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Made in us
Longtime Dakkanaut




bananathug wrote:
To keep in on subject, I like the rule of 3. I feel it does address the issue of skew and spamming units that GW is incapable of costing correctly.

My real problem is GW putting out such an imbalanced piece of gak codex of vanilla space marines vs those on the other end of the power spectrum (Eldar of all flavors, nids, guard, certain tau builds). I math-hammer the hell out of my options, work on the best synergies and at best I can offer my opponent a competitive game if they gimp their army.

Spoiler:
That's not fun for them or I and I think GW needs to take responsibility for putting out armies with such an imbalance of power (disentegrator cannon @ 15 points vs grav cannon @ 28 points....) instead of putting the blame on players who dare to take them.

Playing less competitive games, for my personal situation, means not playing games. I came back to 40k based on the marketing that this was going to be the most playtested version ever and naively believed that it would allow two strangers to build lists and go at it and at least have a reasonably balanced game (I mean so much of the game is tossing dice, there is so much chance involved that armies that are reasonably close should have some drama involved due to the outcomes being random). It really shows how out of balance the game is when even my dice are hot and my opponents are terrible the outcome is still never really in doubt...

I don't expect to win the LVO but it would be nice to be able to play against the semi-competitive lists at my FLGS on game night or attend the monthly tourney without feeling like I'm a point pinata for whoever gets lucky enough to play me.

I went from winning a couple tourneys at the beginning of 8th (index and then when SM were the only codex) to placing well (a win here or there) and then having games that I just could not win (reapers and shining spears) to now being happy to not get tabled (DE and eldar soup do it now, Tau given the right list/general stomp, Tsons before the deepstrike nerf were a problem). This all with my chasing the meta, buying the "best" available marine units, knowing my enemies lists, having a fair amount of tactical acumen, knowing the missions and being a relatively "smart" gamer (you know, "get gud").

For now I'm working on painting up the models that I like to paint. Doing a ton of basing (which I hate so I have plenty of work ahead of me) and trying my hand at some conversions while I wait for some sort of balancing from GW since the last two attempts made my personal experience worse. I enjoy these aspects of the hobby (as terrible as I am at them, gaining/improving a skill is always a fun personal challenge) and hopefully by BAO 2019 I'll have an army that I can show up with and not get laughed out of the building...


You have basically described being a vanilla marine codex player in 8th edition perfectly. They've got worse and worse as each codex has dropped. Though the final insult was the second emergency nerf to Guilliman after he had already become uncompetitive.
I'm luck enough to have other armies to switch to but when I moved from marines to Tau it's like going from insane difficulty back to normal mode. Lits I was struggling against even with FW and what felt like overy competitive lists for a quick pick up game were slogs and far tighter than they felt they should have been.

Same opponent same army vrs my tau and tabled him turn 3 without going full cheese monkey either. Just a codex that builds a list that actually synergies together instead of against its self.

I can't believe that people still try to suggest playing marines to new players. Nothing will put them off more than having to basically be given gladius style handicap points to actually put up a challage to most codex's.
   
Made in it
Contagious Dreadnought of Nurgle





about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?

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Made in us
Daemonic Dreadnought





Eye of Terror

 blackmage wrote:
about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?


You mean, by taking a Chaos Space Marines detachment with 3 and by taking a Chaos Daemons detachment with 3, to have 6 Daemon Princes total?

   
Made in us
Longtime Dakkanaut




 techsoldaten wrote:
 blackmage wrote:
about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?


You mean, by taking a Chaos Space Marines detachment with 3 and by taking a Chaos Daemons detachment with 3, to have 6 Daemon Princes total?

You can have like 12 demon princes in theory because of the way their data slates are unique. A thousand sons DP is a different entry then a Nurgle DP for example.
   
Made in us
Longtime Dakkanaut




 techsoldaten wrote:
 blackmage wrote:
about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?


You mean, by taking a Chaos Space Marines detachment with 3 and by taking a Chaos Daemons detachment with 3, to have 6 Daemon Princes total?

I think you'll find it a few more than 6 I think it's 10 maybe more as special charictors are different datasheets aswell for ultimate trolling. I'm not that familiar with all the choas codex to remeber the special charictors.

   
Made in us
Dakka Veteran




An army of mostly hellhounds (or whatever the FW version of them is) just won a GT this weekend.

Yep, rule of 3 really works well for curbing spam...

They won't nerf princes until an army of 12 wins a couple tournaments. Then they'll do something crazy which will really hurt the game for "casual" players (+100 points for all DPs...)

GW has little to no idea how their game really plays and is stuck in a knee-jerk reaction cycle to what players are "doing to their game." Conscripts, Fire-raptor buff then nerf, rule of 3, commander nerf, SM nerfs (multiple guilliman nerfs), Ynarri nerf, incoming DE buffs (I kid)...

Again, I like the rule of 3 but it's not solving the problem that GW thought it would (poorly designed/balanced units) but it does show that they are trying (which is something new for sure).
   
Made in us
Ultramarine Chaplain with Hate to Spare






I wonder how much would change if they changed the rule of 3 to affect unit <Keyword> instead of dataslates. Like each Daemon Prince has the <Daemon Prince> keyword, iirc.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Stealthy Sanctus Slipping in His Blade






 Insectum7 wrote:
I wonder how much would change if they changed the rule of 3 to affect unit <Keyword> instead of dataslates. Like each Daemon Prince has the <Daemon Prince> keyword, iirc.


Just imagine if they did that to the offending units in the first place.

A ton of armies and a terrain habit...


 
   
Made in gb
Incorporating Wet-Blending




U.k

perrigrine,

U are missing the point so much it’s funny. I DONT care if I win or lose. I want a fun game set in the universe and setting I have known for years and love. The idea of judging a list as “better” or worse is ridiculous to me. It baffles me how you can’t look at something from someone else perspective. I don’t play the same way as u. To me it’s a game, not a competion. If someone played well and beat me I applaud that. I used to play o-line in my younger days and loved a pancake and getting another one in the win column. Not in toy soldiers though. The story element is most important, characters and units are named and have histories and battles take place in a context. The list is a means to an end. It’s the cast, not the film. It’s not a moral high ground either. It’s just you sound very unhappy with the game. I’m not. I like it. It works for me. You are asking for the game to be changed to suit you but it would make it worse for me. That’s all. I’m not better or doing it right, I’m just happy with it at the minute.

And my fluffy list are so damn fluffy. It’s like a meme about unicorns from despicable me. They’re probably not as “good” as ones you can download but the are fun as heck and full of flavour.

This message was edited 2 times. Last update was at 2018/06/25 23:07:51


 
   
Made in us
Longtime Dakkanaut




Andykp wrote:
perrigrine,

U are missing the point so much it’s funny. I DONT care if I win or lose. I want a fun game set in the universe and setting I have known for years and love. The idea of judging a list as “better” or worse is ridiculous to me. It baffles me how you can’t look at something from someone else perspective. I don’t play the same way as u. To me it’s a game, not a competion. If someone played well and beat me I applaud that. I used to play o-line in my younger days and loved a pancake and getting another one in the win column. Not in toy soldiers though. The story element is most important, characters and units are named and have histories and battles take place in a context. The list is a means to an end. It’s the cast, not the film. It’s not a moral high ground either. It’s just you sound very unhappy with the game. I’m not. I like it. It works for me. You are asking for the game to be changed to suit you but it would make it worse for me. That’s all. I’m not better or doing it right, I’m just happy with it at the minute.

And my fluffy list are so damn fluffy. It’s like a meme about unicorns from despicable me. They’re probably not as “good” as ones you can download but the are fun as heck and full of flavour.


Well it also sounds like you aren't interested in playing in tournements, which is the only place that these kinds of matched play rules are needed. So what's the problem?


Automatically Appended Next Post:
bananathug wrote:
An army of mostly hellhounds (or whatever the FW version of them is) just won a GT this weekend.

Yep, rule of 3 really works well for curbing spam...

They won't nerf princes until an army of 12 wins a couple tournaments. Then they'll do something crazy which will really hurt the game for "casual" players (+100 points for all DPs...)

GW has little to no idea how their game really plays and is stuck in a knee-jerk reaction cycle to what players are "doing to their game." Conscripts, Fire-raptor buff then nerf, rule of 3, commander nerf, SM nerfs (multiple guilliman nerfs), Ynarri nerf, incoming DE buffs (I kid)...

Again, I like the rule of 3 but it's not solving the problem that GW thought it would (poorly designed/balanced units) but it does show that they are trying (which is something new for sure).


I think they will fix these units one at a time, and each time they do the game will get better.

This message was edited 1 time. Last update was at 2018/06/25 23:36:38


 
   
Made in au
Towering Hierophant Bio-Titan





The thing is, Peregrine is right in theory. Everyone benefits from a better designed rule set and balance, whether casual or competitive. The problem is that he then transitions this logic into meaning that he is objectively correct about his extremely subjective opinions on what would improve the game. I’ve never once ever seen him reconsider for a second even the most shaky of arguments he’s put forth concerning any topic, or ever seen any amount of overpowering logic talk him out of anything, so it’s pointless to bother. Just let him go on his rants, there’s not a lot of credibility there regardless.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Longtime Dakkanaut







All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look valid, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of this “fun” on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his every move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.”
   
Made in us
Longtime Dakkanaut




Spoiler:
 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look valid, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of this “fun” on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his every move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.”


Great post. I agree with it, but I think that a lot of the time in 40k there are frequently issues with game balance that are not present in most other games due to it's complexity. Obviously GW has an idea of how they want the game to be played, and their changes ago to make the game reflect that.

I don't blame tournement players for one second for playing the most broken stuff, like taking 7 Hive Tyrants. But, I also want GW to keep tuning things to improve the game to be the way they think it should be. I think the rule of three is a good example of that.
   
Made in au
Towering Hierophant Bio-Titan





jcd386 wrote:
Spoiler:
 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look valid, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of this “fun” on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his every move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.”


Great post. I agree with it, but I think that a lot of the time in 40k there are frequently issues with game balance that are not present in most other games due to it's complexity. Obviously GW has an idea of how they want the game to be played, and their changes ago to make the game reflect that.

I don't blame tournement players for one second for playing the most broken stuff, like taking 7 Hive Tyrants. But, I also want GW to keep tuning things to improve the game to be the way they think it should be. I think the rule of three is a good example of that.


errr you haven't played many other games then. 40k right now is more balanced than a lot of them. These games often have to make big game design shake ups too when going forward.

This message was edited 1 time. Last update was at 2018/06/26 02:19:47


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Spoiler:
 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look valid, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of this “fun” on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his every move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.”


Oh man...

I'm a scrub!

Nah, not really, I play some games to win, but in others I'm just relaxed, and I just don't play agaisnt... "good players", like, playing quickmatch instead of the competitive mode, I have no problem with people that play as competitive as possible (As long as they don't have a toxic attitude outside of the game, but you can have a toxic attitude even playing "casual"). I'll say that even if this guy has a point... he couldn't be more biased in his analisis. He is really no better than a scrub, as he defines them, hes just the opposite, someone that climbs to that high horse to define whats the proper and whats the wrong way of playing the game
When in reality any gamer developer thats worths two cents will recognise both demographics, some try to catter to one (Like Dark Souls or Candy Crush), buth many others will try to reach both of them, because that makes more money, with harder and easier modes for their games. Or in a multiplayer game, casual modes and competitive modes.

For example, I make lists based in what models I have and what I want to run, but then I try to use them and make them as sharp as possible and as competitive as possible. Thats why I played in a GT two weekends ago... I was cumberstombed, by Eldar, by Baneblades and by Custodes+Celestine (The fething mission of character scoring more and more points... kill a Celestine inside a building when you don't have meele troops and you can't shoot her! s-sorry...). At no point in that two-days tournament did I think bad of anybody for using very competitive and hard lists. Thats the point of a tournament! But I know some people that can't change their mentality. In my monthly tournaments at my FLGS I play more relaxed lists. Because the other players are scrubs? Not really. But we have small kids, players that don't have more models to make stronger lists, players that just aren't that good at the game... etc... for me, that have many models and can do weaker lists, to demand for them to "catch up" with me would be a dick move, and for things like that many new players are scared away. That kind of mentality is what I oppose, the "git gud" when outside of a competitive tournament.

Seal clubbing is no cool.

This message was edited 5 times. Last update was at 2018/06/26 02:46:46


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in au
Regular Dakkanaut




 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things.



A very interesting quote. It has led me to what I think really sums up ‘non-scrubs’: Peter Griffin playing Double Dribble. If you haven’t seen it, YouTube it, it’s only 90 seconds long.

https://youtu.be/bTaMRoAWrzY

If you sympathise with Peter Griffin, you’re not a scrub. If you align to David Sirlin’s point of view, I would say you are Peter Griffin.

In a tournament, it is sweet and right to be Peter Griffin. In that arena, we are all Peter Griffin, and the game is a challenge of who can slam the most corner 3s. In any game where the mutually agreed social contract is for competitiveness, it’s also cool. But if you’re doing as Peter is doing and spamming corner 3s outside of a competitive environment, then you are every bit as morally defensible as he is. Worse, if you blame Cleveland for not spamming corner 3s in that friendly environment, then you’re kind of beyond the help of mortal men.

I think David Sirlin actually hit on it perfectly: scrubs place stock in honour. To those who do put stock in honour, doing so needs no explanation. To those who don’t, I am immediately reminded of Bronn from Game of Thrones after winning a duel and being accused ‘You don’t fight with honour!’, to which he glances at the corpse and simply says ‘No. He did.’
   
Made in au
Towering Hierophant Bio-Titan





As a big fighting game player, tbh many of us actually always found that quote from that SFII dev really dumb. It implies anyone who isn't picking the toppest tier character is playing poorly, or that self imposed rules are scrubby, or that winning with a low tier somehow makes you a scrub.

No, you aren't a scrub for character/race/army/hero/whatever you select. Scrubbiness is blaming your character or race for those losses. Also, there's something immensely more satisfying about beating top tier characters with lower or mid tier or just swag characters, than there is about doing the opposite. In a fighter, I'm very much aware every loss is my own fault, and attributing your choice in character for your loss at any level seems much more scrubby than just admitting your own play was responsible for your loss, 99% of the time.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in au
Regular Dakkanaut




 SHUPPET wrote:
Also, there's something immensely more satisfying about beating top tier characters with lower or mid tier or just swag characters, than there is about doing the opposite.


Exactly this. My usual list is a reasonably fluffy Black Templars army, which as a theme is just about the least competitive Codex army short of something crazy like melee-T’au. I take it to tournaments and don’t expect to ever win one, but every game I win is a badge of honour because I’ve had to fight for it tooth and nail and my victory is down to my own skill, guile and luck rather than just having an OP Codex.

My 30k Custodes, on the other hand, are above 7th Ed Eldar cheese tier. I find it very difficult to draw satisfaction from winning a game with them unless I set myself some arbitrary objective like slay the Warlord in a challenge. Games I do win feel hollow because I won not through tactics and guile but just because my army was stronger.
   
Made in us
Decrepit Dakkanaut




kombatwombat wrote:
 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

David Sirlin wrote:The derogatory term “scrub” means several different things.



A very interesting quote. It has led me to what I think really sums up ‘non-scrubs’: Peter Griffin playing Double Dribble. If you haven’t seen it, YouTube it, it’s only 90 seconds long.

https://youtu.be/bTaMRoAWrzY

If you sympathise with Peter Griffin, you’re not a scrub. If you align to David Sirlin’s point of view, I would say you are Peter Griffin.

In a tournament, it is sweet and right to be Peter Griffin. In that arena, we are all Peter Griffin, and the game is a challenge of who can slam the most corner 3s. In any game where the mutually agreed social contract is for competitiveness, it’s also cool. But if you’re doing as Peter is doing and spamming corner 3s outside of a competitive environment, then you are every bit as morally defensible as he is. Worse, if you blame Cleveland for not spamming corner 3s in that friendly environment, then you’re kind of beyond the help of mortal men.

I think David Sirlin actually hit on it perfectly: scrubs place stock in honour. To those who do put stock in honour, doing so needs no explanation. To those who don’t, I am immediately reminded of Bronn from Game of Thrones after winning a duel and being accused ‘You don’t fight with honour!’, to which he glances at the corpse and simply says ‘No. He did.’

Um what honor? You're playing a game with a clear objective, like any MTG or Monopoly game.


Automatically Appended Next Post:
 SHUPPET wrote:
As a big fighting game player, tbh many of us actually always found that quote from that SFII dev really dumb. It implies anyone who isn't picking the toppest tier character is playing poorly, or that self imposed rules are scrubby, or that winning with a low tier somehow makes you a scrub.

No, you aren't a scrub for character/race/army/hero/whatever you select. Scrubbiness is blaming your character or race for those losses. Also, there's something immensely more satisfying about beating top tier characters with lower or mid tier or just swag characters, than there is about doing the opposite. In a fighter, I'm very much aware every loss is my own fault, and attributing your choice in character for your loss at any level seems much more scrubby than just admitting your own play was responsible for your loss, 99% of the time.

If you really followed fighting games like you claimed you would say the quote was legit, actually.

This message was edited 1 time. Last update was at 2018/06/26 06:42:00


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in au
Regular Dakkanaut




Slayer-Fan123 wrote:

Um what honor? You're playing a game with a clear objective, like any MTG or Monopoly game.


Honour akin to facing an enemy in a duel rather than just shanking him in the kidneys when his back is turned, or coming across an enemy who only has a knife, lowering your rifle and drawing your own knife. I’m not sure I can explain honour; as I said, for those who value it, it needs no explanation, whereas those who do not simply go the Bronn of the Blackwater route.
   
Made in us
Decrepit Dakkanaut




kombatwombat wrote:
Slayer-Fan123 wrote:

Um what honor? You're playing a game with a clear objective, like any MTG or Monopoly game.


Honour akin to facing an enemy in a duel rather than just shanking him in the kidneys when his back is turned, or coming across an enemy who only has a knife, lowering your rifle and drawing your own knife. I’m not sure I can explain honour; as I said, for those who value it, it needs no explanation, whereas those who do not simply go the Bronn of the Blackwater route.

I don't want to go the route of "it's a game", but when you're putting stock in honor in a game...that is silly. Just play the game do what you can to win.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in pl
Fixture of Dakka




 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

*wall of text*



I don't really understand how this translates to w40k, street fighter is nothing like w40k. It costs less, you can freely change from a bad character that is "bad" to a "good" one with only investment being the time to learn it. If you have bad army for w40k, you can't just switch to something different. You have to save up money for months, maybe even years for a really good army, and that one may get nerfed by the time you get the money. Also, although am not sure about that, I don't think the gap between good street fighters and bad ones, is the same as good and bad armies in w40k. The bad stuff in w40k us really bad, like requiring the opponent to buy a second bad army just to play them. There is also one more thing that is different between street fighter and w40k. If the person your playing is a master level gamer, he may switch out to a weaker character if your getting your butt handed to you for the 20th time. That does not happen with w40k, everyone has their 2000-2500armies, few rare people have 2-3 armies, but all of them are optimised and the only difference between playing a tournament and non tournament army, is that the tournament ones have to be painted. The game play expiriance is going to be the same. And it maybe wouldn't have been that bad if w40k was cheap, but spending 200-300$ and not getting to actually play with your models is really bad design.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in au
Regular Dakkanaut




Slayer-Fan123 wrote:

I don't want to go the route of "it's a game", but when you're putting stock in honor in a game...that is silly. Just play the game do what you can to win.


I don’t want to go the route of “it’s a game”, but when you’re putting stock in winning in a game of toy soldiers... that is silly.

Different world views, mate.


Take another gaming example - if I’m playing Counterstrike and there’s only me and one other guy left who’s run out of ammo, I’ll pull my knife out and go skin the bastard rather than just sniping him from across the map.
   
Made in pl
Fixture of Dakka




Toys don't cost 300$ and require hours to assemble, find opponents willing to play etc.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in jp
Longtime Dakkanaut





bananathug wrote:
An army of mostly hellhounds (or whatever the FW version of them is) just won a GT this weekend.



Well, that makes me feel better about the hellhound heavy IG list I've been working on.
   
Made in au
Towering Hierophant Bio-Titan





Slayer-Fan123 wrote:

 SHUPPET wrote:
As a big fighting game player, tbh many of us actually always found that quote from that SFII dev really dumb. It implies anyone who isn't picking the toppest tier character is playing poorly, or that self imposed rules are scrubby, or that winning with a low tier somehow makes you a scrub.

No, you aren't a scrub for character/race/army/hero/whatever you select. Scrubbiness is blaming your character or race for those losses. Also, there's something immensely more satisfying about beating top tier characters with lower or mid tier or just swag characters, than there is about doing the opposite. In a fighter, I'm very much aware every loss is my own fault, and attributing your choice in character for your loss at any level seems much more scrubby than just admitting your own play was responsible for your loss, 99% of the time.

If you really followed fighting games like you claimed you would say the quote was legit, actually.


Yeah... I only mod two of the official discords for three of the biggest fighting games in the world, have literally thousands upon thousands of hours invested in competitive fighting games, a custom Hitbox controller that I built myself from scratch, wins against some very high profile players in my country, and high level tech/combo videos with thousands of views on youtube... but hey, what would I know about following fighting games. You're probably right.


The fact that you're mindless enough to think that everyone to ever play fighting games competitively just mindlessly agrees with someones quote because they developed SFII shows you don't, have, a, clue, what you're speaking on lmao

This message was edited 2 times. Last update was at 2018/06/26 08:56:42


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 MagicJuggler wrote:
All this talk about what competitive play actually is, what is "fair" and what actually is supposed to be "fun" really is bringing out the need to quote David Sirlin, just because you could swap out the Street Fighter for 40k and not too much changes.

Spoiler:
David Sirlin wrote:The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game even before deciding which game to play. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you—that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you block for fifty seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. That is true by definition of playing to win. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look valid, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of this “fun” on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his every move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is a sequence of moves that is unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.”


Great post, thanks for posting!

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
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Cardiff

Maybe we could talk about the Warhammers instead of comparing joysticks? ;-)

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
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 techsoldaten wrote:
 blackmage wrote:
about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?


You mean, by taking a Chaos Space Marines detachment with 3 and by taking a Chaos Daemons detachment with 3, to have 6 Daemon Princes total?

you can have more than 6 , chaos space marines, death guard, thousand sons, 9 at least, so i wonder if Gw will fix that or not

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 blackmage wrote:
 techsoldaten wrote:
 blackmage wrote:
about all this talking about rule of 3... do you think they will fix rule of 3 for Dp's too or they intentionally left play more than 3 of them?


You mean, by taking a Chaos Space Marines detachment with 3 and by taking a Chaos Daemons detachment with 3, to have 6 Daemon Princes total?

you can have more than 6 , chaos space marines, death guard, thousand sons, 9 at least, so i wonder if Gw will fix that or not
Don't forget the "Daemon Prince of Chaos" from the Chaos Daemons codex. Though if you want to keep detachment traits you'll be limited to 3 detachments in organised play, and 9 princes overall.

This message was edited 1 time. Last update was at 2018/06/26 09:41:47


 
   
 
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