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Subject: Difficulty Fix Available Yet? rss

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Anthony Rubbo
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The game’s just collecting dust, awaiting the balance fixes. Any ETA?
 
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Cory Kneeland
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Open it. Play it. Wonderful game. Solid mechanics. We won on the easiest setting. Super fun.
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Michael Denman
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What difficulty fix do you need? We talked about all sorts of ideas in another thread. For me, it's simple enough to just find the right difficulty level for the game with what they have in the box. This varies with player count though. The more players, the easier the game seems to be. So I can't just always play on HARD, for example. That and my refusal to play Steelheart's research by the rules seems to work out fine most of the time.
 
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Hoang Pham
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You can also try starting out with 1 or 2 less white dice. Easy DIY fix.
 
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Anthony Rubbo
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You can review other threads. We have found it impossible to lose on the hardest setting. Not interested in DIY. Designer mentioned fixes pending.
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Joey Larsen
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If you're finding it impossible to lose on the hardest setting, I find it hard to believe that you're playing all of the rules correctly. It's likely worth a careful re-read of the rules.
 
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Anthony Rubbo
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LemonyFresh wrote:
You can review other threads.


joeyman3 wrote:
I find it hard to believe


Designer wrote:
Most commonly we can win on sparks with about 20 lives left. Even with a Abraham/Tia combo with less containment and enforcement removal.
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Joey Larsen
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Well, if the designer said it, then there it is. Self esteem drops ten points.
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seth van orden
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As Anthony mention we will likely release a left side board for each player count that will add an easier and harder values to better accommodate different play levels.

Here's the likely values for the 2 player count. For some of you, this is still beatable, but that's not really to point to lose every time, but you shouldn't also win every time either.

3 - Kill population (one more than sparks)
1 - Discover Reckoners Base (One more than sparks)
3/3 - Enforcement (In groups of 3) (once more than sparks and one bigger
group size.
0 - Barricades (Same as sparks)

We been focusing on the expansion, but we do play to have to full array of player count values for both an extra hard and extra easy difficultly level for the next kickstarter. Thanks for your continued interest and patience.
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Anthony Rubbo
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Thanks Seth - We had tried those values (2p 3/1/3/0) several times previously, and still hit "lockdown" mode, around 5-6 turns before we finished it out. And we would have survived another 5-6 turns additionally, even if we didn't end it at that point. And, I still have concerns re: MedKit!
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seth van orden
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LemonyFresh wrote:
Thanks Seth - We had tried those values (2p 3/1/3/0) several times previously, and still hit "lockdown" mode, around 5-6 turns before we finished it out. And we would have survived another 5-6 turns additionally, even if we didn't end it at that point.

And, I still have concerns re: MedKit.


Can you do this every time? I'm guessing you won't be able to. Only with the right items and rolls for your given strategy. Once again, it is ok to win some of the time. Last time we talked via email you mentioned you had tried it once with this result. Have you tried it more since then?
 
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Anthony Rubbo
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Sure, I wouldn't want to lose all the time, either. A target of roughly 50-50 +/- 15% seems reasonable.

We went 3-0 with those values, and then packed the game away again. Though, for each time we had the MedKit in the first half of the deck. If it comes down to a 50-50 split just on whether or not Medkit is in top or bottom half of the deck, that is unsatisfying.

We have racked up a ton of games now prior to packing it up, often in painstaking fashion, just in the name of providing feedback / increasing our own sample size. At this point, though, we just kinda want to play a fixed version!
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Albert R
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Same issue here. We win the game all the time. Reread the rules x times.

Even with the suggested adjustment board we didn't lose a single game with 2 players. We fixed it with the house rule, that every epic starts new on the 2nd spot in its track. And we set the start enforcement to 4.

Sadly enforcements are never a real danger in standard difficulties.
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Ragnar Jürlau
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You COULD try and nerf Medkit to heal 1 population, instead of two, or just maybe try playing a game or two without it?
 
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Anthony Rubbo
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I guess we'll see what they come up with!
 
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Henrik Schmidt
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Wasn't the game playtested properly ? I wonder how such obvious imbalances were missed.

Hope Onimaru will be more challenging.
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Paul Wise
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Trump wrote:
So I can't just always play on HARD, for example.
Me neither, especially as I get older.
 
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Anthony Rubbo
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LarkinVB wrote:
Wasn't the game playtested properly ?


I've held back from asking this question, because, while I'm curious, the answer doesn't really matter. There could be any number of reasons what it wasn't, and it's in the past. I met them at a convention; they seemed like good people.

I was more interested in what is happening now to aid backers who have experienced this problem. The answer is, they are focusing more on the next product to crowdfund at the moment.
 
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