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FlyingArrow
Posted: Friday, November 24, 2023 11:24:36 AM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,408
I'm replying to this discussion in a new thread.

dreadtech wrote:
well post 1 says why i would never ever play at any comp ever.

if you you have to ban characters, alter listed printed skills, change or ban maps, then why bother playing?



Regarding maps... some maps are just incredibly unbalanced. Most notably, there are many wide-open maps where a fast strafer or a nonmelee squad can simply obliterate certain other squads, especially melee squads. You can have fun skirmishes on them, but in a competitive environment they could severely restrict what squads are viable.

There are also a bunch of good and balanced maps, but it's not a good feeling to lose a skirmish just because it's your first or second time playing on a map. Then you could be surprised by an unexpected line of sight or by miscounting by one square. Simple mistakes like that can swing a game. With a smaller set of maps each year, all players who want to can become familiar with all of the legal maps. They change annually for the sake of variety, but it's a small set each year so everyone can get to know them.
adamb0nd
Posted: Friday, November 24, 2023 8:59:41 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,281
Regarding characters- this quote is relevant too;

Quote:
No squad is unbeatable, only unbeatable on the day due to the squad you or your opponent chose.


This is true- no squad's are unbeatable.

A good example is General Obi-Wan Kenobi, before he was banned from tournament play during the WoTC era, and then eventually errataed. Back then, the competitive game had devolved into GOWK squads and GOWK counter squads. GOWK was not unbeatable, but he created a state of competitive play that only 2 types of squads had a competitive chance- unless you and your opponent had a bout of extremely statistically unlikely good and bad luck. It was no fun and made the majority of the pieces in the game competitively unviable. It also made one of the primary rules (rolling attacks) an uncompetitive strategy. While I hated seeing him banned, it was necessary to have a healthy and fun competitive scene. Having GOWK banned/modified was not less fun than winning or losing solely based on luck , and shelving 99% of my collection because the pieces weren't worth the plastic and cardboard they were printed on.

Banning maps and pieces is also nothing new in the world of gaming and competitive scenes, and generally supports making a game more about the best tactical decision, understanding of rules, ability to pivot plans, and building a squad with versatility. Luck should play a part, but should not be the only strategy.

We also have the excellent benefit of removing bans or expanding them when the state of the game changes. The V-set created more solutions to deal with GOWK and SSM, and so the ban/changes to that piece were eventually lifted. Daala created a health issue for the game, and was removed. Now we have the 16 activation max limit, and it's caused the game to evolve again- we are discussing whether her ban should be lifted. These are good things, and keep the game interesting.

I can understand the frustration some experience. It sucks if your favorite squad gets nerfed. Luckily, something like 1% of SWM characters get this ruling treatment and the outcome is significantly more options to select from after.
DarkDracul
Posted: Saturday, November 25, 2023 10:42:08 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,058
Location: Kokomo
It's only natural for a competitive game to evolve over time. Even classic games like Chess, Monopoly, and Magic: The Gathering adapt to the needs and preferences of players. Banning characters, altering skills, or changing maps is not a sign of a flawed game but rather a testament to a community's desire to enhance the overall experience to be balanced and engaging.

Chess, a game with a history spanning centuries, has evolved significantly. The rules of chess have been refined and modified over time. For example, the introduction of castling in the 15th century and the en passant rule in the 19th century are notable changes. These adjustments improved gameplay dynamics, balance, and strategic possibilities. Chess has adapted to players' changing preferences and understanding while preserving its fundamental essence.

Similarly, games like Monopoly have seen various editions and rule modifications to keep the gameplay engaging. Different versions of the game have been released with unique themes, altered rules, and new gameplay mechanics. These changes reflect the game's ability to stay relevant and cater to diverse player preferences.

Magic: The Gathering is another example of a game that has continuously evolved. The game regularly introduces new sets of cards, each with its own mechanics and rules. Cards may be banned or restricted to maintain balance and prevent certain strategies from dominating the game. These changes are part of the ongoing effort to keep the game enjoyable, competitive, and fair for all players.

In Star Wars Miniatures, character bans, adjustments, and map changes are common practices to address issues such as game balance, competitive fairness, and player feedback. As our game and community evolve, yearly updates are essential for the longevity and success of the game.
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