Galak's LRB7 test rules coming to FUMMBL

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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koadah
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Re: Galak's LRB7 test rules coming to FUMMBL

Post by koadah »

dode74 wrote:Sorry, I wasn't putting FUMBBL down at all
I think that was me. ;)
dode74 wrote:
I also think FUMBBL’s ranking system is the best I’ve seen as it factors in the teams used, coach ability and TV.
We're looking at a way to do this for FOL, actually. We can work out team and coach Elo, and we obviously know TV. Is there a link to show how FUMBBL manages the three together to produce a ranking?
Fumbbl's ranking system doesn't mean much to most people. It did function as a vague guide to coach skill. High CR may mean something but low CR means nothing as so many people do not play [R].

I think that Fumbbl uses data from previous matches to give a racial win probability. I don't know if that has been updated for LRB6
or how many people care.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by Der_Doodle »

Since the link to the cyanide Forum dosnt work (Post does not exist)

and the link to the fummbl house rules only shows the 4 points

Right Stuff -> Tackle
Piling On
Sneaky Git
+1 AV Foul

are there any other points that would have shown up in the cyanide post?

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by koadah »

Der_Doodle wrote:Since the link to the cyanide Forum dosnt work (Post does not exist)

and the link to the fummbl house rules only shows the 4 points

Right Stuff -> Tackle
Piling On
Sneaky Git
+1 AV Foul

are there any other points that would have shown up in the cyanide post?

That's all we have on Fumbbl..

I cannot remember if Galak mentioned AV8 on human catchers.

Plasmoid had a whole lot of stuff. ;)

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by Steam Ball »

I managed to rescue something via cache... damn cyanide delete rampage...
If someone asked me what would I would have TESTED for changes for LRB 7 if such a creature were to happen .. my list currently looks like:

1) Sneaky Git works as it does now and like Guard for fouling assists
2) +1 to the AV for a foul if the fouler is not in an opposing tackle zone
3) -10k for Human Blitzers
4) +1 AV to Human Catchers (no price change)
5) MA 6 to Snotling (no price change)
6) Right Stuff prevents Tackle from negating Dodge for Pow!
7) Bank rules at either 100k or 150k
8) A player cannot use his skills that modify the Armour or Injury roll when using a Piling On re-roll

Those are the ones that I've seen that I could agree with seeing tested at this time if we were still in a stage where such things were happening.

I'd still personally like to do this one as well
9) Raise Tomb Guardians +10k in price, AV 8, remove Decay, and give them Break Tackle

Tom
And it seems Galak posted pretty much the same thing in TTF too. Not the same than Plasmoid, as Galak himself points, so beware.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

The problem is while all of those changes may be interesting none of them attempt to fix the main huge problems with CRP. They are just work arounds for the current rules. Patches if you like.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

Has anyone actually identified what these "main huge problems" are and backed that up with some sort of statistical analysis? Because I for one have no idea what these "main huge problems" are and haven't seen any evidence to suggest that there is anything glaringly broken (as opposed to someone not liking it). I don't think it's perfect, but it's pretty good.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

Statistical analysis isn't the be all and end all of game design, yes it has its place, but when a large number of hugely experienced coaches all find the feel of the new rules wrong in places and extremely boring, something is very wrong.

The main problem with this rule set is player/team developement, allowing free access to all the skills has taken away all the fun of development and the joys of creating unique players. It has also led to a situation where most skills are completely ignored in favour or a couple of skill combinations - Block, Tackle, MB PO and Claw (if you have mutations) and Wrestle, Strip Ball, Leap or Blodge, SS, Diving Tackle, on the agile races, and what I really find horrible is people now ignore stat increases and doubles in favour of getting said skill combos quickly and to keep their TV down to benefit from inducements. Double rolls should open up great possiblities for your team to develop in new and interesting ways and never something that you just compeltely ignore so you can get a killer player or ball sacker asap.

Gone are the days when people took tentacles over Claw for example, except in very very rare occasions. Stand Firm has become almost obsolete, and dull now. Interesting skill combinations like Dauntless, Horns and Multiblock are gone. For me and many others the tactical aspect of the game appears to have decreased and the luck aspect increased when playing at a higher TV (1600+). The free access to hyperbash combinations being one of the main causes for this. This has made hyper bash a legitamate tactic for winning games and positional play has decreased as a result which was the beauty of the game. When you have CPOMB you actually expect to remove a player from the pitch every time you knocked them down. 58% chance is just riduclous for a skill set that is so easy to obtain. Wrestle, Strip ball and Leap is equally as cheap and it makes caging nighon impossible when you can happily roll half dice blocks and pop the ball free with such high chances of success.

The way teams now develop is such that each team relies on a handfull of players to do everything rather than developing a team to function as a unit. LRB4 had its problems but at least development was really interesting and it didn't feel like you were facing the same team every game regardless of the race. The focus was on developing your team evenly, getting a skill or two on most of your players first before they got their third and forth skill. Play was all about positioning, attrition was still a big factor but positioning could always mitigate this, whether you crowded areas to protect people from fouls or how you went about trying to stop people cages. Now positioning is a lesser part of the game because people can just Pile On regardless to great effect and you can't mitigate the bash anymore with positioning, players will just CPOMB your team and even if they manage to knock one player over every turn with said combo there is a 58% chance of removing players from the pitch so they have a pretty good chance of taking 8 players off the pitch by the end of the game, which happens a lot. This ultimately leads to agile races playing for the ball and using ultra agressive elf tactics and the bash teams using ultra agressive bash tactics, both are just so effective they can't be ingored and as such takes away a huge slice of skill from the game.

Also some of the inducements play into this (taking away skill from BB) as well. The Wizard is very powerful and its actually a benefit to elves if their TV is 150 lower than their opponent. This should never be the case. It should always be better to be the higher TV team and in most cases it is, but wizards mess this up. The inbalance in star players between races is also a big factor, it appears as though little to no though was put into what team may actually need from a star player. Then there are Chaisaw star players, yeah these guys are fun, but they completely destroy av7 teams, and while I think this may be a good think when playing against Amazons, it completely sucks if you are using vampires or pro elves and someone thoughtlessly chainsaws their way through half your team. I thought the rule sets focus was about making life tougher for the hhigh av teams? They can also be hugely ineffective, I'm sure we have all seen either side, but this is again adding to the influence of luck in the game. Then you have Skaven, for my money the best team in this edition, who also get the best selection of star players in the game, Dwarves also an elite team (above top tier) get amazing star players to pick from. Then you have a second rate outfit like Chaos Pact who have terrible star players and cannot really take advantage of the inducements as none of them fit too well with Pact and there are other teams with very poor star players.

I could go on and on about other things that have increased luck and taken away from the positional play and skill in the game but I will stop. The main problem though as said is team development is now sole destroyingly dull.

Edit: Oh I forgot to say - it also feels like the rule set has just been dumbed down too.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

Statistical analysis isn't the be all and end all of game design, yes it has its place, but when a large number of hugely experienced coaches all find the feel of the new rules wrong in places and extremely boring, something is very wrong.
I didn't say it was, but "large number" and "hugely experienced" clearly need a definition. 100 is a large number, but not in the context of a million, say. What proportion of hugely experienced coaches think there is a problem? Similarly, how are you defining "hugely experienced"? Feel free to tell me I'm being a pedant, but if you're going to use this as your evidence of an issue then you've got to be able to back it up. The same goes for "feel it is wrong" - that's just analogous to "find it different and don't like the change".
The main problem with this rule set is player/team developement, allowing free access to all the skills has taken away all the fun of development and the joys of creating unique players. It has also led to a situation where most skills are completely ignored in favour or a couple of skill combinations - Block, Tackle, MB PO and Claw (if you have mutations) and Wrestle, Strip Ball, Leap or Blodge, SS, Diving Tackle, on the agile races, and what I really find horrible is people now ignore stat increases and doubles in favour of getting said skill combos quickly and to keep their TV down to benefit from inducements. Double rolls should open up great possiblities for your team to develop in new and interesting ways and never something that you just compeltely ignore so you can get a killer player or ball sacker asap.
Interesting that you didn't include Guard there. Interestingly, your list accounts for quite a proportion of the skills available. Those you mention as combos are those which tend to work well together, so no matter what you do they will always have a place on teams. The same goes for "guardspam" - works well in large numbers. As for turning down doubles/stats, I've not seen that outside of the ridiculousness which is TV-based MM. Remove that mechanic and you remove the issue.
The way teams now develop is such that each team relies on a handfull of players to do everything rather than developing a team to function as a unit.
We had this discussion on Cyanide, and all the evidence pointed to the fact that teams built in this manner didn't do as well as teams built as a unit. Statistical evidence may not be everything, but it is sure better than anecdotal evidence in this case.

A lot of the rest is an anti-CPOMB rant. There is no evidence whatsoever that CPOMB wins games, leagues, championships or whatever. Please actually provide some before telling people you "think" it is wrong. The 58% quoted is a wonderful misuse of a statistic - it's only 58% if you are using PO whether AV breaks or not, otherwise it's ~44%. I could go on, but this is an entrenched argument between people who do and do not see an issue with this particular combo.

One thing which does frustrate me (and this is not aimed at you, garion) is that the moment someone sees something they think of as wrong or different about a ruleset such that they don't like it in the context they are using it in (eg MM or B), they say the rules are broken. The rules work perfectly well in the format for which they were designed: tournament and league play. Adding metarules such as TV-based MM will change how the main rules interact. If you must use such metarules then be aware that the effect of the main rules may change and be prepared to house rule them (which is actually what this thread is about). Don't, however, start complaining that the whole ruleset is wrong when it has been playtested and works just fine in context.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by koadah »

garion wrote: Edit: Oh I forgot to say - it also feels like the rule set has just been dumbed down too.
Which is good. Stupid people are the majority. ;)

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by garion »

I cant be bothered to tread down this road again and again but this -
One thing which does frustrate me (and this is not aimed at you, garion) is that the moment someone sees something they think of as wrong or different about a ruleset such that they don't like it in the context they are using it in (eg MM or B), they say the rules are broken. The rules work perfectly well in the format for which they were designed: tournament and league play. Adding metarules such as TV-based MM will change how the main rules interact. If you must use such metarules then be aware that the effect of the main rules may change and be prepared to house rule them (which is actually what this thread is about). Don't, however, start complaining that the whole ruleset is wrong when it has been playtested and works just fine in context.
Is just wrong, it really frustrates me that everytime anyone says anything is bad about the rules everyone here says it is fine in league and tourney play just not Black box or MM etc...

Who said anything about those divisions. Not me. The same problems exist in leagues, also Ranked works exactly as the rule book says it should for open leagues, with people having the option to avoid games if they like etc... People are able to play up and down TV matches are not matched. But the same problems exist.

Yes I play mainly on fumbbl, and the large numbers are the amount of very experienced coaches that have just disapeared all together or are no longer playing more than a game or two a week when they used to play a game or two every day, and have said they are bored, coem read the blogs and forums, the site is flooded with this negativity constantly. By hugely experienced I mean people that have played thousands and tens of thousands of games of bloodbowl and great coaches i mean people with win percentages in 70% + or people that we just all know are very very good coaches. Also Christer who said he would never deviate from the official rules as he doesn't want a house ruled site etc... said he did feel something was wrong, and maybe someday something would chang (or somethin along those lines), I don't think he will change anything, but that it even crossed his mind screams to me that there is something very wrong. If you know the guy at all you will no how much of big deal that statement is.
As for turning down doubles/stats, I've not seen that outside of the ridiculousness which is TV-based MM. Remove that mechanic and you remove the issue.
That's just not true, to make the best most efficient team in a league - ignoring stats and doubles is still the way to go especially for CPOMB teams.
A lot of the rest is an anti-CPOMB rant. There is no evidence whatsoever that CPOMB wins games, leagues, championships or whatever. Please actually provide some before telling people you "think" it is wrong. The 58% quoted is a wonderful misuse of a statistic - it's only 58% if you are using PO whether AV breaks or not, otherwise it's ~44%. I could go on, but this is an entrenched argument between people who do and do not see an issue with this particular combo.
No its not, you miss the point entirely. I said I don't mind the combo but it is too easy to get, you should have to roll doubles. But it is also brainless, my point also being that it focuses the game on luck more than skill, relying on hyper bash and hyper agile tactics to win games rather than good positional play and I know it doesn't auto win games all the time, the problems are the same with Elves and their combos. Its just become hyper elf play or hyper bash play to win, then the teams in the middle have really suffered, Humans, lizardmen etc...

It's also not a missuse of the stat, you can just pile on regardless, just as many many people do and then they have a 58% chance of removing a player form the pitch. Jimmy Fantastic won a tournament (where this ruleset is meant to work) with a CPOMB nurgle team, he has said many times that the only reason he won was because CPOMB was too effective and he had 4 players with it. I think he is a good coach, he believes he isn't, but I would have to agree that I doubt he would win a tournament with any other race.

But anyway, I'm not going to go through this again and again, in my opinion and in many other peoples opinion, people whos opinion I would value very very highly in regards to this game, this is a very poor rule set in comparison to LRB4. It does have some very good points and some very nice additions but all of it is made moot by the problems i have highlighted and more.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

I could put together a longer response, but we are in danger of it turning into an argument. Let it just remain that I disagree with some (not all) of the issues you see, and with how to tackle some of those we agree on.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by koadah »

@Dode

In case you missed it.
koadah wrote:I am sorry that you get so much stick on Fumbbl but I don't really think that the Black Box is the problem.

Some people just don't like the rules. That's it Galak. You can't please all the people all of the time.
I thought I'd post it again before you waste time on another long respose. ;)

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

Indeed. Some people just don't manage change well ;)

I can understand that. If I was good at a game and the rules changed I'd be upset about it too.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by Darkson »

To be honest, I also feel the removal of Traits was a big mistake. The need to nerf skills as they were now unlimited (in thst they were available to all [Stand Firm being the obvious example]) has lead to very one-dimensional team building.

For all it's faults, I still feel LRB4 was a better system than LRB5/CRP (and most of the issues in LRB4 can be "fixed" by taking the good ideas from CRP i.e. handicaps vs Inducements, Journeymen). If it wasn't for the fact I've managed to get my club-mates into tournament play (and therefore needing to be up-to-date on the official rules) we'd still be using our LRB4/LRB5 hybrid rule set.
dode74 wrote:If I was good at a game and the rules changed I'd be upset about it too.
I can categorically deny that's the reason why I think LRB5/6 was a backward step - I wasn't good at LRB4, I'm not good at LRB5/6, so it's a non-issue for me.
LRB4 was better than CRP because it was more fun and more varied.

Unfortunately, someone thought the game should be more about "fairness" than fun.

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Re: Galak's LRB7 test rules coming to FUMMBL

Post by dode74 »

Unfortunately, someone thought the game should be more about "fairness" than fun.
That's where we come back to not being able to please all the people all the time. I suspect that's made harder by gamers being about as likely to agree on this stuff as Apple and Google.

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