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| VS System 2PCG info released | |
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| Tweet Topic Started: May 27 2015, 12:20 AM (25,994 Views) | |
| Psychotime | Jul 8 2015, 04:26 AM Post #451 |
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I'm happy that for all the complaints all of the loyalists (and myself) have made about the new game, I haven't heard a single person say something bad about the LCG format that they're going for. All this talk about how to maximize Daredevil reminds me how everything gets a full playset in the box. No more boosters or buying singles! |
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| Speedy92286 | Jul 8 2015, 04:03 PM Post #452 |
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This is true. Hopefully more cards are aa good as Daredevil! So far we haven't seen any bad cards which is good. |
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| x_chan | Jul 8 2015, 04:24 PM Post #453 |
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I still don't get it. Combat became more "complex", but I miss the reason behind it.... I don't get all this changes. I hope they release the hinted explanation article soon, and I wish they had released an alpha version of the game so feedback could have been listened instead of what they are doing. But well.... Into the new combat rules. So now I can't team attack with characters from different rows, even if they both have range and share an affiliation? Weird.... Flight and range became the center of the new game, and at the same time, decisions regarding the formation step became less cruitial. How is that possible? I guess I'll need to see all the cards, but right now, it seems like a no brainer how to set up your formaton.... Also that Daredevil looks amazing, but he's too fragile. He is going to get KOed by any MC, so he is a 1 time only use character. Not sure I like that. |
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| deviaan | Jul 8 2015, 05:49 PM Post #454 |
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Quick question: after you turn a location face down, can you turn it back up again? I think I missed it in the article. Did they also mention how many basic locations can be included in a deck? What I'm seeing so far is a weird cross between VS and Pokemon. Which actually sounds appealing to me. |
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| x_chan | Jul 8 2015, 06:47 PM Post #455 |
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You can't turn it back up right now unless there's a plot twist to allow you to. Only 4 basic locations are allowed per deck. Btw, there's the new article up. Plot twists. I don't like all the new symbols. I don't understand why they had to remove the "play only if you control a affiliation X character" from the text... It will take time to get used to and it has the potential to make things messy. The increased focus on tokens (health, power ups), symbols (energy, affiliations, phases) and counters (+1/+1, -1/-1) will make the game overly complicated without giving it any kind of complexity. I thought what they tried to do is to make the game easier to understand, but right now it's a lot more harder.... Also: "In a three or four player game, everyone gets a chance to affect the outcome. First the attacking player goes, then the order goes clockwise and continues on until everyone passes in succession." Does this mean 2PCG suppoerts multiplayer games? Interesting..... |
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| deviaan | Jul 8 2015, 07:07 PM Post #456 |
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Oh ok, so locations are basically going to act like Plot Twists with effects that change depending on who you have in play. That sounds, ok. I've actually stopped comparing it to OVS. The games are different enough that it be like comparing Basketball to Soccer. You can do it, but you don't really gain much from it. Yes I prefer OVS, and will still play it when I can and will probably buy more cards at some point, but that doesn't add or subtract from NVS. |
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| Vader | Jul 8 2015, 07:27 PM Post #457 |
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So with the rules on plots does that mean that there won't be a counter spell/ negation team the way Gotham Knights were in real VS |
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| Psychotime | Jul 8 2015, 07:31 PM Post #458 |
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![]() ![]() ![]() Savage Surprise? Yeah, I get the joke. |
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| x_chan | Jul 8 2015, 07:50 PM Post #459 |
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Only combat oriented stuff seems to be supported now. Anything that doesn't interact well with that seems to have been removed (stun or exhaust out of the combat phase, resource manipulation, plot twist negation, tutors, etc).
Yeah, locations are basically energy cards. They are fuel to superpowers now. And like you say, this game is so much different it shouldn't be compared to the VS (or be named after it....). I just want to understand what's the reason behind every change they did (what was the problem with the original, why this new approach is better), and wished they had asked for feedback from the community. It still burns like hell that we basically crowdfunded this new game under false promises and we have little to no imput on the changes. |
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| Psychotime | Jul 8 2015, 08:06 PM Post #460 |
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I think the combat issues are self-evident: the way range worked in old VS only made half sense. When Iron Man is sitting behind Captain America and shooting repulsor rays at dudes, how was he ever able to get stunned back from those attacks? How does that make any sense? Remember the gun scene from Raiders of the Lost Ark? Imagine how that would work in VS 1.0 So they decided to make that distinction so that it makes more sense for players. The team attack rules are a natural reaction to that change, and the cleanest way of making it work to avoid confusion. |
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| x_chan | Jul 8 2015, 08:30 PM Post #461 |
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Yeah, Range and Flight were some how underwehlming. I have no problem with how they work now. I kinda like it to be honest, and is something it could be implemented into the old system to spice things up. I don't like how they classifyied the new attacks into ranged and melee. I don't like the "no support + front row team attack allowed" rule. If they were going to apply comic logic into how combat worked, why can't Captain America or Hulk team up with Iron Man or Haweye if they are in different rows but they are able to attack? It makes no sense either and will create innecessary confusion.... They could have implemented the changes to the strike back process without having to classify the attacks into melee and ranged. Just create the general rule that defenders can only strike back against front row characters unless they have range. Easy as pie, and as I mentoned, if could have been implemented under the old system perfectly. No need for further modifications that bring nothing to the table. They are changing stuff just for the sake of it, I just want to understand why and would have wished to be asked about (as part of the community) as a kind gesture from UDE (they asked our money before hand after all....). I just have a hard time understanding how the old game was so bad (a game we still love and play years before its death) that it needed all this changes to work. And how the new changes are so good and preciselly what it needed so that they will make this new game last longer (and be loved more). They hinted to an article explaining all of that. I hope it becomes a reality, so I can get a grasp at what was going on from their side of things. Edited by x_chan, Jul 8 2015, 08:33 PM.
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| deviaan | Jul 8 2015, 10:13 PM Post #462 |
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I also think they went about this the wrong way. A new name would have been better, but probably not gotten as much traction. I don't think this game is better or worse, but just different. Some people will like it more some will like it less. I think the problem with OVS was that it was a niche game, especially at the end. Perhaps they feel that this new game will have broader appeal. I wasn't aware of the Front Row/Support Row team attack change. Perhaps they believe it's easier to limit who can team attack than to have the players figure out who can be stunned during a team attack. I don't think it's that confusing, but maybe they do. Or maybe being able to to control who gets stunned during a team attack was deemed to powerful. Essentially giving your ranged guys a meat shield when attacking non-ranged guys. The game is looking better to me, at least. It's not VS, it never was. But I think I'm ok with that now. |
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| x_chan | Jul 8 2015, 11:10 PM Post #463 |
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I think this should have been better as a whole new game too. There are stuff that's dead weight carried on from the old game, like the locations (they would have been perfect as energy cards) or the resource row. It kinda worries me, because the game could need some new stuff on the future to make it better (and I'm sure it will if it lasts long enough, which I have serious problems believing it), but they will be limited first by what the old VS had. I'm also worried on the lack of a secondary win/lose condition. With how hard keeping board presence is going to be, how close are the stats between drops, how fast you'll go through your deck (7 initial + 2 cards each round), and how easy it seems to brickwall, you could perfectly end up with no cards or ways to stun your enemy MC. For that reason I'm really curious on what superpowers and level up condition will Profesor X have with the already revealed 0/6 base stats. He is practically forcing the use of team attacks, superpowers, flight and pumps to stun him, all of those quite limited. |
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| BatHulk | Jul 9 2015, 04:38 AM Post #464 |
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@x_chan: If I'm not mistaken, I think you are in the minority about the resource row. No one else seems to be complaining about it as much as you are. Why take away something that they can expand its usage of later? |
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| Psychotime | Jul 9 2015, 06:21 AM Post #465 |
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The concept of the resource row lends itself to interesting gameplay decisions and design space. The risk/reward that results from the situation leads to memorable games. On the design front, look at New Brotherhood, Sinister Syndicate (MTU), League of Assassins, Reservist, and Terraform. All of these things can easily return as concepts in new VS. |
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