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Messages - Fade2Gray

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General Discussion / Re: Myth as an MMO
« on: June 27, 2014, 04:39:02 PM »
From a commercial point of view, I was not very confident with their buissness model (releasing very small extension of a specific race) but I know think taht it would be great with the patch system.

Especially if these are timed together.

I hadn't really though about that, but I think you're right. I backed the the KS heavily, so the retail model doesn't impact me too much, but I wasn't thrilled when I saw how they intended to package everything. The patching model does make the small retail packaging seem more justifiable now. I can see people being willing to get one or two small add-ons every few months to keep up with the latest patch.

General Discussion / Myth as an MMO
« on: June 23, 2014, 02:29:38 PM »
Something that stood out to me in the latest update (#122) was Brian's statement that they (Megacon Games) have always thought of Myth as an MMO board game. What do you all think of that concept? What do you think of the "Patching" concept? Does this change how you view the game at all? Do you think this is something that should have been included in the KS marketing?

Personally, I think it explains a bit about where McG is coming from. If this was a video game I'd say that a lot of the game's bumpy first days (weeks? months?) were par for course for a brand new, complex IP from a small development team. But board games are physical objects. They represent a moment in time frozen at the point when the developer sent the game to print. To use the video game comparison again, they're more akin to video games before the age of the internet. I love that McG plan to continue developing and releasing new free* content for Myth on a regular basis, but that can only extend so far before we have to buy physical components to keep up with rules corrections and changes.

On a side note, the MMO comparison is causing me to rethink how I play the game slightly. My group composition changes constantly, and every time it does we start a new set of characters. In an MMO, you can usually use a high level character to play through previous areas with new friends. I'm not entirely sure how this would work in Myth given that the quest deck and treasure bag evolves with you character, but it might be nice keep my characters' progress across groups. Hopefully, McG offers some guidance on this point.

*I have a feeling that a lot of the patch content will require people to own add-on packs in addition to the base game.

General Discussion / Re: Oh the irony.
« on: June 05, 2014, 01:32:48 PM »
It's always sad to see a developer shuttered (though I honestly can't remember the last Mythic game I played).

After the dust settled over the C&D I had to admit that the logos where pretty similar. That said, I also thought it odd that the courts consider board games and video game developers to be within the same market, but the recent rash of video game IP's turning into board games has kind of quashed those reservations.

And before anyone says it here, EA still hold the copyright to Mythic's logo so McG can't start using the flaming Y logo.

Rules Discussion / Re: New gameplay videos : what did we learn?
« on: May 30, 2014, 04:19:43 PM »
I'll be honest. I'd never noticed before that the hunting pack icon came before the trap icon on 4x6's.

General Discussion / Re: Trap Survey on BGG
« on: May 16, 2014, 10:12:27 AM »
A user over on BGG has posted a GeekList surveying players' opinions of each trap in detail. So far, the discussion has been very civil and honest (it's sad that I have to point that out). If you feel like giving your opinions you should check it out.
Also note that MCG is watching the thread for input on potential changes.  As such, the more input the better!

"I will be looking at the geeklist on BGG for traps, and comments here, when determining any tweaks that need to be made to the traps or the text."

I was just about to say the same thing. The geeklist is linked to a forum on BGG as well where Brian said he'll be reading the results. It looks like they are very interested in player's opinions of the traps.

General Discussion / Re: A little Disappointed
« on: May 15, 2014, 11:03:30 AM »
Having the passive resurrect ability doesn't bug me as it's a choice whether to match him with soulless or not.  It's the spawning enemies that annoys me, since that's not a choice.  It's just something that doesn't happen.

I agree completely. By not using soulless you can actively choose to make Yardu easier to fight, by not having access to the soulless captains Yardu is actually diminished as a mini-boss. I think it was a poor choice on McG's part to include him in the base game with that ability and no soulless captains for him to summon.

General Discussion / Trap Survey on BGG
« on: May 14, 2014, 03:27:00 PM »
A user over on BGG has posted a GeekList surveying players' opinions of each trap in detail. So far, the discussion has been very civil and honest (it's sad that I have to point that out). If you feel like giving your opinions you should check it out.

Getting a straight answer, that makes sense, out of this company is like trying to bail water with a strainer...

I'm not sure which part of this post you didn't understand. It seems pretty clear and frank to me.

I haven't seen anything final for bosses. The only thing we have is the attack of Orcneas in the rule book.

The card for Duncan's agent is in one of the update, you can look through them here, in the KS updates threads, if you're not a backer.
Thanks. I'd have been a backer if only I knew it existed!

You could try buying somebody's pledge. People threaten to sell their copy all the time on BGG...

Quick comment on situational cards. The expansion minions change the rules somewhat. For example, the rats attack low threat. So, in the case of the Archer example, you might want to keep Wayfarers Ruse around. I guess when we get the expansions, agents and bosses we might sing a different tune!  :o

It will be interesting see how things change. The situational differences created by the different enemy types is part of why I plan on treating deck upgrades as "upgrade slots" rather than permanent deck changes.  I'll probably limit deck changes to only once before the first act of a story or before each free-quest/slaughterfield session.

General Discussion / Re: does anyone else think the game is easy?
« on: May 07, 2014, 10:40:36 AM »
Did you do a lot of free questing before tackling the story quests to improve your treasure bag? I'm just trying to figure out how you acquired two full sets of blue items by the end of the second act.

I'm honestly surprised that the Archer Acolyte combo is so powerful. I can understand how you can easily burn down lairs and captains (Archer + Acolyte's buff = huge damage output), but I would have though the pair would have a lot of trouble dealing with mobs of minions and popping treasure. How do you reliably pop treasure (which you clearly do considering you have all blues)? Do you just kite minions around waiting for Last Rites and Orion's Tears? How do you keep enemies from swarming you, considering your group has so little melee power?

As for your original question, I'm not sure what to suggest. The mechanics of this game are all so tightly integrated into one another that making changes to one can easily throw the others out of whack. You could try larger hunting packs than the  normal max and spawn larger numbers of minions from lairs. That might raise the difficulty without breaking the mechanics. Adding extra captains would normally be a greater challenge, but with your group composition I don't think  it would make that big of an impact. If you feel that the darkness isn't activating often enough you could impose some sort of AP penalty on your group (maybe +1AP for action cards).

Kickstarter Updates / Re: Update #116 - Wave 2 Delay
« on: May 06, 2014, 04:19:48 PM »
I don't even think McG knows when they'll be getting things.

I think that is exactly what is going on. It's why their last update was so cagey and why they have mostly gone silent. It sucks, but hopefully they will be more forthcoming with answers once they have some definitive information to base them on.

Kickstarter Updates / Re: Update #116 - Wave 2 Delay
« on: May 01, 2014, 05:51:17 PM »
They just put the decimal in the wrong place, right? Right?

There are many times I'm glad to live in the US. This is one of those times.

Rules Discussion / Re: No rest for the weary - or "I may be stupid"
« on: April 30, 2014, 02:41:06 PM »
I hope the upcoming chapter quests don't include as much.

I hope so too. I was pretty disappointed with how many SF quests there were, considering the number of quests in the box were reduced.

On a related note, am I the only on who thinks it's odd that many of the SF quests are categorized as Chapter quests rather than Act quests? Most of them require players to complete five waves. Form my own experiences with No Rest Act II, it can easily take a couple hours to get through all five waves. That sounds like a complete act in and of itself to me. I honestly don't see my group or I ever playing a SF chapter and then just moving on to play a few more tiles afterwards.

Rules Discussion / Re: No rest for the weary - or "I may be stupid"
« on: April 30, 2014, 01:53:22 PM »
Yeah, it was poorly worded. It probably should have been worded "a mini-boss" rather than "the min-boss," unless they meant to specify Yardu somewhere earlier in the instructions and forgot to.

I actually did enjoy both of my play throughs of the act. Once was with two players and the second with three players. It was certainly easier with  three than two, though. I get the feeling that slaughterfield quests may not scale as well as the rest of the game due to the prescribed enemy numbers and spawn timing.

Edit: Rereading, the act instructions again I see what you were talking about with the negative wording, Remi. It relay is plane confusing wording.

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