Artifact - Thanks Richard Garfield for this blessed day! |
- Thanks Richard Garfield for this blessed day!
- Cheers to all regular players who just play
- hey man I think this game is cool as hell
- Mostly Negative feels pretty sad
- Meepo Magic vs 5 Vestures of the Tyrant with Analytic Commentary (BU Econ, Prize Gauntlet)
- The Eurogamer interview with Richard Garfield and Jeep Barnett revisited eight months later
- The Update everyone seems to be expecting
- SuperJJ's Red Blue Control Deck Guide
- It's impossible for me to win in draft
- Yesterday broke a streak of four updates in as many working weeks.
- I played barracks on mana 5.
- what if each player started with one free tp scroll?
- OGA Artifact PIT Quarterfinals are on now!
- Pink and black artifacts, in Artifact?
- For anyone rank 70+ Please reveal mmr then create a leaderboard ranking everyone's mmr who is revealed
- Unscathed defends 1 damage from Meziljie (January Jam Finals)
- [Bug] Game Crashes when going to shopping phase
- Lets get Meepo and Rix fixed
- Monkey King concept.
- Artifact brainstorm
Thanks Richard Garfield for this blessed day! Posted: 26 Jan 2019 03:33 PM PST
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Cheers to all regular players who just play Posted: 26 Jan 2019 03:20 AM PST Hi there! Just wanted to say hello to all the people who feel misrepresented by the top posts in this subreddit. I am a gamer. I bought this game and I've been playing it. I've been having lots of fun playing it, and still do :) That's about it really. I have opinions on game design and things missing or susceptible to improvement, but I really just enjoy playing the game. If I didn't check reddit I wouldn't even know something was wrong, so thanks to all the players that play and I hope we all together continue to have fun as this game expands and gets better in the future! Have a nice weekend! Edit: When referring to 'something being wrong' I mean 'game is dying' drama related stuff, not game balance or other issues you can extract from within the game [link] [comments] | ||
hey man I think this game is cool as hell Posted: 26 Jan 2019 04:42 PM PST I hop on play some games do some shit talking bada bing bada boom it's a great time. Good job Valve and Garfield [link] [comments] | ||
Mostly Negative feels pretty sad Posted: 25 Jan 2019 10:30 PM PST
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Meepo Magic vs 5 Vestures of the Tyrant with Analytic Commentary (BU Econ, Prize Gauntlet) Posted: 26 Jan 2019 01:14 PM PST
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The Eurogamer interview with Richard Garfield and Jeep Barnett revisited eight months later Posted: 26 Jan 2019 09:04 AM PST With Artifact now out for almost two months, I thought it'd be interesting to revisit one of the first interviews we had of the game. The Eurogamer interview was conducted by Chris Bratt in early May 2018. In it some early gameplay footage can be seen, with unfinished card art and very different arrow card art. The following are excerpts from the interview that I thought were interesting along with some of my personal comments. The interview was conducted mainly with Richard Garfield and Jeep Barnett (programmer of Portal, Portal 2, and Artifact. Also probably the most recent developer to comment in our lovely subreddit). Bratt: How often does Richard work in the Valve office? Garfield: At this point I come in once a week, something like that. In general with games, my biggest input is at the beginning of the design, so back in the day I was here much more. [Editorial comment: With rumors of Garfield's departure from the game, I think it's interesting to see that his role was already pretty limited six months before release.] Bratt: Is Icefrog involved with Artifact at all? Barnett: We've had him come in a few times and he likes it a bunch and he is focused on other stuff right now, especially with Dota. But he hasn't weighed too much on the design, he's just been somebody who's enjoyed the game from the side. Bratt: How does Richard Garfield think Artifact compares to Hearthstone? Garfield: Hearthstone does an amazing job for providing a game for a limited screen space and a short amount of time. And one of the things we were designing Artifact to do was to provide a broader a more open-ended experience. Because when people go from Magic to Hearthstone, while they often like Hearthstone a lot, they often say they wish there was the variety that Magic offers. So we tried to take all of the bounds off of the game that we could. So there's no hand size limit, you can have huge numbers of creatures in play, and the play state changes radically throughout it, and it doesn't clear constantly like it would in Hearthstone. I think once people first hear about it [Artifact], that's going to be the natural comparison, but when they play it, they're going to see it's as different as poker and bridge. They're very different games. Barnett: They're both games with cards in them, but they're pretty different. [Editorial comment: I think this ended being a source for many of the complaints about the game. Some Hearthstone players have certain expectations from card games, such as being able to individually control units attacking and Artifact doesn't provide that because it's a completely different game.] Bratt: How does the Artifact team feel about randomness, the dreaded 'RNG'? Garfield: I think that randomness has a really important place in games and is an unfairly maligned mechanic. But it has to be used correctly and when you put it into a game correctly it increases the variety of situations you come up with and it'll make it so that you constantly have to be on your feet. I think it's very understandable why it's maligned because a lot of people go into games because they want an environment that they have control over, which often doesn't describe life so well, so it undermines one of the things they really like in games. But if you go into games for strategic interest, interest in strategy and interesting situations then using that [randomness] as a tool can really increase what you got. Barnett: One of the things I love about Artifact is that for anything that is randomized, there's a way you can build your deck to mitigate or control that randomness. And so, just as an example, when creeps randomly deploy to different lanes there are heroes that allow you to control where those creeps deploy. Or when the direction you are going to attack is randomly decided, you have cards that can change which direction that unit is going to attack. And so, it's built into the playstyle that if you want to have a lot more control over the game, you can have that. But you're also forfeiting other cards that you can use. It's a really interesting trade-off, which of those types of strategies you want to focus on. [Editorial comment: The complaints about randomness proved to be one of the more prolific complaints about the game. While luck in Artifact isn't that strong at affecting outcomes compared to most card games (top players win 70-80% of their games), it feels bad for many people that tried the game. Meanwhile, a smaller hardcore group (myself included) really like the randomness and the strategic variety it provides. I find it interesting that Garfield more or less predicted the reception to his game, since he acknowledges "a lot of people" would be turned off by the randomness. Speculating off of this, perhaps Valve never intended for Artifact to be a game with a large audience.] Bratt: Recently we've heard about Gabe Newell's efforts to avoid Artifact becoming a pay-to-win game. But what does pay-to-win mean to this team? If you're selling packs to them, surely the richest will gain an unfair advantage? Garfield: I mean, you can call golf pay-to-win because there's better rackets... better clubs... better rackets [laughs] that you can get and they will affect your chances, but nobody would really call it pay-to-win. [Editorial comment: This is pretty much word-for-word what you'll get if you post on /r/MagicTCG complaining that Magic is pay-to-win. Whether you agree or disagree with his reasoning, I have a strong feeling that the average video gamer would not agree with him.] Garfield: So what we do with Magic, what we do with the decks that are winning, is that we make sure that we understand what the costs of those decks are and we don't want these to be prohibitively expensive. And so that means we want a lot of common cards that are generally useful and that the rare cards are often finish it off and add some spice and a little bit of extra oomph. By doing that, you can control what the cost of a deck is. [Editorial comment: Even at launch, buying a competitive Artifact was significantly cheaper than in other card games. While Artifact offered a good deal for a competitive card game player, many people in the general video game community as well as people used to F2P card models like Hearthstone were incensed that Artifact charged money for cards. I personally know multiple people who refused to pick up the game because they don't want to ever spend money on cards.] Garfield: But if you have real trading in the game, your investment can be moved around from one deck to another pretty easily. You have to avoid this thing where you keep kicking money and you get a better and better chance to win. That's the way a well-designed game in this space works, I think. It's more of a logarithmic curve. You get enough cards that you can have some flexibility and after that you're up in the golf club range. And that could also be convenience, because you also don't want to do trades and things like that. [Editorial comment: It's interesting that he keeps mentioning trading. With this and the ArtiFAQ giving the trading status as "not at launch" instead of outright dismissing it, it seems clear that trading was removed a few months before launch. Whether this was due to concerns of another skins gambling fiasco, money laundering, third-party trade sites, or something else isn't clear. Cynical people will say that it's because Valve wanted more money, but that doesn't explain why their monetization plan included trading for so long when it would clearly cut into the game's revenue or why they would leave the door open for trading to be added back later.] This interview touched on what would prove to be some of the more controversial aspects of Artifact. I think it's interesting to see the developer's perspective on these aspects six months before release. [link] [comments] | ||
The Update everyone seems to be expecting Posted: 26 Jan 2019 08:43 PM PST | ||
SuperJJ's Red Blue Control Deck Guide Posted: 26 Jan 2019 08:31 AM PST
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It's impossible for me to win in draft Posted: 26 Jan 2019 05:38 AM PST I've gone 1-10 on my last 5 casual drafts in the past three weeks. Haven't gotten a three weekly wins prize in two weeks. I scarcely play now, and when I draft and go 0-2 I'm clearly reminded why. You could argue git gud or whatever bullshit, but when I'm matched against opponents that are clearly much better than me (even seen a level 22 and multiple level 20s as a level 10 myself) I just lose all will to play. Queue times are short, but that's because there seems to be no semblance of skill-based matchmaking in this game, so it matches you with people that have been religiously playing since closed beta just to get everyone in a quick match. /rant [link] [comments] | ||
Yesterday broke a streak of four updates in as many working weeks. Posted: 26 Jan 2019 06:03 AM PST Just want to remind people of the updates we've received recently. The complaints about no communication aren't completely unreasonable but the developers have been fairly active recently. Yesterday was the first time in four consecutive working weeks Artifact hasn't been updated. 14th December: Chat, new tournaments, colourblind support and more Call to Arms decks 21st December: The big one 28th December: Holidays 4th January: Holidays 11th January: Timer adjustments and bug fixes 18th January: Visual improvements, bug fixes, animation changes 25th January: Yesterday, no update. I know people want the game to be more and so do I but these things take time. Let's hope it takes less than Valve time. See you in next week's potential-update-hype thread. [link] [comments] | ||
Posted: 26 Jan 2019 09:38 AM PST On mana 6 I got a creep. On mana 6 my opponent played time of triumph on 3 heroes. [link] [comments] | ||
what if each player started with one free tp scroll? Posted: 26 Jan 2019 08:17 PM PST it would help minimize the turn 1 bad hero matchups that can happen and make the opponent snowball really hard before the games even really begun, which doesnt feel good in my opinion. [link] [comments] | ||
OGA Artifact PIT Quarterfinals are on now! Posted: 26 Jan 2019 10:15 AM PST
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Pink and black artifacts, in Artifact? Posted: 26 Jan 2019 02:57 AM PST
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Posted: 26 Jan 2019 04:14 AM PST Basically Title. I suggested this a long time ago when the "rank update" first hit. It was pretty popular. Still not done it, seems pretty easy to do. If you aren't refunding the game and the cards to everyone, just at least do this. It cannot being taking this long, it really cannot be. [link] [comments] | ||
Unscathed defends 1 damage from Meziljie (January Jam Finals) Posted: 26 Jan 2019 03:39 PM PST
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[Bug] Game Crashes when going to shopping phase Posted: 26 Jan 2019 03:14 PM PST Has any one else had problems with the game just crashing to desktop when you go to the shopping phase? Its happened to me twice in the past hour and a half now. And its not like I was going shopping with some obscene amount of gold, it was in the low 20's. Its really hard to focus on a game when I'm worried that it'll just crash on me after a turn. [link] [comments] | ||
Posted: 26 Jan 2019 02:11 PM PST Hey guys, been thinking for a while that both Meepo and Rix share having interesting mechanics while being very under-powered. Rix has the lowest winrate on draft and Meepo has the 5th lowest. Now that we know that Valve is open to balancing the game maybe our 2 bois have a chance to get a buff. Here is how I would go about it:
Rix Change signature card to cost 4 mana. Change attack damage to 4.
Meepo Change bounty to 2 gold (or maybe 3) instead of the normal 5. (will still scale with more Meepos but less drastically). If that's not enough, they can also change Poof damage to be piercing.
Would love to hear how other people would go about buffing those heroes. [link] [comments] | ||
Posted: 26 Jan 2019 03:27 AM PST
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Posted: 26 Jan 2019 06:11 PM PST My views: Outside the game Game future Is non-existent outside of a complete relaunch. I don't see how the present situation is fixable unless they re-release the game in a marketing stunt, alongside a major patch. Valve challenge Pretty high right now. They need to keep current players happy and entertained while fixing the core issues of the game for a re-release. Wouldn't want to be in their shoes. Free to play F2P wouldn't have saved the game, obviously, a lot of people bought it. But now it seems clear it will be the only way to save it; so, it would probably be a part of a relaunch. Mobile Salvation could very well reside too in a mobile release. Artifact gameplay is fun at its core. Inside the game Ticket system Needs to be redone at least for the image. Tickets are also useless outside of prized games - so need more uses to them. Currently, the whole system feels underwhelming. RNG Feelsbad. I think the issue isn't RNG per se but the fact RNG in Artifact is always at triggering level potential: like missing lethal to curves or be on the receiving hand of several multicasts. Valve need to balance RNG, they need to find a way to makes it more bearable. Not the most urgent issue tho. Meta With such a small set, I would have expected another expansion soon after release to kinda surf on the hype. That wasn't the case. The meta feel stalled, people are getting bored cause the game been already figured out. Also, I bought all the cards. Volvo pls. Progression system Feel incomplete and rushed. But will probably feel incomplete till they add proper cosmetics to the game. Social play / Deck sharing My friend shouldn't feel penalized when he play against me because I have all the cards. He should have at least access to the same decks as me. Playing against a friend should also count for XP and reward progression. Built-in stat tracker / leaderboard / replays Been said countless time. But replays are the most urgent since it can affect the visibility of the game on social networks. Missed opportunitiesThese are minor things that bother me. #1 Story mode/solo play Dota 2 has immense and interesting lore, Artifact put the base for an interesting story but failed to materialize it in a solo campaign. #2 Artifact TI Shit started to hit the fan with nothing ahead to at least feel secure. #3 Cosmetic Valve doesn't seem to like money. Could very well finance a F2P model. #4 Marketing Valve makes modern video games, but run their business like if they are straight out the 1800s. #5 Communication Valve makes modern video games, but run their business like if they are straight out the 1800s. [link] [comments] |
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