KS6 Launch Date

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dice4hire
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Re: KS6 Launch Date

Post by dice4hire » Sat Jul 07, 2018 11:45 pm

I agree, not all pieces need to be the same, maybe that was a fault of the last KSes stretch goals.
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Re: KS6 Launch Date

Post by Phoenix Rising » Sat Jul 07, 2018 10:19 pm

Or if encounters can be built from sets, put SGs on the sets that make sense. Cool alt lighting in an LED wall pack, new trap in a trap or magnet pack. Extra ruins piece in the ruins pack. Not sure how they're going to lay out this KS, but they seemed to indicate a bit more flexibility.

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Re: KS6 Launch Date

Post by pacarat » Sat Jul 07, 2018 7:08 pm

Make all the special “chase” pieces the SG, and base them on your overall pledge $$ amount - with no link to which/any encounters.

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Re: KS6 Launch Date

Post by dice4hire » Sat Jul 07, 2018 4:35 pm

It is a problem with the encounter system mostly, as no everyone is getting every encounter. As I ended up with only 4 and was only getting two for the longest time, most stretch goals were meaningless to me, and the ones that did hit all or most encounters were really not very impressive.

I do think stretch goals need to be tied to backer payment, or something like that.
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Re: KS6 Launch Date

Post by unclebilly » Sat Jul 07, 2018 1:20 pm

Talistran wrote:
Fri Jul 06, 2018 8:41 pm
Here is how the KSV stretchgoals were figured out:

Design Encounter 1. Ok, cool. It has 23 pieces. Now, remove 3 pieces. Add them back in at $500,000/750,000/1,000,000. Done. We have stretch goals taken care of.

Yep. That is how it was done. Or at least I don't see a single example of when this was not truly the case in KSV.

Please... do not do that again. :)
That is the was it did feel. Kind of lackluster.

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Re: KS6 Launch Date

Post by unclebilly » Sat Jul 07, 2018 1:18 pm

kitenerd wrote:
Sat Jul 07, 2018 11:41 am
stretch goals should be for ALL backers over a certain level

when you are only getting certain encounters and you don't have an SG to hope for for 400K it kinda takes the fun out
I agree with this. Every stretch goal so be something that everyone is looking forward to getting.

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Re: KS6 Launch Date

Post by bernyleung » Sat Jul 07, 2018 12:27 pm

Maybe the stretch goals should be an extra bonus Encounter (or two), divided into utility pieces and some flash. Doesn't take away from the main Encounters this way. Won't necessarily mean lots of extra sculpts (and therefore extra mold costs).

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Re: KS6 Launch Date

Post by kitenerd » Sat Jul 07, 2018 11:41 am

stretch goals should be for ALL backers over a certain level

when you are only getting certain encounters and you don't have an SG to hope for for 400K it kinda takes the fun out
"Miniatures?, sure sign of a petty mind!" - 'The Women' 1939

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Re: KS6 Launch Date

Post by jazzman » Sat Jul 07, 2018 10:18 am

They could have had a stretch goal of like for encounter 1 for every 500k add another straight wall. Not needed for the encounter but useful for making the room bigger or for other builds. Or, could have been regular torches but super cool bad ass torches in addition to regular ones if reach 3 million. Stuff like that.

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Re: KS6 Launch Date

Post by pacarat » Fri Jul 06, 2018 9:37 pm

Talistran wrote:
Fri Jul 06, 2018 8:41 pm
Here is how the KSV stretchgoals were figured out:

Design Encounter 1. Ok, cool. It has 23 pieces. Now, remove 3 pieces. Add them back in at $500,000/750,000/1,000,000. Done. We have stretch goals taken care of.

Yep. That is how it was done. Or at least I don't see a single example of when this was not truly the case in KSV.

Please... do not do that again. :)
Yep and yep.

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