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It's not just a matter of recruiting and retaining good designers, either. And it costs lots of money going forward, as GW adds to the line. It costs a lot of money to do it on the scale necessary for the back catalog of units in GW's line.
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And people don't just want rough balance they want something finely tuned. ImAGeek wrote: What extra cost is there selling a ruleset to competitive players than there is selling a ruleset to non competitive players? Seriously? So much of this thread is about how important it is to create balance.
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I'd welcome it as long as they're ok with me figuring a way to counter it, and crying uncle if I can't with the tools that are at hand. If they want to test out a killer list on me, I'm happy to be a guinea pig. I'm ok with someone who tries to table me on T2 as long as that's not ALL they EVER try to do. Like, WAAC still assumes that the "Any Cost" is within the constraints of the game rules, because once you're willing to go past that, it's just a question of who's meaner and wants to win more, and has nothing to do with a game at all. I don't actually consider cheating "Any Cost" - any more than I consider bashing your opponent's head in with a beanie, or having someone call him to tell him that his house is on fire and forcing him to concede. I'm with you on the WAAC guy as putting winning above having fun. WAAC guy sees the game as an event solely for -his- enjoyment and entertainment, and if his opponent has fun or not is pretty much irrelevant to him. Doing your best to table your opponent on turn two -probably- doesn't make the game fun for your opponent. Whining, pouting, and crying during the game (especially when things aren't going your way) doesn't make it fun for your opponent. Cheating doesn't make the game fun for your opponent. For others, it means something a bit different.įor me, WAAC guy puts winning above having fun. If you're willing to break the rules just to win, well, you're a WAAC punk. For some, a WAAC guy is just someone who cheats. The definition of WAAC guy -is- arbitrary - I said pretty much that very thing in my description. But these are the kinds of W/L ratios I like, and I'm happy to handicap (remove my own units, or let the other person have more) to get there in a wargame. If you can keep it at 51%, you will eventually be the #1 rated player in the season. In computer games with matchmaking (like starcraft and hearthstone), after you reach equilibrium (stomp all the people much less skilled than you), your win ratio approaches 50%. In a perfect world, around 50/50 is cool, and just a little above that against skilled players makes me feel good. I don't want to win 9 games in a row OR lose 9 games in a row, especially against the same person. In fact, our group makes a very active effort to rebalance to give everyone a reasonable chance of winning against everyone else. Losing certain does NOT ruin my fun either.
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But losing sure does ruin WAAC guy's fun, as you can tell by the quiet awkwardness as he makes up his excuses while he's packing his cheddar back into his minis case. Mort wrote: Losing most certainly does not ruin my fun - at least I hope not, since I probably lose about 55-60% of the games I play.