Switch Theme:

Approach to Balance  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Hacking Proxy Mk.1





Australia

Bharring wrote:
Mostly, I would argue that, in any system this complex, decent balance is an absurdly difficult task.

However, it only took reading the Serpent Shield rules when they leaked to see the problem right away.

I can understand balance being hard. But the serpent sheild. WTF.


No, it is not absurdly difficult. In fact I would not even call it difficult.

It would require a rewrite of the whole system sure, adjusting each unit profile as well as the core rules at least a little, and it would be incredibly hard for anybody within GW to actually make it happen. Actually doing it though? Spartan Games had pretty bad balance in Dystopian Wars 1st edition and 1.1 edition but they did just that. They got a huge about of the community in as playtesters and 2nd edition is amazing because it redid the stats on literally every unit in the game. People where excited about it's release, it was very well received when it hit, and it outsold 40k 7th by a significant margin in some places.

This was brought up in the '40k vs warmahordes' thread in Dakka Discussions as well, 40k is not actually that complex. Warmahordes has, and these where actually listed there, something like 900 unique abilities that units can have BEFORE you count the USRs.

Every other game on the market accomplishes much better balance than 40k, they are not any less complex than it and they are operating on a fraction of the budget GW are. Why is 40k so unbalanced then?

This message was edited 1 time. Last update was at 2014/08/27 08:09:22


 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
Douglas Bader






 jonolikespie wrote:
This was brought up in the '40k vs warmahordes' thread in Dakka Discussions as well, 40k is not actually that complex. Warmahordes has, and these where actually listed there, something like 900 unique abilities that units can have BEFORE you count the USRs.


And, more importantly, 40k has very little depth. A lot of its complexity isn't really adding anything interesting to the game, it's just a bloated mess of rules and exceptions to rules and exceptions to the exceptions. You could simplify 40k significantly without any real sacrifices in gameplay quality, and then the balance problem becomes a lot easier to solve.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 Unit1126PLL wrote:


You guys have odd definitions of 'not competitive.' One of you says losing is outright 'not fun,' while another says he likes to keep winning an option 'till as late in the game as possible.' I mean the logical conclusion of both statements is "winning is fun" or "I postponed the option of winning until after the end of the game" (which means I won).


Maybe its you who has an odd definition of 'not competitive'?

Don't think of it as caring about winning, so much as being concerned about the journey from terrain setup to shaking your opponent's hand. I can pretty much assure you all the people who said they're non competitive players would hate being stomped as much doing the stomping.

Winning or losing is secondary to the quality of the game had prior to tallying up points.

So yes, all these people who say they're not competitive are not competitive. Don't try and twist someone's desire to not lose as being competitive. At that point you might as well argue people play Monopoly or Snakes and Ladders competitively with Grandma.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 TNT925 wrote:
"How should GW bring balance back into the game?"


1) Change of mindset. GW needs to start viewing rules and balance as important, rather than just cash grabs to sell new models and expensive books and DLC.

2) Communication with the outside world. Players are very good at finding issues, broken combinations etc. - so if you want to improve balance it's useful to actually listen to them. Now, I'm not saying that everything players complain about is valid, but a lot of complaints are and many of them refer to things GW apparently didn't notice or care about.

3) Release errata/faqs more frequently. I could also add "proof-read your sodding books so that we don't have self-contradictory nonsense like Commissar Yarrick's rules". However, if that requires too much effort because the editors are all useless drunks or something, at least put out an faq when someone more competent finds them for you.

4) This goes with #2, but try to actually have some idea of what the meta of each edition is. So that you don't, for example, give a new book a ton of anti-infantry weapons in an edition that heavily favours vehicles or MCs. Similarly, if you're designing the core rules to heavily favour shooting over combat, it makes little sense to release new combat units that are basically worthless.

5) Give some thought to the pricing of wargear - especially in the case of combat wargear, and note that universal pricing is often a bad idea. A power fist, in most cases, isn't worth more than a plasmagun... so why is priced as being worth close to 2 plasmaguns? Also, why does a IG Commissar pay as much for a PF as a SM Chapter Master? Also also, why does a sergeant pay as much for a PF as a chapter master? It seems like one of those will get far more use out of it. Similarly, 30pts for Regeneration on a MC is bearable, 30pts for Regeneration on the Tyranid Prime (who also suffered a 50% price hike for no adequately-explained reason) is not. Finally, what is the attraction of a Plasma Pistol? You seem to value it equivalently to a Plasmagun, despite it being half as useful.

6) At least try to look like you're putting some effort into balance. As above, pricing all upgrades equally - regardless of differences in statline, survivability and cost, just comes across as lazy and stupid. As does weapons with prices that have been silly for some time, and still see no improvement (like the aforementioned plasma pistol).

7) Fire your playtesters and hire better ones. Ones who understand that the point of playtesting is to break a codex - rather than faffing around with narrative campaigns or lists that never include more than one of any non-troop unit.

8) Don't fix small problems with a sledgehammer.

9) Don't base changes to units on which models you want to sell.

 TNT925 wrote:

Do you think that it would be better if GW buffed the other codices to match Eldar?


No. It just creates an endless cycle of power creep.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
Forum Index » 40K General Discussion
Go to: