Author Topic: my thoughts on type 1 multi  (Read 6137 times)

EYES_on_ZION

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my thoughts on type 1 multi
« on: May 08, 2012, 05:53:26 PM »
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Iam sitting here making a muti deck for my friend who i jsut taught the game to who is doing really well and i was thinking about how to maybe improve type 1 multiplayer. I dont know about anybody else and their play group but the people who have learned under me ive taught to play very small defense, maybe 5 defensive cards at the most, and run a hero heavy banding offence with speed and they are hands down the best. The issue now is that our type one multi winners that place all have very low defense and are running either straight disciple, tgt anything, and straight red. Anybody who doesnt run those pretty much get stomped. Like i said i dont know how other playgroups are but what if the rule of balance that is enforced on type 2 was applied to type 1 multi (Same amount of evil to good ratio) would it make it better? What are your thoughts and if this is too drastic of a change is a playgroup allowed to agree and impliment this rule for their play group? Thanks

Offline STAMP

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Re: my thoughts on type 1 multi
« Reply #1 on: May 08, 2012, 05:58:19 PM »
+7
Type 1 Multiplayer should really have the category name changed to "100-meter dash".  :P
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EYES_on_ZION

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Re: my thoughts on type 1 multi
« Reply #2 on: May 08, 2012, 06:03:29 PM »
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Hahahahahah amen to that! That is exectly what it is about now.

Offline YourMathTeacher

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Re: my thoughts on type 1 multi
« Reply #3 on: May 08, 2012, 06:28:46 PM »
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I think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.
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EYES_on_ZION

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Re: my thoughts on type 1 multi
« Reply #4 on: May 08, 2012, 06:48:25 PM »
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Quote from: YourMathTeacher link=to :-[pic=30574.msg479841#msg479841 date=1336516126
I think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.
yea that is true. Booster is a little more competitive though and i like how there is no way you can run the same deck as your competition. The thing i fear though is if these rules were set in stone tournament time would increase because the fact that the hst will have to check every single deck and mutiple decks.

Offline Redoubter

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Re: my thoughts on type 1 multi
« Reply #5 on: May 08, 2012, 06:48:58 PM »
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Like i said i dont know how other playgroups are but what if the rule of balance that is enforced on type 2 was applied to type 1 multi (Same amount of evil to good ratio) would it make it better? What are your thoughts and if this is too drastic of a change is a playgroup allowed to agree and impliment this rule for their play group? Thanks

I think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.

I invite you to take a look at Type 3.  It is a blend of T1 and T2 with a balance of good and evil, play to 6, and a required deck size of 60.  It resolves a lot of issues with T1 that people complain about, especially new players.  We haven't tested the multiplayer on it yet, but 2P has been working really well to reign in speed and make the battle phase actually interactive.

Offline Master KChief

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Re: my thoughts on type 1 multi
« Reply #6 on: May 08, 2012, 06:56:56 PM »
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I submit instead of throwing every possible solution that detriments speed into type 3 that you instead test each variable separately first. I'm of a strong belief that just 1/2 good and evil required would do a lot to balance the meta.
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Offline Redoubter

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Re: my thoughts on type 1 multi
« Reply #7 on: May 08, 2012, 07:01:11 PM »
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I submit instead of throwing every possible solution that detriments speed into type 3 that you instead test each variable separately first. I'm of a strong belief that just 1/2 good and evil required would do a lot to balance the meta.

Every possible solution would actually involve penalties for decking out, requiring the ratio of souls to normal cards to be perfectly 6:1, and penalizing out-of-draw-phase draw abilities.  The suggestions we had do none of that.  The good-evil equality is well tested from T2, and has worked really well, and the 6 souls to win reduces the effect of luck.

Offline Master KChief

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Re: my thoughts on type 1 multi
« Reply #8 on: May 08, 2012, 07:03:50 PM »
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I'm asking, have you tried testing every variable separately so you can get an objective perspective on which variables are possibly working better than others? Some of those might not even be necessary.
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Offline Redoubter

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Re: my thoughts on type 1 multi
« Reply #9 on: May 08, 2012, 07:07:52 PM »
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I'm asking, have you tried testing every variable separately so you can get an objective perspective on which variables are possibly working better than others? Some of those might not even be necessary.

Our purpose is not to kill Speed.  We didn't embark on this quest to stop it at all, just make T1 in general more fun to play.  These were all things that we agreed would make T1 better.  It wasn't to counter any strategy.

Offline Master KChief

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Re: my thoughts on type 1 multi
« Reply #10 on: May 08, 2012, 07:15:31 PM »
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How do these rule changes make T1 better and more fun to play?
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EYES_on_ZION

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Re: my thoughts on type 1 multi
« Reply #11 on: May 08, 2012, 07:16:37 PM »
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Like i said i dont know how other playgroups are but what if the rule of balance that is enforced on type 2 was applied to type 1 multi (Same amount of evil to good ratio) would it make it better? What are your thoughts and if this is too drastic of a change is a playgroup allowed to agree and impliment this rule for their play group? Thanks

I think making all decks have matching numbers of good and evil cards for all categories would be a good idea. Even Booster Draft is affected by people who pull all offense and little-to-no defense.

I invite you to take a look at Type 3.  It is a blend of T1 and T2 with a balance of good and evil, play to 6, and a required deck size of 60.  It resolves a lot of issues with T1 that people complain about, especially new players.  We haven't tested the multiplayer on it yet, but 2P has been working really well to reign in speed and make the battle phase actually interactive.
i like that. Is type 3 an actually an option or is it something that you are working on because i really like the soul rule so that people arent just playing for sog +nj as much and the balance. I dont really know about the whole 60 card rule though because that takes away from deck building freedom in my opinion.

Chris

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Re: my thoughts on type 1 multi
« Reply #12 on: May 08, 2012, 07:23:14 PM »
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How do these rule changes make T1 better and more fun to play?

They don't, necessarily, however, they could still be a lot of fun, and I'm excited to see how viable they are. We won't know unless we test them.

Offline Redoubter

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Re: my thoughts on type 1 multi
« Reply #13 on: May 08, 2012, 07:25:11 PM »
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i like that. Is type 3 an actually an option or is it something that you are working on because i really like the soul rule so that people arent just playing for sog +nj as much and the balance. I dont really know about the whole 60 card rule though because that takes away from deck building freedom in my opinion.

Not an official category, just something we're playtesting right now ;)

How do these rule changes make T1 better and more fun to play?

They don't, necessarily, however, they could still be a lot of fun, and I'm excited to see how viable they are. We won't know unless we test them.

This exactly.  For me, I hate the race to 5 souls and the lack of actual battles.  Many others shared my sentiment, and preferred T2.  We took some leads from T2 and made something on its own and so far it has made things more fun than T1.  But as Chris said, it is an experiment, and we're trying to figure out if they work as intended.

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Re: my thoughts on type 1 multi
« Reply #14 on: May 08, 2012, 07:30:48 PM »
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And I'm suggesting instead of making 3 important changes to how T1 is played, instead test 1 at a time to observe if 'fun' is still attainable with the least number of critical changes possible. Personally I'm finding the 3 together overkill.
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Offline Redoubter

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Re: my thoughts on type 1 multi
« Reply #15 on: May 08, 2012, 07:32:24 PM »
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And I'm suggesting instead of making 3 important changes to how T1 is played, instead test 1 at a time to observe if 'fun' is still attainable with the least number of critical changes possible.

I don't know why you're so concerned about the method of our playtesting :o

We know what we preferred in a game type, and we're testing out those changes.  I never said our definitions of fun have to agree, did I? ;)

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Re: my thoughts on type 1 multi
« Reply #16 on: May 08, 2012, 07:37:10 PM »
+4
Because it makes no sense to change more than is actually necessary. Whether our definitions of fun agree or not is irrelevant to what I'm suggesting.
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Re: my thoughts on type 1 multi
« Reply #17 on: May 08, 2012, 10:06:31 PM »
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Sorry, I have to ask. How is strait red speed?

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Re: my thoughts on type 1 multi
« Reply #18 on: May 08, 2012, 11:30:45 PM »
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Sorry, I have to ask. How is strait red speed?

I don't think that the original post referred to Red as Speed, just that it is one of the meta offenses due to its banding.  More he was referring to the fact that defenses consist of so few cards and cookie-cutter offenses, and that's all that wins tournaments.

I brought up speed later when I was referring to T3.  I caused the confusion :D

EYES_on_ZION

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Re: my thoughts on type 1 multi
« Reply #19 on: May 09, 2012, 12:28:42 PM »
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Sorry, I have to ask. How is strait red speed?
Haha i understand why you are asking. Well i liked running them because i refused to run tgt and ive wrecked every time i played them. Basically their banding chains and centurians hurt stand alone alot. As far as draw ability ishmaiah the gibeonite will at least get you one draw every time you send him in, peter + drachma coin, and mustering for war. It doesnt draw as much but i play iam holy and target whoever i know is running stand alone and then go into a chain with one of the centurians and attack that person.

Offline YourMathTeacher

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Re: my thoughts on type 1 multi
« Reply #20 on: May 09, 2012, 03:50:28 PM »
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I agree with MKC. I think we should just make all Type 1 decks have equal good and bad and see if that makes a significant enough change. No offense, but I am not interested in learning or hosting a new type.
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Offline Red Wing

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Re: my thoughts on type 1 multi
« Reply #21 on: May 09, 2012, 04:14:39 PM »
+1
I agree with MKC. I think we should just make all Type 1 decks have equal good and bad and see if that makes a significant enough change. No offense, but I am not interested in learning or hosting a new type.
I disagree. I don't want T1 to become a mini T2.
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Re: my thoughts on type 1 multi
« Reply #22 on: May 09, 2012, 05:02:13 PM »
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I agree with MKC. I think we should just make all Type 1 decks have equal good and bad and see if that makes a significant enough change. No offense, but I am not interested in learning or hosting a new type.
I disagree. I don't want T1 to become a mini T2.

I don't either. Which is one of the reasons I was proposing doing only 1 rule change at a time in an effort to make it still marginally different from T2.
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EYES_on_ZION

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Re: my thoughts on type 1 multi
« Reply #23 on: May 10, 2012, 09:40:28 AM »
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I disagree with making type 1 single any different becuase honestly it is competitive compared to earlier years but im talking about type 1 multiplayer. I just dont really like how it is played at all. I like playing type 1 single but like type 2mutiplayer.

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Re: my thoughts on type 1 multi
« Reply #24 on: May 10, 2012, 10:31:09 AM »
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If you change the deck building rules of T1MP then it's no longer T1MP, it's type-something else multiplayer.  The whole idea of multiplayer is to use the same deck building rules that you would for two player and apply them to a multiplayer game.  Type one single player needs some changes (not major ones IMO but some definitely something to ding up speed) whatever is used to ding up speed in Type 1 two player would carry over to multiplayer if it's a deck building rule and would kill two birds with one stone. 

Another thing about multi-player.  Defense will never be helpful in multi-player outside of a few auto-blockers.  If the opponent can't get past your defense he'll attack another guy and probably get past the other guys defense, if that happens then it means that there's one less soul in play for you to rescue.  Generally you want people to make an RA against you in multiplayer because they won't be rescuing any of the lost souls that you have access to.
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