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Re: SCs other than the vq
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Frankly, the fact that many chassis are unattractive is a far bigger problem than the VQ: If the VQ were eliminated, everyone would simply pick the next closest cousin: the GK, which is in some ways better, especially if you aren't willing to sacrifice as much in the way of national scales. The real problem is that so many other options are overpriced, defective, or otherwise uncompetitive. (See: Moloch's Imps). |
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and, again, that he is a good player does not logically entail that the strat isn't abusive/broken. Both can be, and are, the case. Quote:
so, no, they can't do the exact same thing in the same circumstances. and, yes, the VQ is much easier anyways http://forum.shrapnelgames.com/images/icons/tongue.gif |
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And yes, they can provide the same result in the same circumstances. I'm not saying all of them can, but certainly a few can obviously and a few not-so-obviously. Considering the amount of points and planning put into a VQ and put it into something/anything else. If you do so, then perhaps you'll see how. |
Re: SCs other than the vq
but immortality is the crux of it. As has been noted by everyone, you can kill a VQ, just as you could kill any of these other pretenders w/ a ton of points.
The VQ however, loses nothing from this, except a few baubles. [ May 04, 2004, 23:07: Message edited by: archaeolept ] |
Re: SCs other than the vq
[quote]Originally posted by Norfleet:
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[quote]Originally posted by Zen: Quote:
I don't think that's true at all. It allows you to make decisions that would be bad for a non-immortal pretender but become good for an immortal pretender. Immortality isn't just a side-note, it's a major factor. And even if you don't die, the recuperative effects are still useful. - Kel [ May 04, 2004, 23:36: Message edited by: Kel ] |
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Full items slots, a host of natural abilities which lessen the need for scripted spells and/or items, and semi-reasonable path costs. Though, if you are fully utilizing the item slots, then you shouldn't really be utilizing the immortality... the two sort of oppose each other. That's a lot of gems to waste on a loss... certainly not the equivalent of losing a mortal pretender, but clearly still significant. The path cost and natural abilities however, mean that she can be quite potent naked... with 5 turns of buffing. An unbuffed and naked VQ is nothing to fear... which would be where flying units come into play. My admitedly merely moderately experienced self says that raising cost/paths is probably sufficient to bring her back to the pack... though I'd rather see the other pretenders surge forward to catch her... but that's a lot to ask. EDIT: Oh and Archaeolept, stop posting and upload your pretender up for the game on Moggy's server! http://forum.shrapnelgames.com/images/icons/tongue.gif [ May 04, 2004, 23:48: Message edited by: AhhhFresh ] |
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PvK |
Re: SCs other than the vq
How about these ideas?
* Fighting fire with fires. Vampire Lords (?) seem similar but a bit better than VQ's. They also can summon vampires. This is a blood spell, or national spell for Black Forest Ulm. So... if I am BF Ulm or my pretender or national mages have some blood power, at least by mid game once I can cast summon some Vampire Lords, I am thinking the solitary VQ is going to be in trouble, no? * Priest army. How ofter does a Holy-2 Banish spell hurt a VQ? Even if never, suppose I have some potential vampire-defeating units of some other type. I put them with an army as bait for the VQ to come try to get me, near the edge of her dominion. The surprise is, my mob of priests is that turn Preaching. If I have them, I have Skeptics, Inquisitors, or dominion-draining items in the army. Result: VQ arrives, gets killed, and oops - her dominion was unexpectedly sucked dry in the same turn. So no ressurrection. Or does the sequence of play not allow this to work? PvK [ May 05, 2004, 00:17: Message edited by: PvK ] |
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[ May 05, 2004, 00:29: Message edited by: Zen ] |
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The clam poll (and I thought we were talking about pretenders) shows that the majority think clams are over-powered (I am not counting the ones that said they wouldn't mind a change). To be fair, 2/3rds, at this time also said the poll was biased. Either way, though, I don't see your point about what the polls prove or where you are going with it. Quote:
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And again, immortality effectively includes recuperation. Are you contending that good play means your pretender never gets hit at all ? While I admit to not being an experienced player, I would think that most SC pretenders who never chances getting hit and never take a chance on dying are not fulfilling their potential. Most games, strategy and otherwise, are based, somewhere, on risk vs. reward. Immortality lets you take the bigger risks for the bigger rewards...only it removes the risks (within your domain, anyway). - Kel |
Re: SCs other than the vq
Maybe we need a Van Helsing?
Actually I thought the VQ was susceptable to priests just as much as the rest of the common Ermor group. How about if certain damages were alittle more permanent. She doesnt need to be made weak, just beatable by a fairly available strategy Priests should be permanent banishment routing to a non-friendly province should be non-returnable a susceptability to something. Astral magic? |
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Much as I feel about Ermor (or clams or any other balance issue), the only thing that truly bothers me about the VQ is that she is reducing the variety of my MP games. Even here, it doesn't bother me that much since less than half the nations use her in most of my games. My personal feeling is that she probably is over-powered but not invincible and if she was, say, limited to only one nation, particularly one that was not used every game (like Ulm, for example), I wouldn't particularly care at all. I am not suggesting this happen, I am just trying to express that it is not precisely something being out of balance that affects the game, it is that something being too far out of balance can cause a loss of variety in MP game play. Quote:
It doesn't take a bad player, or a mistake, to take advantage of better risk vs. reward. Quote:
Immortality is a strong ability, and a *very* strong ability when combined with an SC chassis. It can, and should, be compensated for with design points or other weaknesses. It is not a side-note, nor a tool for only poor players. It allows one to dramatically reduce risk and this, in itself, opens up additional strategies and risk vs. reward scenarios. - Kel |
Re: SCs other than the vq
Zen:
While I generally agree with you, I think you're missing a large part of the point. You and Norfleet and whomever the other "elite" players are... are in the minority of the Dom II playerbase. Odds would dictate that most of us lose most of our MP games... particularly when we play against the likes of you. http://forum.shrapnelgames.com/images/icons/icon10.gif (Though I've not played either of you) So to truly evaluate a VQ's "balance", you have to consider the lesser players, who obviously outnumber the "elite" ones by a large margin... The fact that immortality is much more forgiving of mistakes is not at all a small issue... because that's what players like me do... we make mistakes... because we haven't had enough MP experience to know what every nation can throw at us, and hence we might send our SC pretender into a situation that could mean their death. The fact that a VQ is mostly immune to these "bad decisions" is why she is so popular... and gives a distict advantage over another player of the same "moderate skill level" who is similarly mistake prone... but doesn't have a VQ. I'm not in favor of nerfing Immortality itself, because that would nerf other units... but something should probably be done... since most poor to moderate players think she's da bomb... I do imagine that the fervor will die out within a month, as most of the moderately skilled players who picked VQ's as pretenders as the flavor du jour will have lost their MP games at that point... but she still seems unbalanced to some extent. |
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Which is IMHO, too bad. Would be nice to cause the immortal munchkins some contingent paranoid anxiety. http://forum.shrapnelgames.com/images/icons/icon12.gif This was considered a feature, ...don't know if changing the phaseorder might potentially be rebalancing. Rabe the Rules Rodent Edit: there may be one exception to this, but it isn't helpful. The ermorian cultist event probably changes dominion when it occurs, but this is unlikely to inconvenience an Ermorian VQ. http://forum.shrapnelgames.com/image...s/rolleyes.gif [ May 05, 2004, 01:48: Message edited by: rabelais ] |
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My point is that they are not overpowered by anything more than a slight degree, they are just popular which means people try to use them unsuccessfully and counter to their nation/theme/playstyle because at least 1 other person (or more) has used it successfully. That is exactly the wrong reason to balance something, because of popular demand. |
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Where I draw the line though, is changing the game to any non-conclusive, factual, debated and soundly reasoned changes. This game is very good, but it does have some (if not alot) of issues with balance. If you balance it willy nilly, or based on popular or trendy desires what you are going to have is exactly what this game, this company and this publisher are not. Mainstream. I like TBS games, even though they are not mainstream or popular. I like Shrapnel, even though they are not the biggest or everyone knows their name. I like Illwinter and Dominions 2, even though a large % of the gamers I have known and play with may not find it as fun and enjoyable as I have. Why break that by suddenly catering to popular desire instead of sound logic? |
Re: SCs other than the vq
You've gotta love the fact that a thread that is entitled "SCs other than the vq" is all about the VQ. Kind of makes you wonder if there actually are any other SCs, or at least any good ones when compared to the yardstick of the VQ.
Anyway, far be it from me to try and drag the thread back on topic. I wanna complain about the VQ too! And since immortality seems to be the theme of the moment, let me chime in that even if it is just a crutch for mistakes (an argument I don't buy), everyone makes mistakes! Probably even Norfleet. Especially considering that the game is not played in a vaccuum. There's no way you can account for everything that you opponents might throw at you. So I think its unfair and misleading to talk about the "surprise insurance" factor of immortality as if it is something only the unskilled newbie might ever find useful. |
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More experienced players know more of the strategies and actions that might be presented to them, they also tend to use forsight if a particular strategy/design/decision doesn't work out to have a secondary plan of implementation or alternative. It all boils down to your own risk vs reward mentality. Some people have a high tolerance for bad mistakes and struggling through them other do not. Obviously the more you play the more this tolerance is likely to grow as well as secondary strategy, acceptable loss for gain and other factors for the game. It is not unlike Go in that respect. |
Re: SCs other than the vq
[quote]Originally posted by Zen:
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There are many cases where immortality makes something a good choice, where it would be a bad choice without it. Again I say, taking advantage of improved risk vs. reward is the mark fo a good player, not a bad player. Quote:
- Kel |
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I am not debating at all, in fact, the issue was dead in another thread and long ago. I'm defending the point, which is: Those who are debating for the change have not addressed or countered the points made by those who are not for the 'balance' change. It is in the hands of the accuser to provide the burden of proof and it has not been done. Especially considering that every effect that VQ's can have can be reproduced on one if not more other pretenders spending the same if not less points to do so. [ May 05, 2004, 03:02: Message edited by: Zen ] |
Re: SCs other than the vq
Seems to me that Vampire Lords, while as Zen pointed out, have some important disadvantages compared to VQ pretenders (magic and dominion HP effects), have two advantages: fighting skill and (much more important) cheapness to manufacture (compared to Wish (!!) and Gift of Reason). Anyway, they seem potentially similar in ability to VQ's, and are manufacturable by anyone with blood magic.
Other SC's? Well, Prince of Death may not be immortal, but is considerably tougher than a VQ. Many of the giants have considerably more hit points than a VQ. Many have better fighting skills than a VQ. Moreover, many summonable units have better fighting abilities and thus SC potential than a VQ. They aren't immortal, but being summonable means not only are they replacable, but you can have several at once. Some of them are even quite cheap. Take for example Death summons. Just looking at Pretender SC's, many of them are tougher than a VQ; they're just not immortal and don't have as many built-in abilities. Add some items and/or spells, though, and VQ may be outmatched. * Moloch (esp. if they fix the rout issue) * Prince of Death * Ghost King * White or Black Bull * Manticore (limited but tough and ZERO points) * Mother of Tuathas * Titan * Ancient Kraken (ok, acqutic, but try to kill one with a VQ http://forum.shrapnelgames.com/images/icons/icon12.gif ) * Dagon * Lord of the Desert Sun * Scorpion King * Nataraja * Shedu * Son of Niefel * Carrion Dragon * Lord of the Wild * Allfather * Asynja * Dracolich * Lord of the Night The Lich (or Saurolich, or Lich Queen) seems about on par with the VQ - immortal, a tad flammable and not flying but with natural protection of 15 (!). Bog Mummy also looks pretty tough. Ya they aren't naturally ethereal, but more things ignore ethereal than ignore natural protection. Quote:
PvK |
Re: SCs other than the vq
[quote]Originally posted by Zen:
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I don't really know if clams or ermor or VQs or pangaea, heh...or whatever are overpowered and logic isn't even right 100% of the time...but the logic on why they are has been quite reasonable and persuasive (ok, some of it, not all of it http://forum.shrapnelgames.com/images/icons/icon7.gif ). Some other people may feel they know better, based on their experiences, and they may or may not be right, but the logic, at least in many cases, hasn't been there to support their anecdotal evidence, imo. At least not to the degree that the other side has presented it. Of course, people can argue for a lot of reasons and there is the potential to 'band-wagon'. There is also the possibility that some people may be arguing without experimenting much. But really, resistance to change, arrogance and personal agendas on the other side are just as frivolous. Obviously, changes shouldn't (and won't, I am sure!) be made instantly, without thought, just based on what some have called 'the flavor of the moment' and I have seen some suggestions for the game which were clearly just one person's thoughts on what would be 'cool' to see in a game...but some of these issues, as I understand it, have been around for a while and aren't just an individual trying to make the game 'theirs'. I respect that a lot of people know more about the game than I do (maybe most people !) but that doesn't make them impartial, it doesn't make them logical, it doesn't mean they don't have personal agendas and it certainly doesn't make them right. Credentials only get you so far. Like I said, I am not trying to crusade against immortality or VQs or clams...in fact, I don't think we are that far apart from agreement here, anyway...but if something just doesn't sound right, I might just voice my thoughts, noob or not. - Kel |
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[ May 05, 2004, 04:39: Message edited by: Zen ] |
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Popularity does reduce diversity in the game, but popularity is fickle. I'm not quite ready to give up on human nature to believe that because something is popular but not effective it will remain popular. If it is popular and effective then it needs to be looked into (which I thought you read the other thread where I said it was, but you might have forgotten) to determine if it is popular because it is effective and ways to reimplement the diversity. The easiest but not neccesarily best solution being destroying the popularity of the one, instead of making the others more attractive. |
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Whereas a Phoenix can _never_ be equipped well enough to deal with certain SCs. Especially if the Phoenix only invested in Fire, its chances against something like an ice devil and slim and none. Almost any other flying SC can kill it in the first turn of combat. Even garden variety knights can. Phoenix winds up capable of roast and toasting many (but not all) armies. But it's barbecue chicken against many if not most SCs with mediocre equipment. (IE - fire & lightning immunity - easy to get.) |
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[ May 05, 2004, 05:20: Message edited by: Norfleet ] |
Re: SCs other than the vq
This is my Last post on the VQ thread, I am simply too frustrated with it.
No one has responded to my Posts in other threads, I though the objections to the SC VQ were well documented by now... if I missed the rebuttal, please direct me to it. As I have said in other Posts, naked immortal SC's that can destroy entire armies (particularly before turn 30 or 20 or 10!!!)are obviously broken. The castling/temple-ing strat just makes it a more efficient munchkinism, the fundamental problem is that getting a new flying army every turn for free, with no risk of losing it, in whole or in part (the latter being the fate of most normal armies...) while getting it's full tactical benefit. The resources which must be devoted to stopping an immortal SC far outweigh the costs on a per use basis for producing one, (especially for ermor, whose recruitment does not suffer from scale poverty)... and are highly fraught with the risk of failure, attrition, and are much less flexible weapons than the flying immortal SC. If there is a counter for it, other than attacking with overwhelming superiority in three places at once, and losing two of those *nonimmortal* armies while taking down one of the castles... you see my point. The strat is so effective under the current rule set, it is broken. Your saying someone, an expert, "almost" beat it, having encountered it several times before, isn't much of a defense. If I know what my opponent is going to do and I *still* can't stop it in a cost effective way, knowing it's coming ... it is BROKEN. This is a strategy game, ...optimization is supposed to be difficult and non commutative. In this case it is neither. Rabe the Retiring references for those wanting more detail... http://www.shrapnelgames.com/cgi-bin...583;p=2#000036 http://www.shrapnelgames.com/cgi-bin...583;p=1#000050 |
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what rabe said
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dp
[ May 05, 2004, 08:34: Message edited by: archaeolept ] |
Re: SCs other than the vq
I'm still new enough not to assume I can tell one way or another whether any particular issue is unbalanced by myself.
But having heard the arguements I have found the ones from the "VQs need to be nerfed" camp more convincing, so far. A lot of the arguements supporting the VQ are logically flawed, and while I accept that the people making the arguements no doubt understand this game WAY more deeply that I do I would still like to see a concrete counter-strategy proposed. For example the recent arguement that it is killable, and having it killed costs the owner resources (gems etc) only holds water if the expense of killing the VQ is much less than the expense the owner incurs from it's death, and I haven't seen this demonstrated. Comparisons with the "Metagame" of many CCGs have been made: In a CCG, if one flavour of deck is very popular, very quickly people produce decks which counter it. The popular deck has very little or no chance against a deck that knows it is coming. I think any veteran Magic player could, if shown a deck, come up with several decks that would beat it easily, and still be competative against other tournament decks (except those designed to counter this deck...but that's what makes the Metagame). If a deck can do its own thing regardless of how you try to counter it then it is unbalanced. So. Can the veteran Dominions players come up with a strategy, for all nations, that would beat a VQ SC strategy everytime? The most popular example of the VQs supposed unbalance seems to be the Ermor-VQ-temple-fortress combination that Norfleet seems to have such success with. I've read that this success is largely due to the map settings which favour Ermor, and that it's down to Norfleets expertise, but pro-nerf people seem to quote this example a lot. So could we also have a concrete strategy that utterly destroys this strategy please? Two strategies - one for the player who spots the VQ SC early in the game and wants to counter it, one for the player who spots the Temple/Fortress/VQ-SC early. Remember - if a strategy is anticipated early enough it should be countered easily. If you can continue using a strategy despite it being anticipated perfectly by your opponent, and still hope to win against even a mediocre foe, then the strategy is unbalanced. Two convincing strategies. If the strategy is balanced there should be a lot more than that. Worked examples, no unfair assumptions. The prize - my humble support for the VQ to remain as it is. The bigger prize - the Metagame will adjust to make VQs undesirable, until the Metagame evolves to the point where VQs are the best counter to...whatever strategy happens to be kicking *** this time next year :-) The price of failiure? You wouldn't want to know. It's FAR too terrible http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SCs other than the vq
[quote]Originally posted by Zen:
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- Kel |
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I'm in several MP games at the moment (slow kind, mostly 1 turn per day), and I've noticed exactly ONE Vampire Queen in there, played by C'tis; AFAIK, she's lost her castle, and since she's now attacking low-defense provinces of mine in my own dominion, my guess is she isn't in the best of shapes. There are plenty of people out there who are not playing Vampire Queens, believe me - surely some of them are of at least moderate skill. |
Re: SCs other than the vq
well if people are dropping the idea that a killer god must be beaten....
Back to the topic of the post, what happened to the wyrm. Was it nerfed? At one time the wyrm was the "automatic choice" for SC and now I hardly see it mentioned. |
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I'm in several MP games at the moment (slow kind, mostly 1 turn per day), and I've noticed exactly ONE Vampire Queen in there, played by C'tis; AFAIK, she's lost her castle, and since she's now attacking low-defense provinces of mine in my own dominion, my guess is she isn't in the best of shapes. There are plenty of people out there who are not playing Vampire Queens, believe me - surely some of them are of at least moderate skill. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">my god phil, how the heck is "so don't play w/ someone who uses that strat" at all a legitimate response to the question as to whether the strat shows something as broken in the game? your answer is that the game isn't broken because it is possible to bury one's head in the sand. Bravo. have you played against it? do you know how it works? Pperhaps it isn't broken - but then, pls, we would like a general strategy to deal w/ the VQ/uber-SC + infinite castling + clam/wishes combo. and, that VQ's can suck is so clearly obvious, and such a low grade strawman, that I'm continually flabbergasted that people feel the need to bring this up. Yes, VQ's can be weak. The argument is not that all VQ's all the time are unbalanced, but that they can be, especially in combination w/ an all-out defensive castling strat. |
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I am also among the people who have not been conmvinced by the arguments by Zen and others that the VQ is more or less OK. As others have commented, these arguments that "it's not impossible to defeat a VQ" are kind of off base. I mean sure, if it was impossible to beat them, that would be unbalanced. But something can be unbalanced but still be defeatable.
To me, the way to determine if the VQ is unbalanced is to look at her peers. If there are lots of other Pretenders that give you similar value for a similar price, then it seems to me that the VQ is balanced. If the other Pretenders that are priced similarly to the VQ are not as good as her, then she is unbalanced. For now, my opinion is that she is unbalanced, because she seems to offer much more bang for the buck than the other Pretenders. I'm willing to accept the idea that I am missing something here. But so far I've barely even heard this issue addressed. The closest anyone has come are those who have argued that if you remove the VQ, the Ghost King is almost as good. Maybe so. But that's still only "almost." And that's only one other Pretender. Are there any other Pretenders that give you as much value (not necessarily as a SC) as the VQ does? |
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Nor will it solve herd behaviour to nerf the current trend. Nerfing whatever is most popular would be doing things for the wrong reason. Herd behaviour is worth noting, but it's not proof, nor is it a reason in itself to make decisions. Reasons for change are things like too many free synergistic and rare intrinsic abilities with too few disadvantages for too few points compared to other choices. I think there's probably a good case there. PvK |
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Some of us would say that rainbow pretenders have more potential than SC pretenders anyway. SC's can be cultivated, summoned, equipped into being, in greater numbers than one, and the more magic your pretender has, the more you can do that, assuming you can find other ways to conquer provinces at a reasonable rate. Ermor building temples and castles everywhere, when their dominion undermines their gold income, sounds like the equivalent in skill and resources to being able to do many other things. Summoning more VQ's with Wish and GoR also sounds like something that would have many alternative uses for all those resources. So VQ's are tougher than Doom Horrors? Unliving summons don't stop VQ's. Note that by mentioning all this, I'm not saying that I think VQ's aren't underpriced ... I tend to think that the combo of their abilities may be. Though the Liches and Bog Mummy look capable of similar effects, no? PvK |
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Edit: Some no longer necessary comments about a retracted post have been deleted.
I think that all of the players, new or old, have a right to air their opinions. And this forum is the right place to do it. I do hope that people remain civil, since as you correctly point out, the devs will not pay much attention otherwise. [ May 05, 2004, 22:28: Message edited by: Vynd ] |
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Just as herd behavior (not to be confused with herb behavior) doesn't make something right, lots of people doing something doesn't make it herd behavior http://forum.shrapnelgames.com/images/icons/icon7.gif
- Kel |
Re: SCs other than the vq
I'm sure Gandalf isn't trying to upset anyone. He's just echoing a message that has needed to be said many times in the past, when (typically, new-to-the-game) players have ranted their opinions in inappropriate tones, and been duly ignored. Sometimes they may even have had a good point, but the result was just an annoyance for everyone. The lesson learned is that staying polite and making clear and logical arguments is generally very effective, particularly with Illwinter.
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- Kel |
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The vq just needs 80 new path cost imo to lower the impact they have around turn 10-20. And some players will want houserules to not use them. |
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[quote]Originally posted by PvK:
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If something is somewhat unbalanced in the game, at this point, it isn't going to be a game breaking issue. It's most likely going to be a small advantage that can be overcome with skill or luck. The problem with perceived advantage is that it reduces variety in game play. That is much harder to deal with and requires you to limit who you play with and what maps, house rules or such you play with. Now, of course it isn't smart to change a game based on a 'flavor of the month'. On the other hand, if it sticks around for some time, it reeduces variety and that bothers me a lot more. I think it would be worse to play against similar nations with similar pretenders, most f the time...then to play against the occasional pretender who I knew had a slight advantage over me. I guess what I am saying is, in the short term, you are right, band-wagonning is a danger. In the long term, though, popularity, right or wrong, does make a difference, at least if you play with that populace. - Kel |
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I think that all of the players, new or old, have a right to air their opinions. And this forum is the right place to do it. I do hope that people remain civil, since as you correctly point out, the devs will not pay much attention otherwise. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually it was in response to the previous post which started out "I cant believe the veterans are still trying to defend the VQ" which generated my response about new players loudly saying its broke. Seems like a balanced statement but pardon me, I have removed those Posts. And Im not saying people shouldnt have an opinion. If I didnt think the devs should look at this I wouldnt be trying to tone down the remarks to a level that the devs will be able to stand to read it without getting pissed. Its not the discussion itself. Its the way its getting discussed. It is not productive toward getting the changes people seem to want. [ May 05, 2004, 18:02: Message edited by: Gandalf Parker ] |
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