Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Wednesday, January 20, 2016

DE: Dreaming about Dark Eldar design

It's been a long time my friend.

Now bear with me folks.  This might be a tough pill to swallow, but honest to God I haven't touched my DE for almost a year now.  In fact, I haven't done much 40K in general.  This isn't because I don't like the game, or the setting, it's just because I have been doing other hobbies and time is finite.  The complete and utter destruction of WHFB also made me deeply depressed from a hobby perspective.

I think every time I look at someone else's homebrew, or want to put on my designer hat on, I know that I'll be disappointed that no matter what down the road.  GW will just disappoint again.  Not to sound completely down, but it's been that way for the 14 or so years I've played this army and it's not going to change.  As a more positive spin on things, seeing CW Eldar and Corsairs in 7th actually give me quite a bit of hope for Dark Eldar in the next book.  There is quite a bit of changes in there in terms of prices and new mechanics that makes me think the next DE book might turn out OK.

The biggest, and I mean absolute biggest riddle, is that GW can't really solve how to convey the notion that DE is supposed to be lightning fast (when there's tons of armies that move as fast), hit extremely hard (they don't really hit that hard), and die to a swift breeze (this they got right) onto the table-top.  I went to bed thinking about this last night and thought about something I might try for fun.  Keep in mind that I do have quite a bit of professional design experience, so I thought why not, what's the harm of thinking about this a little bit more?

Too bad that most of the thinking hit me at 1am in the morning while I'm lying in bed, thinking about where my DE army actually is.  As in physically, it's somewhere in the garage.  About an hour later, I decided that if I was going to do anything I was going to start from the beginning.  I wanted to capture the glass cannon army that DE actually is without changing any of the units just yet.  For me, the first couple of rules that an army book presents sets the tone for the rest of the book.  That's why the first three must define the overall character, feel and justification for having such an army in the first place.

Three special rules, that's all I'm going to talk about for now.  I want it to be consistent with GW design, but at the same time, clearly define what Dark Eldar is supposed to resemble on the table top.  This is the biggest challenge that GW has, and continuously over the  years, I have yet to see them capture this to my liking.  These three special rules are supposed to represent what the Dark Eldar are from a fantasy perspective.  By that, I mean how you envision the army in your imagination while closing your eyes, and the difficult part of this is how would you actually write rules for it on the tabletop.  These rules would represent how the army is supposed to fight, how it behaves, and how it interacts with the other army across the table.  Truth be told:  This upcoming part is a total out of body experience.  I need you to imagine what I'm seeing in my head on your minis table.  Hopefully, the next couple of hastily written paragraphs will get you there.

The first of these rules is: Power from Pain

The fantasy:  Dark Eldar are tyrannical, ruthless killers who literally feed on the souls of their victims.  As Phil Kelly presented in the 5th Ed. book, they literally become imbued with supernatural might and resilience, eventually turning into uncontrollable killing machines.  As the carnage intensifies, so does the Dark Eldar's barbarity and vitality.

The design: Battle in this game is waged through game turns.  It not only represents the flow of time, but the course the battle as well.  The GW design team has already showcased that with a chart in the current book.  I've decided to keep the current system while increasing the effects on the first and last turn.  My reasoning for this is that the game starts on Turn 1, where the bullets start flying and men start dying.  This should already be a very arousing time for most Dark City inhabitants.

T1 - FNP (6+)
T2 - FNP
T3 - FNP, Furious Charge
T4 - FNP, Furious Charge, Fearless,
T5 - FNP, Furious Charge, Fearless, Rage
T6 - FNP (4+), Furious Charge, Fearless, Rage

The second army USR is: Aerial Assault (Name WIP)

The fantasy:  The Dark Eldar value speed above all else.  They are extremely fast, opportunistic and unfair to the lesser species in the galaxy.  Dark Eldar will strike fast, strike hard, and strike from the most unseen places to inflict the maximum amount of terror and death before the harvest can begin.

The design: Vehicles can shoot one more weapon than normally allowed before or after moving flat out.  Essentially, this allows the army to always move and shoot; solving the Ravager issue completely while subtly increasing the overall power of the entire army.  All of a sudden you can DS to fire for full, flat out and shoot at the same time, giving you maximum value out of a single Lance on a Raider, or attacking from an angle that would be impossible from any other race.  This increases the value of all of our heavy weapons without actually buffing them directly.  This is purposely designed this way so that Dark Eldar will never have to trade offense with defense.

The last USR is: Soul Harvest (name WIP)

The fantasy: Dark Eldar are unlike any of their Eldar brethen in terms of battlefield tactics.  CW Eldar are disciplined and flexible, Corsairs are selfish and aloof, and Dark Eldar are a mix of these traits.  The forces of the Dark Eldar desire pain and suffering from their foes above all else, and whatever means to that end is tactically appropriate.

The design: Battle Focus but with a catch:  You can run-shoot, or shoot-run, but you have to move closer to the enemy.  This plays off the bloodthirsty nature that is Dark Eldar design.  It mixes design elements of CW Eldar and Corsairs to make something meaningful for Dark Eldar.  This ability plays nicely for bringing your close combat elements closer to the enemy, as well as allowing your Rapid Fire weapons to do the most work.  The design purposely benefits both the close-ranged nature of the army, as well as the various close-combat components of the army book.

So there you have it.

It's missing the technical jargon that will form the three into actual rules, but this is where I would start.  This would make me pretty happy as a player of the army as it fulfills my criteria in having the glass cannon army transition appropriately from fantasy to table-top.  I think it would also all of the current archetypes of the army very happy, since it will benefit Kabal/Haemonculi and mixed army players equally.

UPDATE! 1/22/16
Follow the thread here.

OK.  Here's what I have as my first run-through with the Codex tonight.  Keep in mind that this is designed to play with my PfP, Aerial Assault and Soul Harvest army-wide USRs.

Once again, those rules are:
Power from Pain:
T1 - FNP (6+)
T2 - FNP
T3 - FNP, Furious Charge
T4 - FNP, Furious Charge, Fearless,
T5 - FNP, Furious Charge, Fearless, Rage
T6 - FNP (4+), Furious Charge, Fearless, Rage

Aerial Assault (UPDATED) - DE units may fire even after moving Flat Out.  In addition, they treat vehicles moving Flat Out as Cruising Speed, and moving at Cruising Speed as Combat Speed.  This allows the Ravager to move 12" and shoot all three lances, or a Raider to flat out and then shoot a lance, or a unit of Warriors from the inside shoot with full effect after the Raider moves 12".

Soul Harvest (UPDATED) - DE units can Run and then Shoot, and/or Run and then Assault.  This increases the threat range of virtually all Dark Eldar units.

If the unit is not mentioned or called out in some way in the changelog, then it remained the same.  The + represents additions whereas the arrows represent change.

General:
>Combat Drugs aligned with Eldar Corsairs
>Disallow Court to be taken without the Archon.

Armory:
Agonizer: Decereased to 20 pts
Blaster: Decreased to 10 pts
Dark Lance: Decreased to 15 pts
Webway Portal: Changed to IA11 2015, Decreased to 25 pts
Shadowfield: Decreased to 25 pts
Agonizer: Decreased to 20 pts
Blast Pistol: Decreased to 10 pts
Huskblade: +Rending
Archite Glaive: Double-handed, +2S, Single-handed, +1S
Venom Blade: +Lethal Dose
Implosion Missile: +Instant Death
Necrotoxin: +Pinning
Ossefactor: Assault D3
Phantom Grenade Launcher: +Offensive/Defensive grenades
Void Lance: S9 AP2 Lance --> S9 AP1 Lance
Void Mine: S9 AP2 Lance --> Strength D
Cruicible of Malediction: Psykers immediately suffer a Perils instead of S6
Night Shields: A vehicle with Night Shields has the Stealth special rule.  Enemy units beyond 24" counts the vehicle as Shrouded instead.

Archon:
Increased to 70 pts
+Clone Field
+Labynthine Cunning: The Dark Eldar player can re-roll the dice when they attempt to Seize the Initaitive, determine if the Night Fighting rules are in effect, and when they make Reserve Rolls.
+Hellion Skyboard: +10 pts
+Reaver Jetbike: +15 pts

Succubus:
Increased to 80 pts
+Rending
+Quicksilver Dodge: Fight sub-phase --> Assault Phase
+Hellion Skyboard: +10 pts
+Reaver Jetbike: +15 pts

Lelith:
Decreased to 140 pts
+Rending
A League Apart: Re-rolls all hits and wounds

Wyches:
+Rending
Bloodbride: WS4 --> WS5
Dodge: Fight sub-phase --> Assault Phase

Incubi:
54 pts, 18ppm

Mandrakes:
36 pts, 12ppm

Raider:
Decreased to 50 pts
Replace Dark Lance: Free

Venom:
Decreased to 50 pts

Reavers:
May include up to 9 --> 6 additional Reavers (9 total)
Every three --> Every model may replace

Hellions:
Decreased to 60 pts, 12ppm

Razorwing:
+Strafing Run
+Vector Dancer
Replace Dark Lances: Free

Talos:
Wounds: 3 --> 4

Cronos:
Wounds: 3 --> 4

Ravager:
Unit Composition: 1-3
Replace Dark Lances: Free
+Special Rule: Shadow Hunters
If a Ravager squadron contains three models, all mdoels in the squadron gain the Tank Hunters special rule.

Voidraven Bomber:
+Strafing Run
+Vector Dancer
+Special Rule: Chasing Shadows
The opposing player cannot use the Interceptor special rule when the Voidraven Bomber enters the battlefield.

I have not touched the majority of these garbage Artefacts of Cruelty yet, as most books tend to suck pretty bad so it's consistent.

Overall, there are some very minor point adjustments (to align them with CWE and Corsairs), but just more teeth throughout the entire army.  I've basically taken the DE design direction that GW have already set out, but just made the army more lethal while increasing their threat range, presence and devilry (Rending and Instant Death).

The "big" changes:
>More prominent heavy weapons and AP2 throughout the entire army
>Every Archon now has Labyrinthine Cunning, so let that soak in for a second
>PGL to give back Offensive and Defensive Grenades on top of Soulfright
>Void Lance is now S9 AP1, Void Mine is now Strength D
>A few new special rules added for Voidraven Bomber, Ravagers and the Archon
>Wyches now do Rending, Bloodbrides WS5, Dodge in Assault Phase
>Reavers can now be upgraded with heavy weapons on every model, unit comp changed
>Night Shields have Stealth, but provide Shrouded if enemy is more than 24" away

I plan on showing off some formations tomorrow, but a taste of what to come is a re-vamped Realspace Raiders formation (not detachment).  This formation will allow you to play the army exactly as you imagine it does in the fluff.

Tuesday, July 7, 2015

Designing a ruleset for Age of Sigmar

Random DE poster from way back when.

OK here we go:

I noticed there are 4 distinct categories for units in the game. Since there are no points in the game, I still think it COULD be possible to lightly balance the game with some very minor work. Instead of re-writing point values for every unit, we might be able to pull something off by limiting certain models based on numbers.

Just so you guys can follow me, here are 4 categories that I've noticed for units:
  • 1w models - Most infantry, or rather, Core (or rather, what was core before) in the game 
  • 2-4w models - Some Cavalry in the game, most Ogres or Monstrous Infantry
  • 5+w models - Most Heroes in the game, or beefy elite units that we would consider "Special/Rare" before
  • 10w+ models - Most Monsters in the game, some other weird stuff like the Bell and what not

So instead of writing points up for these guys, I've chose to do this. For now, I'm just going to call it Core, Special, Rare and Elite for sanity sakes.

The categories here are: Hero, Core, Special, Rare, Elite. This is defined as:
  • Hero - Max of 1 model
  • Core - Max of 20 models if small base (unless warscroll says you can take bigger), max of 10 anything bigger
  • Special - Max of 10 if small base, max of 5 anything larger
  • Rare - Max of 5 if small base, max of 3 anything larger
  • Elite - Max of 1 model

When applied to High Elves, it looks something like..
Tyrion - Hero
Teclis - Hero
Eltharion on stormwing - Hero, Elite
Prince Imrik, Dragonlord - Hero, Elite
Prince Althran - Hero
High Elf Prince - Hero
High Elf Prince on Griffon - Hero, Elite
High Elf Prince on Dragon - Hero, Elite
High Elf Archmage on Dragon - Hero, Elite
High Elf Mage - Hero
Dragon Mage - Hero, Elite
High Elf Spearmen - Core
High Elf Archers - Core
Silver Helms - Core
Ellyrian Reavers - Core
Dragon Princes of Caledor - Special
Tiranoc Chariots - Special
High Elf RBT - Special
Great Eagles - Rare
Alith Anar, the Shadow King - Hero
Shadow Warriors - Special
Alarielle the Radiant - Hero
Handmaiden of the Everqueen - Hero
Sisters of Avelorn - Special
Caradryan - Hero
Anointed of Asuryan - Hero
Phoenix Guard - Special
Flamespyre Phoenix - Elite
Frostheart Phoenix - Elite
Loremaster of Hoeth - Hero
High Elf Swordmasters - Special
Korhil - Hero
White Lions of Chrace - Special
White Lion Chariots - Special
Lothern Sea Helm - Hero
Lothern Sea Helm on Skycutter - Hero, Special
Lothern Sea Guard - Core
Lothern Skycutters - Special

So using the above classification, if we're going to play a test game, it will look something like this:
1-2 Heroes
1-3 Core
0-2 Specials
0-1 Rare
0-1 Elite

Sample list:
Heroes: Archmage on Foot, Prince on Dragon
Core: 20 Archers, 20 Spearmen, 10 Silver Helms
Special: 5 Dragon Princes, 10 Phoenix Guard
Rare: 3 Eagles
Elite: (the Prince on Dragon counts as Elite, see above)

The original framework was done using categories to separate the unit by wounds. However, the problem with that is that you run into situations where a unit might have 5 wounds, which would technically classify them as Rare, but they're not good enough to be limited to 0-1 in most cases (e.g. Tiranoc Chariot). Then you have situations where you have Chaos Warriors, which were core in the last edition of Warhammer and what people are used to now, but are actually the elite of Chaos. That's why I don't see a super huge deal if Special is appropriate for them (max of 10 models, takes a Special slot), but like you said, putting them in Core as well is also appropriate. The same applies for Ogres. These are the times where exceptions have to be made, and the only way these exceptions make sense is if they are applied army by army, unit by unit. Otherwise, there's just no way to balance wounds without point costs.

This might not be perfect, but its a clear way to lightly balance the game around some generic modifications to army restrictions proportional to army size, without actually putting point costs in it.  You're essentially limiting the powerful stuff that you can take, reducing the amount of ridiculous presence on the field, while still being able to freestyle for the majority of the lists.

For example, let's just call the above a small game.  For a medium-sized game, you add +1 Hero, Core, Special, Rare, but keep the Elite at 0-1.  For a larger game, you do 1-4 Heroes, 1-4 Core, 0-4 Special, 0-3 Rare, 0-2 Elite.

While we're doing that, let's add some other generic rules for quality of life reasons:
  • LoS works the same as 7th Ed. 40K (including characters joining units, large models cannot)
  • Infantry-sized heroes can get LoS on 2+
  • Cavalry or MI heroes can get LoS on 4+
  • Soft cover is -1, Hard cover is -2 to shooting
  • Shooting units cannot shoot if they're in melee
  • All melee is base to base
  • All stupid ass rules that make you cluck or do something else equally retarded resolve as if you preformed the required action

What do you think?  I'm looking for feedback first and foremost, and I need expert opinions on people with army specific knowledge.  I am pretty fluid in everything except for Brets, Beastsman, Warriors, Lizards, Orcs, and Tomb Kings.  If you can make a list of units from the Age of Sigmar books following my restrictions, please post them in the comments so we can discuss.

Thursday, June 25, 2015

Battlefleet Gothic: Armada gameplay analysis

Super excited to play this game!

Check this out guys, here's the latest gameplay on Battlefleet Gothic: Armada.  I must have watched the video a hundred times, but I only did it because I'm really interested in seeing how this company is going to translate this vaulted table-top into a computer game.  Oh, one more minor video here, but you have to squint really hard to see anything.  Just listen in for the most part.

Here's a brief analysis from what I can see from a gameplay perspective:

  • It looks like some special orders translates seemingly into RTS.  For example, it looks like All Ahead Full! is just a boost to speed at the expense of firing weapons maybe.  Or maybe it's just a minor decrease to weapons such as +25% speed for -25% rate of fire.  Likewise, Brace for Impact! might be a +25% damage reduction for -25% damage.
  • The stats of the ship look pretty straight forward when translated onto an RTS platform.  Shields just look like a raw value that acts like an overheal, so its essentially extra health until shields go down.  Once shields go down, the damage is then applied to the ship's hull, which acts as health points.  When this value reaches 0, the ship explodes.  We're unsure if there's going to be different factors in play here when the ship explodes.  Does it have a chance to Warp Drive Implosion when the ship goes down?   We don't know.
  • To expand on this a little further, it looks like there is going to be battle damage when damage is being applied to the ship.  The designers themselves said that there are going to be ways to damage weapon components and that immediately reminds me of Homeworld.  If players are able to disable a ship's engines to make them slower or completely crippled, then that can add huge dimensions to gameplay because of all the things you can do to an enemy ship.  You can clearly see chunks of the ship flying off as it takes heavy damage, but I'm unsure if these pieces continue to do damage to other ships that bump into them.
  • Speaking of bumping into stuff, I don't think I see any Blast marker mechanics from the gameplay videoes so far.  Blast might have a side-effect to show that a ship is taking damage in general and that it moves slower once in combat, but that's all just guess work right now.
  • From what I've seen from the combat system, it seems like most of the attacks are hitting the enemy ship when they're being fired with the exception of a few things like Torpedoes.  I think this means that they're making the torps fire like skillshots from a MOBA, and having them go on cooldown after being fired, which makes a fair amount of sense.  The big thing here to note is that if most of the attacks are hitting, but not all of them, then that means there's a hit modifier right?  If that's the case, then that makes Eldar Holo-fields really easy to do.  Attacks will simply miss more against ships utilizing Holo-fields, which is both consistent with the fluff and translates easily into the engine.  Whether or not this is actually good for gameplay is another issue.  If something like hit chance is in the game, what about criticals?  What if the RNG gods are cruel and you lose a Void Stalker based on bad RNG?  Surely that's bound to happen to everyone once in a while, but as long as its done tastefully and not consistently frustrating then it's OK.
  • Right now, we are unsure how the damage formula for the ships are.  I'm assuming that ship weapons systems are doing set damage values every X amount of seconds (multiplied by hit chance) vs. Y amount of health using Z% of damage reduction due to armor.  This means that the damage system is a very easy to understand DPS vs. damage reduction formula being used with Torpedoes every 60 seconds or until the Reload Order is being used or something.
  • Speaking of Orders, I'm not sure if there's going to be all the Orders in BFG, but there will be some well-known ones.  I think I saw All Ahead Full and Brace for Impact, but I don't know if any others exist.  From what I can see from the UI, it looks like every ship, or at least the important capital ships will have special abilities that maybe the captain will do.  For example, you might be able to select certain abilties on your captain as he levels up, and he will be able to apply that to any ship that he rides in.
  • Going off of that, it seems that you will be able to upgrade various parts of the ship as you progress in the game.  The designers specifically mentioned that you will be able upgrade nearly everything, from the weapons to the officers, to the engines, you know it.  I'm curious to see if this is only going to be a single-player mechanic, or is it going to be in multiplayer as well where you can purchase more worthwhile upgrades, but it will add a cost to your ship.
  • Before we go any further on this, I just wanted to say that no information has been released about how fighters/bombers are going to work.  Right now, we can only assume that there will be turret/defense interactions and fighters/bombers will be treated as mini units that can be launched from their carriers from a special action.  Once they unload, or fight, or what have you, they might need to reload back at their carriers before a Reload action is called so they can be sent out again.  This is all guesswork, but that's what I would do in an RTS game so why not?
  • This leads me to my last part of this brief analysis, and that's the cost association with the ships.  Since I only really care about multiplayer, it looks like you'll be able to set a game up with a certain amount of points kind of like Total War, and then buy ships as long as you have enough points.  After that, you start the game, deploy in a line, setup whatever formation you want and go to town.  Makes sense, and looks really straight forward.

Needless to say, I'm really excited about the game.  Just by looking at this brief gameplay video, it looks like the developers over there know what they're doing.  I feel a little better now.

Wednesday, March 11, 2015

40K: Designing a rules package

Let's do this thing.

Updated: 3/12/15
Now looking for ways to break Imperial Guard! (or AM)

Can everyone access this?
https://drive.google.com/drive/#folders/0B7_TofINQVJafmRjQTI2SkFTaTRZREo2eHVHRjFBUXUwMFV1R3VYWkVoeUh2TUhiQzNfbkE

Hey guys,

I want to reach out to you on a community project.  Are you familiar with how ETC is done for Warhammer Fantasy? It's a very intuitive rules packet that aims to promote game balance while still allowing players to take powerful options in their book.

I've been developing something similar for 40K (geared for 1v1, championship format), in the attempt to get better quality games in instead of playing the rock-paper-scissors style of play in tournaments. I am already in touch with several community leaders with large connections to the competitive blogosphere and I would like to turn this rules package into something that's designed for the competitive gamer. I have already reached out to Reece from Frontline Gaming, Kirby from 3++, Larry on BoLS, and several contacts managing Adepticon and east coast majors that I have been involved in in the past.

You might not know my gaming history, but I've been playing GW games for 14 years. I have a ton of competitive tourney experience, including competing in majors on the east coast, and now work in the computer game industry. I'm a competitive RTS player, ex-pro CS player, former balance designer (for said RTS games), and enjoy doing multiplayer balance-related projects on the side.

Just some food for thought before you begin on this journey with me. The design goals for this document is as follows:
  • You can still take the good stuff, but in moderation.
  • We're out to limit powerful armies and combos, but not outright ban them.
  • The idea here is to promote equality among all armies in the game.

You might think this is impossible to do because 40K has a billion supplements, data sheets, formations and whatnot, but this is a fallacy.  Warhammer 40K might be more expansive than WHFB, but it is not more complex.  Its rules are much simpler, the units are more streamlined, the combos are more defined, and most importantly, is less random.  I think we should give it a shot, I know I need all the help I can get because there's just so much out there!

Anyways, this project is supposed to be something fun, as well as challenging and I would like to get your input. Let me know what you think, and please, break it as much as you can. This is just a preliminary draft to showcase what the rules package is designed to do.  Maybe at the end of this all, this won't be a competitive rules package and will be instead, a fairplay one.

Friday, February 13, 2015

GDS: A good RTS game

Creating a good RTS is difficult.

I'm really feeling this deep emptiness inside that is the lack of a good RTS games. I just feel there's so many out there these days that have been a disappointment one way or another. Let me use this time to vent, and express what I'm looking for in a modern-day RTS. I believe that in order for an RTS game to be successful, it needs to be built with the modern-day business model in mind. What does this mean? This means you take the best from all the games you've played in the past, highlight it and bring it to light. Then, and only then, you innovate and take it to the next level. I believe that that is the recipe to creating a modern-day RTS that can accommodate the needs of the modern gamer (which frankly, has ADD).

  1. Focus on the action, the fight, the grand strategy, tactics, and execution of said tactics. What does this mean? Limited base building. The focus should be on the combat. E.g. WiC, CoH/DoW2, Ground Control, Wargame, MOBAs.
  2. Depth. This would also mean that there's depth in the actual units that you're using. Everything should feel unique and have its own purpose, or why else are you taking it? The games that I enjoy the most are the games where you're able to get mileage out of the units that you're purchasing, either through superior positioning, micro or unorthodox use. This is one of the things that StarCraft does especially well, and one of the reasons why certain units that should lose on paper, win through skill and placement. E.g. StarCraft, CNC Generals/RA3, CoH/DoW2, MOBAs.
  3. Map control for resources. My favorite model of map control for resources for me is CoH/DoW2. You have multiple resources (as a game should have, luxury resources), but you fight for control of it by going out and acquiring land, capturing this land, and holding this land. The fact that you can cut off enemy resources depicts the cutting off of supply, which not only captures the fantasy that is WW2 warfare, but adds another layer of strategy for the player.
  4. Build your own army, army customization. What makes players really excited? Player options. I'm talking about player decks. Can you see two competitive players argue for hours about what is the best options to take? Sure, me and Tri do it all the time in ALB and in Red Dragon. I used to argue with Parfait for hours in AoE3. Player decks that allow a player to customize his army the way he wants is one of the most fun and infinitely challenging things about any game. It stems from DND and table-top games in general, and it works really well because it sings soundly to the OCD competitive player. There's nothing that compliments the feeling that you are truly in control than designing your own army. E.g. DND, Warhammer, Wargame, Total War, Age of Empires 3.
  5. Get in the fight, now. You have X amount of starting resources and this should be enough to get you into the game fighting, participating and having fun right away. I'm not talking about 6 SCVs here, I'm not talking about building starting buildings and more workers, I'm talking about the fact you have enough resources to start fighting, controlling territory and capturing ground. Then, you capture more land, gain more resources, and share in the momentum that is truly warfare. War is about momentum, and only the winners know it. E.g. Ground Control, DoW2, Wargame, all MOBAs.
  6. Lastly, the game should be built with spectators in mind. It needs to be exciting, energetic and explosive. Visually, it needs to be impressive and interesting in a way that's easy to understand, even if you have never played the game before. This is how you capture interest. In terms of gameplay, it needs to be easy to understand, but difficult to master. That is the hallmark to a successful game and the lifeblood to future success. eSports is free marketing in today's social media-driven environment. More people will buy and play your game if they're exposed to it, and they will only be exposed to it if people play it, stream it, and share it. E.g. SC, Hearthstone, LoL.

This is my list for now guys, thanks for reading. I'm not in the position to start my own gaming company, but you can bet your ass in hell that if I did, I will make an RTS game and take it to the next level.

Tuesday, October 7, 2014

The importance of theory and experience

The tree of knowledge is infinitely tall.

I found a discussion the other day about something that has come up time and time again.  Just recently, I wrote an review on Dark Eldar that got a ton of flak.  In fact, after 5 years of running this blog, this was the first time I received hate mail!  I was literally labeled "Betrayer of the Dark Kin" after what I wrote about the new book.

By now, you folks know that I dislike the new book, a lot.  But at the same time, tons of people posting all over the net has made one audible remark: "How do you even know?  You haven't played any games with it yet?"

This, my dear friends and readers, is called theory.  Theory, its hypothesis and predictions are exactly what it sounds like:  A well-educated guess.  After 14 years of playing 40K, WHFB and several other game systems in both a competitive and casual setting, I feel pretty comfortable with my state of knowledge and experience.  I might not play as much as I used to, but I'm very up to date with the meta and the new army books.  This is evident in the fact that I have many friends that play in the tournament circuit, I purchase and thoroughly read every new book that comes out, and I sometimes write a review for them.  At the end of the day, you have to ask yourself who you're reading the article from before questioning the predictions.  After all, you wouldn't go to a car salesman for financial advice would you?

Here is the discussion I'm referring to.  It's by AbusePuppy on 3++ and I don't usually agree with what he says.  However, he was criticized for making a review on the new Dark Eldar just like I was, and he was forced to justify his assumptions.  I quote:

Commentator: And to address Abusepuppy directly: Though I'm not the hugest fan of your attitude, I like your articles and appreciate the candor to a certain degree. I recognize that you're an intelligent player and come from a long background of competitive play and respect your opinion even when I don't agree. This comment is more stemming from the fact that there's been a steady increase online to rush and declare a codex weak and stupid and garbage before players even have a chance to play it. The least that authors can do is be straightforward at the beginning of the article and note that it's all speculation and theory.

Commenter: Its not hard to tell if a unit is good or shit at first glance most the time. especialy when youve played the game alot and are aware of the power level of other options. if you had to pay 20 pts for a guardsmen statline with a 5+ but he has ws 5 and ini 4 you wouldnt need to play test it to know he is shit

AbusePuppy: No, you just don't understand- those theoretical models are theoretically very skill-based. You can't just dismiss them because they are terrible, you have to lose game after game with them before you are allowed to have an opinion, just like you can only tell whether or not you like doing anything by actually doing it. This is why I placed my hand inside the garbage disposal and turned it on yesterday- I didn't know whether it would be enjoyable or not.

(It turns out that it is not very enjoyable, and neither is the emergency room. But that was only my left hand, so I'm gonna give ol' Righty Righty a shot tomorrow and see if it's any different, so wish me luck!)

Commenter: It's not about "being allowed to have an opinion." Obviously people can have opinions and can express them however they like, but that opinion should at least be put in the proper context. Making the definitive declaration that the DE are "really, really shitty" without ever having actually rolled a dice just feels premature and a little defeatist to me, especially since the rest of your article does a good job of identifying the strengths in the codex.

What it comes down to though, is that these articles and other similar ones are actually beginning to brand these armies before people have actually played them. Like I said above, there may be something in there that people aren't seeing because it isn't obvious until it plays out on the tabletop, but less people will be eager to search it out if they feel that there's no point since their army is just awful and that's the way it is. To make wide reaching blanket statements without at least some scientific evidence or testing doesn't sit well with me personally, so I'm expressing my opinion on it.

AbusePuppy: And what I'm saying is that _not all propositions need to be tested_. Even if you're being wholly rational and scientific about things, you don't have to sit down and test literally every possibility on the off-chance that it is true; in fact, that is an idiotic method of understanding things. Instead, you typically take a look at your new data point (in this case a codex or unit) and compare it to existing ones, taking note of the differences and similarities and extrapolating your expectations of what it will be like based on your previous theoretical models of the phenomena.

Yes, at some point you do want to put rubber to road and make sure your predictions are right. But in many cases this is essentially a formality, if it's even done at all- scientists don't need to test how 11.1kg of uranium decays as compared to 11.7kg because our models tell us that the difference between the two should be inconsequential. Likewise, I can look at a unit like Wyches and say "this unit is bad because it is fragile, ineffective, and not cheap enough" and be reasonably sure that my conclusion is correct because I can base it on other, similar units.

Commenter: You don't really go in depth into the synergies the units provide with each other or with the army wide special rules

AbusePuppy: I don't think it's realistic to expect every article to cover every possible consideration, point of importance, or angle. You're right, I don't talk about those things because this is an _overview_ of the codex. If I talked about how every other unit interacted with all the army's special rules and strategies I'd have hundreds of thousands of words of text and most of it would just boil down to "this unit isn't good enough to be worth it." I did that with the Tau codex, breaking it up into many smaller parts (that were each 2000-6000 words long, not exactly brief) because most of the units in that codex are good enough to consider using. That isn't the case for Dark Eldar- Wyches simply aren't worth my time to write about.

Commenter: I simply can't believe that the community as a whole should completely write off an entire codex the day before it's even released

AbusePuppy: Do you think people aren't going to play with Dark Eldar? I don't like the GK book, but I still used it to see how it worked. There were a few little interesting twists on things, but for the most part it came out just about how I expected from reading it initially. An initial verdict does not forever commit one's opinion to that stance and yes, playing with a book will give you a more in-depth understanding of things. But you consistently seem to think that there is NO legitimacy to assessing a book before having... well, I dunno, how much experience do you need before forming a valid opinion? If I play with the book for a week, couldn't you just say that I need a month to "truly" assess it? If I play for a month, couldn't you say it takes a year? Etc.

Playtesting and experience should inform your opinions, to be sure- but you need a theoretical framework to hang your experience on or it's not going to do you a lot of good. When a new book comes out, using that theoretical framework to point out the aspects of the book that are most worthy of notice- unit A looks like it has a lot of potential, unit B is going to struggle with these problems, unit C has a very useful niche in the current metagame, and so on- is important. Collating many different points of view and understandings of the book and particular insights is very critical to making a good judgement of things, and that's why I do my best to read and discuss things with people every time a new codex is released because there's inevitably things I miss, or misjudge, or flat-out read incorrectly. That's why I try to be active in the comments section and discuss things with people, because I realize that my own particular assessment of the codex is hardly going to be all-encompassing. But I can't compare my assessments with those of other people if I- or they- don't say what those assessments are, and that's why I do these articles.

So please, if you have a difference of opinion on the book by all means speak up and explain why and about what. We've got half a week with the new book in circulation now, so if your experiences with it contradict some of my thinking, then certainly write a response- or even a whole post, as I know Kirby is generally happy to accept guest posts if they are reasonably well-composed and intelligent- and explain how you see things differently. But if the only issue you have is that I am putting my opinions out for others to discuss and debate, then I'm afraid there's not really any way I'm going to give ground in that respect, because doing so is the very reason I bother to write these sorts of things.

+++++

As you can see guys, at the end of the day, I don't tell you you have to read my material and agree with it.  Just know that what you're reading is backed by over a decade of experience and is coming from a guy who generally knows what he's talking about.  If you disagree, I implore you to discuss it with me and together, we can figure out some loophole that I might have missed.  I have made very accurate predictions about the impact of army books in the past and I encourage you guys to check out those reviews as well.  Having worked in professional game design (multiplayer/balance) in the past, and actively working in the gaming industry has given me fresh perspectives to all games.  I don't think I need to say that I really think things through before writing it on the internet.

In fact, I loathe people who post garbage just to get views.  Hence why I don't post unless I have something to say.

Sunday, January 19, 2014

Daemons of Chaos rework?

Oh man.. where to begin?

This pertains to Warhammer Fantasy!

I haven't responded in this thread for a while now ever since this post a while back:
http://z7.invisionfree.com/wyrmling_x/inde...post&p=22110171

I find it quite amusing that the thread goes dead quiet after I respond with actual industry experience calling GW out on their shenanigans.

Even though I've been playing my Deamons still, because you know, they're one of the armies that I own and love, I can't help but feel sadness, contempt and frustration over a lot of the design mechanics.

One recent quote in this thread upset me more than it should have:
I found myself mainly agreeing with Phazaels points. We are top tier army and have many good builds we can use, so overall the book is very good stuff.

Do you think just because the book plays well at competitive levels with a few builds (Nurgle, beasts, khannons, choir) means it's a good book? In all my years of game design, this is the number one fallacy that competitive players, pro players or those heavily involved in WAAC play present over and over again. Hey, the book is super strong in the meta, it must mean its a good book.

Wrong, wrong, wrong, wrong. This is the worst mentality to have! You have to look at the big picture, the product as a whole and weigh it against others of its kinds (in this case, other army books). What you have here, in the 8th Ed. army book, is a piece of garbage unlike any other. You see some good design ideas that brings Chaos back to its roots, but what you have here is poor implementation, demonstration of poor or no internal testing, and awful execution in relation to big picture. Chief among those design ideas is the universally loathed Reign of Chaos table which not only takes tactics out of the players hands constantly without any form of negation, double-punishes the player, and draws out the game. Every single aspect of that table is a negative, even the benefits that it could possibly offer the Daemon player still needlessly prolongs the game (which is a negative in itself).

The area that they did alright in was the magic items. Sure, it wasn't the best implementation, but it wasn't the worst either. It's actually quite difficult to analyze the cost-effectiveness of all the BRB items while designing new daemon-specific gifts and weighing the effectiveness of both if you included all the items. Weapons should of been available to all, and maybe it would of been good to make Arcane as a secondary for Tzeentch, Armor to Khorne, Talisman to Nurgle and Enchanted to Slaanesh like some of suggested, but this is some serious item combinations to consider, and much more playtime and analysis needs to be done before its called good.

This ultimately brings me to my point, so in the case of the 5 biggest misses in the entire book, I don't have 5 I only have 3. The last one is internal pricing. External balance aside, there's just absolutely no justification to have ridiculously weak Heralds be overpriced and have what appears to be randomly priced locuses at the same time. There's no reason why a GOOD design feature such as the flexibility of heralds and different locuses should be priced to an extent where no one would take them, ever. Why are Beasts their price or Khannons their price? If they are going to be that good, why price them the way they are?

Enter the post I made months ago, sometime around our army book's release. NO ONE with any sense of intelligence did any playtesting with this book. As a industry professional who has been focused on multiplayer gameplay and game balance for the last 12 years, I can say with confidence that no respectable game company could release such a product if they did any playtesting or implemented feedback from intelligent people. No one with a sane mind would say that that Skull Cannon is well-priced at 135 if they actually played the game, and that's a fact.

So for the folks they did playtesting for this game, I can only say that they're either lying, or outright bad, or GW deliberately ignored your feedback and released an unfinished, unpolished product.

Let's talk about the top 3 things they did right, from a broad, design overview perspective without regards to how it was actually implemented.

Good idea, poor implementation:
  • Bring Chaos back to its roots, random tables for gifts with the ability to default to 0.
  • Introduction of different Loci that provides players with more options, customization and playstyle.
  • Bring back mono-God viability and re-implement God rivalries.

Bad idea, even worse implementation:
  • Reign of Chaos table is a negative in every way, function and form. If something of this must be implemented, it should look similarly to the HE Phoenix table where it only affects the Daemon player, should not be a giant kick in the balls if you roll low already, and is not punishing to the extreme. Numbers wise, it should not the outcome of the army the player purchased, designed, painted and fielded, and should not affect battlefield tactics at all. At least 40K was sane enough to mitigate the effects of a bad roll with Instruments, exactly how disconnected was the design team in this regard? Do musicians not exist?
  • The internal pricing of some of these units and upgrade options are beyond laughable. It's to a point where some units are unplayable and a perfectly good design idea (different Loci) isn't even used! That's just awful.
  • There was no visible playtesting that took place with this book (bad idea). No experienced player would say Khorne is fine, Tzeentch matches their fluff, Nurgle is perfectly balanced compared to everyone else, and Caco Choir shouldn't be 6-diced in every game. I can't even say model sales are the cause of this, considering they have piles of Slaaneshi chariots building up because they're garbage ingame but good looking models otherwise. The 135 point Skullcannon though, that raises some eyebrows because maybe 1/10 people I've talked to actually liked the model.

How I would of done things:
  • If Reign of Chaos has to exist, I would of built it with 3 must-have design clauses in mind: It will not affect player tactics, it will not apply a double negative, it will not draw out the game.
Quick idea:
Either make it resemble the HE Phoenix chart, or have it only affect the game if the rolls equate to 6, 7, 8 or 9 for the corresponding God's unholy numbers and effects. Notice how that's only 4 results and not 11? 6-7-8 is more towards the average roll and thus, the results that happen the most. For this reason, the player should have things happen, but not an exaggerated or harsh result. 9 is the furthest of the spectrum, so it should be slightly more powerful, but not to the extent where it gives a overwhelming double positive to the Daemon player. Hell, if this isn't fast enough, we can even say that 6 only powers Slaanesh units and hates on Khorne and that's it. No rolling for other players units because these already benefits yours.

  • Internal pricing of units and upgrades will be reworked and given better prices to increase viability and Loci.
Quick idea:
Let's not make 135 point Skull Cannons and focus more on overpriced Slaaneshi Chariots.

  • The Random Gifts table will have god-specific gifts if they choose to go with a 0.
Quick idea:
There's a million and a half unused Daemonic gifts that are obviously god-specific that are unused from the last book. For some of you who did not play the previous edition of Daemons..
Bloodthirsters could take..
Awesome Strength, Dark Insanity, Obsidian Armor, Axe of Khorne, Firestorm Blade, Immortal Fury, Spellbreaker, Armor of Khorne, Collar of Khorne
Lord of Change..
Twin Heads, Tzeetnch's Will, Staff of Change, Spell Destroyer, Power Vortex, Dark Magister, Daemonic Robes, Flames of Tzeentch, Iridescent Corona, Master of Sorcery
Great Unclean One..
Balesword, Nurgling Infection, Staff of Nurgle, Trappings of Nurgle, Noxious Vapours, Pestilent Mucus, Nurgle's Rot, Soul Hunger, Stream of Bile, Slime Trail
Keeper of Secret ..
Spirit Swallower, Etherblade, Temptator, Allure of Slaanesh, Daemonic Robes, Enrapturing Gaze, Siren Song, Soul Hunger, Soporific Musk, Torment Blade

So to sum it up really quick, I would eliminate the doubles, fine-pick some of these to be used as alternative Exalted, Greater and Lesser Gifts for players can choose from that are God-specific.

1 Exalted, 2 Greater, 3 Lesser that are God-specific for example, so someone like Tzeentch can default 0 to a choice of Tzeetch's Will (just the name) as an Exalted Choice, Mastery of Sorcery as a Greater choice, or Flames of Tzeentch as a lesser choice. This will ensure that someone like the Bloodthirster, will always be able to default to Armor of Khorne or Obsidian Armor if he so chooses.

Daemons of Chaos rework anyone?  Should I?  I think it would be a fun side-project!

Friday, January 10, 2014

Army books and game balance

Honestly, now that I've seen the Tyranid codex in all its "glory",  I think it's time for me to say it:

I think Games Workshop needs to hire a community manager and or balance designer immediately.

I just can't see how this book turned out the way it did if GW paid any attention to its fanbase. I know a lot of people are in the camp that GW are a miniatures company and their job is to sell minis first, but that's horseshit.  The second they decided to start writing rules to go with the models they create, they became a game company. They put out physical product that have rules attached and thus, they need to honor the gamer as well as the hobbiest.

Having combed through the book, I don't think they have a community manager at all. If you had someone who monitors the forums, read fan blogs and filters through the Internet, GW would know this codex is not what players wanted. The truth is that while some people will be happy,  the majority of them will be highly disappointed. This includes myself as I think the new book is hastily put together, poorly executed and lacks all forms of character. It's uninspired,  unoriginal and it's more of a WD update to streamline the old book for 6th ed. more than an actual codex. In fact, to call it an update would be to give it credit. The book makes tons of meaningless changes that doesn't improve the quality of the army but detracts from its original 3rd edition design even further. In terms of design, this book was a disaster. Not in the sense that the internal balance is poor, or because the power level is completely underwhelming, but it's simply not what players wanted. This seems to be an ongoing tread as of late and I'm not sure what the issue is.

Whenever I do game balance for any of the game systems I'm responsible for, I pay very close attention to the community. I am always heavily involved with the competitive players and the min-maxers without losing focus of the original design content. You also have stats of model sales, which common threads pop up, and which units are commonly taken to tournaments. There's just no excuse when you can pull hard data as well as gather feedback from trusred sourcces. You see, many people think in order for a game to be successful you need to appeal to the casual. This is false. If your background, your universe and the fantasy you provided for your players is good enough, the casual players will come and buy your models. They might enjoy the look, the art or the modeling potential. For them, this is enough since they casually play the game as a secondary hobby element. If you design the game to be balanced, only the competitive players will notice. The casual players are not into the hobby for the gaming element so what do they care about the state of the game. I think this is where GW has its disconnect. Because their targert is the younger, casual player who has disposable income, they think it doesn't matter if the game is poorly balanced. In truth, a properly balanced game does not hurt you in anyway, it only helps you. The reason why is because competitive gamers are usually the most vocal: they blog, they register on forums, and they're the ones who kick and scream when they get handed imbalance. This is negative publicity for your game instead of free, positive marketing. Imagine a world where GW gamers from all over the net praise each books release, or avidly promote their game at every convention. This type of free marketing cannot be bought, and it's one of the key driving forces for building a unified, successful gaming community. Currently, this is not the case.

Balance design is something of a niche field. It's essentially taking the idea of something and making sure it works with everything else. I'm pretty sure that the design department over at GW has no such field or anyone who specializes in the balance of army books. By now, I'm not even sure if they really have play testers or if they're making that stuff up. Or they have play testers, but their focus is purely to see if the models don't break when you handle them and if everything looks visually impressive when you put them on a mock battlefield. The reason I'm being this harsh is because there's no way a design studio can put out the Skullcannon, Heldrake, Wave Serpent, and the Tau codex with educated and experienced play testers providing you feedback. It's just not possible in the gaming industry, and this is coming from someone who started his professional career at 16. The only way this is possible is if GW deliberately doesn't care about game balance even when they know balance issues exist. This hurts me beyond measure because I know how successful they can be with one. Their games would be more fun for the ones who play it, for both casual and competitive players. In turn, this will lead to a more positive community, a more unified community with more tournaments, who would have no problem providing free marketing and publicity for your game system. This ultimately results in higher revenue and sales.

I wrote all this from my phone. Please don't kill.

Wednesday, September 18, 2013

GDS: Warhammer and Total War

It's hammer time!

One of the most exciting game concepts that I've been looking forward to is the thought of Warhammer being played on the Total War engine.  Personally, I think these two work perfectly with one another because of all the similarities they share.  From a game design standpoint and from a systems/engine standpoint, both games are intrinsically the same.

Let me throw out a few examples.
  • First, WHFB and Total War share the same design philosophies and game engine.  Both game systems are based around large-scale combat via troop formations, charging, arrows, and applying swords to face.  Once combat happens, what makes or breaks the army is combat resolution through morale mechanics.  How these morale mechanics are applied depends on how well you maneuver your forces and employ your strategies to the fullest.  This is just how both games were designed on a surface level.
  • What do I mean by this?  I mean that armies fight and break depending on morale.  This is active in the Warhammer system via combat resolution and leadership, and this is active in Total War through different morale modifiers.   Being charged in the flank is not as bad as being charged in the rear, outnumbering your enemies (think 7th Ed. WHFB), being surprised via ambush, being on higher ground, are all examples of different modifiers that exist in the Total War system.  Being able to translate Warhammer's combat resolution system would be like a walk in the park because the system is already in place.
  • If we look even deeper into the combat system itself, all the necessary components to make a full transition is already there.  Look at Rome2's combat engine for example:  The Melee Attack stat is comparable to Weapon Skill, Melee Defense to Toughness, Weapon Damage to Strength, Armor to Armor, and Health to Wounds.  The concept of Initiative and Attack is lost in the mix, but I wouldn't think it would be too hard to hard-code one unit attacking more frequently than another.  How this would play out with High Elves' having ASF or a Dwarf Lord sporting multiple, slow-attacks because he has a Great Weapon is up to the designers' imagination.
  • Both games work off of points calculation in terms of army design.  I would say a 2500 point game of Warhammer is similar to a medium funds army in Shogun2 or Rome2.  It's a fairly medium sized game, but the point is that I have a certain amount of "points" or "funds" to work with to buy all the units for my upcoming battle.  Right now in 8th Ed. Warhammer, we're using a percentage model:  If we're playing 2500 points, 25% of that has to go into Core, or 625 points, 50% is the max allowed in Special, so on and so forth.  This checks and balance system allows us to build more balanced armies than we could in 7th Ed.  Unfortunately, something like this does not currently exist in Rome2 because I can take an army of nothing but Praetorian Guard.  If this was translated into WHFB terms, it would be like taking nothing but Black Guard in my army.  My point here is that if WHFB meets Total War, there would be a checks and balance system already in place, thus simplifying balance design on top of the fact that both games already use the same army purchasing system.
  • To expand upon the above point a bit, one of the interesting things that Warhammer can add to the Total War series is variable unit sizes.  Say you have a unit of 160 Royal Spartans for 970 points.  In Warhammer, that would be like taking a unit of 40 White Lions no matter where you go.  Since Warhammer has a unique system where you can take however amount of guys you want to pay the points for, maybe we'll see W:TW adopt something similar.  Instead of 160 Spartans for 970, how about I take 80 for half the points?  That would be an interesting idea as it would appeal more to the casual hobbyist.
  • Speaking of causal, let's add customizable colors back into the game.  True to Games Workshop hobbyists everywhere, the army painter system was one of the best things about Dawn of War.  Having this in Total War would not only help tell one person's army from another ingame, but it will help add individuality and uniqueness.

Monday, September 9, 2013

GDS: Rome II MP Balance Proposals

Fix the game man.

Aside from the SP glitches, crashes, progression blockers, and optimization issues, Rome II has some MP issues as well.  I'm talking specifically about the gameplay and how some things are just.. off.  Having played MP since day 1, I'm still sitting comfortably in the Top100 but the game is getting a little stale.  Needless to say, there are some problems.

Pikes are just too good.  They pretty much kill everything in the front and units don't even have a chance to get close.  The major ones that really stand out are Foot Companions and Hellenic Royal Guard.  As if Elite infantry don't already dominate the game, elite pikes simply rule it.

My suggestions, can be a mix, one, or just some.  These are all viable fixes while keeping their intended functionality intact.  The main goal here is to keep pikes the way they are, but make them more vulnerable to flanking and good micro.  Things are a little tricky here because if you press a button, or make an action, the player expects to see movement from his troops.  If the animation and art is already there, the fix post-production has to be smart enough to get the job done with the least amount of time/resources.

My suggested fix will be in green, if I had to choose one.
  • Reduce their turn rate in Phalanx formation.
  • Reduce their overall speed and acceleration.
  • Increase the time it takes them to setup in Phalanx formation.

Being able to take an unlimited amount of "elite" infantry is just strange.  I'm not quite sure what the design decision is about this, but I find it odd that you can take an entire army of Praetorian Guard.  Considering how these units were essentially the Emperor's Bodyguard that stood outside his tent all day, taking an entire army of these guys is just wrong.  Not to mention all Elite Infantry are just insanely good, and make their standard counterparts look like dead weight.

I'm not a personal fan of unit caps because I believe that's a lazy solution to address a generic army building issue.  If some guy wants his army to be super elite, he should have the right do so.  Likewise, if said guy wants his army to be made of nothing but Hoplites, he should.  Player options mean everything in a game where you're told to design your army, and I intend to keep it that way.  The fix here would be something more subtle, with hard caps being the last resort to a tricky fix.  It is indeed the safest way to limit a unit's presence on the battlefield while preserving its function and power.  Increasing the price of said units would be a good soft cap instead of hard cap.

Some ideas would be:
  • Increasing Elite Infantry's price by 100.  They're currently in the ~900 range, putting them in the 1000s would be a greater deterrent.  This would act as a soft cap instead of a hard cap.
  • Reducing their squad size from 160 to 120.  This would make them more elite in only marginally more effective than their line-infantry counterparts.  Due to this nerf in fighting/staying power, their price would go down to the 800s range.
  • Hard cap their availability to 6.  While this certainly makes certain factions weaker, it makes other factions borderline unplayable.  Some factions such as the Averni function entirely off of their elite infantry.  This is a general faction design issue that needs to be corrected if this fix is to take place.

Archer and Skirmisher units are ineffectual.
Either their damage is too low, their armor pen is too low, or their range is terrible, Archer-type units serve virtually no purpose vs. the high-armor elite infantry metagame.  Even vs. regular troops, unless you take a overwhelming amount of ranged firepower, there's virtually no damage being dealt to the rapidly-advancing enemy.  I say rapidly advancing because this game moves a ton quicker than previous titles from what I've noticed.

Regardless, something needs to be done here:
  • Increase missile units damage armor penetration.
  • Increase missile range.

Now onto some messed up cavalry mechanics.  For one, all the cavalry move at the same speed practically.  Aside from the skirmisher-type cavalry, everyone else chugs along at the same speed.  This largely a design mistake I think and needs to be fixed immediately.

The fix is simple:
  • There's 90 armor, 60 armor and less than 60 armor cavalry.  Very Heavy cavalry should run the slowest and fatigue the quickest.  Medium cavalry (most if not all Shock "Lancer" cav) should run faster and fatigue in the middle.  Light cav should obviously move the quickest and fatigue the least.

Lastly, some units are just broken from a technical standpoint.
  • Not sure what's wrong with the Chariots or Elephants, but they don't see to be doing what they need to do ingame at all.  Pretty sure their functionality tech or unit AI is just broke.  Fix it.

Remember, I'm not saying implement all of these changes, especially if they double-nerf a unit or invariably nerf a unit.  For example, the worst balance changes happen whenever someone balances a game with a hammer rather than a scalpel.  You gotta test the waters before you make the plunge.

Friday, June 7, 2013

GDS: Translating fantasy into reality

Huskblades are well-designed.

To follow up on the previous article, I want to give you guys a first hand look on how fluff translates to any given ruleset.  I'll be going over my actual suggestions later, so stay tuned for that.  For now, lets look at how I go about translating fantasy into a playable ruleset.

  • The designer has the fantasy:  They make up the fluff and fantasizes on what is actually cool.  It plays out with stunning visuals and sound effects in his head, and this is when he'll pitch out ideas like.. wouldn't this be cool?!  E.g. D-Cannons briefly opens up a rift into the warp.
  • Now he has a pretty good idea of the type of item he wants to implement (keep in mind I say item and this can be unit, weapon, actual item, or whatever) and talks with other designers to see if they share his vision.  They gather around in a room and throw ideas at each other.  There is a lot of "wouldn't this be cool if..", and "what you think about this?"
  • The designer translates the ruleset based on the game system.  How does the D-Cannon in his mind play out on the table-top?  How does it work and what does it do exactly?  He has the vision of the weapon in his head, but he goes over the ruleset that exists in the game and translates it to the table top.  e.g. He constantly asks himself:  How would the devastating effects of the warp have on infantry models?  What does it do to vehicles?  Flesh targets need to wound right?  Or should it auto-wound?  How does it hit?  Does it have a template?  He uses the ruleset that already exists to generate a profile suitable for the item he's generating:  A weapon will follow the Strength, AP, Type profile that exists in 40K whereas a new Hero would have rough WS, S, T..characteristics.
  • The designer looks over the rules he has written and evaluates the consistency of his work.  Is this a completely new ability he has created or are there other ones like it in the existing ruleset?  If it's a Lance weapon, how does it differ in design and functionality to another weapon of its type?  E.g. How does this D-Cannon compare vs. other anti-infantry weapons in the game?  How does it compare as a anti-tank weapon?  Does it share similar properties of a lesser or greater weapon?  E.g. a Flamer vs. Heavy Flamer, both should have flamer templates.
  • All during this time, there's several design meetings going around to see if this is still plausible and solid.  Sometimes he would talk to the sculptor or production to see if this new weapon (pretend we're doing he D-Cannon) needs a new mold/model.  Which existing models would this be used on?  Are there any technical limitations that can prevent this idea from coming to fruition.  Keep in mind that these steps are not finite, all these steps go on constantly in the back of the designer's mind.  Sometimes the idea is even abandoned because a better idea comes along.  Personally, I'm always thinking about how the piece translates from the fluff onto the ruleset, how consistent is it, and how well it will play once it's released.
  • After the designer is confident about his test piece, he looks at the balance of the item compared to everything else (internal and external).  How does this new item compare with the rest of the book?  How does this weapon balance out with the other weapons in the book he's writing.  Are there any glaring balance concerns that need to be addressed?  This is the time where he internally balances the piece with the rest of the elements of his book (internal balance), and makes SLIGHT changes with respect to external balance (how does it compare vs. other armies).
  • The reason why external balance was put on the backburner is because this is the playtesting and QA phase.  Playtesters get their hands on the piece and gives it a whirl.  They right feedback to the developers and they make changes to the internal and external workings of the item at hand.  This can take days, weeks, months, but after several revisions and multiple playtesting sessions with these different revisions, the designer is happy about his work.  It is now ready to ship.

Thanks for reading.

Thursday, June 6, 2013

GDS: More Eldar tidbits

Come on man, you can do better.

I originally posted this in the BoLS forums, but I don't think people have a clue about what I'm talking about so I'll transfer it here.  Hopefully the IQ jumps up a bit more.

Here are my predictions on Eldar:
Eldar will be very much in the middle of the line of 6th Ed. books power wise (and only 6th Ed. books and not including 5th), but weaker in terms of overall design mechanics. There's just too many inexcusable misses which seriously weakens the book. Fortunately, there's enough units in the Eldar war arsenal that doesn't throw off internal balance too badly.

I just need you guys to understand one thing:
Eldar is a hard army to design, so I can't rag on Kelly too much. The reason for this is because you're trying to design a high-priced, elite army with specialist roles, all at the same knowing that it's army-wide T3 in a very lethal environment. In order for this to this design to succeed for such a specialist army, every role must be clearly defined in design, function, and balanced through points. A specialist unit that's not good in its role is simply, trash and not worth taking.

For example, and let me just throw out some design ideas (or changes rather) I came up with so you can get a better picture:

What if Banshee Masks also counted as having assault grenades?
...Runes of Warding forced enemy psykers within 24" to re-roll their successful psychic tests.
...Runes of Witnessing allowed you to re-roll your failed ones.
...Crimson Hunters come with Holofields and Exarch upgrade allowed him to ignore the Snap Shot rule.
...Hemlocks were Torrent/Template weapons.
...Wave Serpents gained assault ramps.
...Harlequin's Veil of Tears should not require a psychic test.
...Autarch could take Exarch weapons and powers.
...Dire Avenger's Exarch kept his Bladestorm mechanic from the old book.
...Wraithtknight's Heavy Wraithcannons are 36" S10 AP2 Blast.
...much much more.

This is an example of what I call design inconsistency AND incorrect fluff to table-top translation:
Heavy D-Sycthe loses template, gains Blast, when the fluff and description of the weapon says it ignores cover and is NOT a blast. The lesser version of the weapon, the D-Sycthe, is a template weapon and ignores cover.

This is an example of just poor, lazy design:
Wraithknight's Heavy Wraithcannon only adds +24" on the weapon's range and nothing else.

This is an example of poor design AND incorrect fluff to table-top translation:
Banshees are melee specialists without grenades, and masks don't do anything to change how they attack into cover.  Why?

This is an example of poor design AND incorrect fluff to table-top translation:
Crimson Hunters are an Eldar Ace aspect, the best pilots in the galaxy, and has the same defensive ability as an Ork pilot.  Not to mention it doesn't come with the most basic of all Eldar vehicle countermeasures; Holofields.

What do you guys think this is?  Bad design, design inconsistency, or poor fluff to table translation?
Random spell generation, Ld. 8/9/10 Warlocks/SS/Farseer, one-use crappy psychic items.

I think it's all three.

Poor design, inconsistency, and poor table-top translation are all over this book.  This is one of the reasons why I docked them so hard in my previous review.  My next article will go over some of my own alterations to the book and explain the fantasy and logic behind all of them.  Stay tuned.

Tuesday, June 4, 2013

GDS: Eldar Review


This is part of the Game Design Series.

Overall Design: 3.5/5

As much as I like Phil Kelly, I think the Eldar codex took a bit of a hit in terms of overall design.  There are some blatant fluff to gameplay mistakes that I didn't think should of happened.  From a purely design perspective, I can't for the life of me understand why the most superior aces in the galaxy go to battle without at least Holofields on their aircraft.  In fact, there's no option for them at all!  The Hemlock suffers a bit more when you look its weapon profile and question why D-Scythes have template weapons but not the Heavy D-Scythe.  You would think that the giant Pulsar-sized Heavy Wraithcannons on the Wraithknight did a little more than offer +24" onto a standard Wraithcannon.  I see missed opportunities, raised eyebrows and sighs of why? everywhere. That's always a concern.

Despite these things, Kelly was still able to capture much of the Eldar fluff on the table-top.  Everyone is now BS4 for the most part and Battle Focus brings back the old Move-Shoot-Move playstyle that many veterans will remember.  Monofilament and Shuriken weaponry has changed to match the fluff and I think the rules are pretty well done considering what they can do.  However, the changes to Eldar psykers leave much to be desired.  Consistency was something that Eldar was sure of in terms of the psychic field.  Unfortunately, random spell generation, Ld.8 Warlocks and a severely nerfed Runes of witnessing/Warding leaves me questioning if Eldar psykers even match the fluff.

What really hurts the overall design is the fact that Eldar, like High Elves, are an specialized army.  Specialization dictates that the points invested in whatever unit needs to do what you need it to do.  Dire Avengers should be good vs. Infantry, Banshees should rule assault, Fire Dragons should annihilate vehicles. This is very different than an all-purpose unit like most MEQ units where you can spread the love in all categories and balance it out with the correct offensive and defensive stats.  If you're spending points into a unit that's not able to execute on its sole purpose in the game, then that's a much serious design issue compared to a general-purpose unit decent at everything.  This right here is the difficulty when designing Eldar; especially when you have keep T3 and points cost in mind at all times.  Overall, I think Kelly did an alright job with this.

Internal Balance: 3.5/5

There are some questionable decisions here as well.  Maybe it's 6th Ed. in general where assault is not as glorious, but Banshees took a shovel to the face.  There were so many ways to address the assault void with Eldar and after so many years, one would think this will be addressed.  Then again, the Wave Serpent still don't have assault ramps so I guess it doesn't matter at this point.  Sadly, Banshees don't have even grenades, have a severely weakened mask and are still paper thin.  Where the design for Banshees have been embarrassing, other units fared a little better.

Kelly buffed a lot of other units that were sitting on the shelf before.  Striking Scorpions and Swooping Hawks have been re-designed slightly and buffed significantly.  Warp Spiders are now rock solid but Dire Avengers took a bit of a hit.  Were they really that good before with Bladestorm?  Not really but I think they added something unique in gameplay.  Now because their weapons have a chance to virtual-rend, Avengers have been brought down a bit in terms of points cost and having a useless Exarch.  I'm a little sad about this because I think the conscience decision to unload everything and reload next round is brilliant design.  In fact, anything that actively promotes player options is favorable army design.

Some units actually saw some minor redesign which is a nice surprise.  Aside from Guardians receiving BS4 along with many other units, the War Walker gained Fleet, Battle Focus and a 5+ invulnerable as stock.  Their price went up for sure, but if I'm looking at artillery support choices as a viable option in Heavy this is only a good sign.  I just wish the Falcon was made as dedicated transport and the Vaul's Support Batteries were molded into the Guardian squads.  Price-wise, we see some increases in units across the board; but with this comes reduced heavy weapon choices and effective special rules.  Another example is the Fire Prism, which no longer relies on another Prism nearby to utilize its weapon options.  Instead, it comes built with 3 different firing types!  Options man, options.

In terms of unique special abilities, they still sing with old Eldar flavor.  The Serpent Shield on the Wave Serpent, for example, can be used as a defensive option that reduces penetrating hits down to a glance on 2+, or it can be used to shoot out S7 hits that ignore cover.  However, in order to use this nice shooting attack, the player loses the defensive bonuses from the shield itself next round.  This is basically the design philosophy behind the old Dire Avenger Bladestorm, which is fine by me.  Sadly, this needed to happen more across the codex as I think it adds something fiercely unique to the Eldar playstyle.  No matter though, Wraith armies look to be pretty fluffy and solid, and from what I read about the Iyanden supplement they're going to get extra rules as well.  These supplements is definitely a step in the right direction.

External Design: 3/5

Although the codex has solid internal design, there are some things that just will not work.  Despite how good Striking Scorpions look on paper, I don't think they're going to be good simply because they'll got shot to death.  Harlequins now need to test for Veil of Tears, Banshees are a joke, and I'm pretty sure Eldar is going to erase CC completely from their builds.  In fact, the only competitive option I see are the bigger fatty units like the Wraithlords and Wraithknight.  Huh?  They have the stats worthy of a solid CC unit, come with high T, good armor and a good amount of wounds, but the fact that Eldar will be designated to a primarily shooting army is a bit of a let down.  I really hope next edition fixes this.

So where does this leave us really?  We have questionably better psykers than Space Marines, zero CC options outside of the Wraithknight, questionable viability in the form of fliers and AA options, and only a couple of troop choices that look competitive.  It always comes down to the competitive choices when we evaluate external balance.  I mean after all, you're comparing your bells and whistles to what the next guy has in his army.  Stacking Conceal on your bikes with your Ld.8 Warlocks is great and taking a bunch of scoring Wraiths is great, but what happens when your opponent is Tau and he rips your cover while dropping S8 AP2 templates on your Wraithguard?

To accurately judge a book's ability to impact the metagame, you have to look at what you have available.  I'm sorry to say, my competitive unit bucket doesn't look all that great compared to some of the other armies I've seen out there.  Eldar is one of those armies that is not auto-pilot and by nature is more difficult to play successfully.  All those specialized units must be utilized correctly or you lose a piece to an otherwise complete puzzle.  It's this reason that makes Eldar one of the tougher armies to design.  Their units are expensive to keep the army count elite, but how do you justify their effectiveness?  In this way, they share a commonality with High Elves.  Shocker.

A slight re-design on Eldar fliers

Eldar Top Gun.

Man, I absolutely love the fluff and idea behind the Crimson Hunter aspect.  Sadly, I don't think Kelly did a good job capturing the aspect to the best of his abilities.  The fluff speaks of the Crimson Hunter aspect at being so fast with their reflexes that they can dodge light.  This makes plenty of sense if you consider the fact that all they do is fly around at breakneck speeds dueling against each other with Bright Lances (probably set to stun).

I can understand the Sky Hunter rule and why re-roll Pens vs. enemy aircraft.  It's to symbolize the pilots uncanny ability to accurately hit his target's weak points to better eliminate them from the sky.  Unfortunately, the game as we know it does not always translate well from the fluff.  With AV10 and 3 HP, it's safe to say that this almighty ace aspect is just as bad on the defense as an Ork fighter.  That's just disgraceful.

So... how do I want to append this rather questionable fluff to design implementation?  How about this houserule for fun:

The Crimson Hunter comes with the Holofields vehicle upgrade.
Replace the text for Perfect Strike (Crimson Hunter Exarch) with: A model with this special rule does not fire Snap Shots after choosing to Evade.

What this does essentially is allowing the Crimson Hunter Exarch to make a 4+ cover save (Jink + Holofields) and fire with full effect next turn.  This allows the Exarch to standout as an ace among aces while Holofields help negate some of the issues of AV10.  The Perfect Strike with Precision Shots just doesn't make sense to me while this does a lot more.  I still think it's hysterical that an air superiority fighter doesn't come with Holofields.  Even us 21st century humans know how to equip flares, chaff and other countermeasures on our aircraft.  Just ridiculous.

Next on the list.. the Hemlock.  The only thing that needs to be changed here is the Heavy D-Scythes should be Torrent/Template weapons.  It makes my heard hurt why regular D-Scythes are template weapons and not these.  I would of personally made them S4 AP2 Torrent/Templates.

Thought process:
Torrent and templates allow the aircraft to match the fluff.  The goal of the Hemlock is to destroy infantry, where it virtually casts the souls of those affected into the warp.  No cover should be allowed from such effects.  This also keeps design consistent with the D-Scythe being a template weapon.  If that weapon doesn't allow cover saves, why should the Heavy D-Scythe allow cover saves?  In addition, this is a mere extension of the effective range of the weapon.  A Wraithknight's Heavy Wraithcannon only extends the range of the Wraithcannon itself.  Thus, two design consistencies are matching.

Furthermore, Torrent/Template weapons allows the Hemlock to apply its effects immediately the units affected by the weapons due to its Mindshock Pod.  This is not comparable to the likes of the Heldrake in function because it's not AV12, does not have It Will Not Die and a demonic save, nor does not have a S6 template that is also effective vs. vehicles.  The function of the Hemlock is to be a terror weapon which is effective against moderate-Toughness infantry where armor and cover is no defense.  This is offset by its fragility in AV10, the fact it needs to be close to fully utilize its abilities, and its hefty price tag.

I'll touch upon the other units in the book in another post.