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Majin Goo

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Majin Goo last won the day on September 16

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About Majin Goo

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    A Good Nature Blob of Evil
  • Birthday 11/12/1987

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  1. New CRD

    This can't be stressed enough. When someone tells me they're having problems, this is usually the first thing I look for. Because of how this engine works, you have to have solid recursion built in. Because of this, one of the most crippling strategies is to attack their ability to recur cards. This is why I used Devastating Blow for so long. Great hate at no cost.
  2. Yeah but I'm not giving too much into that. In my next Awesomesauce order I'm getting the Buu Hi-Techs but that's because of obvious reasons.
  3. New CRD

    Black Smoothness defiantly gets some spot light now but it will still be somewhat unreliable given that it is limit 1 per deck and there is still a lot of straight board hate with no recoil.
  4. Unfortunately I do not, and I've noticed the Facebook posts with the images tend to be low quality. Not sure if that is Facebook being Facebook or they're doing that to keep outside prints from happening to force support into tournaments.
  5. New CRD

    No, there were only 2 frozen Mastery Cards in PanZ and they were later brought back with MP restrictions just as the game died. However, FanZ kept the two Mastery Cards frozen and have added 3 more Mastery Cards to the list, only 1 of which is from the first set. Oddly enough, FanZ put effort into Drill Memory to fix Retribution antics and Panini had already made that fix for Retribution with their final CRD. Though FanZ's only applies to style drills, Panini's fix applied to all drills while using Orange Retribution Mastery. First - You have to have a large enough card pool to maintain variety and interest. Unfortunately, because FanZ sets are so small, there isn't really a strong solution for this other than waiting for there to be enough FanZ sets or them doing one large set that brings along anything they deem still reasonable in the meta. Both solutions are taxing and would take time. Second - Your player base needs to be informed of the intent, how the process will be implemented, and then given enough time to prepare. This allows players to begin taking into account the changes that are coming and allows them the ability to come to terms with the idea. Sadly though, you will lose people as there are those that would rather play in a Legacy format that has no semblance of balance whatsoever than to be told they need to use new cards. And yes, I promise you these people will still have these feelings even in a f2p game. However, this does allow new people easier access even when money isn't a factor. This is because the burden of study to become competitive is less taxing and they can slowly dive into legacy at their leisure if they want. Third - They need to further their design concepts and experiment more with Archetypes. If you build Archetypes and expand on them within the block, occasionally throwing more content to older Archetypes that are still relevant to standard format, rotation hurts less. They relied on older sets to be the foundation to new Mastery Cards in PanZ and this hurt the idea of rotation. Mastery, MPs, and Archetypes receiving functional support at release and then FULL support in future sets would mean that past cards would be less necessary for the Archetype to work. From there you just make sure at rotation you have something fun to replace Archetypes that are leaving and something solid to replace generic staples that aren't copy pasta. Those are the first 3 things I would implement before rotation. With that said, you could write a book on the proper design, implementation, and upkeep of competitive rotation for table top games. With that said, number 2 is the most important. Transparency with the process will help maintain trust with the players.
  6. New CRD

    There still needs to be some ground work laid out before rotation starts to happen. Rotation is a fickle beast that isn't as simple as, "let's just delete stuff from the game". A game needs to be built and developed with rotation in mind. It's only part balance mechanic. The other benefits are why you build for rotation. The first and most obvious benefit is that it allows developers to develop free from the constraints of older sets. It's impossible to test for every situation and this becomes more obvious as the game grows and more unaccounted for broken interactions happen with each new set. With rotation, you can use a temporary fix such as an errata or ban and then wait till the problem cards go into legacy, which is a format the developers need not concern themselves with. The other benefit is Meta. As more sets release, it becomes harder to account for possible situations. A smaller format with a controlled meta is more viable as competitive and less likely to fall victim to RNG and Variance being the reason people win. It also alleviates the time needed in research and development for deck design. The whole purpose of competitive play is to see how well you can circumvent RNG and Variance and create consistent wins. While variety in decks is good, variance itself defeats competitive play and makes it feel more like 5 card draw. Think about Yugioh and the number of times the meta was, "who draws the most crippling hand at the beginning". This is why Archetype design is crucial and something they failed at in PanZ that I think they are getting better at with FanZ. Archetype design allows you to simulate variety without over-contributing to variance by keeping things to defined strategy concepts. This allows you to refresh the game without having 80 different deck types in a single meta where every deck is a 60 card deck of 60 different cards. For example, the Sword Archetype is a type of Physical Beats with its own unique twist, but essentially it is still Physical Beats and falls into the triangle of deck types and requires key elements that are consistent in the deck type to function. I'm not sure I explained this part as well as it is in my mind, the key is that Variance isn't good, but variety is and rotation can help with this. The next benefit is entry point. Getting new blood is how you grow your brand and account for old blood leaving. Rotation allows new blood to buy in at a certain point, buy sets going forward, and eventually the stuff they missed rotates out. At that point they are now even, collection wise, with the old blood and competitive play becomes about skill and not about how deep their wallet was at entry and how far back they could buy for the old broken cards that are now rare and expensive. The biggest benefit is it reduces the need for pure power creep. While there are instances where Power Creep might be needed, such as the lack luster MPs presented in the early sets, it generally is frowned upon in competitive and casual environments alike. From there, if you need specific cards from legacy sets you reprint them in new sets or create new cards with new names that are modified with balance for the current block in mind. While this does contribute to balance, balance is just a way to sum things up. This game would have benefited with rotation in mind from the ground up, however, I guarantee you rotation wasn't a thought when the first 3 sets were released. With sets 5, 6, and 7, power creep became their form of rotation, however because set 1 cards are instrumental to the styles they are in, it isn't working. Rotation could have started with the block beginning set 15. At set 15 set 1 could rotate out, with each set in succession rotating out as new sets come out. This would leave you with a large but varied pool and provide some benefit. However, that all rested on building the game with rotation in mind. It's still possible, but there is some foundation work to lay out and it NEEDS to be in place first. Not rotate and then fix the holes. They should design with the idea of the rotation going forward and then when ready rotate. This minimizes the impact, reduces culture shock, and has the highest chance of retention. For cards that are printed in multiple sets, you just use the version from the sets that are tournament legal. Eventually, all versions of the unwanted cards will rotate and this is the method that will create the least amount of confusion. Remember, rotation involves rotating the set. If you were to rotate the card names in the set like what sounds like is being suggested in this thread, you create confusion and if a card can appropriately return to the standard format you will require a retcon ruling. It's easier to just say cards printed in set x and forward are standard.
  7. Everything is up to date and caught up through set 11. Thank you for your patience fam.
  8. If you're talking about fire Octgn, you download the compressed file, unzip it down to the ofc files, then click add image packs on the octgn start page. Select the ofc file and you're good to go.
  9. New CRD

    Your idea sounds fun and would likely work. My only concern is this game is already complex and a lot of people seem unable to keep up with it as is. So I went for something super simple and easy to manage and design for.
  10. New CRD

    With my design you'd only get the draw once. Goku starts with just 1 counter. The continuous actually hurts and helps because it is ALL attacks. Which was a thematical balance since Goku likes screwing his own team for the sake of fairness. It sounds like Goku to give your opponent pointers on doing more damage just to make it fair and to make your fight or training more meaningful regardless of if his student sees it that way.
  11. New CRD

    I’ve put a lot of thought in how Sensei Decks could be implemented and here is where my work has led me. Sensei: Sensei are martial artists whose strength, ability, and knowledge are renown throughout the universe. Sensei cards begin in play and you may only have one as part of your deck. They do not count towards your deck limit. Your MP and your Sensei cannot share names. Example: You cannot have Goku as your MP and Goku Sensei as your Sensei. You may have a Sensei Deck consisting of 0-9 cards placed facedown underneath your Sensei. These cards are not considered to be in play and cannot be interacted with except by a rule mechanic or text in a card specifically targeting the Sensei Deck. At the start of the first round in a match, only cards with the “Sensei Deck” or “Sensei Deck Only” keywords can be in your Sensei Deck. Sensei start the round with a number of Knowledge Counters placed on them equal to the number located where a PUR would be on a personality. As an action, or at the appropriate timing for your Sensei power, you may remove a Knowledge Counter on your Sensei from the game to use their power. If your Sensei has no Knowledge Counters their POWERS cannot be used, however, continuous effects on the Sensei remain active. At the start of the round after personalities and Mastery cards are revealed you may swap cards from your Sensei Deck with cards in your Life Deck. Cards with the keyword “Sensei Deck Only” cannot be swapped into your Life Deck by this rule mechanic. After you finish swapping cards, your Life Deck and Sensei Deck must have a number of cards equal to the number of cards you began the round with. From a design perspective I would never allow Sensei to have a printed attack or a printed block. The knowledge counters help balance stronger effects. This provides an option between strong one time effects or decent and more reliable multi use effects. From my own preference, any Sensei that has draw or search power would be an auto 1 Knowledge Counter. Example Sensei: Goku Sensei Knowledge: 1 Continuous: All attacks do +1 stage of damage. Power: Banish the bottom card of your discard pile to draw the top card of your Life Deck.
  12. New CRD

    The thing with Sensei Decks is you would just implement them in the same way as Score Z. If I remember correctly, some cards had the key words Sensei Deck or Sensei Deck Only and these were the only cards that could be implemented in the Sensei Decks... Been a while but I'm pretty sure that was how they worked. If they make Sensei Cards with the Senseis then they can keep the power cards from clogging them because you wouldn't be allowed to use them in a Sensei deck.. Only make Styled Sensei cards and take care and time to make useful but balanced cards. Limit Sensei decks to 9 cards and remove the random placement when swapping cards.
  13. Flute/SS3 "Errata"

    I don't have a negative opinion about FanZ but I've always felt set 6 was the best state of the game.
  14. Flute/SS3 "Errata"

    Damn. You know what's worst about this. I called all of their shenanigans from the start and then got blindsided by how gung-ho they were coming in. On the one side I hate that I was right but didn't listen. While on the other side there were a few key players from Retro pushing this game too hard and trolley like so I was turned off from it before buying in to catch up so I didn't put more than 50 in this game. I should have stuck to my guns the whole time though.
  15. MetaX set 5 revealed - is it a new IP?

    I think the part I like most about the rotation is that you essentially don't lose what you've got. The current live set would be broken given its creep if it had access to the comic cards so a separation was needed to keep development simple, but if really don't want too, you don't have to stop playing the decks you love. Even if they eventually stop being competitive.
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