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Archived from groups: rec.games.trading-cards.jyhad (More info?)

Frederick Scott wrote:
> Well, you gotta to admit, the part AFTER "in short" was actually short.
>
> Sigh. Some things, if you're brief, you're wrong. If you're right, it's
> too complicated to bother with.
>
> Oh, well. I had fun writing it.

I think you take me far, far too seriously.

--Colin McGuigan
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Colin McGuigan" <maguaSPAM@BGONEspeakeasy.net> wrote in message
news:TeSdndRkpMFZqJXfRVn-tg@speakeasy.net...
> I think you take me far, far too seriously.

Perhaps. I'm sure I take myself far too seriously in this case. It's
just that I really love game design issues. And the issue of why decking,
as an alternate victory strategy, is so reviled in Jyhad is a really meaty
one. Especially when it's kind of an interesting addition to the game in
Magic.

Fred
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Colin McGuigan <maguaSPAM@BGONEspeakeasy.net> wrote:
> Frederick Scott wrote:
>> Well, you gotta to admit, the part AFTER "in short" was actually
>> short.
>>
>> Sigh. Some things, if you're brief, you're wrong. If you're right,
>> it's too complicated to bother with.
>>
>> Oh, well. I had fun writing it.
>
> I think you take me far, far too seriously.

This has been a problem on this newsgroup before, as well as newsgroups in
general.

Perhaps an emoticon would help? :)

> --Colin McGuigan

Kevin M., Prince of Henderson, NV (USA)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

On Mon, 7 Feb 2005 18:58:50 -0700, "Frederick Scott"
<nospam@no.spam.dot.com> wrote:

>
>"Fabio "Sooner"" <fabio_sooner@NOSPAMterra.com.br> wrote in message news:f7sf01tctlhhpuob35v8ah5sdn7qbrvoei@4ax.com...
>> On Sat, 5 Feb 2005 15:08:27 +0100, "Orpheus"
>> <orpheus.13@ERASERHEADfree.fr> wrote:
>>
>>>"Fabio "Sooner" Macedo" <fabio@cohesp.com.br> a écrit dans le message de
>>>news: hr5701d1tvai8cppsgjah7n25ga490b0id@4ax.com...
>>>> On Fri, 04 Feb 2005 14:09:26 GMT, Daneel <daniel@eposta.hu> wrote:
>>>> >I disagree. When the designers have reached the limits of their
>>>> > creativity it is time to stop designing.
>>>>
>>>> I'd agree with it if the game was stalled in all its aspects - sales,
>>>> ideas for library cards, strategies available.
>>>> Don't think it's the case, though. What would be the alternative?
>>>> Releasing expansions without crypt cards, so we'd be stuck with the
>>>> same vampires but new mechanics/effects for disciplines and such...
>>>
>>>Or finding new alternatives.
>>
>> See, I'm nowhere near the camp that the game has reached the point
>> where there is nothing else to add. The whole paragraph above was
>> written under the assumption that some upper limit was somehow
>> reached.
>>
>> But still the game have some limits to consider when designing a new
>> card. Consider library destruction. It was introduced not a long time
>> ago and it still bothers some players. Any new strategy to be added
>> has to be not disrupting, in accordance with the scenario the game is
>> based in, and should not case players to thing that V:TES is headed
>> toward anything that could downgrade existing strategies very clearly.
>
>Huh?!? OK:
>--DISCLAIMER--
>The following is written as a response to the that comment that, "Any
>new strategy to be added has to be not disrupting, in accordance with
>the scenario the game is based in,..." It may or may not have anything
>to do with grouping and I'm not trying to assert grouping is good or
>bad. I just think this comment misses the point about why library
>destruction, as a strategy, is bad to design into the game.
>--/DISCLAIMER--
>
>First of all, you need to get your vocabulary cleaned up.
>I'm not sure what you mean by "disruption".

To simplify, I was just pointing out that this strategy is not well
accepted since it was introduced on V:TES. Anything new brought out
during the design/playtesting process could be regarded a bad move as
well, so this in itself limits the scope - the ideal is to release
cards/strategy that should be acceptable for most players if not all.
That's all what I'm saying about grouping in this thread: some limits
must be considered, so once in a while we'll have options/sligthy
altered versions for the same old ideas.

About the word "disrupt", maybe it was just a bad choice of words.
Myself, I've been there, done that in library destruction and find it
boring. Never spent much time thinking about the strategy itself
because its *boring*. I don't need any more disincentive to play it
since V:TES is my main hobby, so I just want fun when playing it, even
during tournaments.


That word has little
>relevance that I can think of when used in the context of what
>strategies or tactics should or should not be supported in VtES.
>To "disrupt" tends to suggest interference with another player's
>defense (means of remaining in the game) or offense (means of ousting
>prey and thus making progress towards winning the game). Rush combat,
>as an easy example, clearly does both. So a statement that begins,
>"Any new strategy to be added has to be not disrupting..." ignores
>the reality of the game since it was invented.
>
>Library destruction can not be deemed evil by any conceivable
>definition of the term "disruptive". If anything, it's LESS
>"disruptive" than many stratigies given that its victim has a
>completely free hand to operate normally until a specific point is
>reached when his library is exhausted. In fact, if the predator is
>expending most or all of his offensive resources on just library
>destruction, if anything, the problem caused is that the prey has
>TOO free a hand since he isn't getting otherwise attacked by his
>predator which would be normal by comparison. If anything, the
>problem with pursuing a library destruction offense is that it
>unbalances the board by being too UNdisruptive. (Bah. Enough. I
>think I've made my point.)
>
>The problem with library destuction is just that it doesn't work
>very well as a strategy, period. Most all strategies for winning,
>even the highly defensive ones, involve destroying the prey's pool
>directly or his resources for defending his pool (then destroying it
>directly by cruder means), and moving on. Once your prey's been
>ousted, you take over the job of ousting his prey, which should be
>already partially digested by that time so you don't start from
>scratch. But with library destruction, it doesn't work that way.
>You go through all your prey's library cards, run him out, then get
>him either with Brinksmanship or just by the disadvantage cause by
>his lack of library (which could still be quite difficult). In
>any event, however you get him you are then faced by the challenge
>of starting nearly from scratch on the next player. Presumedly,
>your grandprey has gone through some of his library but unless it's
>taken you a long time to oust your first prey, he should still have
>a pretty sizable chunk of his library left. If you have taken a long
>time, then he's had a lot of time to make progress on his position
>and may well have made some ousts (or be very near one) by now.
>
>This all causes two distinct problems for game balance:
>1) It's not a very attractive strategy to the user. With the library
>destruction cards available to those pursuing the strategy, it's
>unlikely to get more than one oust in a game and even getting one is
>not very easy;
>
>and 2) When it doesn't work - which is often, it often cripples the prey
>in favor of third parties. Particularly, the predator's predator (who
>may well find his grandprey near out of library about the time he starts
>in on the latter) and the prey's prey, who may reap the rewards of having
>no pressure on him if the prey starts desparately attacking backwards to
>end the library destruction as soon as possible (and sometimes just out
>of spite).
>
>In short, the reason library destruction is intensely dislike is for the
>same reason as Anarch Revolt strategies: they tend to throw a game way
>out of kilter.
>
>Fred
>
>spoiling for a different debate - one that I find more intruiging
>

best,


Fabio "Sooner" Macedo
V:TES National Coordinator for Brazil
-----------------------------------------------------
now a "luminary", whatever it means:
http://www.thelasombra.com/WhosWho/fabiomacedo.htm
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

>> Oh, well. I had fun writing it.
>
> I think you take me far, far too seriously.
>
> --Colin McGuigan

I know I do.

Ankur
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Fabio "Sooner"" <fabio_sooner@NOSPAMterra.com.br> wrote in message
news:kntg011f84ropqkfab1r0oj0acau1brsuf@4ax.com...
> On Mon, 7 Feb 2005 18:58:50 -0700, "Frederick Scott"
> <nospam@no.spam.dot.com> wrote:
>
>>"Fabio "Sooner"" <fabio_sooner@NOSPAMterra.com.br> wrote in message news:f7sf01tctlhhpuob35v8ah5sdn7qbrvoei@4ax.com...
>>> But still the game have some limits to consider when designing a new
>>> card. Consider library destruction. It was introduced not a long time
>>> ago and it still bothers some players. Any new strategy to be added
>>> has to be not disrupting, in accordance with the scenario the game is
>>> based in, and should not case players to thing that V:TES is headed
>>> toward anything that could downgrade existing strategies very clearly.
>>
>>Huh?!? OK:
....
>>First of all, you need to get your vocabulary cleaned up.
>>I'm not sure what you mean by "disruption".
>
> To simplify, I was just pointing out that this strategy is not well
> accepted since it was introduced on V:TES. Anything new brought out
> during the design/playtesting process could be regarded a bad move as
> well, so this in itself limits the scope -

Strange. When else might you bring anything 'new' out?

> the ideal is to release
> cards/strategy that should be acceptable for most players if not all.

Sounds like you're saying, new cards and strategies should be liked by
as many players and disliked by as few players as possible. I think we
can all get behind that sentiment. One thing to be cautious of, however:
often the first reaction people as a group have to something new is far
more negative than it winds of being later on - at least, using this forum
as a guide. My own reaction to certain things matches that, as well.
Some things I hate at first, I continue to hate later on but often I find
myself moderating and even growing to like certain things over time for
reasons I just couldn't perceive when the change was first announced.

> That's all what I'm saying about grouping in this thread: some limits
> must be considered, so once in a while we'll have options/sligthy
> altered versions for the same old ideas.

If you mean, the designers just can't constantly think of wildly new
ideas for new vampires and have them all be good - yea, agreed. A bit
of cautiousness, especially in the face of limited playtesting time
and resources, is probably a good thing. (Of course, I wasn't aiming
to take sides in that matter.)

> About the word "disrupt", maybe it was just a bad choice of words.
> Myself, I've been there, done that in library destruction and find it
> boring. Never spent much time thinking about the strategy itself
> because its *boring*. I don't need any more disincentive to play it
> since V:TES is my main hobby, so I just want fun when playing it, even
> during tournaments.

I think that's the whole point of the activity as far as I can see.
If it's just a competitive activity people are needing, they can take
up arm-wrestling. But as far library destruction is concerned, I
agree, it is kind of boring, too. The way it works now, trying to
work through a player's entire library from scratch is pretty challenging
without him having much ability to resist it. If he can do things to
resist it directly, it wouldn't be doable at the moment. This is not
to say, it can't be made more fun. Perhaps a card that linked directed
actions to burning library cards, which must be stealthed and risk
interception and so forth, might allow for more real interaction in the
course of carrying out the library destruction (as opposed to just tapping
some Slaughterhouses). I suspect that for various reasons, the strategy
is not salvagable, however.

Fred
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Peter D Bakija wrote:
> I think that the hard Events (Recalled/Fall) are difficult enough to
get
> into play that it is farily difficult to build a deck around them.
> Especially as their benefits are narrow enough to not always actually
be
> useful--you could fill your deck with enough infrastructure to be
able to
> play Fall or Recalled, but unless you are sitting next to someone who
it
> will actually harm significantly, all that infrastructure isn't that
useful,
> providing disincentive to actually play such a deck a lot.
>
On the other hand, I have a blood denial/ally deck which throws out a
lot of Events* and could really do with Fall of the Camarilla to
protect me against votes. Sadly, I have two useless Fall of the Sabbats
instead. Recalled to the Founder is a lot less powerful than it seems,
IMO, and is only really useful for an endgame against someone with a
lot of pool.

* Or did. I've pared it down to The Unmasking, Restricted Vitae, Blood
Weakens and The Slow Withering. Powerbase:LA made me drop Conquest of
Humanity, Wormwood is ineffective, and The New Inquisition and
Absimiliard's Army have a tendency to backfire.
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Kevin M. wrote:
> This has been a problem on this newsgroup before, as well as newsgroups in
> general.
>
> Perhaps an emoticon would help? :)

Are you Canadian?

--Colin McGuigan
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Ankur Gupta wrote:
>> I think you take me far, far too seriously.
>>
>> --Colin McGuigan
>
> I know I do.

So then you're seriously considering that fifth column idea? I think
you should do it. We could use more weekly players, and y'all are
boasting about your new influx...

--Colin McGuigan
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Frederick Scott" <nospam@no.spam.dot.com> wrote in message
news:s1VNd.5067$ds.417@okepread07...

> Library destruction can not be deemed evil by any conceivable
> definition of the term "disruptive". If anything, it's LESS
> "disruptive" than many stratigies given that its victim has a
> completely free hand to operate normally until a specific point is
> reached when his library is exhausted. In fact, if the predator is
> expending most or all of his offensive resources on just library
> destruction, if anything, the problem caused is that the prey has
> TOO free a hand since he isn't getting otherwise attacked by his
> predator which would be normal by comparison.

Both of those are basically true, yes. But when a person's library *is*
exhausted, suddenly their game is *extremely* disrupted.

> The problem with library destuction is just that it doesn't work
> very well as a strategy, period.

It's not the only problem. I think it's also a problem that it prevents
the victim (once it takes effect) from playing the normal game. (This
is also a problem with the lopsidedness of combat, yes.)

> You go through all your prey's library cards, run him out, then get
> him either with Brinksmanship or just by the disadvantage cause by
> his lack of library (which could still be quite difficult). In
> any event, however you get him you are then faced by the challenge
> of starting nearly from scratch on the next player.

This is true in theory, but probably the most common way to destroy
someone's library is with Slaughterhouses. And if you have spent a
while during a game building up a stack of Slaughterhouses, it takes
*much* less time to destroy the second player's library than it did to
destroy the first. And as you mentioned, your grandprey has already
used a number of cards.

> This all causes two distinct problems for game balance:
> 1) It's not a very attractive strategy to the user. With the library
> destruction cards available to those pursuing the strategy, it's
> unlikely to get more than one oust in a game and even getting one is
> not very easy;

I think this is true only in that Brinksmanship is the only practical
way to turn library destruction into VPs. And combining the ability to
get Brinksmanship to referendum and pass the referendum and have strong
library destruction and not get ousted in the meantime is a little
tricky.

> and 2) When it doesn't work - which is often, it often cripples the
prey
> in favor of third parties. Particularly, the predator's predator (who
> may well find his grandprey near out of library about the time he
starts
> in on the latter) and the prey's prey, who may reap the rewards of
having
> no pressure on him if the prey starts desparately attacking backwards
to
> end the library destruction as soon as possible (and sometimes just
out
> of spite).

This is one of the reasons that library destruction probably wasn't a
good idea to add to VTES, yeah. Since it wasn't conceived as part of
the game from the beginning - unlike Magic there was never an "if you're
out of library you're ousted" rule - it starts out as a total nutpuncher
of an effect. Tacking on a way for it to oust people (Brinksmanship)
makes it operate mostly outside the normal methods of VTES interaction,
which is (a) bad in that interactivity is (should be) central to the
game design, and (b) bad in that it circumvents the basic mechanic of
the game, that your pool is your life.

> In short, the reason library destruction is intensely dislike is for
the
> same reason as Anarch Revolt strategies: they tend to throw a game way
> out of kilter.

Yes.


Josh

an obliging fellow
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Joshua Duffin" <jtduffin@yahoo.com> wrote in message
news:36s1neF4v7i46U1@individual.net...
>
> "Frederick Scott" <nospam@no.spam.dot.com> wrote in message
> news:s1VNd.5067$ds.417@okepread07...
>> and 2) When it doesn't work - which is often, it often cripples the
>> prey in favor of third parties. Particularly, the predator's
>> predator (who may well find his grandprey near out of library about
>> the time he starts in on the latter) and the prey's prey, who may
>> reap the rewards of having no pressure on him if the prey starts
>> desparately attacking backwards to end the library destruction as
>> soon as possible (and sometimes just out of spite).
>
> This is one of the reasons that library destruction probably wasn't a
> good idea to add to VTES, yeah. Since it wasn't conceived as part of
> the game from the beginning - unlike Magic there was never an "if you're
> out of library you're ousted" rule - it starts out as a total nutpuncher
> of an effect. Tacking on a way for it to oust people (Brinksmanship)
> makes it operate mostly outside the normal methods of VTES interaction,
> which is (a) bad in that interactivity is (should be) central to the
> game design, and (b) bad in that it circumvents the basic mechanic of
> the game, that your pool is your life.

Notice, however, that these don't seem to matter in Magic. I don't
think the issue has to do with the mechanic being designed into the
game in the first place. I think you could modify a game to add a new
means of ousting a player and have it be perfectly OK. In this case,
however, I agree with you that this particular means of ousting is bad
in terms of it circumventing the "pool is life" struggle which most all
the rest of the cards are designed to address. But I think the reason
has to do with the multiplayer nature of the game. In Magic, it doesn't
matter how you "oust" your opponent - once you do, the game is over. In
Jyhad, once your prey is ousted OR once you've failed and you're ousted,
there is more game to play. And the state in which that game will wind
up needs to be considered as well as how the success of the interim
goal might be obtained. I think that's really the reason alternative
victory conditions in this game are a tricky thing to add.

Fred
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

> So then you're seriously considering that fifth column idea? I think
> you should do it. We could use more weekly players, and y'all are
> boasting about your new influx...

You know I am.

Ankur
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

On Tue, 8 Feb 2005 07:56:48 -0700, "Frederick Scott"
<nospam@no.spam.dot.com> wrote:

>
>>>First of all, you need to get your vocabulary cleaned up.
>>>I'm not sure what you mean by "disruption".
>>
>> To simplify, I was just pointing out that this strategy is not well
>> accepted since it was introduced on V:TES. Anything new brought out
>> during the design/playtesting process could be regarded a bad move as
>> well, so this in itself limits the scope -
>
>Strange. When else might you bring anything 'new' out?

Of course, during design/playtest. But that does not mean that
*anything new* should be incorporated just because it's *new*.
I could try to offer a random example, but I'm afraid it will be took
as something feasible and the entire discussion derails even further.


>> the ideal is to release
>> cards/strategy that should be acceptable for most players if not all.
>
>Sounds like you're saying, new cards and strategies should be liked by
>as many players and disliked by as few players as possible. I think we
>can all get behind that sentiment. One thing to be cautious of, however:
>often the first reaction people as a group have to something new is far
>more negative than it winds of being later on - at least, using this forum
>as a guide. My own reaction to certain things matches that, as well.
>Some things I hate at first, I continue to hate later on but often I find
>myself moderating and even growing to like certain things over time for
>reasons I just couldn't perceive when the change was first announced.

I agree in every line, but it does not preclude the caution needed
when designing new things. I guess that's what playesting is for -
getting past the initial reaction and trying the thing to see if it's
as [insert whatever is that initial resentment here] as it seems to be
when applied against existing material.


>> That's all what I'm saying about grouping in this thread: some limits
>> must be considered, so once in a while we'll have options/sligthy
>> altered versions for the same old ideas.
>
>If you mean, the designers just can't constantly think of wildly new
>ideas for new vampires and have them all be good - yea, agreed. A bit
>of cautiousness, especially in the face of limited playtesting time
>and resources, is probably a good thing. (Of course, I wasn't aiming
>to take sides in that matter.)

That's pretty much what I believe, yes. I see this as some kind of
management savvy - one shouldn't place all bets on a new trend just
because it seems profitable, careful analysis is needed and stuff -
and it's just not in regard to vampire design, but library cards and
new strategies as well. I don't believe that the idea of making
vampires capable of playing cards "as a member of [X]" (be it clan,
sect or title) was never lifted up before. It just seems that now the
game can afford to have these, since it has so many clans and
bloodlines and available effects to all of them that a Ravnos who can
employ a Dog Pack is not a big issue.

I waited for long before taking sides on the grouping issues for a
number of reasons. I know you don't want to aim on that topic now, but
rest assured that it was all I meant when I used library destruction
as an example.


>> About the word "disrupt", maybe it was just a bad choice of words.
>> Myself, I've been there, done that in library destruction and find it
>> boring. Never spent much time thinking about the strategy itself
>> because its *boring*. I don't need any more disincentive to play it
>> since V:TES is my main hobby, so I just want fun when playing it, even
>> during tournaments.
>
>I think that's the whole point of the activity as far as I can see.
>If it's just a competitive activity people are needing, they can take
>up arm-wrestling. But as far library destruction is concerned, I
>agree, it is kind of boring, too. The way it works now, trying to
>work through a player's entire library from scratch is pretty challenging
>without him having much ability to resist it. If he can do things to
>resist it directly, it wouldn't be doable at the moment. This is not
>to say, it can't be made more fun. Perhaps a card that linked directed
>actions to burning library cards, which must be stealthed and risk
>interception and so forth, might allow for more real interaction in the
>course of carrying out the library destruction (as opposed to just tapping
>some Slaughterhouses). I suspect that for various reasons, the strategy
>is not salvagable, however.
>Fred

I never put that many thoughts on library destruction, as stated
above, so I can not do more than wonder about your impressions and
share the same feelings.
But bad feelings against the strategy aside, I think we should
remember that Slaughterhouse is no more a no-brainer than a lot of
other strategies. I've heard about a "selective library destruction"
strategy defended by a fellow player which used some tech to see
what's in the top of it's prey's library before discarding/using it.
If it's not a threat to him, he does not destroy it. I recall it used
Le Dihn Tho, Agaitas, the Ercyies Fragments and I assume it uses
Revelations also, but I need to check. Maybe it's a positive angle to
library destruction, maybe not.

best,



Fabio "Sooner" Macedo
V:TES National Coordinator for Brazil
-----------------------------------------------------
now a "luminary", whatever it means:
http://www.thelasombra.com/WhosWho/fabiomacedo.htm
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Colin McGuigan <maguaSPAM@BGONEspeakeasy.net> wrote:
> Kevin M. wrote:
>> This has been a problem on this newsgroup before, as well as
>> newsgroups in general.
>>
>> Perhaps an emoticon would help? :)
>
> Are you Canadian?

What does my nationality have to do with anything?

> --Colin McGuigan

Kevin M., Prince of Henderson, NV (USA)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Fabio \"Sooner\"" <fabio_sooner@nospamterra.com.br> wrote:
: I agree in every line, but it does not preclude the caution needed
: when designing new things. I guess that's what playesting is for -
: getting past the initial reaction and trying the thing to see if it's
: as [insert whatever is that initial resentment here] as it seems to be
: when applied against existing material.

Just a sidenote, library destruction/millstoning made it to Jyhad
despite playtesting. This alone proves that playtesting is nowhere near
a foolproof method of weeding out unwanted and thematically unacceptable
"strategies".

: strategy defended by a fellow player which used some tech to see
: what's in the top of it's prey's library before discarding/using it.
: If it's not a threat to him, he does not destroy it. I recall it used
: Le Dihn Tho, Agaitas, the Ercyies Fragments and I assume it uses
: Revelations also, but I need to check. Maybe it's a positive angle to
: library destruction, maybe not.

Not a new concept, for instance done after M:tG Ice Age expansion with
Millstones and Elemental Auguries* and a number of times ever since.

I see nothing redeeming in copying a tactic from M:tG to a strategy
ripped from M:tG.

//T
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Teemu T Vilen wrote:

> Just a sidenote, library destruction/millstoning made it to Jyhad
> despite playtesting. This alone proves that playtesting is nowhere near
> a foolproof method of weeding out unwanted and thematically unacceptable
> "strategies".

Well, really, that library destruction isn't real succesful as a strategy
indicates that the playtesting probably works just fine--if deck destruction
had been, like, really effective? Then, maybe, I'd see playtesting as the
issue. That it exists as a strategy that is fringe, at best, is just
fine--it is never (with the current card pool) going to dominate competetive
play.




Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"How does this end?"
"In fire."
Emperor Turhan and Kosh
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

>> The problem with library destuction is just that it doesn't work
>> very well as a strategy, period.
>
> It's not the only problem. I think it's also a problem that it prevents
> the victim (once it takes effect) from playing the normal game. (This
> is also a problem with the lopsidedness of combat, yes.)
>

As far as I see it, Library Destruction is just another resource denial
aspect of the game.
VTES, at its core away from the idea of vampires, is a game of resource
management. Its just another varient of that.

Personally I'd like to see it become a viable option in the game.

--
Colin "Eryx" Goodman
Cambridge UK
http://www.geocities.com/eryx_uk/Cambridge_by_night.html
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Colin Goodman" <colin.goodman2@ntlworld.com> wrote in message
news😀EcOd.2323$bc1.957@newsfe3-win.ntli.net...
As far as I see it, Library Destruction is just another resource denial
> aspect of the game.
>
> VTES, at its core away from the idea of vampires, is a game of resource management. Its just another varient of that.

Sure. Except there's a couple of problems with just waving your hand
over the broad concept of "resources" and declaring all things equal.
All resources are not equal. Vampire resources allow you to take
actions and defend your other resources. The game is full of things
on which to spend your pool resources. But library resources are almost
painless to lose until you hit a fixed point, only then are they pretty
much fatal to lose. (And there's not much to spend them on; things like
Liquidation are very rare.) And, as I pointed out elsewhere, there's
little interaction around attacking vs. defending them given the cards
printed up so far. If I put out a bunch of Slaughterhouses and you
don't have any Arsons, the total amount of interaction we have is me
tapping my Slaughterhouses and you dancing like a monkey, er, I mean
burning your library cards. You might attack me with everything at your
disposal, but this is all indirect interaction.

I suppose this stuff could all be fixed. But how much other stuff would
you have to break and repair to make it work first?

Fred
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Peter D Bakija <pdb6@lightlink.com> wrote:
: Well, really, that library destruction isn't real succesful as a strategy
: indicates that the playtesting probably works just fine--if deck destruction
: had been, like, really effective? Then, maybe, I'd see playtesting as the
: issue. That it exists as a strategy that is fringe, at best, is just
: fine--it is never (with the current card pool) going to dominate competetive
: play.

What I meant was that I undoubtedly there were more people among the
playtesters that were screaming out loud having seen the Slaughterhouses.
But, you are right. When a designer has decided that there ought to be
this new and fancy mechanic, playtester role is just to see how broken
it can get.

I just don't like the mechanic existing in the game. Didn't like it when I
saw them the first time, don't like it now.

They've never been so popular in the local games, and they certainly
don't consistently win with the library destruction mechanic. It's just
that as a "strategy" it's a cheap M:tG copy and simply doesn't fit Jyhad
as it goes too much into realm of rules and meta mechanics.

Looking at the later expansions I'm pretty relieved though that
the design team hasn't gone much further with similar mechanics - which is
nice. Now, we just need more toys to kill all of those all Masters decks.

//T
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Teemu T Vilen wrote:

> What I meant was that I undoubtedly there were more people among the
> playtesters that were screaming out loud having seen the Slaughterhouses.
> But, you are right. When a designer has decided that there ought to be
> this new and fancy mechanic, playtester role is just to see how broken
> it can get.

Sure. And apparently the playtesters kept the Slaughterhouses from being so
broken--they aren't that useful. I mean, yeah, I totally agree with Fred's
assessment on deck destruction as a whole (see some other thread somewhere
now...), but I don't think in an absolute sense, the deck destruction we
have currently is that disruptive to the game as a whole--I mean, it is
disruptive to an individual game, 'cause of how it works (again, see Fred's
disection of the subject), but overall, it doesn't have much effect on the
game environment, 'cause it is so hard to actually win with. So while it is
a particularly obnoxious bad strategy, it isn't actually any worse that
other bad strategies that don't win.

> I just don't like the mechanic existing in the game. Didn't like it when I
> saw them the first time, don't like it now.

I don't either so much. But that it is almost completely ineffective, in
terms of winning games, let alone tournaments, means it isn't going to show
up much. And is only very rarely going to show up in "serious" games (i.e.
competeitve ones), 'cause their is considerable disincentive to play a
milling deck in competition (as it is so unlikely to actually win anything).
So yeah, it is really annoying, but lots of bad strategies are really
annoying. Luckily, bad strategies don't show up that often. I mean, like, if
the game was shifted such that it became much easier to oust people through
deck destruction (say, a master card that said "Play this card during your
master phase. If your prey has zero cards in their library, they are
ousted." or something), I'd think that deck destruction was problematic. But
currently, all their is is Brinksmanship which is difficult to pull off.

> They've never been so popular in the local games, and they certainly
> don't consistently win with the library destruction mechanic. It's just
> that as a "strategy" it's a cheap M:tG copy and simply doesn't fit Jyhad
> as it goes too much into realm of rules and meta mechanics.

Eh. It is another aspect of the game that can be used to some effect. There
are decks on the table--it makes perfect sense that there be cards that do
things to those decks, and removing cards from them is a pretty obvious
thing to do to them. As you note, again, it is so hard to win with such a
strategy, that it doesn't come up that much. So while occasionally (rarely?)
annoying, that describes a lot of strategies that don't show up that much,
'cause they don't actually win.


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"How does this end?"
"In fire."
Emperor Turhan and Kosh
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Frederick Scott" <nospam@no.spam.dot.com> wrote in message
news:OfdOd.5115$ds.3075@okepread07...
>
> Sure. Except there's a couple of problems with just waving your hand
> over the broad concept of "resources" and declaring all things equal.
> All resources are not equal. Vampire resources allow you to take
> actions and defend your other resources. The game is full of things
> on which to spend your pool resources. But library resources are almost
> painless to lose until you hit a fixed point, only then are they pretty
> much fatal to lose. (And there's not much to spend them on; things like
> Liquidation are very rare.) And, as I pointed out elsewhere, there's
> little interaction around attacking vs. defending them given the cards
> printed up so far. If I put out a bunch of Slaughterhouses and you
> don't have any Arsons, the total amount of interaction we have is me
> tapping my Slaughterhouses and you dancing like a monkey, er, I mean
> burning your library cards. You might attack me with everything at your
> disposal, but this is all indirect interaction.
>

Quite frankly (and no offence intended here) I say tough. You can't build a
deck to compensate for every possible action your opponent/s may come at you
with, whether it be deck destruction, S&B, Intercept, or dedicated Agg
combat. Its no different than me not having the right cards to combat your
nasty flamethrower agg damage combat deck (if you had one). You build your
deck and compensate where you think there is a weakness.

> I suppose this stuff could all be fixed. But how much other stuff would
> you have to break and repair to make it work first?
>

Now here we agree. Its too late into the game to start fiddling too much,
otherwise it might have been worth finding other means of VP gain than
bleeding.

My first experience with CCG's was Magic, and I view that game (in its
heyday) as one of the best out there. One reason for that view is that there
are cards and means to do pretty much anything, and its all viable strategy.
Cool cards and funky combo's that do X and Y are fun to play, but ultimately
in VTES you only win by bleeding your prey out. Brinksmanship, deck
destruction, ambush, red list etc, are all secondary and tertiary to
bleeding a player out.

My point (and long in coming I think, sorry) is that VTES could stand to do
with new means of winning strategy. If deck destruction (as our dominate
example here) is made viable, so could other means of expanding the game,
which is the one thing VTES does lack because as I say bleeding is the only
real means of VP gain.

If this rambled its because its 3 am, but hopefully you see my point.

--
Colin "Eryx" Goodman
Cambridge UK
http://www.geocities.com/eryx_uk/Cambridge_by_night.html
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"Colin Goodman" <colin.goodman2@ntlworld.com> wrote in message
news:OnfOd.1878$Dr.1451@newsfe5-win.ntli.net...
> "Frederick Scott" <nospam@no.spam.dot.com> wrote in message news:OfdOd.5115$ds.3075@okepread07...
>>
>> Sure. Except there's a couple of problems with just waving your hand
>> over the broad concept of "resources" and declaring all things equal.
>> All resources are not equal. Vampire resources allow you to take
>> actions and defend your other resources. The game is full of things
>> on which to spend your pool resources. But library resources are almost
>> painless to lose until you hit a fixed point, only then are they pretty
>> much fatal to lose. (And there's not much to spend them on; things like
>> Liquidation are very rare.) And, as I pointed out elsewhere, there's
>> little interaction around attacking vs. defending them given the cards
>> printed up so far. If I put out a bunch of Slaughterhouses and you
>> don't have any Arsons, the total amount of interaction we have is me
>> tapping my Slaughterhouses and you dancing like a monkey, er, I mean
>> burning your library cards. You might attack me with everything at your
>> disposal, but this is all indirect interaction.
>
> Quite frankly (and no offence intended here) I say tough. You can't build a deck to compensate for every possible action your
> opponent/s may come at you with, whether it be deck destruction, S&B, Intercept, or dedicated Agg combat. Its no different than me
> not having the right cards to combat your nasty flamethrower agg damage combat deck (if you had one). You build your deck and
> compensate where you think there is a weakness.

I think you misunderstand the objection. The point is not that people can't
build decks to defend it. The point is that there's no interaction, hence
the play is not much fun. "Tough" ain't an answer to that - unless you're
taking the role of a Marine drill sargent. (Heh! "NOBODY SAID JYHAD WAS
SUPPOSED TO BE *FUN*, MAGGOTS! JUST *PLAY* IT!!!")

> My point (and long in coming I think, sorry) is that VTES could stand to do with new means of winning strategy.

Perhaps. But if it doesn't engage cards that are actually found in a likely
opponent's deck, then chances are it won't be much interaction and hence much
fun, either. Most Magic decks can do something about artifacts or else can
possibly win fast enough (and in doing so, engage the millstone player's
defense) to make for interesting play even if the millstone's opponent didn't
specific build his deck to resist being milled. I don't think that can be
said of Slaughterhouses. That's a bad thing.

Fred
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

David Cherryholmes wrote:
> On Tue, 8 Feb 2005, Frederick Scott wrote:
>
(on library destruction strategy)
>
> I also think it's worth mentioning that it's a barely-explored
strategy.

It can stay that way as far as I'm concerned.

G
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

Colin Goodman wrote:
> "Frederick Scott" <nospam@no.spam.dot.com> wrote in message
> news😀DpOd.5449$ds.167@okepread07...

> > They don't actually weaken your prey, though. They don't do a
thing to
> > your prey until he's totally out of library. It's a huge ON/OFF
switch,
> > which is the point I made about not all resources being the same to
> > attack.
>
> Doesn't weaken my prey? Its removing his resources, making things
easier for
> me. If I burn his intercept and wakes (for example) how is that not
> weakening my prey? If you mean by pool, then you are correct but it
weakens
> his resources thus aiding me. if my prey doesn't have the cards to
stop me
> thats a good thing.

If I sit down at your table with a 90 card deck and at the start of the
game were to just move the top 1/3 of the deck to my ash heap, my deck
should play just the same. Fewer cards doesn't make me weaker (until
I'm out of cards). If it did, we'd all play 90 card decks. :)

If you were to burn half of your prey's deck, you could expect to burn
half of his wakes and intercept as well. In the remaining half of the
deck, the wakes and intercept should enter your prey's hand with the
same frequency that is present with the full deck.

Of course, we haven't covered variance yet. You *could* be harming them
*if* variance strikes in a way that makes it so you whacked more than
50% of his wakes and intercept when you whacked 50% of his deck.
However, I think variance is best ignored because it can also *help*
your prey. If wakes and intercept are exactly what your prey needs to
thwart you, your slaughterhouses are just as likely to speed him to
them. It is just as likely that variance could cause you to whack a
disproportionate number of master cards or combat cards when you
destroy half your prey's library--leaving them with a remaining deck
that is more rich with Wakes and intercept and you'll end up seeing
them with *more* frequency.

You could possibly argue that SH helps if only 1 copy of a card exists
in the deck. If you whack one of those it is gone for good. However, if
it is in the bottom half of deck, if may never enter play anyway and so
the player doesn't count on such a card. And again, SH could just as
easily speed your prey to getting that card...if it weren't going to be
played because it was too deep in the deck and the SH makes it so that
the card enters your prey's hand.

What you really need are cards that allow you see the target card(s)
first and then use SH to get rid of them. Then you are denying
resources.

> >> Only in one game (the deck's first) have I ever managed to deck a
player
> >> out.
> >> Its a viable game strategy to weaken the opponent enough to allow
you do
> >> to what you came for, and bleed him out.
> >
> > I don't know what you mean by "weaken him until...". If you didn't
deck
> > him, you didn't do a thing to him to weaken him so you could be
bleed him
> > out.
>
> See my above comment. Its resource denial.

Or it is resource admission.

-Robert
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

On Tue, 8 Feb 2005, Frederick Scott wrote:

> Perhaps. But if it doesn't engage cards that are actually found in a likely
> opponent's deck, then chances are it won't be much interaction and hence much
> fun, either. Most Magic decks can do something about artifacts or else can
> possibly win fast enough (and in doing so, engage the millstone player's
> defense) to make for interesting play even if the millstone's opponent didn't
> specific build his deck to resist being milled. I don't think that can be
> said of Slaughterhouses. That's a bad thing.

I think you know that invoking "fun" generates more problems than it
addresses. Personally, I find nothing "fun" in stealth bleed and swarm
bleed, but that is strictly a matter of taste.

But what I really wanted to reply to was that last bit, about speed. You
yourself admitted that milling is a slow strategy, and any deck that
chooses to ignore it and just lean left has a good chance of beating it.
Not a certainty of outracing it, of course, but a chance. That seems
sufficient to me.

I also think it's worth mentioning that it's a barely-explored strategy.
At a certain point in time, similiar criticisms have been leveled against
wall decks and rush decks. This lasted until certain individuals sat down
and put in the work to show that they can be viable. Do you play them like
you would play a bleed deck? No, they require their own unique
strategies, strategies which may seem counterintuitive when viewed from
the perspective of "conventional wisdom". In the case of SH and
Brinksmanship, there's a wealth of tools in Gehenna events that I
haven't seen much discussion about, nor do the criticisms of it seem to
take into account that letting one's prey get a lone VP prior to running
out of gas may be exactly what you want to happen. Lots and lots of
strategies play to collapse the table to a favorable three way and then
come out on top.

--

David Cherryholmes