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About MrDudeguy

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  1. Theme. When an x-wing closes it's s-foils, it's supposed to be in "cruise mode," and go faster. The wingmates shouldn't be able to keep-up if they're not also in cruise. In games we frequently sacrifice theme for the limitations of physical components, space, game balance, etc... So fine, cruise, boost, and barrel-roll the wing leader, and let the wing magically keep up while still getting their own actions. I understand that this is supposed to make the large games smoother and more streamlined, but it doesn't feel good thematically.
  2. For some reason, all three scroll bars are linked. I can't scroll the ships list without the entire screen scrolling with it. It is very difficult to select anything this way. edit: using version 1.1.1 on an apple laptop
  3. Trade Federation: Droidekas Missile Tanks Geonosian Commandos etc... * Edit: Separatists, not just Trade Fed
  4. Having played many other minis games over the years (WHFantasy, 40k, Chainmail, Warmahcine, Hordes, Malifaux, etc...) I can say that the use of "terrain-based abilities" are primarily up to the players. Playing a faction that has inherent bonuses in forests means nothing if you don't bring some forest terrain to the table. Height bonuses are wasted if you don't have much vertical terrain. I have experienced firsthand the frustration of having "wasted" points on a unit whose ability never gets used due to terrain limitations. Moral of the story is this: if you want to make verticality a more integral part of your gaming experience, be sure to make some terrain that allows you to utilize it. Don't rely on your friends/flgs/tournament coordinators to supply everything you need. On the flip side, don't try to "game" your opponents by presenting only terrain that negates their abilities. I know that many of you have already stated your intentions to make terrain, and that is awesome. That's the way to go with this kind of game. You can highlight any aspect you want to and change-up the play style with every game you play. This also makes the initial scenario draft more interesting, as a commander with no climbing ability can try to draft the high ground positions first! tldr; It's no fun being a wood-elf in a desert... bring your own forests next time
  5. Just putting my vote in on the other side. I don't play IA, I don't plan on ever playing IA. Just not my style. I used to play warhammer a long time ago, but quit because I hate GW as a company. I love FFG, I love Star Wars, and I love tabletop minis. Slam-dunk, Legion all the way baby!!!!!!!!
  6. Love this idea so much! I agree that it's important to grow the community despite supply issues. People who actually care about the future of this game can become a part of the solution.
  7. There is another logistical issue that hasn't been mentioned here: the event is "open play," which requires people who attend to bring their own decks in to play with. I am one of a very small number of people who were able to get hands on product in my area. Many people I know are interested in getting into Destiny, but can't (we already know this). How can I generate interest in an event when people have no decks to bring with them? Three boosters is not enough to make a playable deck, and there are no starters to be found! Even if my lgs could get an event kit, only three people could attend. Lucas Litzsinger himself said that they had not planned for any type of limited play format (draft, sealed, etc...). This means that any "open play" event is reliant upon players having previous access to product. If the event also gave some kind of stripped-down starter set, with enough generic cards / dice to support a deck, then maybe it could work. Instead, the only people who can play are people who already play, further increasing the barrier to entry.
  8. I wonder if the plastics used in making the dice are recyclable. I don't mean to throw them in a bin and let the trash companies deal with them. I mean specifically, can they be remade into new dice? I look back at my old Magic: the Gathering collection and remember boxes upon boxes of cards that became obsolete as time went by, either from being cycled-out or by being replaced by better alternatives. I now look at my burgeoning Destiny collection and see a bag full of dice with the same fate in store for them. I look ahead a few years and see myself tripping and falling in my garage into a sea of multicolored plastic cubes, never to be seen again.... Wouldn't it be great if the dice could be shipped back to FFG for them to use in future print runs? Wouldn't it be great if they could save on materials cost by taking all of my Rey's Staff and BB-8 dice off my hands? Wouldn't it be great if my local game store had small envelopes with FFG's address pre-printed on them that held approximately 15-20 dice each? Wouldn't it be great if I could get a little bit of credit on FFG products for my trouble? Wouldn't it be great to be able to actually eat at the dinner table again, instead of having it covered in unwanted dice? Fun fact, companies that adopt more sustainable practices are showing increased profits according to an MIT SMR report http://news.mit.edu/2013/companies-profit-from-embracing-sustainability (incentive)
  9. While the reply from MM definitely absolves them of any legal blame, it does not make the situation any better. This is not Magic: the Gathering here, it is a brand new game whose future is yet to be determined. For a well-established ccg, the business of singles makes more sense. New players enter the game with starters and some boosters, then "graduate" up to the singles market as they become more involved in the hobby. There are multiple avenues for supply to accommodate a broad spectrum of player: from newbie to veteran. In the case of Destiny, a game whose future has yet to be determined, this strategy appears to be short-sighted and opportunistic. The longevity of a game requires a wide base to rest upon, much like a pyramid. You begin with horizontal expansion, increasing the number of players at the ground level, allowing a stronger foundation to grow upon. The singles market primarily facilitates vertical expansion, as the more veteran players and collectors are the ones who are most willing to shell-out the cash for the expensive rares. Destiny has made a huge splash with its debut, exciting players across the spectrum, but has yet to reach the consumer base needed to make vertical expansion a primary avenue. Furthermore, the lack of supply at the manufacturing level exacerbates the problem, as there is not enough product to go around. With this reality, the practice of earmarking boxes for singles sales reduces the general supply of product, artificially inflating the secondary market. This further increases the cost of entry and strengthens the barrier for entry-level players. In short, these retailers might be shooting themselves in the foot. The long-term strategy should have been to help grow the consumer base by offering as much product as they could to entry-level players during the supply shortage, guaranteeing themselves a wider player-base to enter the secondary market level. Instead, they seem to have opted for opportunism; cashing-in on the initial demand. Should Destiny survive its first few years (which I sincerely hope it does), then this discussion will have been wrong. If not, these practices will have been a direct contributing factor to its failure. I really hope that I am wrong...
  10. Khabarakh of clan Khim'bar Unique Yellow Hero 9 HP 9/14 Points 1 Melee 2 Melee +2 Melee 1 Discard Special Blank Guardian. Special: Use your Guardian ability, then remove all of your dice. Deal damage to the target of your Guardian equal to the total number of dice removed by this special (yours and opponent's). Khabarakh was a member of the Noghri, a primitive species of alien whose combat and stealth prowess was nearly unmatched. They were manipulated into the service of the Empire, acting as spies, bodyguards, and commandos. Khabarakh was the first Noghri to discover that Leia was the daughter of Darth Vader, his former master, and pledged himself to her protection.
  11. Wuher Unique Yellow Neutral 6 HP 1 Resource +2 Resource 1 Disrupt 2 Disrupt / 1R Special Blank Special: Re-roll all dice showing ranged damage. Any dice that roll ranged damage are then removed. Flavor text: "No blasters... NO BLASTERS!!!" 6 Points Wanted a thematic cantina character that would fill a support/defense role. As a bartender in the cantina, Wuher has access to many black market contacts, providing resource generation for you and resource denial for your opponents (for the right price). But remember, if you want his help, you better leave your guns at the door...
  12. @mege: I understand the collectable model far better than you give me credit for. I started playing CCG's in 1994, and miniatures wargames in 1999. Please don't make assumptions about others with incomplete knowledge of them or their backgrounds... As for the distribution model in general, CEO Christian Peterson himself says that his company's goal as a producer of games is to provide a multitude of avenues for the "end-users" (us, the players) to be able to acquire and enjoy their product (the games). He says a lot of other really great things concerning the history of collectables (specifically sports cards) and how the "commoditization" of these products leads to their decline. The artificial inflation of the secondary market with Destiny is bordering on exactly that issue. It is the prerogative of the product's owner (Asmodee) to dictate the terms of distribution, as they control the flow of product at the highest level. If they don't want you to have product, they can choose not to give you any. Watch the video; it's very informative and might have answered your questions before you asked them @ScottieATF: Actually, I addressed the letter to precisely whom I wished. I understand that a "lead designer" is not in charge of shipping and distribution. However, shipping and distribution would not (generally) have any emotional attachment to the product they move. Their job is to shuffle palates of boxes to the places that need to have the boxes. An appeal to emotion would fall on deaf ears there. As the lead designer, Mr. Litzsinger would (presumably) have such an attachment, and might be moved to action in order to prevent the mishandling of the product he created. As a member of the FF family, he has various contacts that I do not have access to, and would do a much better job of persuasion than I. I appreciate the constructive criticism and attempt at guiding my efforts in a better direction, but I assure you I had considered my choice of audience very well.
  13. I very much appreciate the video. I especially love the section, starting at 6:49, where Mr. Peterson talks about the "commoditization" of the sports card industry. He then goes on to say that their primary goal, as a company that designs games, is to get the product to the end user... Just to clarify, however, my letter was not meant to cast blame at FF for manufacturing issues, as those are to be expected with a brand new game. I respect the care that has been put into the quality of dice, and understand the limitations in production. My letter was meant to condemn the online retailers who are exacerbating these issues by not allowing "the end user" to have access to product. Manufacturing created a limited stock to begin with, and then these retailers are inflating the prices, creating further restrictions to the players. This is exactly the kind of behavior that Mr. Peterson described as being the downfall of the sports card industry. @Bowser: Yes, Mr. Litzsinger may be a designer, but this game is kind of like his child. Don't underestimate what a parent is capable of in defense of their children *** addendum *** Another great point to be taken from the video is that the CEO of the company has expressed a desire to ensure their customers are able to enjoy their games. What is happening right now is preventing players from doing exactly that. That should mean that Asmodee would be willing to take action against such practices to ensure the longevity of their product.
  14. Dear Mr. Litzsinger, I love the wonderful card/dice game that you the rest of your design team have created. It is such an elegantly simple game, with a depth of strategy not seen in a CCG since "the card game that shall not be named." I look forward to playing this game with my friends for many years to come. Unfortunately, at the moment it is impossible to get any of my friends interested in a game that they are unable to buy... There are some online retailers out there who are making choices that value short-term profits over long-term growth. This mentality, while well-within the scope of capitalism, I fear may become a detriment to the longevity of your game. Mainly, these actions include (but are not limited to) the opening of sealed product to resell on the secondary "singles" market, rather than providing stock for the customers to purchase. One retailer in particular has had no booster packs listed for purchase in almost a month, while their stock of singles was "miraculously" refilled just today. We are unable to buy any booster boxes, but we can buy Darth Vader for $50... I am not writing this to make some appeal to ethics, but rather to your pride in your game. The practice of cracking boosters for their own singles stock is promoting vertical growth over horizontal growth. That is, your game is not able to spread its player base, as only die-hard collectors will be willing to pay the exorbitant prices of the singles. The mass-market will not be willing to "try-out" a new game that has such difficulty reaching the hands of its audience, and as such, I believe that the popularity of the game will decline as players become more and more jaded. This is a dangerous time for Destiny. It is young and has the momentum of novelty to push it forward. For it to last and compete with "the card game that shall not be named," it will take a wide player base with lots of support. With such a high cost of entry, these retailers are doing your game more harm than good. I want millions of people across the globe to enjoy Star Wars Destiny, not just the collectors with disposable income. In addition to restricting the player base, these practices are allowing the retailers to dictate market value. By restricting supply, they artificially inflate demand and reap all of the benefits. My own personal view is that you, Mr. Litzsinger, your design team, and Fantasy Flight as a whole deserve the benefits of your work, not the opportunists who seek to control the market. I'm sure that Star Wars Destiny was designed for the enjoyment of players, not for the pocketbooks of retailers. I'm not entirely sure what you are able to do about this, but I felt that bringing this to your attention (or rather adding my voice to the growing chorus) might help to serve the Force. There is a community that loves your game, and we want to bring-in new players. We want a large, strong community with events and tournaments. There has been an awakening, and there are dark powers conspiring to snuff out the light. Respectfully, - Brandon Wilson
  15. This question is more on "feel" of decks, rather than actual deck construction. If I may, I would like to make an analogy to Magic, since I know that game very well. In any giver color you play, there a a few different ways to make that color effective. I could make a Black deck that uses a "sacrifice mechanic" to power my abilities, "life steal" to maintain a good life gap, "graveyard recursion" to stay on top of my opponents creatures, or "discard" to limit my opponents spellcasting options. Any or all of these options can make for a very playable black that will win, and when combined with other colors, deckbuilding potential is almost limitless. So far in AGoT, I have noticed that each House is more "Specialized." For instance, I can't imagine any House Targ deck working well without dragon cards to reduce STR and kill opposing characters. House Baratheon seems more suited to a power-rush with renown. Lannister seems to thrive on card control (kneeling and discarding). So now I get to the actual question: Can decks be made drastically different from eachother within the same house, and still be playable? How much diversity has everyone seen in each house, and how often does it work well? If I go to a tournament, will the top Martell Players all be running House Dayne decks, or do other themes stand a chance? This has been brought up by players in my group who don't want to "pigeon-hole" a House into making a specific deck that works, and only that deck wil work. (Note: My assumptions are based on a limited amount of gameplay, and I really hope to be told that I am wrong on this matter. I want to fall in love with this game, and I am almost there. The final piece that will send me into complete infatuation is the dynamic options for deckbuilding that exist in magic. I am only looking for hope here.)
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