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Made in au
Hacking Proxy Mk.1





Australia

clively wrote:
Along with this - there are way too many special rules. Shrouded/stealth are a prime example. Why do both of those exist? They could have just said shrouded(+1) or shrouded (+2), like how fnp has a default unless otherwise specified.

One of the original rumor fo 7th was that you'd have something like that, Instant Death would have a number behind it, so Eternal Warrior would compare the number to see if they die. ID(1) kills someone, but not if they have EW(1). To beat EW(1) you need ID(2).

As is often the case, the random rumors seem to know what people want then GW release something entirely different.

 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
Gore-Soaked Lunatic Witchhunter




Seattle

First thing they need to do is have a real play-testing community. I'm not talking about the guys and gals who work in GW as their main 9-to-5 job, but a group of people, numbering thirty to fifty in size, from ages 12 to 60, that are given the pre-print versions of the book and told to play the game.

If you've ever read a battle-report from the in-studio folks, you will notice right off the bat that they do not play the game the way other people play it. They do not even play the game the way their rules are written. Their games are full of "illegal" units, "illegal" armies, mixed-up FOCs and other shenanigans. Are they "forging the narrative"? Possibly, but no one wants to pay the money these books cost for poor guidelines.

The playtesting team goes through it page by page, testing every unit, every rule, every possible way the rules can interact that they can think of, and they write down anything that the testing team finds broken, confusing, ambiguous or non-sensical. As mentioned previously ITT, one problem the rules-team has is that they wrote the rules, they already know what the RAI is. An outside perspective is required to highlight areas where RAW and RAI are unclear.

The playtest team is also tasked with finding balance issues. "Hey, so, this army here has Unit X that can do ABC, but these other three armies have to spend three times the points in these other units to have a chance at killing Unit X, but those units otherwise don't do anything" or "We get what you're going for with this rule, but the situation in which this rule will actually be useful is 1 in 1000 games. It either needs to just not exist or needs to be simplified to be more useful, as it seems to be the reason this unit exists."

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
 
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