
Gareth Angel
Millennium E.R.A
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Posted - 2006.08.26 12:09:00 -
[2]
Originally by: Testy Mctest From the few posts of yours that I've seen over the last few days, I was thinking that you clearly had a really good grasp of game mechanics and rules. But now this post 
The game has a lot of cards in it that are very, very good, and a few that are broken. Whilst I agree that Guardian needs errata, and that your Oneiros wording change is simply to clarify what the effect *should* do, all of the other changes that you have mentioned are extremely arbitrary. Every race has cards it can play that are fantastic, and every race has appropriate counters to those cards. Even Minmatar Kamikaze-rush, which everyone seems to be taking a little out of proportion, is fairly easy to counter by various different cards; every race has something it can do to stop that blitz. Altering card text to suit your own game is a poor substitute for learning to play the game better, and deckbuilding better.
I can understand rules changes and tweaks if you feel they make your game more fun. If all you do is play for fun, that's absolutely fine. However, I'd urge anyone who is intending to play this game a little more seriously to remember that changing card text isn't an option for tournaments; instead, improving your skills by playing more games and building more decks and hence learning how to deal with said cards should be the order of the day.
Yeah, and Robocopter and Frog-legs aren't gamebreaking either... (sorry, inside joke).
To Testy - I respect you a lot in your knowledge on the game, and the fantastic scrapheap website, but I find this last post of you slightly insulting-ish...
As you might have guessed by now, us Millennium guys in here not only share a corp, but are also the dewdz that play this and many other card games together in real life.
I dare to say that we DO have a pretty good grasp of rules and game-mechanics, opposing to what you suggest in your last post, intended or not.
Almost every card-game we've played (and some, still play) (Magic, Jyhad/Vampire, Star Wars, Netrunner, etc.) have known similar problems. The problem of the 'broken' decks due to overpowered cards and/or combo's. The general solution to this is that almost EVERY one of these cards/combo's that indeed proved to be 'too much' got nerfed for better playability. This goes especially for games that are just new and have seen their very first core-set (Black Lotus/Mox/Time cards anyone?). These cards were not seen back in any other set, because they simply proved to be too powerful. Simply 'building a deck against it' is not going to work in a lot of situations. Shayla gave an excellent example for that.
So please, we DO have a lot of experience in playing games/grasping rules/building decks. Yes, we DO play for fun, but I think that you'll have to agree that the changes we discussed and that were posted here by Shayla actually make sense and are not just purely arbitrary.
I feel we should be able to discuss adapting rules (especially for multiplayer, as that is what we have been doing the last few times we play) instead of just focusing on how to deal with certain cards. How should one deal with cards that cannot really be dealt with?
How should we have stopped Ishana from gaining like 370 isk with the cards he used? Point here is, these cards work fine, but under the cirmunstances of multiplayer they're just absolutely ridiculous, and could use a change of ruling/interpretation to make the game playable, even when 'playing more seriously'.
Remember, for most here, games are 'for fun'.

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