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Majin Goo

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Everything posted by Majin Goo

  1. Game Launched! Initial thoughts...

    I think I'm going to try to make something this weekend. Hopefully, after the season, you can join us. I might run though the basics of the interview and a game using the starting deck against the bots.
  2. Game Launched! Initial thoughts...

    I actually was thinking of doing content for this game. I built a competitive deck last night, including what is the most expensive card so far, and spent $35 doing it. I'm confident in it and am going to start playing online tonight. It should be noted, that if you don't like the game after the two tutorial games you can decline the starter decks and packs and ask for a refund. I think my favorite part of the game is that it makes non interactive play impossible. You have to engage in combat which means even control decks have to interact with combat. No turtling and refusing combat in this game. So while control is powerful in this game it's a lot more engaging.
  3. Game Launched! Initial thoughts...

    I got a feeling that TCGs will still be around. As you stated, there needs to be a clear example of harm. While someone's "crack a pack" addiction can get a bit in the way of things, TCG's aren't as consuming on the consumer market, even on the digital front. Although if I had to cite an example of pure negligence in "over manipulating" the game of chance on packs, it would be PanZ's set 7, and the way it handled UR's, hands down. I have a feeling in all of this, hobby gaming will likely be placed in its own category, as such minor things often are, and be regulated much more lenient. At this point, the conversation is diverging from the topic, which is the initial thoughts on the game itself, so I'll likely not be discussing the affects of gambling in general on gamers any further in this thread. Nothing against the conversation, I just think this topic should stay focused on people's thoughts and opinions on the actual game itself and how it rates in play-ability and collect-ability to other games of this nature.
  4. Game Launched! Initial thoughts...

    This is the very idea I had when I mentioned you. Has me a bit excited.
  5. Game Launched! Initial thoughts...

    Good article, though I laughed a little when the author stated that the $300 dollars for the set in Artifact was comparable to getting a full set in Hearthstone or Magic. The key issue people are having is that they continue to compare this to Hearthstone or Arena. It is only similar in that its a PC game. The entire model is designed to emulate a traditional TCG and that's where Artifact shines. It gives you that experience and makes collecting and competitive play far more accessible than it normally is in digital card games. You can literally just build the deck you want and spend only about $40 to $75 dollars. Even if someone just grinds on Hearthstone or Arena, once you consider the time it takes to get competitive for constructed you're still looking at hundreds in cost once you translate the time to money. Now I agree with the gambling concept on loot creates and packs. I've seen people that can't resist the, "just one more pack", and it can do financial damage if an intervention doesn't happen. The key difference with a TCG model though is that your pack always had value because of the secondary market where as loot crates and gambling have a zero value option as a result.
  6. Game Launched! Initial thoughts...

    I think the real appeal here @Jarrett is the ability to host community tournaments through the game. That's something I think is going to be great as a standard.
  7. Artifact, Majin Goo on a New Quest

    Finally got a chance to play Artifact. It should be mentioned that the game has a $20.00 USD upfront cost to start. This includes 2 Starter Decks and 10 Packs that you receive after two tutorial games. You can choose not to accept them after the tutorial and ask for a refund, but once you accept them their disclaimer firmly lets you know there will be no refund. Packs cost about $1.99 USD per. You are able to buy and sell singles for steam cash in the game so there is an actual secondary market. From research it looks as if a good competitive deck will cost about $70.00 USD to make which isn't nothing when you compare it to Magic. The game plays like a MOBA with three lanes. Each lane has a tower that you are trying to kill and each tower houses some kind of ancient life force. You win the game by destroying two different towers or by destroying a tower and then killing the that life force that is exposed afterwards. Each round goes through the three lanes in steps. You play cards and do combat in one lane, and then the next, and so on. In order to play "styled" cards to a lane, you must have a hero of that "style" actively in the lane you're playing the card to. When heroes are killed they are sent to the "fountain" to heal. They basically set out the whole next turn, and then the turn after you can redeploy them to a lane. They even included purchasing upgrades and items. As the turn progresses you can earn gold by doing things like killing units or heroes. This gold is used at the end of the turn before the next round to purchase equipment that can be used to enhance heroes and heal allies. The game has a lot of complexity but is organized well so that it doesn't completely overwhelm you. You need to make sure you have the right type of allies in your lanes so you can play the cards you will need to attack and defend in that lane. Essentially, you're keeping up with three board states but because the game does a good job of holding it together, you don't realize it. The game has casual and expert formats that include constructed and draft formats. You can play freely with your friends and community tournaments can be created and joined as well. These tournaments can be set up to your liking to include formats such as "commons only" and can be swiss or single elimination. I'll let you guys know more as I get through it but this is something I'm definitely going in 100% for now.
  8. Game Launched! Initial thoughts...

    Going to give this a try. I've been playing Age of Sigmar Champions and loving it so another digital won't kill me.
  9. Decks & Stories Post-Escalation

    I've got two from PanZ. The first one being when I faced against Sundeep in a Regional event. He had already won a Regional and for the most part I think he was just fooling around with deck ideas. It was a fun but oppressive, in his favor, match. But he saved my but from disqualification and he didn't have to. From my experience him and Tim Batow are both upstanding opponents to go against. The second memory was building a deck with Shoryu. We messaged back and forth for some time and honed our Blue Gohans to what I would call near perfection. I guess there was that time my Red Roshi went against a Black Roshi and I won without a single combat happening. That was fun.
  10. New CRD

    From my perspective TiaWT is nothing more than an "oh shit" button and for the most part has always been. In the early stages of PanZ it was a bit oppressive, but this wasn't because of TiaWT's design. Namekian at the time was extremely oppressive given its ability to push all three victory conditions efficiently. At first, it could achieve two of those victories without ever entering combat. The only way to really win was to get in one or two really good combats, capturing a few balls and gaining an advantage on Life Cards. However, Namekian could efficiently cycle TiaWT over and over again. Hell, by the end of set three I played a Slug deck that damn near could use TiaWT every turn. So for the most part, I think most TiaWT protesters are still experiencing the bad taste the early state of PanZ left. However, by the end of set 6 TiaWT, while in every deck, did little more than stall for a turn. In many cases, most of my decks including some aggro would still win despite a TiaWT being played. While I understand it's in everything it doesn't define the meta. If it disappeared today, it wouldn't affect any of my 30 decks at this point. Even Namekian decks that continuously recycle the card would just recycle other things and continue to have what equates to 100+ life card decks. There was a time I would say TiaWT could be consider oppressive, troublesome, or even centralizing, but it isn't at this point.
  11. Dragon Ball Super Anime Discussion

    They did. Just as he did before he's taking on the family roles that Goku neglects. He's now the grandfather that Goku isn't. Probably keeps Chi-Chi company at this point.
  12. 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.
  13. ***Update 9/14/2019*** I've done a complete overhaul of the system for sharing my collection. It's been a busy year for me transitioning to a much better place. I've been hard at work with projects getting myself in a spot where I can easily take care of my family. Now that I'm almost there, I'll start working on taking care of my Z Warrior family. I am still working on the Custom Card Templates and just need to finish the Ally template to make it ready for distribution. ***Update 9/14/2019*** Here it is, the entire collection from Set 1 - 11. This includes PanZ and FanZ sets. These are the individual card files themselves for printing out exactly what you need and always having the collection at your finger tips. It is broken down into zip files. There is a Starter Kit that includes everything, an Image Kit that just has the images, a Tournament Kit that just has the tournament documents and software, and then each set is in its individual package. The below link opens the folder containing the downloads. Just download and then unzip the folders to access the content. DBZ TCG Shareable Folder If you want the PDF files for easy printing I've made the conscious decision not to include those. The FanZ website, The Dead Zone deserves traffic and you should go there for the PDF files they worked hard on to provide you. There you can also find more information on the FanZ continuation of the PanZ game and events. Below I've listed the link to their page. The Dead Zone Below is the link for the Image Packs for OCTGN as provided and maintained by Brandon Shollenberger. All other instructions for installing OCTGN and the DBZ Feed remain the same for now. Image Packs for OCTGN Drop a message in this post if the links go dead or direct message me here. If you need help, read through this topic to see if I've already solved the problem. If it hasn't been solved here, ask in this topic so the answer will be available to those that come in the future. I'll continue to keep a quick startup for new players active for as long as FanZ is still a thing.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. Everything is up to date and caught up through set 11. Thank you for your patience fam.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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