Why Cyanide BB isn't getting any better...

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Thadrin
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Re: Why Cyanide BB isn't getting any better...

Post by Thadrin »

They've even managed to screw up that new college...
(obsolete rule pedentry)
Bright has Dwarfs primary, humans secondary.
(/orp)

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Sandwich
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Re: Why Cyanide BB isn't getting any better...

Post by Sandwich »

Thadrin wrote:They've even managed to screw up that new college...
(obsolete rule pedentry)
Bright has Dwarfs primary, humans secondary.
(/orp)
From a babelfish translation of the French forum, they claim they wanted it so a race was only a main race of one college - and dwarves are the main ones for Light college, so they swapped them.

Another example of how frustrating the communication is - it would have been incredily easy to post that up on the annoucement, but no, instead they wait until someone asks :roll:

I don't think anyone minds if the game(s) are not 100% rules-compliant, but a bit of decent communication and a game which doesn't break at random would certainly be a nice start...

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Shteve0
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Why Cyanide BB isn't getting any better...

Post by Shteve0 »

My guess is that there is little or no differentiation between players within a race, and that's why they're keeping schtum. For example. Bright would be:

0-16 human 6338 none
0-6 dwarf 4339 block, tackle, thick skull
0-2 norse 6337 block

Total guess, so please take this speculation purely at face value.

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Shteve0
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Why Cyanide BB isn't getting any better...

Post by Shteve0 »

spubbbba wrote: Even better would be to release a 1st draft and get feedback for a while so as to tweak some aspects.
Brilliant joke snuck in at the end there, almost missed it. Observational comedy at its smartest and driest :) Next you'll be calling for some sort of rules committee made up of people who've actually played the game!

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Re: Why Cyanide BB isn't getting any better...

Post by dode74 »

Shteve0 wrote:My guess is that there is little or no differentiation between players within a race, and that's why they're keeping schtum. For example. Bright would be:

0-16 human 6338 none
0-6 dwarf 4339 block, tackle, thick skull
0-2 norse 6337 block

Total guess, so please take this speculation purely at face value.
The rules specify the ability to use positionals, so I would expect them to be in there - it's not as if it takes any extra work as the databases already exist in BBLE.

My main concern with rosters is that they get the specifics of numbers of each type of positional correct and define them appropriately - for example, is a Wardancer a blitzer or a "special" player like a Witch Elf?

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Shteve0
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Why Cyanide BB isn't getting any better...

Post by Shteve0 »

I can't see wardancers/troll slayers/witch elves going to college.

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Chris
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Re: Why Cyanide BB isn't getting any better...

Post by Chris »

Well if it was any 2 positionals (i.e. non linemen) it would be fairly straightforward. Not much variety though. Take the human/dwarf/norse above, you would always go for longbeards which rules out any dwarf positionals. I guess you could go for fully developed positions like wardancers then after they die and the rest of the team has developed a bit maybe pick others. Not sure who I would do in the above team. Probably norse positionals though if the maps have choke points 3 squares wide big guys could be a lot more useful.

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Re: Why Cyanide BB isn't getting any better...

Post by spubbbba »

I for one hope they do change the make up of the colleges from the 2nd edition and 3rd edition versions as we have a lot more teams now then we did back then. It would be good to keep to the character of the teams but there was a lot of repetition which we don’t need now with 20 LE teams to choose from.

This could have been a great way to involve the community in deciding the make up of the teams. Correct me if I’m wrong but I don’t think it would be massively complicated to change a team, I assume once you have written the code for 1 team and assigned each position a type (blocker, blitzer, special etc) you could swap them over fairly easily.

I’d like to see the primary races done as follows with 5 good and 5 evil.
Chaos, Dark elf, Orc, Skaven and Undead
Dwarf, High Elf (or pro), Human, Lizardmen, Wood Elf.
Then the other 10 could be the 10 secondary races with a mix in the tertiary ones.

They have already confirmed that the teams will be able to have 0-4 blockers, 0-2 blitzers, 0-2 throwers, 0-4 catchers and 0-2 special. Just not what each positional player falls into, the trouble is that some players fulfil a certain role but do not have the corresponding name. Dwarf longeards being called blockers now and runners being passers for dwarfs and DE but catchers for norse spring to mind.

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Re: Why Cyanide BB isn't getting any better...

Post by plasmoid »

>0-4 blockers, 0-2 blitzers, 0-2 throwers, 0-4 catchers and 0-2 special
Oh no. That does look very problematic, unless they really think about which races they combine.

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Shteve0
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Why Cyanide BB isn't getting any better...

Post by Shteve0 »

plasmoid wrote:>0-4 blockers, 0-2 blitzers, 0-2 throwers, 0-4 catchers and 0-2 special
Oh no. That does look very problematic, unless they really think about which races they combine.
Orcs full of Skaven, please. With werewolves 0-2 :)

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Re: Why Cyanide BB isn't getting any better...

Post by Darkson »

spubbbba wrote:They have already confirmed that the teams will be able to have 0-4 blockers, 0-2 blitzers, 0-2 throwers, 0-4 catchers and 0-2 special.
And already confirmed CRP positional limits.

Which is it? Who knows, anyones guess (apart from those under the NDA I'd assume).

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Re: Why Cyanide BB isn't getting any better...

Post by dode74 »

My understanding of the DB rules was "both". Meaning that if a team has, say, humans and dwarves on it then you can choose from the 0-4 human and 0-2 dwarf blitzers to make up your total 0-2 blitzer limit (i.e. 2 of either or 1 human 1 dwarf) so long as you stay within your overall primary, secondary and tertiary team limits (0-16, 0-6 and 0-2).

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Re: Why Cyanide BB isn't getting any better...

Post by Moraiwe »

Jolly Roger on the dungeonbowl forum wrote:
You can choose any player per race but you have to respect the number max restriction for his position in his race.
There is also a restriction of 2 Loner max in a team.
We wanted it a little bit more flexible than in the Dungeonbowl PDF.
That last sentence makes me think that they've taken the DB PDF, and then tweaked. In the case of Dwarfs and Humans on the same roster, I believe you could have 6 blitzers (4 Human, 2 Dwarf). The caveat is the haphazard way they've been answering questions. I think there's either a language problem, an unwillingness to say "we don't know yet" or both.

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Re: Why Cyanide BB isn't getting any better...

Post by SillySod »

Darkson wrote:And already confirmed CRP positional limits.

Which is it?
Look at the number of positionals shown in the "blood axes" picture. I see three blitzers, four catchers, two throwers. Possibly a runner too but I dont know the dwarf sprites well enough to be sure.

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Re: Why Cyanide BB isn't getting any better...

Post by juck101 »

I think it's great news. Dungey was fun and the lrb5 update kinda worked

Dungey was awesome multiplayer and far more random than the pitch version. I see it as more fun and not entirely balanced. But considering people only claim about 4 or 5 races are any good on the fumbbl box, I can't see this being much worse

As for the gw tie in and the potential for a board version again I think that's great. Khorne Deamons was a shock so I do hope I get a nice 21st century dungeon bowl. It will only come out for nights of beer and peanuts but nothing wrong with that

Increase in community,Juck says this is great news. This game has been left on the edge of doom for 20 years. Glory from a new profile is fine by me

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