Who passed the Clue board? No offense to Ed, but I'm not at all convinced that it's very well balanced for Ranked play. I'm in 2 test games now (neither of which is getting anywhere close to even the midgame) and I haven't seen much discussion if any about how ready it is for release.
Cramchakle wrote: [anything]I agree
That would be my fault, sorry. It's like, you know how if someone puts a box of chocolates in front of you and says you can eat one but you have to wait a week while everyone else tests out the.. hmm I have no idea where I'm going with that but that Live button was just too damn tempting and I had to press it once.
I had played Clue 4-5 times on WF and it seemed balanced enough, and as far as I could tell it was an exact clone. Still doesn't excuse me promoting it so soon. Bad Iroll, bad. =[
Hmm, just wondering... I have done plenty of test games for people on dev boards. Am I meant to be doing anything that contributes to those boards being accepted, or is this a different process done somewhere else?
Dev games are for looking for missed borders, bad graphics screwups, misleading or bad information in the board description, and obvious retarded startup settings.
Review games are so you can play a real game on the map without dealing with all of the above, instead you can concentrate on more subtle game balancing issues, bitch about the player color selections, see if the card bonus structure fits the board, and other less obvious things that might make an otherwise good map play bad.*
* All of the things I failed to do before promoting Clue to Live status.
IRoll11s wrote:
Review games are so you can play a real game on the map without dealing with all of the above, instead you can concentrate on more subtle game balancing issues, bitch about the player color selections, see if the card bonus structure fits the board, and other less obvious things that might make an otherwise good map play bad.*
Theoretically Dev games should cover all those things as well. Review games should really be very little actual development.... of course this is all theoretical :P
A cure? Three simple molecules? Building for the small? Compassion for children?
Seek Yours Today. Get Uncomfortable.
Don't worry 11s, I did the same thing with Medeival Europe a while back -- that big green check mark is just too hard not to click!
Kjeld wrote: Don't worry 11s, I did the same thing with Medeival Europe a while back -- that big green check mark is just too hard not to click!
what check mark?!
its soo hard to get to the check mark from a review game. have to go out to the boards tab, et all. is there a quicker way from the game board itself that i don't know about?
Hi, sorry to pile on, but I have an issue with the Clue map as well. It doesn't appear balanced. Some starting positions start near more well defended rooms than others. For example, if I start to the bottom right of the ballroom I have to fight a tougher room guard then the guy who starts near the Study.
Why does the kitchen door have no neutral defence in Clue. Whoever starts nearest the kitchen in the black starting position has a huge advantage. Is this an oversight? Really needs to be fixed up I think.
Huuuuuge advantage.
And as I was saying a while back, the unit scale doesn't work for the endgame. DavidNY and Train and I just agreed to terminate a game that we were never going to finish short of a total gang-up.
Cramchakle wrote: [anything]I agree
I've played a couple games on Clue now, and I agree it needs some more work. It's just not very much fun with the current setup -- it's a lot of neutral bashing and taking empty territories in the beginning, but not even for much reward. There need to be bigger bonuses at stake, that are more accessible for 8-person games.
I've promoted a new version to replace the old one. The kitchen door being open was a mistake that I thought I had fixed... now the startup is more random and should be more even. Thanks guys.
http://www.wargear.net/games/join/9884
This is the first round of the new configuration if anybody who's concerned would like to check it out.
Wouldn't mind trying out the new version. What I've noticed (on WF and here) on the old version is that I've won every time I've played red (right side of top). It's very interesting, and red doesn't seem to start in that good of a position which is why it has me confused. I'd love to see what else you've done to try to shift the balance.
The best positions in the version prior to this update were black and any spot next to somebody who gets booted.
Cramchakle wrote: [anything]I agree
I've seen many colors win. I'm about to release an even newer to wait a minute to start one. I fixed the kitchen which will slow black down. I am also going to make the center territory view only, I've also changed the card scale.