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Nagoty

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  1. The title pretty much says it. I remember getting the base game and playing it with a few friends. We enjoyed the quests, the combat, the exploration mechanics, the character abilities, the items, the map, the artwork, player health trackers, etc. the list goes on and on as far as things we liked goes... I mean really, this game is a lot of fun to play and it’s still fun to play the 25th go round. But like everyone else who I saw on these and other forums; the whole experience fell short when the game came to its abrupt and seemingly unnatural conclusion which managed to discount the entire experience for us. The more we played the game the more we felt the exact same way. And I honestly can’t remember reading a single review of the game that failed to mention exactly what I’m talking about, so I don’t feel I need to beat that dead horse to a community that knows exactly what I’m getting at. So I guess I’m just trying to voice my aggravation to find that the one problem that seemingly every person had with this game hasn’t been addressed. Sure they added the co-op rules for the new scenario but that’s not really fixing the issue at hand for me. The other reason I wanted to voice my aggravation... which is really the main reason. Is that FFG usually addresses the concerns of their player base and fixes them(albeit at their own leisure at times). But fantasy flight games continually makes quality games. I don’t have enough fingers on two hands to count how many of their card/tabletop/board games I own and enjoy. And I have found that for the most part, any issues with their games are usually addressed and fixed when the community overwhelmingly supports them and voices their concerns... so why haven’t they shot the elephant in the room on this one and fixed what everyone has an issue with? Am I alone in my frustrations?
  2. Nagoty

    House Rule Ideas.

    So, Like most posts I've seen about the game, the wide variety of players are finding that the game is wildly entertaining until you reach the end game victory point count up only to find that the game just ends abruptly and feels hollow. My main gripe with the game similar to everyone else's, in that as the game goes on and you start to get interested in the quests and story-lines, you start to run the risk of the game just ending and leaving you with a bunch of un-answered questions as to how they end and where the story finds its closure. To me, the rule that the factions move on the power track upon agenda deck depletion seems like it might be one of the main problems. One of the main attractions to bethesda games is that you can start the game and decide "**** it, I don't want to do any of the main quests yet, I want to check out all the other stuff." And once you get the urge to do the main story line, its always just sitting there waiting for you to go back to it, rather than moving at its own pace and eventually forcing you to miss out on it because the game ends on its own. So the game moving on its own if you don't move fast enough seems to be in direct conflict with the spirit of this game. Anyway I'm sort of getting off topic. My idea was to throw the rule that says you need to move the power track forward on agenda depletion away, this way you only move the power track as main quests are completed and tell you to do so. I figured, this way you can go ahead and do whatever you want as far as side quests are concerned and then come back to the main quest at your own pace or the pace that's dictated by the people you're playing with. but then I was reading a post that broke down the main quests in the Far Harbor quest line: "Pushing Shields:029 +1032 +1034 +1035 +1039 +2 (Shield wins)042 +3 <- last questPushing Stars029 +1033 +1034 +1036 +1040 +2 (Star wins)043 +3 <- LAST quest" I didn't write those numbers down. I found them in a post on board game geek. If those numbers are correct, and you decide to just follow one side's quests, you complete the game before you even finish the main quest line.... am I the only person thinking to themselves "what the ****?" Anyway I still think that moving the power track on agenda depletion ruins the flow of the game a bit and I think I'm going to implement that as one of my house rules. TL:DR. I'm going to implement a rule for my games where the power track doesn't move on agenda deck depletion so that the players can dictate the speed of the game and the movement of the power track. I was wondering if anyone has come up with some interesting house rules to make the game feel a bit better in the end game and what you think about my thoughts on the game.
  3. Oh yeah man, definite sadness. These figures are definitely one of the coolest parts of the game besides the card art. And the ghoul is a pretty unique figure. No one wants to play as a waste lander pretending to be a ghoul or a pawn from a chess set doing the same. It’s just not the same man. Sad day for people who want to play such an interesting class choice.
  4. I lost my ghoul figure and, go figure, everyone wants to play the **** ghoul. Is there any way to buy a new ghoul figure without buying a whole new game? I saw that there is a new miniature fallout game coming out but thats not exactly the same thing as getting a replacement figure. Thanks.
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