Author Topic: First impression of the French Translator after our first game  (Read 6454 times)

Endevor

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First impression of the French Translator after our first game
« on: November 17, 2013, 03:37:21 PM »
Hello first you should know i am involved with the mercs team i am biaised but this translation is not a paid job so i hope you will believe me if i am saying i will try to be as honest as i can.

You should know i am french and i don't speak english enough, i will make english errors, please forgive me.

After a lot of work on the translation some part of the translation team met in Paris to test the game, we played 12-15 hours over the Week End, we tested some "free questing" at the beginning with 3 players, it was an epic fail, we lost to Yardu the Undead Giant who appeared after the wrong darkness event. He can be brutal.

The day after we played the first and last act of the 2nd Story. We fought Terror at the end. We tried almost all traps (one quest added 3 traps on the next tile).

My first impression is the game is really smooth, you never wait long since everybody more or less play at the same time. Most of the time monster activation is easy to determine, the game have some simplification that make game faster, for example monsters who are already in a fight does not move and stay were they are. We tested all monsters but the Sycline, they are REALLY different from each other, i was playing the archer against a Rath mob, my very low Threat at the time was not an advantage. All characters feels really different from each other, that si what sold me the game at the beginning. IT seems very hard to play without the Acolyte.

This game will feel very strange at first for a lot of player i think. The first thing is the number of choices the player must make about the game difficulty. For example some tiles have wandering monsters (a band of monster not tied to a lair they won't receive reinforcement), some tile force you to have one, some offers you the possibility to have one, but even if you have to add one it's size can be from 3 to 8 monsters, YOU will have to choose that, adding more monster make the game more difficult, and offer you the possibility to gain more treasure but the difficulty is growing faster i think. It is the same with the choice of wich monster using to populate the Tile, some are really stronger than the others, i wanted to try as many as we could but i often listened this kind of comments : "oh no we are not in great shape if you add them we will loose". It is not a bad thing but it is something kinda new in the strict boardgame world. I bet we will see very soon after the realease some random table to choose the number of wandering monster, monster's type, number of lair and all the other choices you have to make.
The other thing that felt a little strange was the unique structure of the game turn, at the beginning i was frustrated with my hand, i thought "i don't have the cards i need i won't do a thing this turn, i will lost my turn". That was really wrong, you have to understand if you don't play you don't activate the darkness, it is not a standard we play then monsters play structure. All the game finesse is in the management of these 25 cards, you know you will have the cards you want you don't know when but you can try to optimise your chances to get them. IT is best if you don't play the 2 point card in a suboptimal situation (just to kill one minion for example). You have to let the other players shine while you wait for your time. The threat system support that, if one player is at 10 you trigger a very very bad event, if your threat goes to high you should calm down to let it diminish. I really appreciated this innovative mechanic,  i am a big fan of Descent V1, but often it is best to give everything to the leading character it is stragically more efficient. But it is not at all the case here. A lot of other small rules are very nice, i have a very good feeling about the game.

Now the downside of this "review", Brian said 1 or 2 hours per Act, even if it was our fist play we knew the game pretty well, and with no slow players. It took us more than 6 hours to make 2 acts. So even if we optimize this it will be 2 or 3 hours per act, no less. It is not a big problem for me but it is a point you have to be aware of. You can do "free questing" outside a story, but to be honest it does not feel as interesting.
The other little bad side of the game is there is a lot of questions during the game, not really about the base mecanic (some points will have to be clarified in a FAQ when the game will go public but i know as a fact Mercs will be supporting the game very very well for example they will make available a document explaining how to use EACH hero card) but they wanted to make a very very immersive game with cool stories. That is not a bad thing but there is question in a lot of quests since they are all changing the game. I imagin Brian writing  a fictive story (not in the game):
"And now it would be cool if a giant dragon come into the tile and ravaging everything". He wrote it, the quest is extra nice, but when you do it you have no idea what to do when the dragon arrive if you are under him, are you pushed, does he damage you if you are under etc. This is a dumb example but i hope you will understand what i am trying to explain. This problem is less important in a cooperative game than in competitive games like Descent, but sometimes you tell yourself "i hope we are playing it the way it was designed". I think this game will have one of the biggest FAQ ever, but it is maybe the price to pay to have such a rich and immersive game. Once again the bases of the game are well designed, it works well, it is more a problem with the little details at the end.

I hope i did not make you eyes bleed too much with my poor english. And i hope this reflect well my feelings about the game (my french review was way easier to write).

Some pictures of the game with proxies of course :
http://instagram.com/p/g0GZDcEx0F/#
http://instagram.com/p/g0Gaqykx0H/#
http://instagram.com/p/g0GWEckx0C/#
http://instagram.com/p/g0GdEQkx0K/#
http://instagram.com/p/g0Geb-kx0M/#


ish

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Re: First impression of the French Translator after our first game
« Reply #1 on: November 18, 2013, 06:39:58 PM »
Endevor, Thank you very much for the review, it was a really interesting read. I feel I already know more about the game than I expected to at this point, and so far I like everything. Regarding the length of gameplay I personally don't mind at all. The game's style sounds very involved it's not like you're sitting around for 2 hours waiting for your mate to take his turn.
The FAQ (and possibly errata) is inevitable with any complex game's first edition. I know I will be very happy to read a lot about and around the game once it is out so I'm sure I will crack it. I am hoping that one knowledgeable guy can 'run' the complex mechanics; or failing that the group will just have to make a call on the issue at hand.

So thanks again for the insight and don't worry about your English, it is way better than half the people's here in London. ;)

Endevor

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Re: First impression of the French Translator after our first game
« Reply #2 on: November 18, 2013, 11:41:11 PM »
Thanks i was beginning to think nobody read this. I try to share my impressions, the goal is to make the wait feel a little shorter :)

I uploaded more and better pictures made by Expectral from our session.

https://picasaweb.google.com/111966312342244272943/MythSession16112013?noredirect=1
« Last Edit: November 18, 2013, 11:43:18 PM by Endevor »

MythMaster

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Re: First impression of the French Translator after our first game
« Reply #3 on: November 18, 2013, 11:51:34 PM »
Thanks for the awesome update.  I'm actually going to grab this to post on the main site.
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breegull

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Re: First impression of the French Translator after our first game
« Reply #4 on: November 19, 2013, 12:20:52 AM »
This is great, thanks for your in-depth write-up.  And your English is definitely very good.

Madclaw

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Re: First impression of the French Translator after our first game
« Reply #5 on: November 19, 2013, 12:44:47 AM »
Thanks for the info! It certainly gives more of a look and what to expect from the game once we get our hands on it.
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Endevor

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Re: First impression of the French Translator after our first game
« Reply #6 on: November 20, 2013, 03:48:37 AM »
I just received the Boss and Mini Bosses cards from the Stretch Goals, we tought Yardu was tough... we were wrong :)

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Re: First impression of the French Translator after our first game
« Reply #7 on: November 20, 2013, 05:01:34 AM »
Tease.
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expectral

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Re: First impression of the French Translator after our first game
« Reply #8 on: November 20, 2013, 06:27:28 AM »
Tease.

Urulok (Dragon) is really tough. Some awesome capacity to OS all the Heroes in one attack.

I leave endevor make teasing :)

Endevor

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Re: First impression of the French Translator after our first game
« Reply #9 on: November 20, 2013, 06:43:09 AM »
I hope Brian will forgive me with this spoiler.

The Twilight Knight has a very powerfull attack, when she hit she does 2dmg/succes (4d10), then she roll 4FD, if she roll 2 Darkness the Darkness Meter is increased to 6 and after this Darkness Cycle you draw another card and do it again :)

thetang22

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Re: First impression of the French Translator after our first game
« Reply #10 on: November 20, 2013, 09:03:47 AM »
Thanks for all the impressions and teasers.

Endevor

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Re: First impression of the French Translator after our first game
« Reply #11 on: November 20, 2013, 09:27:43 AM »
I used something i don't know if it is "public".
Monster can do Dmg/Hit or Dmg/Success.

4D10 3 dmg / Hit TN: 5 mean the monster do 3 dmg if he does AT LEAST one 5+ on his 4dice, he cannot make more than 3dmg.
4D10 1 dmg / succes TN: 5 mean the monster do 1 dmg per dice which does a 5+, this attack make a maximum of 4 dmg in one attack.

I think only bosses, mini bosses or Agents do Dmg / success they are really harder to predict.

thetang22

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Re: First impression of the French Translator after our first game
« Reply #12 on: November 20, 2013, 10:41:06 AM »
4D10 3 dmg / Hit TN: 5 mean the monster do 3 dmg if he does AT LEAST one 5+ on his 4dice, he cannot make more than 3dmg.
4D10 1 dmg / succes TN: 5 mean the monster do 1 dmg per dice which does a 5+, this attack make a maximum of 4 dmg in one attack.

That's interesting.  If that sort of thing went into Hero gear/abilities, I could see a lot of variety being offered in tricking out your hero.  Some people may go for the guaranteed 3 damage, others may go for the variable damage, if they think they'd have ways of matching/out-doing the static 3 damage from the other piece of gear/ability.

Endevor

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Re: First impression of the French Translator after our first game
« Reply #13 on: November 20, 2013, 11:02:05 AM »
Dmg are always on card not on gear but in the Hero Cards, atm there is no /success for the Heroes i think, maybe for the future specialisation.

If you have a question about the rules you can ask me here i will try to answer what i can to ease your pain.
« Last Edit: November 20, 2013, 11:21:20 AM by Endevor »