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Time to make an effort on playtesting the lists!!

 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 5:24 pm 
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mordoten wrote:
Ok, so it's better to carrying on as before then? Even though no lists have bern aporoved since the charter was put in place...


Well the charter isn't that old. IIRC it was put in place for the reasons stated by Kyrt.
Kyrt wrote:
I think it's a mistake to assume that the requirement for 18 games from 3 playgroups is the reason why lists haven't been approved since it was instigated. The fact is that development was stagnated BEFORE this, and many people argued that this was (at least partly) because the community was not organised enough - there was no clear path to Approved status.


I think the guidelines are good.

I don't think lowering these requirements by a small bit will make a list getting approved a lot easier. The problem is that there hasn't been enough community support. People haven't been posting reports and I know several AC's have asked for battlereports/playtest. Of course there have also been a few inactive AC's, but that's a minor problem compared to my first point.

(A problem for the community is that we are devided. Some of the most active players in the UK (and of course France) don't contribute, because they have their own list-development. This is a problem for the english (language) based netEA project since the UK have by far (I think) the biggest and most active Epic community. Please understand this was not ment as a critique towards Epic-UK or France or players from those countries. Many of you are contributing. I'm merely stating a troublesome fact for the game.)

I applaud your initiative Mordoten, we the players, need to step up reporting more if we want to see list getting approved. I don't think it's the charters fault, I actually think it's a good tool for getting lists approved.

However an alternative way of the current set up would be for the netEA project to do like Epic-UK and push development/ask players to playtest 1 or perhaps 2 lists at a time. Like of joint effort of the community. I do think that this have been tried before (I got back into epic) and didn't work very well, am I right?


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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 5:54 pm 
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Borka wrote:
However an alternative way of the current set up would be for the netEA project to do like Epic-UK and push development/ask players to playtest 1 or perhaps 2 lists at a time. Like of joint effort of the community. I do think that this have been tried before (I got back into epic) and didn't work very well, am I right?


It was tried for a year, January was SM month, February IG, etc. And ya, it didn't result in any more games being posted.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 6:00 pm 
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Nice to see some discussion, hopefully this will bring forth something in the end :)

kyussinchains wrote:
unless you mostly play in tournaments, I don't see using a developmental list as being a huge problem really (and many event organisers will allow developmental lists on a case-by-case basis anyway) so it isn't a huge roadblock to using the list as much as you want

if the list is early developmental, then it probably needs a good year of playtesting anyway
I'm with you but right now a list in late Not to sure of the details but the way I read it development will take several years of playtesting before it is approved (if you look at the current speed). The 18 games must take place with the same list = no change after the testing begins. So if you find a unit during playtesting that is too good or bad, voila another 18 games...

We play with dev. lists all the time but there are two more drawbacks (not that big but still there)
1. The list might change in a drastic way so your favorite unit gets removed or nerfed (so you end up with 60 wraithguards in the trashbin, looking at the possible outcome of the Iyanden list... ;))
2. No ordinary battle count toward list development so you have to have special "developmentbattles" where one part plays an approved list, not his favorite.

Dave wrote:
uvenlord wrote:
Dave wrote:
Thanks but that was not what I meant. (Trying to rephrase myself :)) Lets take the Aliatoc list, is it 4.0 in the Tournament pack?


No idea, the numbering on lists has never been consistent or followed any discernible pattern.

Quote:
Wouldn't an army list of both armies, a score and a small text with conclusions be enough?


I'd actually like to see what the players did, one because it's more enjoyable and two so I can form opinions based on actual actions in the game rather than being given the opinion of someone who played it. Full battle reports are also helpful for getting a picture of the local meta, which is helpful when looking for ways to break a list.

At the end of the day, reducing the number of games required to get approval isn't going to solve anything if people aren't playtesting in the first place. If people want list X approved then playtest it. The ERC or an AC shouldn't be waving its wand and just calling it approved.
I'm not into reducing the number of games but we might want to build an alternative way of getting approved?
My point with the summary style compared to the full battlereport is that a full report takes a lot of time and even though it is more pleasant to read (if it has pictures and good remarks in it :)) than the summary does it really help development more? In my opinion we still have so small numbers so luck and tactical mistakes can make a huge impact that is hard to notice even in a full report. Also just being curious what is a full report? right now I usually takes notes on what unit did what action and the outcome + highlights and I think the result is the same or worse than if I would have made a summare + armylists etc..
Kyrt wrote:
I think it's a mistake to assume that the requirement for 18 games from 3 playgroups is the reason why lists haven't been approved since it was instigated. The fact is that development was stagnated BEFORE this, and many people argued that this was (at least partly) because the community was not organised enough - there was no clear path to Approved status.

Now there is a clear path.

I also would not advocate reducing the number of groups required from 3 to 2, at least not yet. Metagames are VERY different between groups. However, I do think that the current "6 games each from 3 groups" might be a bit too restrictive, depending on how it is interpreted. Let's think for a minute about how lists actually develop:

1. A version of the list is published
2. Some games are played
3. The AC decides to change the things that are causing problems (maybe big things, maybe small things)
4. Repeat 2 and 3 several times
5. The AC decides the list is "ready" to move along to the next stage (developmental or approved) and submits it.

So, do you need 18 games from 3 groups of the same version of the list? Or something less restrictive. I think it's not hard to imagine a situation where a list is quite stable for a long time, except for one or two problems with certain units. The AC issues a change to "fix" those units. I think a case can be made that you don't need to reset the counter to zero afterwards. For me, as soon as 3 groups all say they have played at least 1 game with the fix and are happy they are balanced (note this is not the same as being happy with the unit overall), it should be deemed OK so long as all of the major issues that were raised in those 18 games have been subsequently fixed.
good point!

Also the thing with different groups is very good but since there no restriction on what a group is and with what "rules" you play it just seems hollow. If I play Scions of Iron with barging thunderhawks or not I will probably get two different opinions on haw good the list is. Right now there is nothing that says that we have to test both instances. I could probably find 3 different groups here in Sweden that all play with the same rule and get the list approved without testing another metagame...
So besides this discussion we might want to pinpoint the big differences and ether settle the issue with an "official" NetEA FAQ ruling in the different matters or we might demand that the battlereports include what ruleset you use? (barging, flying, terrain...)


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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 6:09 pm 
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Oi, wow... this has really exploded over the last day. :)

My thoughts:

Epic players like to talk, discuss, have conflict over changes and eventually settle back to leaving things as is. Some changes have a majority approval after lots of talk, some don't. It's the nature of the beast.

AC's can't force people to play the list and no matter what you do someone won't be happy and will probably just stop playing all together without even trying a change. (And vocally state that they don't want to play X list anymore).

Most players don't like spending time making in-depth battle reports. It takes a lot of time and effort to record every move and take photos to show what happened and then post all that on the forum.

So what does this amount to? Basically lists not getting approved because we don't have the battle reports to do it or because there isn't enough interest playing particular lists. It's also a bit of a limited means of approval since most of the reports I've seen don't really try out different any compositions that much to check balance on the list as a whole. What you end up with is approval based on a fairly narrow window of options that are taken. It feels good, but it's not a huge amount of substance.

For example, AMTL. This list has been 99% unchanged since v3.18 which was released in February of 2011. That's nearly three years and two ACs on a list that was ostensibly approved already and it looks like we have 6 reports by SpeakerToMachines, though not all against approved lists, and a smattering of reports from a couple of others like Mordoten and Jagged. What's stopping us? getting enough battle reports basically. It's taken long enough that I've started to wonder if the current list just isn't something people like or want to play and started brainstorming ideas for a replacement.

As far as changes after testing start, I think the AC should be allowed to tweak things without invalidating the playtests so long as he explains why the list was changed to address a situation that came up in testing. The whole point of testing is to make sure a list is balanced. If a AC can't balance the list once the 18 games have started, there isn't much point in testing at all.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 6:20 pm 
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Dave wrote:
Borka wrote:
However an alternative way of the current set up would be for the netEA project to do like Epic-UK and push development/ask players to playtest 1 or perhaps 2 lists at a time. Like of joint effort of the community. I do think that this have been tried before (I got back into epic) and didn't work very well, am I right?


It was tried for a year, January was SM month, February IG, etc. And ya, it didn't result in any more games being posted.


That does't sound all that focused actually. 1 month is a rather short time. I was thinking more along the lines of "lets push the X list until it's finished"-approach. It could be worth trying.


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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 7:27 pm 
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Dave wrote:
Hiring? No one's getting paid for this..


Not getting paid for work does not mean it isn't work, nor that it shouldn't benefit from the same level of commitment.

And yes, community leadership demands sacrifice.

Dave wrote:
It takes playtests to get a list approved, an AC can't make the community test a list if they don't want to. Let's assume for a minute that this is not because of lack of interest but rather because of a difference in opinion on the list. "I don't like X in the list, so I'm not going to test it". Should we just drop that AC and appoint someone new? I guarantee anyone whoever comes in is not going to make everyone happy. So when they can't get the list approved for the same reasons do we dump them and start again?..


I was mentioning politics. Examples (speaking as a hypothetical AC):

1) Oh XXX, you would like Sanguinary guard in BA, that's not a bad idea, why don't you publish a playtest with the current list, then propose some unit stats and we will take that into consideration. And when that is done for 5 playtests more we will add sanguinary guard to the BA.

2) I will distribute 1 Haruspex miniature for each Tyranid playtest corresponding to the following guidelines: x, y, z

3) It seems there might be a problem with static play in AMTL, I will start a contest where everyone gets a chance to come with an idea, then a poll is done with my selection of the best 3 solutions, and the winner gets the solution added in the list/a free mini/mention in the contributors to the list/whatever

4) Implementing list design policy: Publish list design principles/guidelines, setup a contest for the best newly approved list of the year on the basis of those criteria

5) Effective listening: Systematic published playtesting by the AC when a balance problem is reported, so that a solution is found within the next months, if necessary. Minimum yearly full review of approved lists to correct systematic balance issues. Metagame needs to be kept evolving.

6) Creating a buzz: Recruiting sponsors, raising money for events, creating prize pools, organizing regional championships, creating a world-wide league, etc.

7) Oh you disagree with that change? Well what other change would you like and how many playtests are you offering to implement it or some variant of it?

etc. among many other possibilities.


Yes, politics. Not blaming the world for not complying to set out procedures. If people are not complying, either the rules are wrong or they are not implemented correctly, not the people.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 8:08 pm 
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With regards to "it takes a lot of time to do a battle report", I don't agree. To break it down:

Let's assume it takes 5 seconds to take a picture. In a 4 turn game with 12 activations per side that's going to be less than 10 minutes.

Next, comes the captioning and uploading which takes about 10 seconds per pic, so another 20 minutes.

Once uploaded I go to a gallery view on my photo hosting website, grab the HTML for all the pics, run it through a macro and I've got the code ready to post here. That takes about 15 seconds, maybe 5 minutes more to post army lists and a quick break down.

All told, 30-35 minutes, tops. Granted, that macro takes some time to figure out but it's a one time cost. I spent about an hour on mine.

So maybe if you're spending all that time copying and pasting URLs or uploading pics one at a time it'll take awhile. But thankfully, computers are great at automating all of that for you.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 9:01 pm 
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Dave wrote:
With regards to "it takes a lot of time to do a battle report", I don't agree. To break it down:

Let's assume it takes 5 seconds to take a picture. In a 4 turn game with 12 activations per side that's going to be less than 10 minutes.

Next, comes the captioning and uploading which takes about 10 seconds per pic, so another 20 minutes.

Once uploaded I go to a gallery view on my photo hosting website, grab the HTML for all the pics, run it through a macro and I've got the code ready to post here. That takes about 15 seconds, maybe 5 minutes more to post army lists and a quick break down.

All told, 30-35 minutes, tops. Granted, that macro takes some time to figure out but it's a one time cost. I spent about an hour on mine.

So maybe if you're spending all that time copying and pasting URLs or uploading pics one at a time it'll take awhile. But thankfully, computers are great at automating all of that for you.


Very good. Now why don't you start again, but without the crankiness and in a politically more efficient way.

Start a new thread called how to publish your battlereport.

Type step by step how to execute he different steps you just mentioned, but in a way that can easily be reproduced.

Give an incentive for people to do just that.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 9:09 pm 
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I think Lordotmilk have some intresting ideas!

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 9:12 pm 
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Vaaish wrote:
AC's can't force people to play the list and no matter what you do someone won't be happy and will probably just stop playing all together without even trying a change. (And vocally state that they don't want to play X list anymore).

One of the two, yes. Though for the record, I did try, repeatedly.

Vaaish wrote:
Most players don't like spending time making in-depth battle reports. It takes a lot of time and effort to record every move and take photos to show what happened and then post all that on the forum.

I like making battle reports. I find it very educational, I rarely make an mistake a second time if I've published it once for the world to see. It also helps catch errors and misunderstandings, through the magic of the review process. But I have to actually find the army interesting to play to start the game at all. The main criteria here is that I can construct a force that has a narrative (one of the concepts GW actually gets right, even if their customers roundly ignore it), and which has a reasonable chance of winning against a competent opponent.


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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 9:16 pm 
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Saying that I don't agree doesn't make me cranky, it says that I don't agree with the statement and I show how I've gone on to reduce the time it takes to post a battle report to support that. I'm not about to spoon-feed people, if they ask I'll explain further. To write a step by step I'd have to assume everyone's using Picasa and Notepad++, which I'm betting they're not, so it would be a waste of time or come across as me telling people what to do.

I'm betting most people aren't a fan of that, I know I'm not...

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 10:21 pm 
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Dave wrote:
With regards to "it takes a lot of time to do a battle report", I don't agree. To break it down:

Let's assume it takes 5 seconds to take a picture. In a 4 turn game with 12 activations per side that's going to be less than 10 minutes.

Next, comes the captioning and uploading which takes about 10 seconds per pic, so another 20 minutes.

Once uploaded I go to a gallery view on my photo hosting website, grab the HTML for all the pics, run it through a macro and I've got the code ready to post here. That takes about 15 seconds, maybe 5 minutes more to post army lists and a quick break down.

All told, 30-35 minutes, tops. Granted, that macro takes some time to figure out but it's a one time cost. I spent about an hour on mine.

So maybe if you're spending all that time copying and pasting URLs or uploading pics one at a time it'll take awhile. But thankfully, computers are great at automating all of that for you.
Ahhrgh but then you are almost cheating ;)
For me it goes like this. During the game I try and to take as many pictures as I think will be useful but at least one at the start/end of every turn. During each action i write down what the unit did and the result in kills etc. (at least 15-30 seconds per action) After the game I try to read my own handwriting and put it in the computer. Not being that good with the fingers or the language every action takes another 30-60 seconds. Uploading the pictures ~10 min Writing down both armies (if we didn't use the army creator 10 min) Writing down a conclusion at least 10 min more... so an hour or two later the report is ready...
I don't really have anything against writing the report after the game, it's the 15-30 sec break between every action that is bothering me. It makes the game less fun and I do not get that many games so I would like to enjoy mine


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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 10:26 pm 
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I find I can remember what happened so long as the pictures clear, ie put both the shooter and the target in the shot, show a template for artillery barrages, take a couple of shots for assaults, etc. That removes the note taking aspect during the game, might be worth a shot.

Matt uses the order dice for his batreps, he just puts certain symbols next to the unit to remember what it did.

But ya, note taking slows the process down and sucks the fun out of games for me.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 10:31 pm 
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LordotMilk wrote:
Very good. Now why don't you start again, but without the crankiness and in a politically more efficient way.


Wow, the pot calling the kettle black.

Sorry, I take that back. Maybe it's a language barrier thing. Again.

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 Post subject: Re: Time to make an effort on playtesting the lists!!
PostPosted: Fri Jan 10, 2014 11:32 pm 
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Quote:
So maybe if you're spending all that time copying and pasting URLs or uploading pics one at a time it'll take awhile. But thankfully, computers are great at automating all of that for you.


Ha. Takes me far longer. I typically have to try to get the camera set up on a tripod with good exposure (no flash typically takes a 20-30 second exposure where I play). Then recording everything that happens adds a good bit to the game length and once that's done editing the photos takes time. I think the last time I did a full report it was something like 2-3 hours work.

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