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Tim Huckelbery

Week 4 Update

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Hey all, just wanted to let you all know we're not having a Week 4 update this week. Lead designer Andy just got back from PAX, and we wanted to do more work on it.  

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Bit strong cps, people complained about the week 2 update for being half assed because of gencon or whatever it was, and now that they're admitting they're taking the time to actually make the update worth it because of PAX you call it a debacle? No pleasing some people i swear.

Soloman likes this

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I think we can all be fine with this, and at least appreciate the heads up.

 

Either way the questions and things we were asked to focus on with the previous update have spawned massive, massive threads, with lots of numbers and explanations and suggestions free for you to use, and it's probably worth the extra few days to take it all in. Armory and  Psychic Powers were two places that needed the most work and rebalancing right now anyways.

 

So long as the extra time gets us a better product [whether because you actually got to sleep in for a day or two or because you spent an extra six days outright studying the results of your focus questions] right? Hopefully PAX was interesting.

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Bit strong cps, people complained about the week 2 update for being half assed because of gencon or whatever it was, and now that they're admitting they're taking the time to actually make the update worth it because of PAX you call it a debacle? No pleasing some people i swear.

 

I think he was making a joke...

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If the ti e is used to improve, it is well spent.

If it was wasted by drinking Caipirinhas - well... * bam bam*

Should we either way start discussing the next topic, probably combat, now ?

Problem is, the deadline currently ends next week, doesnt it ?

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If they want more time to work on the armoury/psychic power topic then presumably continuing to discuss it or at least holding off on the next would be more helpful than forging ahead out of context with the upcoming update. 

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Should we either way start discussing the next topic, probably combat, now ?

Problem is, the deadline currently ends next week, doesnt it ?

Can we even really touch the finer details of combat until the things we use in it [armory/psy-powers] have been fixed up, AP system and alls?

 

I can see addressing the major obvious stuff, but the rest will need to work with what's currently a rather... all over the place set of tools.

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I thought FFG announcing weekly updates was pretty aggressive in the first place.  I was surprised and liked the idea, but wondered how realistic it was.  On the other hand, given how short this public Beta was, weekly updates perhaps was needed.

 

Skipping this week's update, in and of itself, is not a big deal and, as already expressed, probably a good idea if it wasn't ready.

 

However, I think the reasonable concern of fans like myself and everyone else on this thread (and forum) is that this is the 2nd skipped week in a short public beta period (acknowledging that the game was in private beta before this) that is on the cusp of ending.  The beta ends on September 11th (http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=243&esem=1), which you'll notice is next Wednesday, the date of the next apparent update!

 

FFG cancelling about 1/3 of the updates in the ~6 week public Beta is a reasonable concern.

 

Personally, I really like what they've done with much of the 2nd Edition - and yet, there is still much to be discussed.  When I saw the public beta was only six weeks I was afraid it would feel rushed.  Unfortunately, that is the case...and FFG cancelling this update does serve to exacerbate that feeling.

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In fairness they haven't actually SAID how long a wait it would be have they? Hell they could be hovering over a "post" button right now.

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In fairness they haven't actually SAID how long a wait it would be have they? Hell they could be hovering over a "post" button right now.

 

This thread began with Tim Huckelbery's message:

 

Hey all, just wanted to let you all know we're not having a Week 4 update this week. Lead designer Andy just got back from PAX, and we wanted to do more work on it.  

 

It's confirmed that there will be no update this week.

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In fairness they haven't actually SAID how long a wait it would be have they? Hell they could be hovering over a "post" button right now.

 

This thread began with Tim Huckelbery's message:

 

Hey all, just wanted to let you all know we're not having a Week 4 update this week. Lead designer Andy just got back from PAX, and we wanted to do more work on it.  

 

It's confirmed that there will be no update this week.

 

Oops forgot about that >.> In my defense i'v had about 4 hours sleep :P

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Maybe an update on monday would be a good thing and enhancing the beta for the whole next week to give additional feedback on the combat section until friday would be a good idea.

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I'm a little worried about there possibly not being a week for the narrative chapter, which, in my opinion has been most heavily overlooked by most people.

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Worst for me is always any implying that "it's fine because you can just houserule it". If things need fixing, they weren't fine.

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I always end up creating a running document that is just this for my campaigns, if only to keep the power gamers in line. 

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Funny how the people who keep having problems with power gamers are the same ones who keep wanting to introduce extra rules to be gamed. Almost like abstracting things and basing them on what makes narrative sense would counter power gaming more effectively...

;)

Edited by Nimsim

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If you have one or more power gamers, those have a different kind of thinking.

It is not like they are bad roleplayers, they just often are players that focus more on the tactical side of a rpg and sometimes a little less on the narrative and abstract ways.

Some have a tabletop background.

If there is a way to get benefits along with RAW by stretchingmits limits without breaking them, some would consider it dumb not to take them.

If a GM however then says they are not allowed to because of abstract narrative reasons, it is not much fun for them, as they act accourding to the rules and feel trested unfair.

Thats why rules have to be complete and clear in my oppinion, not to make the GM abstract too much, if he doesnt want to.

dholda likes this

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 Bad players are bad players, whether they're good at the game or not. At least a power-gamer can be a boon to his party - not just as a powerful character, but by making recommendations on things like talent picks, explaining equipment differences and so on if he's a good player.

 

Then there's the opposite end of the spectrum; folks who actively believe that there HAS to be significantly inferior options in order for roleplaying to be possible. That if your character is not a mechanical port-o-john you're nothing but a min-maxing powergamer with no roleplaying intent or capability, [apparently crippling flaws are the only personality component in existence] and actively trying to snuff out the story and steal the spotlight from those who are.

 

Either way though, there's nothing better than a bunch of powergamers to pick out the balance issues when you're working on a system. Best to break things now, than once it's out and you can't take most of your errors back.

 

We're a strange, strange hobby sometimes.

Snowman0147 and dholda like this

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Good point.

 

I have to deal with min/max gamers a lot, that is why I maybe am so persistent on exact rules in most cases.

 

Rules need to be as complete and clear as possible.

 

This is not so important for those who are more the we-dive-into-our-dreams-and-dont-want-so-much-numbers-to-care-about-guys.

 

But it is important for those who play more...lets say "tactical" ;)

What I mean by it is, those players that are very mission/task oriented and want to get the best for the job to be done.

Snowman0147 likes this

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