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Fresko

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Fresko last won the day on August 13

Fresko had the most liked content!

About Fresko

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  • Birthday 06/21/1982

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    Athens, GA
  1. Why don't Living Card Games get more popular?

    Part of it is that there are so many other games to move on to. If you know the game is going to die, and you want to support a live game that has OP so you have consistent events to go to, there's no reason not to sell a lot of your stuff. You need to a starting investment to get into a new game. The best way to do that is selling your old game. I still have multiple OldZ decks, old Retro format (Basically just Focused ScoreZ since I have no Retro virtual cards in my deck), and my old Expanded Broly Energetic. Broly hasnt been used since the expanded format was actual Score OP, and my Focused Z deck hasnt been used since the last Retro event I went to like 4-5 yrs ago. I could get some decent cash for stuff that's in them, like Fatherly Advice, tons of foils (My Buu Blue is completely foiled) to put into another hobby. I would have by now, but Im too lazy. Though Im probably gonna sell all my non deck promo/ur/foils soon. Same with Bleach. I have a GIGANTIC Bleach collection.15+ of nearly all subset cards, 10+ of a lot of the UR's, tons of promos and foils, nearly a playset of the game plus more. Since the game died, Ive only played a few matches with one person. Part of it can also be that you rarely get new players. Dead CCG's are not casual friendly for someone to pickup if they havent played before. This is why I tend to have a few casual multiplayer games with me, like Exploding Kittens, Sushi Go, or Flux. Very simple games that take hardly a minute to learn. Nostalgic games are great when you have others near you who want to enjoy the depth of mechanics that a good CCG can give you, since you generally have more mechanics, in depth rulings, and deck strategies to learn.
  2. Why don't Living Card Games get more popular?

    This is the reason I didnt play VS. A buddy bought me the base set since I missed GenCon that year, then we learned how different it was. I wouldnt mind some of the new mechanics if they had left in some of the old ones that were removed. Like playing Plot Twists from the resource row. I think that was a genius way to do a resource system. That was my biggest gripe about their changes. Havent even touched the base set. If I want to play VS, I have a friend who still has multiple decks. Ill just play the old game. Im ready for L5R. I never played the old game. I was always interested in it, but always had too many hobbies for how little free time I had. I dont know the mechanics anyways, so this wont really change anything to me. I just hope they dont ruin it. Fantasy Flight has a problem with power creep, then correcting it with more power on the opposite side. Seeing that this is a beloved ip that has a cult following, hopefully they take great care with it. Though they do have Star Wars, too, and that has a pretty big power problem.
  3. Worst TCG you've ever played?

    Bleach was an amazing game through set 4. Set 5 saw serious power creep. I won GA Reg by winning nearly every game on turn 3-4 (Outside of finals, which took us over an hour for a best of 3). The last set continued the power creep, and every deck was beyond broken. Every top deck had the ability to cheat the rules of the game far beyond what any game should be able to do. The unreleased set 7 makes sets 5-6 look like garbage. Though I have worked on making Bleach not broken, and actually fun to play casually (The novelty of playing solitaire until someone wins on turn 3 wears off pretty fast), and it's pretty enjoyable. It's been my favorite game since it was released as I was a Magic player since almost the beginning (And Bleach is basically Magic), and I loved the Bleach ip. Dragon Booster as a show ended up blowing up in India, and some company over there bought out all of the unsold stock that Score still had.
  4. Why don't Living Card Games get more popular?

    This is probably the worst example I've ever seen. You have access to all of the cards in a CCG as long as you're willing to pay. The puzzle to solve is the meta. Regardless if you get all the cards in a box or if you stare at singles online, you still have to playtest and figure out a deck that works. I understand the chase, but at a certain point, it just becomes tiring. I've already hit the age where that has happened. I make good money now, so I have no incentive to be the me from a decade ago. Going to my Magic local 4-5 time a week nickel and diming trades to squeak every tiny ounce of value out of it. I enjoyed it back then, but now I see it as tiring and time consuming. But if that's what you like, then have at it. I personally prefer to just play the game. It doesn't really matter if it's an LCG or a CCG, as long as I like the mechanics. That's what I look at, the actual game itself. I enjoyed Magic's Legacy format, so I dropped $1500 on a deck. Now I enjoy the mechanics of some LCG's, so I pay a lot less for them. There's no chase for me because I have a bank account. All that's left is the game, which is all I ever cared about, I just had more time to waste flipping through trade binders. My need for competition has also died out over my 20+ yrs gaming. When I play something, I do have to have the best version I can make, but I feel less need to compete in events. This is also part of falling away from CCG's. If I'm not willing to make time for events, yet I can't stand my deck not being optimal, the cost of the game far outweighs it's use. At the end of the day the only differences in the two games are more OP due to more profit, the ability to gamble (Opening packs), and trading. I don't really care about events anymore, I just want to enjoy well played games, so prizing isn't a factor to me. I never took the gamble in CCG's with packs. Not that I didn't love cracking packs, but it's a terrible use of money most of the time. You rarely get what you want, and most of the time the value wasn't worth what you paid. I rarely bought boxes, and any packs I won were either used to draft, or traded for actual cards I needed. And trading is something I'm glad my time is taken up with anymore. I'd lose whole nights at the card shop running in circles trading with people. Now I can buy what I want. I'm glad I dont have to deal with it anymore. Granted LCG's do have event exclusive promos. There are a couple star wars promos that are $100+, but most are fairly cheap. So I don't mind the investment in a game who's mechanics I legitimately enjoy (If I have the time to play it). But a game that has a low investment is definitely welcomed. But if cracking packs and chasing trades is an important part of the entire experience to you, then great! It's different for everyone. I'd guess most LCG players are in the same boat I'm in, or the LCG is a 2nd-3rd game for them due to the low investment needs.
  5. Why don't Living Card Games get more popular?

    I could understand that about deckbuilding games like Resident Evil, Legendary, etc, but LCG's are the same as CCG's but without the collecting. You build constructed decks and play them at tournaments. The only actual difference is the collectible aspect. That's fine for some people. Some want value in their cards so they can look at it as an investment. Some players want to play multiple games. Financially that gets obscenely expensive if you want to make sure to stay competitive. Sure there are decks here and there that are far more budget worthy than others, but in the end you tend to spend a ton. LCG's are great as side games to play as you don't have that larger investment needed. But to each their own. No one is wrong, everyone wants something different out of it. I personally see the minimal investment in an LCG as paying for a game like I have for non-competitive games. I pay money for games on steam, I pay for WoW expansions and subscription, I pay for LoL skins, I pay for board games. None of these items have any form or return on investment as they arent collectible (Well, most arent. I guess some board games could be). I'm paying for the game, the entertainment, and the price set well for that. CCG's are as expensive as they are to get into due to paying for more than the game and the entertainment. You have something that holds value while I may not. Im fine with it as it generally equals about $100 a year for my Star Wars purchases, and that's spread out over like 6 or so small purchases every couple months. I'm fine owning the complete collection of the game to play casually if I really enjoy it. You can do this for any game if you want to play at home. But just like any other game, if you want to play in actual events, you have to buy the product. And with how cheap LCG's are to play, why would you not support the game if you enjoy it? This kind of mindset is what kills games. If you like something and want to see it continue, you support it. It doesn't exactly break my bank to spend $15 every 2 months for a Star Wars Force Pack.
  6. Why don't Living Card Games get more popular?

    Both can also be because of profit per customer (Or just profit in general). While I love the LCG model as it allows gamers the ability to play multiple games (Playing multiple ccg's seriously gets extremely expensive) without breaking the bank too hard. I collect the Star Wars LCG for now, and will be buying the L5R LCG after release. I would guess that Star Wars sets me back about $100 a year (Less if I buy online). Force Packs come out about every 2 months at $15 each in brick stores (Generally $10-12 online), and I think there's been an expansion a year, which are generally $20-30. I also dont have the ability to be nearly as active of a gamer as I used to, so less investment is nice. How many players in TCG's buy a case on set release? Or even multiple. Hell, even just buying one booster box would make more money than me buying 2 Force Packs over 4 months (Approx time between ccg expansions). Buying more than $30 worth of singles would do it, too, as stores have to bust product they paid for for singles to even be for purchase. Most players in LCG's have no reason to buy more than one players worth of product. That's not a ton of money being made per player. Less income means less money for both OP and advertisement. Balance is also not perfect in a lot of these games. With less income also means less budget for playtesters. I know that Star Wars had used external playtesters. I did external playtesting for Score back in the day. Im not sure what they get in compensation, but I got a handful of booster boxes on set release. They'd have to get more than just a Force Pack for playtesting, but who knows. But external playtesters generally have full time jobs they go to, other hobbies, adult responsibilities. You do the best you can do, but you only have so much time. Some of these companies probably dont allot that many playtesters to their LCG's, which leads to some balance issues. Not to mention a lot of players get into some games solely due to large prize support. They dont treat it as a hobby they enjoy, they see potential income. Income that isnt there in LCG OP. Or even just playing the market. The ability to trade up and keep increasing value via trading, or watching the meta trends and knowing what cards will spike in value. Making money is a huge driving force.
  7. Worst TCG you've ever played?

    Shaman King was fun for light casual play, but far too random mechanically for tournament play.
  8. Happy Birthday Vegeta77!

    Who?
  9. Testing the Waters: BLEACH OCG?

    Yeah, it's definitely my favorite game, and I'm at the age where I'm basically done with competitive scenes, and want to enjoy casual games. I never expect there to be a strong online presence, but I don't want the game to 100% die off because it's too broke to even enjoy casually. i had no local community, either. I was already playing Score games like DBZ, and had friends through that I knew were playing. So I really only play at premier events. Only local type event I ever got to was a single prerelease. So far I've only tested weenie rush decks, but it already feels better overall. There's still a lot of potentially broken stuff to check out, but I need a basis for aggro before I really look into anything else.
  10. Testing the Waters: BLEACH OCG?

    I know this thread is super old, but Bleach will always be my #1. I won a few Regionals and ended up being an external playtester for the game. Im currently working on a revamped version of the rules so it isnt so broken. Some of the other external playtesters are close friends, and Ive talked to them about possible changes, too. Im mainly doing this cos I have people who would still like to play some casual games here and there, and the game as is just isnt fun to play casually. All the playable decks win no later than turn 4, and do it without looking at the opponent. So games just become two people playing solitaire and see who hits their win condition first. The fun part of games are the thought provoking interactions you have to make against opposing plays, which there were virtually none of in Bleach at the end. To TLDR the changes: - One energy per turn instead of two. Instead of getting the option to play an energy or draw a card two times, you cut one of those out. This is a guaranteed way to slow the game down. - Remove most ways to free play characters. There are a lot. - Ban/errata cards that Score wouldnt. Dark Ritual is an insanely toxic card, as was the Renji promo. We begged for those cards to not be made, but at the end of the day, the external playtesters werent the ones who made those calls. We just gave them info on our testing with their spoiler. - Dont use set 7. Potential mini sets of set 7 cards that have changes. if you look over set 7, you will see a LOT of cards that you can either play for free, or get an amazing effect for 1 energy. They showed that they had given in to the speed of the game, and were just going to bring other archetypes up to speed. There were also a TON of cards you could play straight from the side deck, which I think is a terrible idea. Maybe a couple, but there are like 30-40 just in one set, and a good amount of those are free. As an external playtester, I can also say that this set wasnt finished testing. It's overally rampantly broken, even compared to the rest of Bleach. The changes in theory make a lot of archetypes tier 2 playable. There will still be a top set of decks, but I think a very broad range of decks will still be playable. Two major strategies from classic card games were unviable in Bleach at the end. Rush and control. Rush was a very strong deck in the earlier stages of the game. It was the main deck in sets 1 and 2. There were multiple variants in sets 3-4. But then we started to be able to land 8 cost characters on turn 3, and playing a swarm of tiny guys became irrelevant very quickly. Why play Menos who only buffs 4 cost and under when I can land 8 costs on turn 3? Or play Ban and Ho and play an "I win" card on turn 4-5. Same with control. There were various control decks in the game. I won a regional in set 3 with Wholes which won VERY late in the game after taking control. There were also various decks like 7/9 and Byakuya Good Stuff. But the huge drops were way too good for control to deal with after set 5. Slowing the game down lets rush decks try to duck under as much damage as possible before they are out gunned or before control takes over. And for control decks, it gives them the time to actually use utility cards to take an advantage in the game. Instead of games ending on turns 3-4, it would probably end closer to turns 6-10. Some rush decks can win turn 5ish if left unchecked. Kind of like how Red Deck Wins in Magic can often win turn 4 if you do nothing to slow them. There are also a lot of good utility cards in Bleach that were unplayable because the game was so fast that you had to have the highest impact effects. So a lot more cards will more than likely become far more playable. I made an early CRD to go with the changes to base testing around. There were a chunk of cards that needed banned else theyd be far too broken for far slower gameplay. Doesnt guarantee that everything is balanced though, but it's definitely a good start. Once I get a few more decks built that I feel will be fairly standard decks, I can start tinkering with potential problem cards. I have a watch list of cards that need looked at, but I need a somewhat defined meta to put them against. Im not really doing this in hopes of a resurgence like Retro had with DBZ. There was never a playerbase big enough to keep Bleach going after it died, and people tried. Now almost a decade later? Not happening. I really just want to see what Bleach could really be if it wasnt insanely broken, and had thought provoking interactions. It's pretty slow going with full time work, but it's going fairly well so far. When I get something fairly solidified, Ill probably end up with a facebook page with updated documents in the files section.
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