The game has been paused, and at least in my position, it's easy to see why.
To put it bluntly, it's a huge infuriating mess right now. The game is complicated in areas that should be simple and is simple in areas that should be complicated. Moreover, I feel what I do is restricted and that I am constantly being told "no" to things that shouldn't happen like that. At least for me, this game has stopped being a battle against other players. It's now a battle against the system and Grimwind's rulings as a GM. Now, I might be biased because I might have the biggest amount of fights with what Grimwind rulings (barring Meroy because I know he's like that), but I still feel that my complaints are entirely legitamate. Also, who better to pinpoint the rough parts in the game other than someone who isn't satisfied with what is going on.
Oh right, I'm probably going to drop out of this game now. This is so I can disclose some things without feeling regret that I'm epic boned when the game continues (even though I think it should be reset, but that's later). I'll make sure not to completely reveal important things about the other players.
What do I think is complicated? The game stats is one. You have armour, Servant armour, damage multipliers, melee types, specialization of skills, etc. etc. There's no reason why the game should be split into 20+ parts with 4 different formulas one has to constantly refer to. With my first battle, both me and the opponent started out fucking everything over partially because it was entirely different that the last battle system. However, what bugged me the most was that there were like, 5 different stats I had to keep track of in one turn. One was the melee attack stat. That affects the chance you have to land a hit. Okay, whatever, fair enough. Then you have to calculate your damage stats, which is done by multiplying your weapon damage stat by a number. Then you have to keep track of your armour, which isn't really armour when using a Servant, but Servant armour. Servant armour is found through some calculation I can't remember because I'm already lost at this point with 5 different defending options with ANOTHER calculation for three of them or something.
This is just scratching the surface. While creating my character, I literally had to pull out a calculator for the insane number of stat calculations I had to keep track of. It's pointless and only infuriates the player while adding nothing to the gameplay.
What do I think is simple? This ultimately boils down to the meat and potatoes of this RPG: the battle. If the actual flow of the battle itself was as complicated as the calculations needed to get started with it, maybe the numerous number crunches I had to do would be justified. This game is so simple to the point where it defies common sense. Defending isn't part of your turn, so you never have to pick and choose. Both players just slug it out and whoever has the most OP numbers or abilities will win. But wait, tactics and strategy will overcome this problem, right?! Nope, because even that is limited. Since defending isn't part of your turn, melee Servants are fucked the moment they leave that one square near their Master. Projectiles ignore the concept of angles and go through whatever impossible objects straight towards to headshot the Master. Servants can just run by yours and smash them in the face and you can't do anything about it since DEFENDING ISN'T PART OF YOUR TURN. You have to tank it in the face even though movement and turn order dictates your Servant would be able walk over and defend you in time. The alternative is using a command seal, but really? I'd rather just run off and make sure we're really fucking close and win with my OP numbers next time.
Where do I feel restricted? I can't have my Servant move my Master away in the same movement turn. Picking someone up requires another turn! My core ability have been neutered to the point where I don't do anything 4/5 rounds despite the fact that I built my character around that one ability. I can't use a command seal to dodge a 1000 damage NP despite the fact that Grimwind admits it's OP and any sane person would understand that movement would dodge that (yes, I couldn't even walk out of it despite being four squares away from the safe zone). This has more to do with only one GM, but I can't be told info that I found valuable when I actually need it. Finally, there's not letting me join an event for various reasons (obviously I didn't agree with them), eventually somehow being put in a disadvantageous position despite being like 5v2.
Another would be the imbalance, but I think anyone who was in that event can see that. The last two parts may seem subjective, but I feel that it's incredibly important to contrast this compared to when Rall was GMing. I realize he was a temp, but most of my events happened while he was there. It was fun to play with Rall as a GM because he let me do what I want to a certain limit. If it was reasonably possible, then it was fine. Before Rall's internet exploded, I was in a battle and I made a wrong decision. I lost, but I never felt it was his fault. He let me do what I want and I made a tiny, wrong decision. Whatever, my fault. I made the most of it.
With Grimwind, it feels like everything is his fault. No, you don't have a car. No, you can't pick up your Master in that turn. No, you can't walk out. No, you can't go up the steps in time etc.
The most incredible part was when I made my character, I dumped 45 points and discarded 1 for that secret ability. I couldn't think up anything more because my core character idea was ruined, so I let Grim do the deciding. Last I checked, he did well with people like Meroy (despite him not knowing the huge fucking gift he was given). Two days later, I go on a treasure hunt and waste a round to locate some item that was to be my secret ability. An additional round is wasted getting it. Then I'm told I don't have the skills to know what it was. Then I'm encouraged by Grim to try it anyways. Boom, surprise! You lose 100 mana for a pendant that goes against your entire character design and needs (ie. saving mana). I'm probably never going to use it because it's like the equivalent of a command seal that can only defend. And even then it's not that great if they just run away since it has an upkeep and lowers my current health. To be fair, he got rid of the -100 mana penalty in that event. But that still doesn't mean I'm refunded 60 points for something I'll never use. Now, I know Rall only GM'd for a short period of time, but he never fucking sabatoged me while playing the game. And to tell me after I spent points on an ability during character creation that I get a useless ability that does not take into consideration how it synergizes with my character is really stupid.
There's also the refusal to act upon new knowledge (e.g. Berserker can actually unlock a skill once with command seal), the refusal to finish some RP diary thing for my useless pendant (was planning to use them for RP too), and the general clashes I had with him made the game unfun. I'm not saying he's a bad GM: this is a new game and he did well as a GM in the early stages of building a game, but I feel it is important to vent out my frustrations both to relieve my irritations and to improve this game.
I also don't want to be seen as some whiner who is crying because things didn't go his way because I hope Grim will acknowledge that despite the fact I consistently clash with him, I accepted the results for the most part and made the most of what I was given. This doesn't excuse the fact that the game is like a battle against the GM rather than the players.
EDIT: k, so really quickly, a list of suggestions now that I think about it.
1) Another GM to get rid of Grimwind's work load (maybe even 2).
2) An emphasis on the player being able to do what he likes barring obvious imbalances/bullshit/impossiblity. If you can do it in real life, you can probably do it here.
3) Scrap the enormous stat system and simplify it. The route to actually getting to playing the game should be painless and simple.
4) Add depth to the battle system so numbers don't determine the victor 100% of the time (I can offer help with this, actually).
And to repeat, I think Grimwind did fine considering the circumstances. But it isn't going to be fun if this game continues like this. We should do what happened like last time and restart the game with brand new characters while ironing out the major flaws in this game. Also, I'd bet Grimwind would be more tolerant of what we want to do if he had less shit to worry about and manage in this game.
To put it bluntly, it's a huge infuriating mess right now. The game is complicated in areas that should be simple and is simple in areas that should be complicated. Moreover, I feel what I do is restricted and that I am constantly being told "no" to things that shouldn't happen like that. At least for me, this game has stopped being a battle against other players. It's now a battle against the system and Grimwind's rulings as a GM. Now, I might be biased because I might have the biggest amount of fights with what Grimwind rulings (barring Meroy because I know he's like that), but I still feel that my complaints are entirely legitamate. Also, who better to pinpoint the rough parts in the game other than someone who isn't satisfied with what is going on.
Oh right, I'm probably going to drop out of this game now. This is so I can disclose some things without feeling regret that I'm epic boned when the game continues (even though I think it should be reset, but that's later). I'll make sure not to completely reveal important things about the other players.
What do I think is complicated? The game stats is one. You have armour, Servant armour, damage multipliers, melee types, specialization of skills, etc. etc. There's no reason why the game should be split into 20+ parts with 4 different formulas one has to constantly refer to. With my first battle, both me and the opponent started out fucking everything over partially because it was entirely different that the last battle system. However, what bugged me the most was that there were like, 5 different stats I had to keep track of in one turn. One was the melee attack stat. That affects the chance you have to land a hit. Okay, whatever, fair enough. Then you have to calculate your damage stats, which is done by multiplying your weapon damage stat by a number. Then you have to keep track of your armour, which isn't really armour when using a Servant, but Servant armour. Servant armour is found through some calculation I can't remember because I'm already lost at this point with 5 different defending options with ANOTHER calculation for three of them or something.
This is just scratching the surface. While creating my character, I literally had to pull out a calculator for the insane number of stat calculations I had to keep track of. It's pointless and only infuriates the player while adding nothing to the gameplay.
What do I think is simple? This ultimately boils down to the meat and potatoes of this RPG: the battle. If the actual flow of the battle itself was as complicated as the calculations needed to get started with it, maybe the numerous number crunches I had to do would be justified. This game is so simple to the point where it defies common sense. Defending isn't part of your turn, so you never have to pick and choose. Both players just slug it out and whoever has the most OP numbers or abilities will win. But wait, tactics and strategy will overcome this problem, right?! Nope, because even that is limited. Since defending isn't part of your turn, melee Servants are fucked the moment they leave that one square near their Master. Projectiles ignore the concept of angles and go through whatever impossible objects straight towards to headshot the Master. Servants can just run by yours and smash them in the face and you can't do anything about it since DEFENDING ISN'T PART OF YOUR TURN. You have to tank it in the face even though movement and turn order dictates your Servant would be able walk over and defend you in time. The alternative is using a command seal, but really? I'd rather just run off and make sure we're really fucking close and win with my OP numbers next time.
Where do I feel restricted? I can't have my Servant move my Master away in the same movement turn. Picking someone up requires another turn! My core ability have been neutered to the point where I don't do anything 4/5 rounds despite the fact that I built my character around that one ability. I can't use a command seal to dodge a 1000 damage NP despite the fact that Grimwind admits it's OP and any sane person would understand that movement would dodge that (yes, I couldn't even walk out of it despite being four squares away from the safe zone). This has more to do with only one GM, but I can't be told info that I found valuable when I actually need it. Finally, there's not letting me join an event for various reasons (obviously I didn't agree with them), eventually somehow being put in a disadvantageous position despite being like 5v2.
Another would be the imbalance, but I think anyone who was in that event can see that. The last two parts may seem subjective, but I feel that it's incredibly important to contrast this compared to when Rall was GMing. I realize he was a temp, but most of my events happened while he was there. It was fun to play with Rall as a GM because he let me do what I want to a certain limit. If it was reasonably possible, then it was fine. Before Rall's internet exploded, I was in a battle and I made a wrong decision. I lost, but I never felt it was his fault. He let me do what I want and I made a tiny, wrong decision. Whatever, my fault. I made the most of it.
With Grimwind, it feels like everything is his fault. No, you don't have a car. No, you can't pick up your Master in that turn. No, you can't walk out. No, you can't go up the steps in time etc.
The most incredible part was when I made my character, I dumped 45 points and discarded 1 for that secret ability. I couldn't think up anything more because my core character idea was ruined, so I let Grim do the deciding. Last I checked, he did well with people like Meroy (despite him not knowing the huge fucking gift he was given). Two days later, I go on a treasure hunt and waste a round to locate some item that was to be my secret ability. An additional round is wasted getting it. Then I'm told I don't have the skills to know what it was. Then I'm encouraged by Grim to try it anyways. Boom, surprise! You lose 100 mana for a pendant that goes against your entire character design and needs (ie. saving mana). I'm probably never going to use it because it's like the equivalent of a command seal that can only defend. And even then it's not that great if they just run away since it has an upkeep and lowers my current health. To be fair, he got rid of the -100 mana penalty in that event. But that still doesn't mean I'm refunded 60 points for something I'll never use. Now, I know Rall only GM'd for a short period of time, but he never fucking sabatoged me while playing the game. And to tell me after I spent points on an ability during character creation that I get a useless ability that does not take into consideration how it synergizes with my character is really stupid.
There's also the refusal to act upon new knowledge (e.g. Berserker can actually unlock a skill once with command seal), the refusal to finish some RP diary thing for my useless pendant (was planning to use them for RP too), and the general clashes I had with him made the game unfun. I'm not saying he's a bad GM: this is a new game and he did well as a GM in the early stages of building a game, but I feel it is important to vent out my frustrations both to relieve my irritations and to improve this game.
I also don't want to be seen as some whiner who is crying because things didn't go his way because I hope Grim will acknowledge that despite the fact I consistently clash with him, I accepted the results for the most part and made the most of what I was given. This doesn't excuse the fact that the game is like a battle against the GM rather than the players.
EDIT: k, so really quickly, a list of suggestions now that I think about it.
1) Another GM to get rid of Grimwind's work load (maybe even 2).
2) An emphasis on the player being able to do what he likes barring obvious imbalances/bullshit/impossiblity. If you can do it in real life, you can probably do it here.
3) Scrap the enormous stat system and simplify it. The route to actually getting to playing the game should be painless and simple.
4) Add depth to the battle system so numbers don't determine the victor 100% of the time (I can offer help with this, actually).
And to repeat, I think Grimwind did fine considering the circumstances. But it isn't going to be fun if this game continues like this. We should do what happened like last time and restart the game with brand new characters while ironing out the major flaws in this game. Also, I'd bet Grimwind would be more tolerant of what we want to do if he had less shit to worry about and manage in this game.
Last edited by Father Vincent on Mon May 16, 2011 12:28 pm; edited 2 times in total