to manipulate it, it's just also shifted by a constant variable (the difference between list strengths. ....
...thus increasing the chance of just being able to look at the lists and pick who is going to win.
The greater the imblance, the less that player skill and luck have to do with who wins.
And at anywhere in between these two endpoints, yes, list strength discrepancy has a larger or smaller role to play in who won. That's not a bad thing. Some people want to play with stronger lists, and some with weaker lists, and that's fine.
But they can do that in a system with balances armies, by imposing handicaps, or not, as necessary. And that system doesn't piss off all the players who just want a balanced game so that they don't have to worry about being branded a TFG for choosing to use a unit they like the look of...
. Especially not in such a way that removes choices from people who want to play with weaker lists.
So you're trotting this one out again, but still haven't explained how a balanced system stops someone from deliberately playing with a weaker list.
Just because you can add imbalance in one way doesn't mean that there can be no other way ever, just as you say. Which means there's no reason to cull a particular way just because an alternative exists.
There is if the current way creates a bad gaming environment, while the alternative would be better for everybody...
44272
- @ 2014/03/04 23:04:10
Post by: Azreal13
Ailaros wrote:azreal13 wrote:Seeing already powerful units like a Wraithknight turning up in 500 point beginner games because they're cheap enough to do that, affects my opinion of the game, the player who ignored the spirit of the game to exploit that just to win and the people who made it possible, so yes, it affects my enjoyment and involvement in the game.
Well, firstly, I don't think that blowing virtually all your points on a single unit probably isn't going to be as strong as implied.
Secondly, what you're complaining about is the players, not the game. This is the same post hoc trap that people fall into with gun control. If you change the rules, people who want to break things will still break things, while a rule set could be terrible if nobody abused this fact. Freedom requires self-policing. If you want to play a game that saves you from yourself, then it's probably a bad idea to play a game that gives you great latitude with how to play it.
I'm going to out this in big, not because I'm angry, or shouting, but because it really doesn't seem to be getting through any other way...
the game permits the behaviour, a better balanced, more clearly written game wouldn't prevent the attitude, but it would substantially limit the behaviour
azreal13 wrote:No, it means I don't mind losing if it is down to me. If I lose because the game I'm playing is, in essence, rigged to stop me winning? You're damn right that bothers me.
Rigging?
Furthermore, if the only time losing is acceptable is due to mistakes you played, then once again, 40k isn't the game for you. 40k is a game where you can lose due to die rolls, much less game imbalances. Once again, what you're looking for is a strategy game, not a game like 40k.
In essence, please read, understand and comprehend before replying, and if I really need to expand on the argument behind that comment, you're as daft as your arguments.
3750
- @ 2014/03/05 00:52:02
Post by: Wayniac
Ailaros wrote: Secondly, what you're complaining about is the players, not the game. This is the same post hoc trap that people fall into with gun control. If you change the rules, people who want to break things will still break things, while a rule set could be terrible if nobody abused this fact. Freedom requires self-policing. If you want to play a game that saves you from yourself, then it's probably a bad idea to play a game that gives you great latitude with how to play it. No, it's the game. If the game prices something very low for what it can do, are you seriously saying that it's the fault of the player who chooses to take it? I really don't get your point of view - you are saying that it's okay to have unbalanced rules because you feel that the player should say "This unit is overpowered, I will not take it" and that justifies having the overpowered unit in the first place, versus having the designers (who are paid to write these rules) think of that before publishing the rules and say "Wow this thing is really good for 150 points, it should be closer to 300 so it doesn't get abused"? There's a huge difference between a hard fought battle where you narrowly lose but have fun, and setting up facing an opponent abusing rules and knowing that you have little to no chance at winning. You shouldn't be punished for "picking the wrong unit" as units should be balanced around filling a role in the army, whether a specific role, a generic role or being something taken in a themed force. For example, a hypothetical bike unit might not be that great on its own, but if you're fielding a fast-moving army it might work better tactically than if you were fielding a footslogging army, or maybe you have a way to take an all-bike army and bike units really shine in that scenario. That's infinitely better than having a bike unit that is just useless and actually hurts your chances of winning if you choose to take it over a hypothetical other unit; that's bad design because the unit is not valid - it shouldn't exist in the list because there's no viable reason beyond "I want to" to field it, and by choosing to field it you are actually reducing your chances of winning a game with everything else being equal. That's how the game currently is - taking some choices over others for fluff/background/aesthetics actually HARMS you, instead of being a non-issue.
62560
- @ 2014/03/05 01:22:37
Post by: Makumba
the game permits the behaviour, a better balanced, more clearly written game wouldn't prevent the attitude, but it would substantially limit the behaviour
That makes no sense at all. A game that limits its own sales  If riptides or wave serpents or what ever something thinks is good are realy good , then limiting their number would mean that people would buy fewer of them . Any game making company would be stupid to limit its own games acting like that. It ain't just table top games , game like football for example . People want to see the best players in their own team , so teams buy good players more then they will ever need just to have more and so that other won't buy them . Buying just a few would make them earn less money from T-shirts and adds .
The problem is not balance of many armies , that will never be achived . The problem is that GW makes stuff like escalation where most of the units are meh , some have a single shot D weapon , while eldar have a double pulsar titan for cheap. . If everything in every army was over the top and powerful , balancing wouldn't be needed . Right now it is impossible to balance some armies vs the other , comp doesn't work , anti spaming rules don't work , even changing core rules doesn't work .
3750
- @ 2014/03/05 01:26:29
Post by: Wayniac
Makumba wrote:the game permits the behaviour, a better balanced, more clearly written game wouldn't prevent the attitude, but it would substantially limit the behaviour
That makes no sense at all. A game that limits its own sales  If riptides or wave serpents or what ever something thinks is good are realy good , then limiting their number would mean that people would buy fewer of them . Any game making company would be stupid to limit its own games acting like that. It ain't just table top games , game like football for example . People want to see the best players in their own team , so teams buy good players more then they will ever need just to have more and so that other won't buy them . Buying just a few would make them earn less money from T-shirts and adds . But they would make money elsewhere. GW's current strategy is to put out something shiny and make it have OP rules so people buy a lot of it, instead of encouraging variety. Balanced rules would mean that you might only buy a single Riptide, but you might buy more Fire Warriors or Kroot or Vespid or something else, so it would come out the same and the game would be better because you don't annihilate someone else because you field three of a unit that should be at least twice as many points as it is, or limited to 0-1.
44272
- @ 2014/03/05 01:27:26
Post by: Azreal13
Makumba wrote:the game permits the behaviour, a better balanced, more clearly written game wouldn't prevent the attitude, but it would substantially limit the behaviour
That makes no sense at all. A game that limits its own sales  If riptides or wave serpents or what ever something thinks is good are realy good , then limiting their number would mean that people would buy fewer of them . Any game making company would be stupid to limit its own games acting like that. It ain't just table top games , game like football for example . People want to see the best players in their own team , so teams buy good players more then they will ever need just to have more and so that other won't buy them . Buying just a few would make them earn less money from T-shirts and adds .
The problem is not balance of many armies , that will never be achived . The problem is that GW makes stuff like escalation where most of the units are meh , some have a single shot D weapon , while eldar have a double pulsar titan for cheap. . If everything in every army was over the top and powerful , balancing wouldn't be needed . Right now it is impossible to balance some armies vs the other , comp doesn't work , anti spaming rules don't work , even changing core rules doesn't work .
What the?
No
Unless you think that players who didn't want to run 3 Riptides simply wouldn't buy anything else and would just play smaller games with fewer models? Or would they spend the money on other units, or buy three Tides anyway because they liked the models and there was no advantage or disadvantage to that in the game?
Balance is possible, at least, greater balance is possible, GW just don't care to try.
Your football analogy is flawed too. Teams try and buy the best players to win things, which then garners them more money, both in terms of prize money as well as various other channels. Either way, football is criticised for being a pay to win game as well, and various governing bodies have taken/are taking steps to try and address that.
99
- @ 2014/03/05 01:36:31
Post by: insaniak
WayneTheGame wrote:... you are saying that it's okay to have unbalanced rules because you feel that the player should say "This unit is overpowered, I will not take it" and that justifies having the overpowered unit in the first place, versus having the designers (who are paid to write these rules) think of that before publishing the rules and say "Wow this thing is really good for 150 points, it should be closer to 300 so it doesn't get abused"?
Yup. Because if you're not a noob with a netlist, and you're not deliberately selecting the weakest units from your list, you're clearly just playing to win.
And as we all know, trying to win a game that involves two people competing against each other is heinous behaviour worthy only of censure.
84052
- @ 2014/03/05 01:41:37
Post by: Omicron-Fenrir
when I play in tournaments nowa days I forget reachinf for the big win. I dont like bringing armies such as ones with 3 rip tides.
I go to have fun and my LGS has a large "sportsmanship" award. Which is based on the comp of your army and how you play and how well you know rules with out having to pause the game and call a judge.
I dont know thats just how I play. I could careless for a trophey now since no army I play will give me one in a competitive enviorment and im unwilling to shell out for units that make me competitive. Ie: 2 more rip tides to my already one.
72133
- @ 2014/03/05 01:41:57
Post by: StarTrotter
insaniak wrote:WayneTheGame wrote:... you are saying that it's okay to have unbalanced rules because you feel that the player should say "This unit is overpowered, I will not take it" and that justifies having the overpowered unit in the first place, versus having the designers (who are paid to write these rules) think of that before publishing the rules and say "Wow this thing is really good for 150 points, it should be closer to 300 so it doesn't get abused"?
Yup. Because if you're not a noob with a netlist, and you're not deliberately selecting the weakest units from your list, you're clearly just playing to win.
And as we all know, trying to win a game that involves two people competing against each other is heinous behaviour worthy only of censure.
HOW DARE YOU TRY TO WIN! You should be ashamed of your victory and apologize to your foe for even enjoying the possibility of winning!
99
- @ 2014/03/05 01:49:38
Post by: insaniak
Interestingly enough, the tournament I played in a couple of weeks ago was the first I have ever entered that didn't have Sportsmanship as an actual thing. They just had a general 'Don't be a dick' rule. And I think it was possibly the most fun I have had in a tournament (despite 4 major losses out of 5 games  ) since second edition, where Sports was more often a separate award entirely rather than counting towards your total.
Not having to worry about whether or not your opponent thinks you're playing nice apparently makes it easier to just relax and enjoy the game.
44272
- @ 2014/03/05 01:52:31
Post by: Azreal13
Omicron-Fenrir wrote:when I play in tournaments nowa days I forget reachinf for the big win. I dont like bringing armies such as ones with 3 rip tides.
I go to have fun and my LGS has a large "sportsmanship" award. Which is based on the comp of your army and how you play and how well you know rules with out having to pause the game and call a judge.
I dont know thats just how I play. I could careless for a trophey now since no army I play will give me one in a competitive enviorment and im unwilling to shell out for units that make me competitive. Ie: 2 more rip tides to my already one.
This, in a nutshell, is what those of us (and I still, for the life of me, can't see why this isn't ALL of us) are railing against. If the game was better adjusted, you'd be able to turn up with a list, and the fact that you were there just to have fun, or balls-to-the-wall all out to win would be irrelevant, the ultimate winner would be the chap who consistently made the best decisions over the course of the competition and utilised the strengths of his list most effectively, regardless of how many Riptides or units of Kroot that list contained.
53403
- @ 2014/03/05 02:36:41
Post by: TheCaptain
insaniak wrote:Interestingly enough, the tournament I played in a couple of weeks ago was the first I have ever entered that didn't have Sportsmanship as an actual thing. They just had a general 'Don't be a dick' rule. And I think it was possibly the most fun I have had in a tournament (despite 4 major losses out of 5 games  ) since second edition, where Sports was more often a separate award entirely rather than counting towards your total.
Not having to worry about whether or not your opponent thinks you're playing nice apparently makes it easier to just relax and enjoy the game.
I really support this idea. Too many tournaments I've been in have been decided by some arbitrary "He was nice, but how nice" rating with no basis of how to rate your opponent. Then you get players that just don't really care to value it and just give 10/10 for everyone, skewing the results compared to the players that thought "He was a pretty good guy. Nothing that stood out as crazy-helpful or anything, but I liked him. I think an 8/10 is fair"
Sportsmanship should be inherent, or at the very most "Yes/No"; not something you rank people on.
84052
- @ 2014/03/05 02:41:35
Post by: Omicron-Fenrir
Hmmm so it seems from reading this entire thread that there is no proverbial "silver bullet" to cure 40k and fix it from its current state.
60506
- @ 2014/03/05 02:55:16
Post by: Plumbumbarum
@Ailaros I, for example often handicap myself while list building for the sake of challenge and testing the boundaries of the game but to claim the game should be unbalanced because of this is so absurd that it makes my head hurt. There would be far less need for artificial handicaping if the game was balanced (as you would know that you play on more or less level field and it's your skill that prevails) and finaly the list building game would be really worth it (though even now, with the crap balance in the game list building is still a skill based affair) and then if you really wanted hard you could just lower your points, use terrain that puts you at disadvantage etc (I'm playing Nids on empty table for example next week). If your game is not balanced you can't even say how far handicaped you are btw.
As for your 40k is random therefore not skill based argument is false, it has too much random atm and is not enough tactical game but still far from decided on luck.
Zweischneid wrote:Let me tell you, balance doesn't fix that. If you're a casual chess-player, and you enter a world-class tournament, you'll not have fun.
So, exactly how it should be with any good game? If you want pew pew for laughs or write stories around your battles, you don't really need rules at all. Some people would like to think with their tabletop wargames though.
And yes a newbie entering a serious 40k tournament should be crushed silly. Take table football, the casual pub drunken game, if you start as a newbie then someone with half a year of experience will eat you alive and you will have trouble even touching the ball let alone score. And noone will care for "social aspect of the game", "enjoyment of opponent" or other bs, it's a game for god's sake and noone gets killed. Seriously I'm nice to puke in real life but am tempted to start showing to 40k games with dead eye and laugh mercilessly at every bad roll just because of the silly pressure from part of the 40k community to be some perfect social doll. What is it tea party with my aunts or sth?
Zweischneid wrote: Blacksails wrote:
It wouldn't require you to negotiate the power level of the game you're looking for with your opponent?
Which would be the single most counter-productive step backwards in the history of gaming. The very fact that we've come tantalizingly close to making the pre-game negotiation an accepted part of the game, and possible are going away from a "legalistic" approach to game rules, is possibly the single greatest thing in gaming since the invention of the D6.
Jesus, no.
Galorian wrote:I literally cannot fathom how pepole claiming to be experienced and skilled players cannot understand that having balanced point costs for models will not prevent the existence of weaker and stronger combinations...
Boggles the mind.
I simply cannot think of anything to say about this other than "you obviously don't understand this game as well as you claim you do"...
This.
58599
- @ 2014/03/05 08:35:39
Post by: Galorian
Ailaros wrote:40k will never be this, even with a hypothetical perfect unit balance across all possible combination of units. It's still a dice game. If you want to play a proper strategy game, then play a proper strategy game, rather than 40k.
As someone who's studied a bit about probability and statistics I can confidently say you haven't a clue what you're talking about here.
The rules of the game utilize dice to give a random element yet slant the results heavily via the various result tables, abilities that give or deny additional rolls and the like, meaning that making good choices heavily tips the scales in your favor, and the bigger the game and greater the number of dice rolled the more heavily the results trend toward the average.
Pit a single Guardsman against a single Tactical Marine for example:
The SM has a 4/9 chance per shot to kill the Guardsman while the Guardsman only has a 1/18 chance per shot of killing the SM. I don't really have the time right now to go into the full calculation that would give me the exact probability a guardsman has of killing a space marine before getting killed himself, but his chances aren't very high even if he shoots first at doubletap range.
Now look at a larger sample- 10vs10:
Each marine has the same chance of killing a Guardsman per shot, but now there's a larger number of both so the chances would trend more heavily towards the average- the 10 guardsmen only have a 2.8e-13 chance of killing all the marines with a single shot each, meaning that statistically it'll only happen once every 3.57 trillion such shooting phases. The marines on the other hand would have a 3.0e-4 chance of wiping out the guardsmen with a single volley, a 9 orders of magnitude greater chance (still unlikely at once per 3325 tries odds, but stick around a GW gaming club long enough and there's a significant chance you may see it happen in your lifetime).
Random chance may make things more interesting and can certainly throw a spanner in the works on occasion, but it certainly does not negate player skill or excuse blatant imbalances in the game.
494
- @ 2014/03/05 09:00:50
Post by: H.B.M.C.
insaniak wrote:Yup. Because if you're not a noob with a netlist, and you're not deliberately selecting the weakest units from your list, you're clearly just playing to win.
And as we all know, trying to win a game that involves two people competing against each other is heinous behaviour worthy only of censure.
Or, as the Dakka Dakka Casual Gaming Mafia would put it:
"Winning is for losers!"
58599
- @ 2014/03/05 09:29:07
Post by: Galorian
H.B.M.C. wrote: insaniak wrote:Yup. Because if you're not a noob with a netlist, and you're not deliberately selecting the weakest units from your list, you're clearly just playing to win.
And as we all know, trying to win a game that involves two people competing against each other is heinous behaviour worthy only of censure.
Or, as the Dakka Dakka Casual Gaming Mafia would put it:
"Winning is for losers!"
I win more games than I lose...
*hides face in shame*
68289
- @ 2014/03/05 10:36:13
Post by: Nem
Problem with balance is its subjective to many different things. 40k has many rules, this allows it to open up and you get much more verity in potential play styles across armies with a lot of variance in results, this aspect is one of the things that keep 40k strong and put it a cut above other miniature games. Some are more balanced, but in my experience this is because they are far more limited in capacity. For me in terms of enjoyment, versatility and strategic thinking wins against balance in casual play.
This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
Its not about putting 1 unit against one unit and comparing what it can do against each other and the points cost, that is a terrible way to try and balance a game and will remove the veriaty. Units are not equal to units in all repects and they should not be, this makes games boring. Very boring. There are miniature games which balance based on this kind of thing and if its balance you want above all else go for those, really. At the end of the day, you can stat and point check off every unit in 40k and some will still be able to demolish others, you have to start stripping rules and at some point you've reduced it to a game of chess. When you have veriaty, you have some Armies which are better than other armies. You then have Meta's which decide how many of each army is being played. You then have the Play2Win players choosing between the statisically best army against the most played, and then the statistically best units.
'This unit should at least be as good as this.....' I don't agree with. Some abilities or mechanics are rarer than others, or have particular impact on the meta as a whole, other little bits and pieces of rules are often not taken into account by players when considering balance, players only generally see the part which is detremental to them (But completley useless against another army). One of the things that was pointed out in the new Tyranid Codex was the increase in the Tyranid Prime cost. People hated this, but it was internally balancing based on other changes to the new codex and the versatility of the Prime as an I.C, drop in cost of Carnifex’s, 6 ed rules... etc...
Balance is also subject to a FLGS meta. Doesn't matter how much 1 unit is broken mathhammering wise if its useless in the local meta it is still useless. Meanwhile that 1 crappy unit which costs nothing can be spammed and just be the answer to everything you need.
Tornament wise, we can expect some armies to come in higher than others. This is 40k.
Win / loss ratio shows a pretty good balance overall.
63000
- @ 2014/03/05 11:12:28
Post by: Peregrine
WTF IS WRONG WITH YOU!?!?! YOU NEED TO BE MORE CASUAL STOP BEING TFG!!!!!!! STOP TAKING THE GAME SO SERIOUSLY AND HAVE FUN LIKE YOU'RE SUPPOSED TO!!!!!
/casual-at-all-costs
32159
- @ 2014/03/05 11:30:47
Post by: jonolikespie
Nem wrote:Problem with balance is its subjective to many different things. 40k has many rules, this allows it to open up and you get much more verity in potential play styles across armies with a lot of variance in results, this aspect is one of the things that keep 40k strong and put it a cut above other miniature games. Some are more balanced, but in my experience this is because they are far more limited in capacity. For me in terms of enjoyment, versatility and strategic thinking wins against balance in casual play.
I really don't think you understand the concept of balance at all...
No one is saying compare one unit to one unit. Despite having lots of rules it is entirely possible to achieve much better balance than 40k has, most other games on the market prove this and have just as many options and whatnot as 40k.
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
Nem wrote:Its not about putting 1 unit against one unit and comparing what it can do against each other and the points cost, that is a terrible way to try and balance a game and will remove the veriaty. Units are not equal to units in all repects and they should not be, this makes games boring. Very boring. There are miniature games which balance based on this kind of thing and if its balance you want above all else go for those, really. At the end of the day, you can stat and point check off every unit in 40k and some will still be able to demolish others, you have to start stripping rules and at some point you've reduced it to a game of chess. When you have veriaty, you have some Armies which are better than other armies. You then have Meta's which decide how many of each army is being played. You then have the Play2Win players choosing between the statisically best army against the most played, and then the statistically best units.
Again, I think you're missing a core concept of balance here, units don't have to be equal at all, but they should be appropriately priced for what they do. There is no chance of reducing 40k to chess by balancing it. Balance does not mean stripping away the unbalance, it means fixing it.
Nem wrote:Balance is also subject to a FLGS meta. Doesn't matter how much 1 unit is broken mathhammering wise if its useless in the local meta it is still useless. Meanwhile that 1 crappy unit which costs nothing can be spammed and just be the answer to everything you need.
Balance is subjective to the wider meta before anything else, your local meta should change minimally based on what people bring but people what people bring is determined by the wider meta. Riptides are OP so you'll see a lot of them pop up in the local meta. And then stay there. In a balanced game if someone starts spamming riptides, people will start bringing counters, then riptide guy brings a counter to the counter and it evolves naturally. What we have at the moment is people seeing the obvious OP choices and pegging the codex power level the month of release and nothing changing until the next edition of the codex or core rules.
Nem wrote:Tornament wise, we can expect some armies to come in higher than others. This is 40k.
Win / loss ratio shows a pretty good balance overall.
Yes, this is 40k, we should expect that. In a reasonably well balanced game you wouldn't
52309
- @ 2014/03/05 11:37:31
Post by: Breng77
Nem wrote:Problem with balance is its subjective to many different things. 40k has many rules, this allows it to open up and you get much more verity in potential play styles across armies with a lot of variance in results, this aspect is one of the things that keep 40k strong and put it a cut above other miniature games. Some are more balanced, but in my experience this is because they are far more limited in capacity. For me in terms of enjoyment, versatility and strategic thinking wins against balance in casual play.
This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
Its not about putting 1 unit against one unit and comparing what it can do against each other and the points cost, that is a terrible way to try and balance a game and will remove the veriaty. Units are not equal to units in all repects and they should not be, this makes games boring. Very boring. There are miniature games which balance based on this kind of thing and if its balance you want above all else go for those, really. At the end of the day, you can stat and point check off every unit in 40k and some will still be able to demolish others, you have to start stripping rules and at some point you've reduced it to a game of chess. When you have veriaty, you have some Armies which are better than other armies. You then have Meta's which decide how many of each army is being played. You then have the Play2Win players choosing between the statisically best army against the most played, and then the statistically best units.
'This unit should at least be as good as this.....' I don't agree with. Some abilities or mechanics are rarer than others, or have particular impact on the meta as a whole, other little bits and pieces of rules are often not taken into account by players when considering balance, players only generally see the part which is detremental to them (But completley useless against another army). One of the things that was pointed out in the new Tyranid Codex was the increase in the Tyranid Prime cost. People hated this, but it was internally balancing based on other changes to the new codex and the versatility of the Prime as an I.C, drop in cost of Carnifex’s, 6 ed rules... etc...
Balance is also subject to a FLGS meta. Doesn't matter how much 1 unit is broken mathhammering wise if its useless in the local meta it is still useless. Meanwhile that 1 crappy unit which costs nothing can be spammed and just be the answer to everything you need.
Tornament wise, we can expect some armies to come in higher than others. This is 40k.
Win / loss ratio shows a pretty good balance overall.
So much of what you say is just not true balance is not the same as equivalence. NO one is saying every army must function the same way, or be exactly as good at everything as every other army. Same with units...but they should be in the same Ball park.
Points costs should be taken into account, and GW should take player feed back or playtest to see things like the Prime is overcosted because it is not versatile, and did not improve with the 6th ed rules.
The idea that spam does not happen in casual games is patently false. Why is it that a casual player could not like the idea of say and all Biker army, or Deathwing, or 4 Riptides/Imperial Knights because he/she likes Giant Robots.
The thing about balance is it requires beta testing, it requires GW to do what FW does sometimes and releasing experimental rules, and take feed back from people to say....woah that is a bit too good, or hey this unit is terrible. Then they adjust points or abilities accordingly.
I can also not think of a single currently broken unit that is useless in any meta I can think of. Having some armies better than others is terrible for the game, because players that choose worse armies get to take a beating, often for years.
Why shouldn't GW release updates, point cost changes, unit revisions. They would sell more models. IT is true that there is no way that every composition of units will be viable, but what should be true is that every unit in some combination is viable. My basic opinion is that every unit should be good at what it is supposed to do. If say a lictor is supposed to pop up and kill stuff, it should you know be able to actually do that, or if a pyrovore is supposed to be good at clearing out chaff, the same should hold true...but they don't Whereas a heldrake should not be an answer to everything without a 2+ save.
As for win loss ration showing good balance what world do you live in...looking at about 7300 tournament games. Eldar have won 62.4% of the time, where as Dark Angels (another 6th ed book) have only won 36%. How is one army winning 2 out of every three games good balance? How is one army losing 2/3 games balance?
I'd understand if most numbers were closer to 50%, but right now you have 3 armies winning nearly 60% of the time, and 6-7 losing nearly 60% of the time. While a 60-40 Split does not seem like a big deal, consider when you compare those bottom armies to the top armies.
Dark Angels wins 35% of the time against Eldar and Daemons, and 30% of the Time against Eldar.
Also consider that these results include people not taking the best armies out of the top books. It would be interesting to see those numbers.
58599
- @ 2014/03/05 11:41:56
Post by: Galorian
Nem wrote:Problem with balance is its subjective to many different things. 40k has many rules, this allows it to open up and you get much more verity in potential play styles across armies with a lot of variance in results, this aspect is one of the things that keep 40k strong and put it a cut above other miniature games. Some are more balanced, but in my experience this is because they are far more limited in capacity. For me in terms of enjoyment, versatility and strategic thinking wins against balance in casual play.
This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
Its not about putting 1 unit against one unit and comparing what it can do against each other and the points cost, that is a terrible way to try and balance a game and will remove the veriaty. Units are not equal to units in all repects and they should not be, this makes games boring. Very boring. There are miniature games which balance based on this kind of thing and if its balance you want above all else go for those, really. At the end of the day, you can stat and point check off every unit in 40k and some will still be able to demolish others, you have to start stripping rules and at some point you've reduced it to a game of chess. When you have veriaty, you have some Armies which are better than other armies. You then have Meta's which decide how many of each army is being played. You then have the Play2Win players choosing between the statisically best army against the most played, and then the statistically best units.
'This unit should at least be as good as this.....' I don't agree with. Some abilities or mechanics are rarer than others, or have particular impact on the meta as a whole, other little bits and pieces of rules are often not taken into account by players when considering balance, players only generally see the part which is detremental to them (But completley useless against another army). One of the things that was pointed out in the new Tyranid Codex was the increase in the Tyranid Prime cost. People hated this, but it was internally balancing based on other changes to the new codex and the versatility of the Prime as an I.C, drop in cost of Carnifex’s, 6 ed rules... etc...
Balance is also subject to a FLGS meta. Doesn't matter how much 1 unit is broken mathhammering wise if its useless in the local meta it is still useless. Meanwhile that 1 crappy unit which costs nothing can be spammed and just be the answer to everything you need.
Tornament wise, we can expect some armies to come in higher than others. This is 40k.
Win / loss ratio shows a pretty good balance overall.
Perfect balance is impossible and no one is claiming every unit should have a 50% chance of defeating equal points of any other units, what we are advocating is that some effort be put into making sure that a model's statline and capabilities be reflected in its point costs in a way that is largely consistant across the codices and some thought be given to preventing obvious overpowered exploits with special abilities. It doesn't have to be perfect, mistakes are bound to be made and some exploits overlooked, but paying as much as we are for these rules, let alone the models, we have a right to expect some minimal effort be put into their writing.
52309
- @ 2014/03/05 12:21:52
Post by: Breng77
absolutely, the Khorne lord of skulls puts to rest any thought that they put anything but minimal effort into their points costing balance. 888 points really?
32159
- @ 2014/03/05 12:31:33
Post by: jonolikespie
Breng77 wrote:absolutely, the Khorne lord of skulls puts to rest any thought that they put anything but minimal effort into their points costing balance. 888 points really?
BUT ITS SO FLUF- wait isn't khorns number like 6 or something?
52309
- @ 2014/03/05 12:33:43
Post by: Breng77
NO it is 8, but still totally went for "fluff" with not thought put into value.
3750
- @ 2014/03/05 12:34:08
Post by: Wayniac
jonolikespie wrote:Breng77 wrote:absolutely, the Khorne lord of skulls puts to rest any thought that they put anything but minimal effort into their points costing balance. 888 points really?
BUT ITS SO FLUF- wait isn't khorns number like 6 or something?
No it's 8, but still.
EDIT: Ninja'd!
The point is that for the price we pay for books and models, we should expect GW to do some balancing not toss whatever they want and handwave away complaints with "But it's not a competitive game!". Balance is something that all games need, not just competitive ones.
I really and truly cannot fathom the idea that imbalanced rules are okay and the player should say "Well this is clearly OP, I'll take this weak unit instead" as being a valid way to handle it.
52309
- @ 2014/03/05 12:43:13
Post by: Breng77
Also it is a competitive game...2 players are competing against one another in every mission in the book.
IF it were like a scenario game where, players were given different army restricitons, different goals etc....things could have less balance, but with the missions as given...it is not.
Like I said it is really not even much effort for them to balance. Release free experimental rules (either PDF, or with the models when you buy them), let players buy models (the horror) and give feedback. Then make slight tweaks to how things work based on that feedback.
68289
- @ 2014/03/05 12:59:47
Post by: Nem
jonolikespie wrote: Nem wrote:Problem with balance is its subjective to many different things. 40k has many rules, this allows it to open up and you get much more verity in potential play styles across armies with a lot of variance in results, this aspect is one of the things that keep 40k strong and put it a cut above other miniature games. Some are more balanced, but in my experience this is because they are far more limited in capacity. For me in terms of enjoyment, versatility and strategic thinking wins against balance in casual play.
I really don't think you understand the concept of balance at all...
No one is saying compare one unit to one unit. Despite having lots of rules it is entirely possible to achieve much better balance than 40k has, most other games on the market prove this and have just as many options and whatnot as 40k.
I'm really not sure about the overall balance of all comparatable games with as many rule sets and optional rules, armies, models, slots, unit types, unit options, rules, special rules, powers, mission types, armies, allies, DS, suppliments... it's generally quieter front though. Many games are certainly more balanced - but with so much bias being around from company to another, its hard to actually make a objective comparason - Even to the extent as to how balanced 40k is between armies, I think people get a shock when it transpires the win ratio difference just isn't as much as they thought it was. The balance between army A and army B is not always 50%, but I don't want A to have a 50% chance of beating B, A will have a 40% chance of B, 60% chance on C etc etc, the thread is entitled Broken balance between armies. What is actually the issue is a small number of units or mechanical combinations which go too far. The action then is what can they do about those? The options are....
- More play tests before release- Slow releases, or higher price through time management, combinations and some things will still get through the gaps. Its possible but I quite like the rate of updates considering how much I personally play, keeps people on there toes.
- Living rules - At any time rules can be updated. This is my prefered method, though it will cost the company a lot of players. People go out and buy models, models get nerfed next month, internet hulks out.
Even without that there's maybe 1 or 2 units more play tests were not needed I guess. Just sack the person who passed 2++ rerollables.
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
I appriciate that, but that is in the end a player issue not a company issue.
Nem wrote:Its not about putting 1 unit against one unit and comparing what it can do against each other and the points cost, that is a terrible way to try and balance a game and will remove the veriaty. Units are not equal to units in all repects and they should not be, this makes games boring. Very boring. There are miniature games which balance based on this kind of thing and if its balance you want above all else go for those, really. At the end of the day, you can stat and point check off every unit in 40k and some will still be able to demolish others, you have to start stripping rules and at some point you've reduced it to a game of chess. When you have veriaty, you have some Armies which are better than other armies. You then have Meta's which decide how many of each army is being played. You then have the Play2Win players choosing between the statisically best army against the most played, and then the statistically best units.
Again, I think you're missing a core concept of balance here, units don't have to be equal at all, but they should be appropriately priced for what they do. There is no chance of reducing 40k to chess by balancing it. Balance does not mean stripping away the unbalance, it means fixing it.
I agree with fixing it, just some people here talk about whole armies needing overhauls, like I mentioned above, the Army balance between all other armies really not that bad, its a issue with a few spercific units or unit combinations which disjoint some aspects of the game.
44272
- @ 2014/03/05 13:13:08
Post by: Azreal13
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
I appriciate that, but that is in the end a player issue not a company issue.
What?!
How?!
Nothing done legally within the unmodified rules of 40K is a player issue. If a player chooses to do something allowed by the rules that is fundamentally unbalanced in terms of power, it is a company.
52309
- @ 2014/03/05 13:14:02
Post by: Breng77
Like I said though the army balance between all armies is bad, in part because combos exist, and in large part because units exist that are not thought out. The idea that it is a player issue is false. Players are not cheating, when they buy and play powerful armies. So the existence of things that are too powerful is a company issue.
That said living rules would be great...and I don't think it would cost you any players. First you release playtest rules for free...with the idea that they are playtest rules. Then players have input into the rules (not decisions, but x is too strong etc, maybe even suggestions on fixes).
It won't cost them anymore players than what they do now. Releasing units with terrible rules (so people buy models and cannot use them), or nerfing units in cycles so that they sell more models.
I talked to some non-GW game designers at the last convention I attended and they said, GW has one model, but it is not very sustainable, a better model is to have living rules, and release new units not always just cycle old stuff through buffs and nerfs.
58599
- @ 2014/03/05 13:26:40
Post by: Galorian
Nem wrote:I'm really not sure about the overall balance of all comparatable games with as many rule sets and optional rules, armies, models, slots, unit types, unit options, rules, special rules, powers, mission types, armies, allies, DS, suppliments... it's generally quieter front though. Many games are certainly more balanced - but with so much bias being around from company to another, its hard to actually make a objective comparason - Even to the extent as to how balanced 40k is between armies, I think people get a shock when it transpires the win ratio difference just isn't as much as they thought it was. The balance between army A and army B is not always 50%, but I don't want A to have a 50% chance of beating B, A will have a 40% chance of B, 60% chance on C etc etc, the thread is entitled Broken balance between armies. What is actually the issue is a small number of units or mechanical combinations which go too far.
The win-loss ratios are slanted towards the average by virtue of the fact that Eldar vs Eldar would enter the statistics as one loss and one win and the same goes for BA vs BA. Moreover, it also gets further "averaged out" because top tier armies will often face other top tier armies and bottom tier armies will often face other bottom tier armies, which is a more "even" match-up, and top tier armies will ascend to higher brackets far more often leading them to face each-other more often than they face bottom tier armies who often get moved to a "second chance" bracket or kicked out of the running altogether depending on the tournament rules.
I'm pretty sure that if you made a statistical analysis of specific match-ups or only games that involved "high tier armies" vs "bottom tier armies" the result you'd get would be FAR more lopsided.
68289
- @ 2014/03/05 13:41:01
Post by: Nem
azreal13 wrote:
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
I appriciate that, but that is in the end a player issue not a company issue.
What?!
How?!
Nothing done legally within the unmodified rules of 40K is a player issue. If a player chooses to do something allowed by the rules that is fundamentally unbalanced in terms of power, it is a company.
Because we do make the distinction between playing casually and playing competitively (which spans more than just the table top gaming world) there is a difference in resources, play and motivation. If I jump on a video game to play casually against competitive, there will be imbalance in resources and ability, not really the manufacturers fault. If I shoot archery casually, against competitive there is imbalance in my resources and ability, not really my bow makers fault.
There are some units or combination of units which tip the scales too far, GW can manage this.
But I think for the rate of how often tournament lists are created by accident for the love of models, against how reasonable groups are in their actual house rules - which will always be necessary in some circumstances as not all units can be as effective as the next in each unique combination - that is something GW cannot control.
52309
- @ 2014/03/05 14:01:47
Post by: Breng77
Just to expand on army Balance
Blood Angels (from the 7300 tournament games I quoted) , Have won more than 45% of the time against 3 Armies in the game, against all other armies they have a 20.6% win percentage.
Chaos Daemons only have a less than 45% win percentage against eldar (43%), and only less than a 55% against 4 armies total. Against all others they have a 66.6% win percentage. So against 71% of the armies in the game, they win 2/3rds of the time.
If we look at what are considered the top books (Eldar Tau and Daemons) vs the rest of the game. Only 4 armies have above 45% winning percentages against any of those armies. The average win percentage against those books is 33.5% for all other books. (34.2% against Daemons, 33% against eldar, and 33.3% against Tau.) No book has above a 45% win percentage against all 3.
When 3 books are that far ahead of the field...I see balance issues.
Automatically Appended Next Post:
Nem wrote: azreal13 wrote:
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
I appriciate that, but that is in the end a player issue not a company issue.
What?!
How?!
Nothing done legally within the unmodified rules of 40K is a player issue. If a player chooses to do something allowed by the rules that is fundamentally unbalanced in terms of power, it is a company.
Because we do make the distinction between playing casually and playing competitively (which spans more than just the table top gaming world) there is a difference in resources, play and motivation. If I jump on a video game to play casually against competitive, there will be imbalance in resources and ability, not really the manufacturers fault. If I shoot archery casually, against competitive there is imbalance in my resources and ability, not really my bow makers fault.
There are some units or combination of units which tip the scales too far, GW can manage this.
But I think for the rate of how often tournament lists are created by accident for the love of models, against how reasonable groups are in their actual house rules - which will always be necessary in some circumstances as not all units can be as effective as the next in each unique combination - that is something GW cannot control.
The difference is that essentially in those instances we are playing with the same rules. If I shoot archery, and lose to a better archer it is not because his bow is auto aiming and firing for him. He does not win simply because he shows up with a different bow than I do, he wins because he has practiced more, and is more skilled. Same with the video game example, the opposing player does not win simply because he brings a different controller or something, we have all the same options and I lose because I lack skill. Right now I could choose to play Blood Angels, and against equally skilled opponents (so not professional archers) I have something like a 20% chance to win the game....
GW can absolutely control things that are too powerful...it is not hard at all. They just refuse to do it. I can see not asking them to forsee every broken combination, but when the community finds them asking them to fix them is not asking too much nor is it even remotely difficult. I still don't buy the casual vs comptetitive dichotomy, because I have frequently come across things that were super powerful by accident more or less, and it is not impossible for others to do the same.
68289
- @ 2014/03/05 14:16:13
Post by: Nem
Breng77 wrote:Just to expand on army Balance
Blood Angels (from the 7300 tournament games I quoted) , Have won more than 45% of the time against 3 Armies in the game, against all other armies they have a 20.6% win percentage.
Chaos Daemons only have a less than 45% win percentage against eldar (43%), and only less than a 55% against 4 armies total. Against all others they have a 66.6% win percentage. So against 71% of the armies in the game, they win 2/3rds of the time.
If we look at what are considered the top books (Eldar Tau and Daemons) vs the rest of the game. Only 4 armies have above 45% winning percentages against any of those armies. The average win percentage against those books is 33.5% for all other books. (34.2% against Daemons, 33% against eldar, and 33.3% against Tau.) No book has above a 45% win percentage against all 3.
When 3 books are that far ahead of the field...I see balance issues.
Automatically Appended Next Post:
Nem wrote: azreal13 wrote:
Nem wrote:This is especially true for casual games where balance is much less of an issue, particular units which a heavily unbalanced are so in competitive play because they are spammed, in casual play they are not. Which means it is in fact there is no 'broken balance'
That's all well and good until someone shows up looking for a casual game and everyone is testing their tourney lists, so they have the option of getting steamrolled or not playing. Or when new players get into the game and one starts winning every game because the model he loved the look of is too powerful.
I appriciate that, but that is in the end a player issue not a company issue.
What?!
How?!
Nothing done legally within the unmodified rules of 40K is a player issue. If a player chooses to do something allowed by the rules that is fundamentally unbalanced in terms of power, it is a company.
Because we do make the distinction between playing casually and playing competitively (which spans more than just the table top gaming world) there is a difference in resources, play and motivation. If I jump on a video game to play casually against competitive, there will be imbalance in resources and ability, not really the manufacturers fault. If I shoot archery casually, against competitive there is imbalance in my resources and ability, not really my bow makers fault.
There are some units or combination of units which tip the scales too far, GW can manage this.
But I think for the rate of how often tournament lists are created by accident for the love of models, against how reasonable groups are in their actual house rules - which will always be necessary in some circumstances as not all units can be as effective as the next in each unique combination - that is something GW cannot control.
The difference is that essentially in those instances we are playing with the same rules. If I shoot archery, and lose to a better archer it is not because his bow is auto aiming and firing for him. Which is what happens now. GW can absolutely control things that are too powerful...it is not hard at all. They just refuse to do it. I can see not asking them to forsee every broken combination, but when the community finds them asking them to fix them is not asking too much nor is it even remotely difficult. I still don't buy the casual vs comptetitive dichotomy, because I have frequently come across things that were super powerful by accident more or less, and it is not impossible for others to do the same.
Tournament wise on those particular problem units yes GW can fix this, but for forging a narrative you can get some really crazy stuff, its possible for one of those top armies to produce a list which can't contend with another on the bottom tier through a spercific playstyle which the former has not brought the counter to - only by balancing all codex units against each other codex units (or codex types) can forging a narative play be truely balanced, across all armies. Automatically Appended Next Post: Even within codex's, lists can be far more inbalanced against other's utilising units which are not prominent in competative lists, I don't think all units in all codex's can be balanced for every eventuallity, and all possible types of lists. Too many variables.
52309
- @ 2014/03/05 14:31:15
Post by: Breng77
Yes it will always be possible to bring absolute garbage. Like a list of nothing but Gretchin. Like I said, what I want is for every unit to be good at its role, for its points. That can be balanced in every way. Sure you can always bring nothing to kill AV 14, like all guardians with no upgrades and howling banshees and face land raider spam....and auto lose. But what should be dealt with is all armies having viable answers to land raiders, and those being costed by their effectiveness, durability, mobility etc. within the confines of their own book.
Units like pyrovores should be good at their anti-infantry role, a walking unit with little durability and a flamer is terrible. Make it like a beast, or let it deepstrike, and give its flamer torrent. Something, then cost it at like 20 points and let you have squads of 5 or more...I don't know you test it to figure out the specifics.
Same with say ork kommandos, if you are not going to let them assault out of reserves...you need to give them a reason to be there, let them take melta equivalents, or throw a bomb or something, so it is not them walking on to get shot in the face. Simple stuff like that.
IN any game with list building it is always possible to build a terrible list, through poor unit selection. That is not the issue. The issue is that
1.) Every unit should be viable in some role, and be as viable (given appropriate support) as basically any other choice (if there is an advantage it should be slight, not the difference between say using Pyrovores as your Anti-infantry answer and using Devourer Gants.).
2.)Every codex should be able to produce lists that are fairly on par with every other codex. Balanced lists should be fairly comparable to one another. Can someone make an extreme list to leverage some mechanic sure, but that should be a risk, and not the auto choice it often is now.
Essentially any list that has been given a little bit of thought should have a chance to compete (so again not spamming say pyrovores, and having no anti-tank), but if say I took some Zoanthropes to crack vehicles, and some pyrovores to cook the guys that pile out. That should on some level be possible, and able to be played. Automatically Appended Next Post: Essentially what needs to happen, is GW puts out a unit. And it gets played, and players say "this is too good, at what it does." or "this unit is terrible at what it is supposed to do." Then GW, makes changes.
Like I said if you changed the pyrovore to being able to deepstrike and it had T4, 2 wounds, and a 4+ save, and its flamer had the torrent special rule. And you made them say 25 points each in squads of 3-9. Or bring back pods, remove torrent and cost these guys at like 18 points.
Is that some kind of uber unit? No. Is it horribly under powered? No. But it could be a way to say clear cheap troops of rear objectives.
The game needs less auto-includes, and more units that fill a role but are weak against certain things.
3750
- @ 2014/03/05 14:39:47
Post by: Wayniac
"Forging a narrative" technically doesn't need any rules at all since everything you do should, in theory, be for the outcome of the story. So you could in theory play a 1,000 point game and treat models as though it was Kill Team (as often happens in the novels; individual warriors go off on their own and don't stay with their squad). That still doesn't mean the rules are good.
The rules should have been based on the assumption of competitive play from the outset, if for no other reason than this would have encouraged thinking in balanced terms first, and then you allow for flexibility with those rules as it suits the narrative. Instead, the rules are way too spread out to encourage narrative, and fall down completely in anything else, because it's a lot harder to add restrictions than it is to allow for exceptions.
In other words, if the Riptide was 0-1 that would help competitive play, but if you were doing a narrative involving let's say an Ork horde attacking an Earth Caste research outpost, it's easier to agree to use multiple Riptides (representing the ones being worked on/repaired) for the purposes of that storyline; this has no bearing then on the tournament others are having at the same time because they don't allow for that exception and the Riptide stays 0-1.
Again, easier to add exceptions in a narrative game than restrictions for a normal game.
74682
- @ 2014/03/05 15:01:55
Post by: MWHistorian
I honestly don't understand how people could argue that broken and unbalanced units/armies is a good thing for the game.
I'm going to stay out of this one.
(Runs for cover.)
11268
- @ 2014/03/05 15:10:45
Post by: nosferatu1001
It isn't "remotely difficult" to reprint books?
52309
- @ 2014/03/05 15:17:04
Post by: Breng77
Which is why you don't realease the rules in book form right away. You release them either in the model box or as a free PDF on line for the playtest...Then release the books. It is also a failing of GW to use the codex model for releases as that model make balance much more difficult. Automatically Appended Next Post: Oh and in the digital age we have now, they could just make digital copies of rules that update....in addition to any books, so if you had the digital codex for something it could update when rules changes occur.
3750
- @ 2014/03/05 15:18:40
Post by: Wayniac
Breng77 wrote:Which is why you don't realease the rules in book form right away. You release them either in the model box or as a free PDF on line for the playtest...Then release the books. It is also a failing of GW to use the codex model for releases as that model make balance much more difficult. Automatically Appended Next Post: Oh and in the digital age we have now, they could just make digital copies of rules that update....in addition to any books, so if you had the digital codex for something it could update when rules changes occur. FREE? What sort of heresy is this??? Report to your local Inquisitor for cleansing, citizen.
52309
- @ 2014/03/05 15:22:22
Post by: Breng77
Hey they could just do data slates for everything and update them, then we wiykd gave to pay for them...but I was looking for the way they would sell more models. Automatically Appended Next Post: Or you know include a code with the purchase of a model that unlocks the digital rules or something
3750
- @ 2014/03/05 15:39:57
Post by: Wayniac
Breng77 wrote:Hey they could just do data slates for everything and update them, then we wiykd gave to pay for them...but I was looking for the way they would sell more models.
Automatically Appended Next Post:
Or you know include a code with the purchase of a model that unlocks the digital rules or something
Common sense and embracing the internet as something other than a way to shill more overpriced stuff would be including a code for the digital/PDF copy with the physical copy, so you get both. But this is GW we're talking about.
52309
- @ 2014/03/05 15:56:48
Post by: Breng77
Very true, like I said this is what I think should happen not what I think will happen.
81366
- @ 2014/03/05 16:42:47
Post by: sand.zzz
isnt gw a mini's company first, and a rules company last? forget about rules and balance, that isnt their focus. it will only lead to frustration if you allow yourself to get hung up on the shortcomings.
3750
- @ 2014/03/05 16:49:17
Post by: Wayniac
sand.zzz wrote:isnt gw a mini's company first, and a rules company last? forget about rules and balance, that isnt their focus. it will only lead to frustration if you allow yourself to get hung up on the shortcomings. That's the lie they keep repeating in order to shift blame of unbalanced rules...
52309
- @ 2014/03/05 17:00:25
Post by: Breng77
Yes, GAMES Workshop totally isn't a GAME company. News flash to GW if there was no Game their models don't sell nearly as well.
81366
- @ 2014/03/05 17:09:42
Post by: sand.zzz
WayneTheGame wrote:sand.zzz wrote:isnt gw a mini's company first, and a rules company last? forget about rules and balance, that isnt their focus. it will only lead to frustration if you allow yourself to get hung up on the shortcomings.
That's the lie they keep repeating in order to shift blame of unbalanced rules...
its not a lie if its obviously the approach they take to the rules they write.
you dont have to look very hard to see evidence that rules/balance/parity arent their number one priority. so its probably just a lesson in frustration to focus on the ruleset.
as far as selling less mini's w/o a game to go along with them: of course thats true, but thats not what we're discussing here.
52309
- @ 2014/03/05 17:37:16
Post by: Breng77
It absolutely is though, because the game is a game first...the fact that they say otherwise is lazyness.
39309
- @ 2014/03/05 17:37:27
Post by: Jidmah
sand.zzz wrote:isnt gw a mini's company first, and a rules company last? forget about rules and balance, that isnt their focus. it will only lead to frustration if you allow yourself to get hung up on the shortcomings.
As long as "rules" is one of their better selling products, they are a rules company.
You're still an ice cream company if your only flavors are salt and vinegar.
28305
- @ 2014/03/05 17:44:04
Post by: Talizvar
Pointless.
There is such a degree of randomness and rock-paper-scissors to army lists that unless you use the absolute best net-lists, very few wins can be certain.
It is not a competitive game, the variables/randomness take away too much from strategy.
It is made to look pretty and field what you want and feel like something is happening. The Fluff players like it for this: flexibility and play what you want and not get beaten up too much if your opponent does the same.
This kind of thread has happened many times and can get quite heated but in end I find this from the more argumentative:
It allows less tactically gifted players to win against gifted ones so it makes them feel good and rub other people's noses in it who beat them in anything else. This is why this game will always have massive support for WAAC players: you can live in the "grey zone" of the rules.
So two extremes find a place to play and there are plenty of games out there for those who like a greater mental challenge.
20209
- @ 2014/03/05 23:50:36
Post by: bosky
The level of absolute confusion and misinformation in this thread is baffling. How can people honestly believe balance in a tabletop game is a bad thing?! I can't even wrap my head around what kind of utter madness infects them. The idea that all armies would end up the same is ridiculous. Look at a game like Infinity, Firestorm Armada or Battletech (what are they up to, two thousand Mech designs?), where units are fairly balanced but the playstyles and options can vary drastically.
As to the earlier posts about "hard counters" (although most people were misusing the term and actually meant "soft counters") and RTS video games, you have to remember you aren't paying $700 to build and paint a bunch of Zerglings. So if your Zerglings get hard countered by an air unit you just switch gears and build something else. It's not like you then have to pay ANOTHER $700 for Mutalisks. Whereas you DO have to if the meta shifts in a tabletop game, or changing hard counters are involved.
That's why the comparison between a virtual game with virtual resources and an analog game with physical resources never works.
"Yeah man the 40k meta shifted, so ditch your old stuff you spent 6 months painting, drop another thousand dollars, and get up to speed!"
32159
- @ 2014/03/06 05:18:12
Post by: jonolikespie
sand.zzz wrote:isnt gw a mini's company first, and a rules company last? forget about rules and balance, that isnt their focus. it will only lead to frustration if you allow yourself to get hung up on the shortcomings.
GW want me to pay over $200AUD just to get the ESSENTIAL rules to play a single army (god forbid I want allies or supplements).
That is more than the cost of an average size army for infinity, dystopian wars or about double an average X-wing list and I haven't got a single GW model yet.
They can take that line about not being a rules company and stick it somewhere the sun don't shine.
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