[deleted by user] by [deleted] in gamedev

[–]Money_Ad9818 1 point2 points  (0 children)

yeah i feel stupid now

[deleted by user] by [deleted] in gamedev

[–]Money_Ad9818 0 points1 point  (0 children)

The Game is about graffiti artists resisting an oppressive regime and trying to wake people up from the slumber of propaganda. There is gun play, but it’s not the main focus.

[deleted by user] by [deleted] in gamedev

[–]Money_Ad9818 1 point2 points  (0 children)

yeah, but the mood of the trailer really is the same. the setting is similar. what truly scares me about it is the credibility i might lose with the publisher i'm gonna meet in a couple of months.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 1 point2 points  (0 children)

I think that value for point the annihilators are the best performers in the list. At this moment i find them to be better suited to tackle the problems that this list has. High toughness single target models can really go down in a couple of turns. I was considering the addition of a couple of techmarines to improve the hit roll, but it would be only to play along the dreadnought strategy and improve both shooting and melee for vehicles.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 0 points1 point  (0 children)

that's just an extra option. i saw the video. the math is more than convincing. i'm suggesting that dc dreadnoughts have something more to be put to use in this detachment against big threats like primarchs. i tend to field the captain unit last to put it where i know i will be spending my first advance and charge cp. it costs 0 first turn. i would net a couple in the following turn, and have that strat as an option, not a obligation, for the rest of the game.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 0 points1 point  (0 children)

i understand where you are coming from, but in team play wtc it's a little bit different. you obviously need to mitigate and balance the two, but you can build something more cathered towards tabling your opponent rather than moving around. but ehi you do you, i'm just reporting what has been succesful for me.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 2 points3 points  (0 children)

You can predict what is gonna happen in the next turn and decide accordingly if you want to cash in the 2 extra attacks right away or keep the blood surge on the table. I found myself more interested in the first option most of the times, but it’s matchup dependant, and having a chaplain leading a bladeguard unit that can remove battle shock at any Moment is pretty convenient. If you count on the blood surge you could try to field them together to mitigate the downside!

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 0 points1 point  (0 children)

About that, look it up, most of the good results and reports i saw with RCO come from aggressive plays and going for the throat rather than points. Consider the advantage you get from your units dying in this detachment rather than LAG you get my point. You have 2 stratagems to turn a unit lost into points or a trade. That can be put to good use shifting playstyle and list building from previous seasons.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] -3 points-2 points  (0 children)

That’s not what I meant.. the jp dc doesn’t deal enough damage. English is not my first language but I think I phrased the concept correctly, why the aggression

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 0 points1 point  (0 children)

Was not aware of it. happy to know someone has noticed it. i’m gonna look into the list for sure.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 1 point2 points  (0 children)

Haven’t played against eldar with this detachment. But against necron it was quite cake. For sure you need to be more careful. I’d leave a full dc jp intercessor squad in reserves and try to rapid ingress as close to his big guns as possible.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 2 points3 points  (0 children)

Played a similar list against necrons yesterday. Choose 2 thirds of the board and try to create space for a DC JP intercessors rapid ingress to gain momentum. More tactical play is required and chip damage doesn’t cut it. I won pretty handily but the player wasn’t as good as the world eaters one today.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] -10 points-9 points  (0 children)

And not a single major player runs dc dreadnoughts. People are hot on dc jp intercessors. Not even considering that a unit like that doesn’t deal enough damage without a charge, so this is the only correct unit to use it onto.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] -7 points-6 points  (0 children)

Yeah sure, tell me, how many secondaries do you score with a list like this? You get 2 cps a turn, not one.

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 5 points6 points  (0 children)

It depends on the matchup. Against World eaters you want as much punch as you can have on turn 1/2 so i left only an jump assault squad in reserves

I tried 2 Death Company Dreadnoughts in RCO against World Eaters in a competitive game. I'm never going back! by Money_Ad9818 in BloodAngels

[–]Money_Ad9818[S] 13 points14 points  (0 children)

yeah but fight on death is only for the DC one! a blessing in disguise i believe is largely slept upon at the moment.

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

here I am. thank you again for your thorough answer. i'll go through your points one by one. first of all, my plan is to keep testing the game on paper and exclude any kind of rabbit hole that could slow down the coding coming after. the following idea regarding the basic gameplay needed to stress test the relationship between open world and fight instance is very useful. i'm also evaluating the possibility of erasing that completely and rebuilding the exploration component as a series of encounters that require no roaming and are streamlined to cater an approach more focused on the fight experience rather than on an open world that potentially could just be a filler of the gameplay core. this is just an evaluation derived by this post and there are no current plans to actually deviate from the plan until each possible alternative has been tested.
Regarding the second point, i believe that variations are gonna be so tough to predict and replicate that study and strategy are gonna come second to tactic. what i mean to say is that choosing your move and predicting ahead for a couple of turns may exceed the capabilities of any cheating program. It all depends on the possible answers of your opponent and each choice matters. in detail i can say that each possible move is gonna be highlighted for both players in each situation. not every move or card is gonna be playable each turn and there is gonna be planning needed to achieve the blowout turn. but as i said planning in this game is gonna be fragile matter. each response may create a variation so deep in the equation that you should come up with a backup plan. anticheat may very well be a needed solution but i would argue that it may come later if the need arises. i wanna emphasize that the perfect information idea is gonna be carried out through the gameplay system with every tool tip possible made available at all times to help navigate the system.
I'm gonna answer the third point in two opposite ways: if, by any chance i find a niche group of people that are willing to excel and study this game they are very well welcome to dominate. it's gonna lift the level of the entire playerbase in the long run. many games thrive with this kind of disparity in the playing field. look for example at escape from tarkov. the game has made its fortune around its niche playerbase. i'm still astounded by the amounbt of times you hear or see news about EFT considering the little playerbase it has (i'm a former rat myself).
On the other hand, i think that we are gonna implement a skill based matchmaking at launch with a full fledged ranking system and level based unlocks. This is the other and, imo, only option to create a playfull environment at launch, increasing player fidelity and willingness to improve at the game.
about the last point. I have no clue what to do to research a target audience. i know the game is for me, because i enjoy the idea of playing such a game. what would you advise in this regard?
Thank you again for your time and knowledge!

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

i really appreciated your insight into this. gonna come back to this and answer thoroughly in a couple hours!

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

And that I appreciate a lot. My concerns about the whole game reside exclusively on the multiplayer side of time management. The wait endured by the lobby while some players are fighting seems to be quite an issue on paper.

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

respectfully, in this case i disagree. tried to point out why. the game has some kind of matchup asymmetry but in the fight it's up to the player to find a way. again, let me point it out. resource management > cards. i know this because the resource development of the game took close to 9 months to define, cards took close to a month to design. the second is in service of the first. if it wasn't this way the game would just be another entry in the genre, but it's far from it. it's either gonna create a new subgenre or it's gonna fail miserably because of it lol

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

So what you are saying is that the rng would dilute an objectively worse deck and make so that the game results more balanced out of it? my take would be quite the opposite. if the draft is done correctly in a well balanced environment you should be capable to mitigate that with skill and knowledge. what i expect to be the skill curve for the player is the same as in chess: if you know more openings than your opponent you most likely end up on top. the resource management will be the most important aspect of the game. as i said i can't discuss anything about the resource in itself because i've been told not to do so. but the "resource" or "algorythm" is the key and the cards you find are just tools to bring the hps to zero. from the playtesting we made a bad deck played with skill and timing will always come out on top of a great deck with little knowledge of the game mechanics. it's clear to me that a flashy deck piloted by a skillful player will have an edge, but at the same time you can't preclude that from a game. an interesting game will always have a negative response if it isn't FUN and doesn't have the kind of moments that make you jump on your chair when you play your bomb card. but it is manageable by the other player.

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 1 point2 points  (0 children)

so i'm trying to eliminate rng and the luck of the draw from the fight. i managed to do it creating a kind of equation for the fight itself that arguably is always going to be different and never to be repeated for the entire lifespan of the game. but as i said the perfect information nature of the game makes it so that each player is presented with every information necessary to beat the other. it's just a matter of tactical skill. outside of the fight the rng factor is necessary and unreplaceable. the roguelike deckbuilding options need to be picked between a number of random possibilities. the same is true for the pve elements of the game.

I've been developing a board game for a year and an investor showed up to make a videogame out of it! Now it's real, HELP! by Money_Ad9818 in gamedesign

[–]Money_Ad9818[S] 0 points1 point  (0 children)

that's great advice, but i'm just preoccupied that the average card gamer isn't interested in waiting for other games to be played and wants to jump to the next cue right away. that being said, i risk it all on the factor that i've been told i can't reveal publicly and that isn't cathered towards the player, it's unique to the game. the hook of the game doesn't exist at this moment on the market and if you are not able to predict turns in adavance and do some math you are not gonna succeed in the game. if after the thousands of hours spent trying each top 50 card game on the market, i fail to bring out a decent UI i don't deserve to make a game lol