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koadah



Joined: Mar 30, 2005

Post   Posted: Aug 15, 2025 - 11:58 Reply with quote Back to top

Garion wrote:

I really don't think it is strong. I think it doesn't push the point enough. I know it reads as strong. But it really is what made and continues to make this game so popular. Its why it has so many websites dedicated to strategy, probability, set ups, OTT strategy, anti ott strategy and so on...

I understand there are some people that just like rolling dice. But the reason the game stands the test of time is the depth it provides. That every turn is unique puzzle to unlock...


The bit I thought strong was...

Garion wrote:
When someone complains about stalling I assume they suck at the game and they have a very shallow understanding of it and the tactical depth this game offers.


People can understand the game but still want to see more action and TDs.

Some people have limited time to play. If the early cas are heavy, it may feel that they have spent their time but haven't really had a game. But there may not be time for another.

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 15, 2025 - 12:07 Reply with quote Back to top

You're not listening Matt...
Also you are straw manning what people say. You are changing the wording of what people have typed and exaggerating them to make them read differently to their intent. Please don't do this...

Back to the point though, You're not listening Matt...

I am agreeing extreme Tilt could do with a fix. Must be the 10th time I've said this now... But even with the changes you are proposing there will still be extreme tilt and your rules changes do nothing to protect against it mid drive. Which is where the problem you are talking about exists... You have identified a problem and yes it does exist. We disagree about it's frequency... But regardless of its frequency it is there. The only solution is a rubber band mechanic. And you have not suggested one. You have suggested rules that only come into play post drive, when they aren't needed. Or in the case of making case much more unlikely you are buffing tier 1 teams exponentially more than the tier 3 teams.

As for the cage - the problem with nerfing the cage via your proposal is it is too much. You have given it 2 nerfs. I'd suggest you test just 1 or the other... However I think both are far too big and make Elf teams too good. And... like nearly all your biggest changes, they hurt the tier 3 teams the most.

koadah wrote:
Some people have limited time to play. If the early cas are heavy, it may feel that they have spent their time but haven't really had a game. But there may not be time for another.


yep agreed with that. This is my point... The extreme tilt does occur. But it's a mid drive problem. Not an end of drive problem. An in drive rubber band mechanic is needed.

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Last edited by Garion on Aug 15, 2025; edited 1 time in total
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 15, 2025 - 12:08 Reply with quote Back to top

Yes, it's not even a matter of winning the game, but being able to play decently a game (i.e. by moving players on the pitch, feeling to be an active player, rather than a spectator).
I enjoyed games where I lost if until the end (or for most of the game) I had been able to try something.
When I can't even try to do something the experience is super boring and a waste of time.
To the point that I stopped defending at all on my Half, because it was detrimental to do so.
Better to save the rrs and abuse 1TTD/hope for Time Out.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 15, 2025 - 12:10 Reply with quote Back to top

MattDakka wrote:
Yes, it's not even a matter of winning the game, but being able to play decently a game (i.e. by moving players on the pitch, feeling to be an active player, rather than a spectator).
I enjoyed games where I lost if until the end (or for most of the game) I had been able to try something.
When I can't even try to do something the experience is super boring and a waste of time.
To the point that I stopped defending at all on my Half, because it was detrimental to do so.
Better to save the rrs and abuse 1TTD/hope for Time Out.


Yes we are in agreement... This is where the game is best. And extreme tilt is a bore. But you aren't addressing it...

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 15, 2025 - 12:14 Reply with quote Back to top

Garion wrote:
said this now... But even with the changes you are proposing there will still be extreme tilt and your rules changes do nothing to protect against it mid drive.

My rules make KO and Casualties less likely, thus, mid drive, on average there will be more players left to try something/slow down a cage.
Even if the cage is not stopped, more players left to play the 2nd Half make that part of the game more enjoyable.
Still better than the current situation. More players on pitch, less tilt. Simple like that.


Last edited by MattDakka on Aug 15, 2025; edited 1 time in total
koadah



Joined: Mar 30, 2005

Post   Posted: Aug 15, 2025 - 12:18 Reply with quote Back to top

Garion wrote:

koadah wrote:
Some people have limited time to play. If the early cas are heavy, it may feel that they have spent their time but haven't really had a game. But there may not be time for another.


yep agreed with that. This is my point... The extreme tilt does occur. But it's a mid drive problem. Not an end of drive problem. An in drive rubber band mechanic is needed.


I'm just suggesting why some don't like it.
I'm not saying that anything is "needed". Wink

But, I rarely play vanilla rules so I guess I wouldn't know. Mr. Green

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 15, 2025 - 16:34 Reply with quote Back to top

MattDakka wrote:
Garion wrote:
said this now... But even with the changes you are proposing there will still be extreme tilt and your rules changes do nothing to protect against it mid drive.

My rules make KO and Casualties less likely, thus, mid drive, on average there will be more players left to try something/slow down a cage.
Even if the cage is not stopped, more players left to play the 2nd Half make that part of the game more enjoyable.
Still better than the current situation. More players on pitch, less tilt. Simple like that.


It's not as simple as that though. I understand it will lessen tilt which in is self would be nice. But it's more complicated than that.

You need to produce a Cas table: https://www.reddit.com/r/bloodbowl/comments/i9amkv/blocking_injury_odds_with_mb_1_mb_2_and_claw_only/#lightbox

The problem you will find is that your idea seriously limits the amount of damage certain teams will suffer, and while weaker teams will be buffed in that they suffer less KO+, they just wont be able to damage the higher AV teams... It would require a huge rebalancing of the rosters. A big re-design in all the rosters. Especially the Tier 1 teams, because you are buffing them heavily. While the lower TV teams don't gain the same benefits from your rule change...

Also extreme tilt will still happen, and it will still annoy you, because you haven't done anything to stop it happening mid drive.

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