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Messages - Desdinova

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Feedback & Suggestions / Re: Cards that should get reworked
« on: February 25, 2016, 02:01:34 AM »
Goblins Game, visit dungeons at night.

Ah, I knew that, same as with druids. Just misunderstood what the Observer said, I thought there was a requirement for it to come up more often or come up at all.

Bugs! / Re: Bane not dying in circle
« on: February 24, 2016, 12:53:17 PM »
I did a clean reinstall after though, so this is from the latest build of the game as it was released, but I do understand your concerns. I hope I didn't give you guys too much trouble, thanks again for an awesome game!

General Discussion / Re: Rescue, interrupts and "en passant" (and balance)
« on: February 24, 2016, 12:50:26 PM »
I am also a big fan of squad-based strategies (JA2 v.1.13, XCOM both old and new, Fallout Tactics, Shadowrun Returns etc.), but I'm not sure though how would all this fit within the established Armello gameplay. Main problem being here that these changes would require practically reimagining and remaking the game from top to bottom. I too would love to see the lore expanded and bigger kingfomd(s), with lots of interesting locations to explore and much more rpg elements, with branching choices and consequence...but Armello, as it is, is envisioned as a competitive multiplayer game. The depth required to expand the game in a way you see it unfortunately...asks for a different game. Don't get me wrong, I really enjoy your out of the box theorycrafting, but adding any number of additional mechanics to a game like this would just drag the gameplay down and make it clunkier, slower and more cumbersome; and that is in the end, unfortunately so, disruptive and detrimental to the idea of active online pvp - which is one of the main motivators here. The sort of things that you would want to do, would much better fit in a dedicated singleplayer campaign.

Kletian addressed your points thoroughly, though I must say that the idea of interrupts and flanking intrigues me. It might be possible to create heroes with abilities that exploit some of these ideas - for example backstabbing. It would feel right at home in rat clan and could give said hero bonus to attack or something similar when attacking from behind. Similarly for flanking just from the side hexes, although it would much better work (logically and mechanically) in a team game where you had an actual flanking partner. The overwatch (interrupt) mechanic could be implemented too but a bit harder, maybe as an attack of opportunity if an opponent passed beside you while stealthed?

Also, because I can see from your posts that you value good strategy games, with developed systems of diplomacy and trickery, I must recommend you try Solium Infernum. It's a great digital tbs boardgame set in a quite intriguing setting (to say the least) and I bet you would enjoy it :)

Off-Topic / Sirin Games Codex CTS
« on: February 24, 2016, 11:59:07 AM »
The old Yomi thread in here reminded me that I should probably mention this, not sure if you guys don't already know about it, considering that most people coming to this forum are into board and card games (or so it seems). Anyway, Codex is a new card game developed by the same guy who made the awesome Yomi fighting card game. It has some pretty novel ideas and is quite interesting and complex, so do check it out, you won't be disappointed. Here's the page and on it you can get all the info about the game itself:

The fundraiser is still ongoing for a week or so, and you can chip in if you want :)

Very good suggestion, seconded.

Feedback & Suggestions / Re: Cards that should get reworked
« on: February 24, 2016, 11:42:49 AM »
It used to come up randomly in the dungeon treasure pool, but now is unique to its own special event.

What's the new trigger?

Hey, that was my idea!  ;)

Glad we're thinking along the same lines comrade! :D

Bugs! / Bane not dying in circle
« on: February 24, 2016, 07:59:42 AM »
Just happened to me a moment ago. A Bane spawned at a dungeon on the right and the "mysterious" Bane just moved with no fucks given on to the circle. Single player game, turn 8 night, four banes total on board. Didn't cause the game to crash or anything else weird to happen.

Edit: Whoops, didn't see that Kletian999 had the same problem and already posted about it; mods feel free to merge this topic with his or remove it. Sorry for redundant posting.

While we are on the subject, if a portal appears on one specific dungeon tile, does it always lead to another specific tile? In one game, I went to the same dungeon twice. Both times I got portal'd to the same dungeon tile three spaces away. If this is true, then it could be handy to note which dungeon's portals lead to where in case you feel the need to try to deliberately aim to activate them.

I think it just teleported you the further away it could and that is why you ended on the same tile twice. But considering how close the dungeons were, maybe it was a bug. On an unrelated note, here's an idea for a minor treasure (or maybe a spell?) - a card that gives you the ability to select the teleport location when banished :)

Feedback & Suggestions / Re: Cards that should get reworked
« on: February 24, 2016, 01:22:08 AM »
Well ,the sword boost had been around for awhile, technically being worth 2 rot instead of 1 is an improvement, but I'm not satisfied with it as a solution.  Raven's Dagger is tied to the Goblin game event, which already offers a straight +2 rot as an option.  If you have any gear better than a Steel Sword, it's still not worth taking, unless you are trying to avoid getting Rot (by burning the card) or -1 body from the event.

How about the dagger giving you +1 rot for every character kill (other than banes) and removing the +1 sword bonus? Maybe narrow it a bit more down like +1 rot/2 kills? It would make it the ultimate prize sought for by those trying to achieve rot victory and practically everybody else (just so they can deny it to corrupted and burn it); considering how uncommon the goblin event is, would this be too much?

Feedback & Suggestions / Re: Cards that should get reworked
« on: February 24, 2016, 01:13:07 AM »
I liked toying with move away when adjacent idea though, because I think it would give you one more tactical ability to make life harder for other players - especially if you play last - you move towards the Bane and push it toward opponent(s) during the dawn, and on night turn the Bane moves in and attacks the closest player that would otherwise be unreachable. In a way you're giving the Bane +1 AP with semi-controlled movement. Or if you don't want to fight the Bane for some reason, it moves away and you get to explore that dungeon or claim a settlement (quite synergistic with Scarlet for example) that it was occupying. The Banes would still be there for you to farm if they are 1 tile further away and you can still just move towards them; I think it wouldn't be that much disruptive to player movement, maybe even less so than Stranger.

I think I like this idea more because it is interactive, and requires some forethought rather than being a simple stat boost, but I get it would be harder to implement/test properly.

Feedback & Suggestions / Re: Cards that should get reworked
« on: February 24, 2016, 12:36:39 AM »
Maybe the claw could be made more useful if it would in addition to preventing banes from attacking  you make them move away from you, if you end your turn adjacent to them? I also thought about how it would work if it was akin to Horaces ability (only for banes ofc), but that could be a bit too much?

General Discussion / Re: Three reasons why Perils don't really work
« on: February 23, 2016, 03:14:04 PM »

What's with the passive-aggressive attitude? This is just game design philosophy argument, no need to get upset. I'll try to discuss your misgiving to the best of my knowledge.

So, first and first Armello is a digital boardgame. I myself am a fan of boardgaming and have played quite a few of them and am still playing to this day. The one thing all boardgames have in common is that the storyline of the game in most cases is not SET. That's what books or CYOA or RPGs (with detailed histories and adventures) and cRPGs (and video games in general) do. Boardgames give you a premise, a background to which you can relate to, a sort of introduction that lets you feel the atmosphere of the world you're exploring. The story itself is created with every game through interactions of the players. Considering the gameplay is just a set of rules, the "story" is mostly conveyed through flavor texts or fluff and most of all - through your imagination. Because boardgames are just that - games first. As in many other video games, in Armello this introduction was presented in the tutorial and I must agree, it is a great presentation.

But your surprise and feeling of "failed expectations and promises" just goes to say that you didn't quite understand what sort of game Armello is. No fault in that! :)

Armello IS a strategy game, and great one at that, but with complexity that doesn't spring out from campaigns, missions or many skirmish maps. Rather it derives it from a traditional form of tabletop gaming and those are two whole different animals. Tactics are there, with four different paths to attain victory, but your complaint that you can't use them consistently is just silly. That has nothing to do with balance of the game, it's just that Armello is not a forgiving game. Everything is out to hamper you or get in the way of your victory - from the terrain, to banes, other players and the game itself in form of penalties for failed quests and random events/declarations. It's a high risk, high reward gambit. I personally like that very much, because the challenge of cunning planing that has to adapt with every passing turn as the variables change is quite appealing to me. Even if I fall behind other players - though Armello can be quite unforgiving in this case in particular, especially if your RNG luck runs out. But that is also, part of the fun. I get that this can be frustrating at times, but you just can't win them all; but that's not to say that you are automatically going to lose if you're not in the lead all the time - just that you have to adapt your play to the situation at hand.

And just because the game has such an elaborated introduction, doesn't mean the story isn't there - it is, just not in the form of dialogues or overarching story arcs. Armello is not an RPG, it's a boardgame. And for a boardgame it has a fair amount of storytelling with all the clans and items getting a myriad of different options in quests and events. As for the game being a standard fantasy-fare, that it pretty much is. But the art is for me the greatest factor here and it makes Armello pretty darn special. The devs put great effort into every card, event and character, and it goes a long way in making it feel different. The grimdark fairy tale feel is just perfect and it doesn't get boring over time. It just seems to me that you were projecting your expectations onto the game that wasn't conceived with such ideas in the first place and with different mechanics in mind.

As for improvements, the League of Geeks are putting tremendous effort into it and I think that with time, the game is just going to get better and better and be worth playing for years to come.

AI players do not wander randomly, in most cases they just bee line for their quest like madmen, running through whatever obstacle or character is in their path. I've seen them misplaying, like taking unnecessary steps, but for the most part they are ok. They sometimes seem to play perils randomly around the board but on the other hand I have seen them employing scout and trying to cut me off from my quest locations or booby-trapping (peril-trapping?) strategic locations like settlements or dungeons. A few times when I was quite low on health I have seen them playing perils on circles when I was a step or two away from visiting them. I'm not saying that AI is perfect, but it is ok and it will probably get better as the game evolves.

As for the AI being reckless - I suggest you play vs human players, you wouldn't believe of some of the tactics they would employ :D there is nothing wrong with wading through swamps or running through mountains, or triggering perils if in your greater scheme you believe that will net you a faster victory. But the strategic importance in these tiles is in that they will make it harder for you, if you don't want to take the longer way around.  Risk and reward. For example, in my last game I played as Brun and had 2 spirit stones on turn two through luck of the dungeon draw and circle spawn. In turn 3 a quest offers me another and turn 4 spawns another crystal not far away. I see Amber close by and drop every single spell I had to boost my attack - including Malice Rising to terrorize her settlement and make it more difficult for her to return from her clan grounds - fight her just so she can't deny me and take the crystal. Now I forgo all income, items and spells and dig like mad for Expendables, with barely half of my health and two points of rot (Barnaby played Dark Influence on me), running through swamps and mountains just so I can reach palace faster and hoping to WYLD nobody place Immolation or Aflame. A few turns and lucky draws later, I completed a spirit stone victory in turn seven. The point here is that my gamble could backfire any time. But through a bit of luck and cunning use of cards and flexible play, that gamble paid out. And that's what makes Armello quite enjoyable and rewarding. Some games I can't draw anything usefull or I fail every single risky challenge for quests - but that's because of the choices I've made or sometimes just because of the roll of the dice. And that is OK. As in any other game involving random elements, it is bound, statistically so, that there will be games that just turn bad for you. There are no 100% proof tactics; as they say, no plan survives contact with the enemy :)

Peril cards are a specific tool and I think you judge them poorly. Most of them are situational, yes, but you must take into account a few other things. First, if you plan on heavily using perils, not just supporting some other dominant playstyle that you're currently employing, then you must strongly consider the Landowner bonus. Securing and continuously controlling settlements not only gives you a trickery discount, it also nets you more money. Secondly, many perils have very strong effects, some of them simply tide turning. From Plague to Mercenaries to Cat Burglar to Hoodwinked - it's really a well of options. It's not just about bombing other players quest locations. They do not sting like direct damage spells, but reducing your opponents AP and continuously bleeding him down and making him a target is also very very powerful. Some of the cards probably need a rework, but as a whole it's a mechanic that works quite well. Your complaint that you have to actually "go around and look for suitable target" is counter to you saying that you don't like instant effects. Settlements and dungeons are quite valuable throughout early and mid game, and forcing opponents to consider wasting time to go to another peril free tile or taking their chances is invaluable - board control is a powerful thing. Also, considering that most of perils are trickery cards and you can relatively easy reduce their cost to 0 or 1 gold, it's just logical that some restrictions are there to stop players from just alpha striking their hand on opponents every turn. And the game encourages you combating the other players (putting them in jeopardy) because it rewards every win with prestige. Unlucky draw with cards that you can't find immediate use can clog your hand, but that can happen with cards from any deck. It is usually better in that case to intentionally step on a peril and burn them, even if that means failing and receiving some punishment than wasting gold or prestige. The thing is, you shouldn't be too timid to burn your hand or take a risk - even if you utterly and terribly fail, you will respawn. But calculations such as these usually postulate that you have a plan for a few turns ahead. Blizzarding a quest location or taking the advantage of higher ground to attack an opponent adjacent to a mountain are all suitable tactics; niche, but still good at what they do.

And if you sit around and wait for time to run out, most of the time you will be trumped by kingslayer. And believe me, Prestige victory in my experience is more a product of an unlucky kingslaying attempt than of prestige farming contest between players. Even the AI enters the Palace before the final quest. As for your three concluding points, I'll address them each:

1. All that just means - adapt. If it seems to you that you won't get enough rot in time, don't get corrupted, change your approach. Banished to other side of the map? Use that opportunity to grab unguarded settlements and explore dungeons on your way back. As I said, the game is not an easy one. There is no babysitting, and it can and will mess up your plans hard. So instead of complaining, try and get the best of the situation you've found yourself in. Armello is a very fluid game, that fluidity built in it by the very card burning dice symbol mechanic that makes it so good and fun to play. Simple yet so so very complex.

2. Again, depends on what are you trying to do, and what hero you are playing. In the right hands, and with a right timing they can be quite deadly. And it doesn't even take that much effort to make them work. Even if your opponents pass them, you most likely made them burn several cards, some of which they might've wanted to use for something else. And the longer they stay in play, the greater the chance you can bolster them and deny parts of the boards or gain greater board control.

3. That doesn't make them weak, it just makes them tools for specific use, which with a little of advanced planning can net you a considerable benefit.

In the end, I do understand your frustration, but I think that it stems from the fact that you are looking for something in Armello that it simply wasn't designed to be. I agree that further balancing should be done. There is always room for improvement; but sincerely, I don't find the game to be in such a bad shape that it is unfair or poorly balanced. I bet if you played some more you could fine tune yourself to it and enjoy great games :D And I must say that it sounds kinda childish when you say things like "my victory". Have you played any other tabletop game where people compete against each other? Players will give their best to use your advantages for their own ends - expedience is not foul play. Nothing is more rewarding than letting some other player do all the hard work, you taking notice of their plans early on and carefully positioning yourself for the win >:D 

Sorry for the wall of text, this is just my 2c. I really really really enjoy Armello and I hope that you will get the hang of it, find a hero that suits you, and enjoy it too :)

Bugs! / Re: Unsure if bug or gameplay quirk?
« on: February 23, 2016, 08:59:38 AM »
Well the rules are clear - enter the circle while corrupted => instakill; the game doesn't care how or when you got corrupted. Interesting development indeed, though you can circumvent it by moss or cleansing spell. Just be a bit more careful next time :)

General Discussion / Re: Steam forum gone
« on: February 23, 2016, 03:19:31 AM »
I sense rot.

Feedback & Suggestions / Re: the stranger 1.2 lingering disappointment
« on: February 23, 2016, 03:19:03 AM »
I am unlucky, so the Stranger will always move me onto a swamp or trickery if available :)

IIRC the move happens before the draw? If so, the second one is kind helpful if you wanna burn your hand.

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