Gremlins, Inc.

Gremlins, Inc.

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The random factor
I <3 Gremlins.
But it would be a real masterpiece if the "random" factor were nerfed.
More strategy, less fate.

Is there any hope dev team would reconsider to limit it, introducing new mechanics, or limiting the dice?
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Nerfed? This game has minimal RNGness (card draws and rolling a d6 every now and then) as is.
Τελευταία επεξεργασία από Mysterio; 1 Απρ 2016, 8:00
Αναρτήθηκε αρχικά από Stefka Kerensky:
Is there any hope dev team would reconsider to limit it, introducing new mechanics, or limiting the dice?
Can't tell for devs but I as far as I know they're pretty happy with the current random/skill balance.
Αναρτήθηκε αρχικά από Mysterio:
Nerfed? This game has minimal RNGness (card draws and rolling a d6 every now and then) as is.
Seriously?
Maybe for you, for me it's too much.
Gremlins without any random factor would be perfect for my taste.

I would like dev to give an option in game settings for that.
Αναρτήθηκε αρχικά από Stefka Kerensky:
Gremlins without any random factor would be perfect for my taste.
Fine. Then describe a randomless Gremlins game to us. You're the designer. Now how would you make it randomless?
Αναρτήθηκε αρχικά από Mysterio:
Αναρτήθηκε αρχικά από Stefka Kerensky:
Gremlins without any random factor would be perfect for my taste.
Fine. Then describe a randomless Gremlins game to us. You're the designer. Now how would you make it randomless?

I'd love to hear about this too, please :votes:
Αναρτήθηκε αρχικά από Sergei Klimov:
Αναρτήθηκε αρχικά από Mysterio:
Fine. Then describe a randomless Gremlins game to us. You're the designer. Now how would you make it randomless?

I'd love to hear about this too, please :votes:
Thanks to consider this.

I'm not a game designer but I've played TT a lot back in the days, above all Avalon Hill, and yes, they made a bunch of economic gestional TT without any dices or random choices.

We can modify the random event into a more strategical one.

1) Police Bribe
No a dice roll, but it's possible to modify it into a "counter" event, in which, for instance, you go to jail if you don't pay for 4 times in a row.
If you pay the counter stays at 1 (first step of the police counter)
If you don't pay once, it goes to 2 (and if you pay the next time, it stays on 2, otherwise it goes to 3)
You can decide to pay double G to put it one step down. (for instance you are at "3" and have -G=30. You can decide to pay 60G so the counter goes to "2")

When the counter reaches 4 (or 5, etc), you go to jail (and penalities, if needed)

2) A similar stuff can be added to the risk assurance dice roll
I would like to see it similar to a mafia-style insurance.
The more time you pay, the more a misfortune event can happen to "enemies", and also, the more money you decide to pay, the more negative event happens to them.
A counter here too.
For instance, if you pay 3 or 4 times, you are sure that a misfortune event happens to an enemy of your choice, and basing on how many G you have invested (if you gave only 1xG 3 times, only blue misfortune can happen. If every times you gave 3xG, then a red misfortune will happen).

BUT, the fun stuff would be this: the money invested should be secret, and the misfortune happens to the one that has invested less.
If your enemy has invested more money than you and the counter reaches 3 or 4, the misfortune will happens to you.

Let me know what you think about !

Thanks Sergei o/

I'm quite disagree with such suggestion. The game is pretty balanced and doesn't need any changes at this aspect, I think. I don't undestand your reason. You say so much abou bribes. It's so complicated. Don't like to be jailed? Just pay! There are some players, who always pays. Have no money? So, you have to consider to have money or to be a governor. You have choice. I'd prefer to have a pleasant game, not maths classes. Maths ruins attractiveness.
Αναρτήθηκε αρχικά από Kairael:
I'm quite disagree with such suggestion. The game is pretty balanced and doesn't need any changes at this aspect, I think. I don't undestand your reason. You say so much abou bribes. It's so complicated. Don't like to be jailed? Just pay! There are some players, who always pays. Have no money? So, you have to consider to have money or to be a governor. You have choice. I'd prefer to have a pleasant game, not maths classes. Maths ruins attractiveness.
Yes and no.
I'm agree with the fact that the game is pretty balanced, and very enjoyable.
I'm not agree with "Maths ruins attractiveness": as previously said above "I would like dev to give an option in game settings for that.".
That means I don't want devs to change the game, but I would like to put an option in game setting.
Those ones who don't like random-free can play normally.
The game resembles lifes' experience, as our days are filled with many random events. I'm lucky I was born without the face of a movie star, else right now I'd be paying a lot of taxes...
Αναρτήθηκε αρχικά από Stefka Kerensky:
Αναρτήθηκε αρχικά από Sergei Klimov:

I'd love to hear about this too, please :votes:
Thanks to consider this.

I'm not a game designer but I've played TT a lot back in the days, above all Avalon Hill, and yes, they made a bunch of economic gestional TT without any dices or random choices.

We can modify the random event into a more strategical one.

1) Police Bribe
No a dice roll, but it's possible to modify it into a "counter" event, in which, for instance, you go to jail if you don't pay for 4 times in a row.
If you pay the counter stays at 1 (first step of the police counter)
If you don't pay once, it goes to 2 (and if you pay the next time, it stays on 2, otherwise it goes to 3)
You can decide to pay double G to put it one step down. (for instance you are at "3" and have -G=30. You can decide to pay 60G so the counter goes to "2")

When the counter reaches 4 (or 5, etc), you go to jail (and penalities, if needed)

2) A similar stuff can be added to the risk assurance dice roll
I would like to see it similar to a mafia-style insurance.
The more time you pay, the more a misfortune event can happen to "enemies", and also, the more money you decide to pay, the more negative event happens to them.
A counter here too.
For instance, if you pay 3 or 4 times, you are sure that a misfortune event happens to an enemy of your choice, and basing on how many G you have invested (if you gave only 1xG 3 times, only blue misfortune can happen. If every times you gave 3xG, then a red misfortune will happen).

BUT, the fun stuff would be this: the money invested should be secret, and the misfortune happens to the one that has invested less.
If your enemy has invested more money than you and the counter reaches 3 or 4, the misfortune will happens to you.

Let me know what you think about !

Thanks Sergei o/
From what i can see, this game wants to be like an old board game and there was a random factor too, that made the game sometimes incredible fun and sometimes frustrating, it's normal like that .
The dice rolls are not even the bad in terms of random match outcomes. A turn or two in jail shouldn't kill you and it hits everyone equally. The really bad part in my opinion is the choice of cards you get and random events which can just screw all your plans over.

How many times did you save up to get that armageddon thingy for 900 gold just to be screwed by "everybody loses half their gold" like 1 turn before you reach it? It's just not possible to follow a strategy or a gameplan, it's more like you hope that at the position you currently are you get a card next turn which can be played at a spot you can reach before any random event kills you.

It's certainly fun for a game or two, but this game has absolutely nothing to do with skill in my opinion.
Kinda have to agree...i played this game very intensily over the last weeks...and out of 30 Multiplayer matches i've won 2. You cant find "Strategys", every turn could end your well planed strategy and then you sit there doing nothing because you "relied" on that 3-4 cards. This morning i did my last match until i dropped it finally.
The fact that you played 30 sessions and won only twice leads you to the conclusion that it is rather because there is a strategy there, doesn't it?

The top ranked players in the 4 player formats often play over 1000 sessions and have a winning percentage of over 40%. Some players even exceed 50%.

Of course, players with higher win rates have higher rates, and therefore, on average, stronger opponents.

The fact that there is such a large variation in win rates among players is proof that this is a game that requires a lot of skill and strategy from players.
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