Artifact - Daily Card Discussion - Ravenous Mass |
- Daily Card Discussion - Ravenous Mass
- Update from Jeep Barnett
- I’ve stopped fooling myself. This game just wasn’t fun.
- Item to get Initiative!
- I'm The Target Audience, I've Been Lost (Long Post, TLDR bottom)
- Chronosphere Cup #2 Signups live - 2.5k Prize Pool
- ArtiPush App - Get notified of Artifact tourney links
- I want to start a recurring post about necessary winrates to go infinite in draft and ticket/pack conversion rate
- Ideas for Hero Scaling + More Player Control
- Just Another Day at the Trunkroll Office - Gust & Coup
- What would be the biggest change needed to help our beloved Artifact?
- Nearly 3 months in and this game has already become an Artifact.
- Oglodi Demolisher
- Believe it or not, Artifact developers could learn a thing or two from For Honor.
- I 5-0'd in Draft Gauntlet with 6 x Trebuchets AMA
- Actual Current State of this Subreddit
- Doubling Hour
- Artifact showed by iDubbbz at 5.07
- Blue heroes in draft. Opinion, synergy and rank
- Help me tweak my stall/annoyance deck!
- How much gold should a true item finisher cost?
Daily Card Discussion - Ravenous Mass Posted: 22 Feb 2019 07:09 AM PST Color: Black Type: Creep Mana: 4 Attack: 1 Health: 1 Rarity: Rare Illustrator: Mike Azevedo Summary: [A, CD=1]: Condemn Ravenous Mass's allied neighbors. Modify Ravenous Mass with their Attack and Health. Lore: In the Fields of Endless Carnage, the dead can never die... leading to the creation of grotesque perversions such as these. — Lady Anshu expresses her scorn
[link] [comments] | ||||||||||||||||||||||||
Posted: 22 Feb 2019 01:40 PM PST
| ||||||||||||||||||||||||
I’ve stopped fooling myself. This game just wasn’t fun. Posted: 22 Feb 2019 12:39 PM PST Hi. I'm not here to make a toxic post, because I want to share my constructive observations after buying the game at launch, and playing it through last week, on and off. This is my opinion. Yours may be different. I have no issue with that, but maybe you also share my opinion and haven't come to grips with this game's shortcomings.
Artifact appears as though it is a very complex game at first glance. 3 boards, multiple heroes, tiered gameplay, and a large basic set that makes deck building potentially limitless with style and control. But, many players soon become very frustrated with how little you actually manage. You can't position your heroes. You can't give them targets during placement. Card usage is dependent on board state, and you can't even interact with the damn imps. The gameplay is constantly telling you that you can't do something, instead of making you think of what you can.
We've talked about how slow gameplay is. Turns are sluggish, sure, but what I find most frustrating is waiting 3 "micro-turns" to get back to a lane state. I have to basically plan 3 steps ahead, which is fine strategically, but when it takes up to 2-3 minutes to get back to that board state, my decisions may have changed or I may have been disrupted so much I can't do what I planned to do. That's frustrating.
The problem with a TCG is that all cards are inherently valued on their chance of generating a win. When you know if a card is good or not proportionately to how much someone will pay for it, and all other cards drop out of consideration when building the best deck. In a CCG, you may know the rarity of a card when you craft it, and you may know, vaguely, if it's good or bad, but you do not know how an entire community objectively values the card, which promotes greater variety in card deck creation. I love Artifact's lore, and the tactility of the game is pleasing, but I have come to the realization that I stopped playing because the game isn't fun, and i think those grasping at the community looking for validation are just hoping for something that isn't there. TL;DR: the core mechanics of this game are slow, stress inducing, and uneventful, resulting in a lackluster experience that fans wanted to like, but simple can't, organically. If you enjoy artifact,, congratulations. This game is not for all digital card players. [link] [comments] | ||||||||||||||||||||||||
Posted: 22 Feb 2019 12:11 PM PST
| ||||||||||||||||||||||||
I'm The Target Audience, I've Been Lost (Long Post, TLDR bottom) Posted: 22 Feb 2019 05:02 AM PST A little about me. I'm 33, I've been gaming all my life. One of my earliest memories is my older sister getting an NES for her birthday and playing the shit out of Duck Hunt. I'm single, I've got disposable income that I tend to use on computer stuff and games. Over the past few years the games I've played the most are Hearthstone and PUBG. It was not uncommon for me to spend ~$250 on expansion launch day to get all the cards and a decent amount of dust to craft golden cards for decks I enjoyed in the expansion. In PUBG I've bought both the event passes, and streamer skins that appeal to me. I spend a lot of time on Twitch watching streamers I enjoy play games I like watching. In my life I've played tons of card games. 20 years ago I was playing Magic and Pokemon, I was also playing Warhammer Fantasy and winning tournaments against way older people in all 3 games. I've spent tons of time playing more in-depth board games like Terra Mystica. I read a lot, anything from Vince Flynn, to Alistair Reynolds, to Brandon Sanderson. I tell you all this just so you understand a little about who I am, because I think understanding a person helps you understand where they come from. I rarely make posts like this, and have made very few on this reddit though I've followed it since launch. I picked up Artifact not long before launch. I didn't follow it much in Advance. I didn't look at cards or follow the hype. I watched very little gameplay, I just played the game when it came out. I tried to watch a few streams before it came out, frankly the game isn't very watchable until you understand the game. It almost stopped me from getting the game, because the gameplay just didn't make sense from a viewer. That's somewhat a problem in itself. In today's age watch-ability matters very highly. Do you think Apex would have blown up like it did without Twitch? It's the kind of game where you inherently understand what is going on. Is the person killing people or getting killed? Are they making it to the end of the game where there a few people left alive? Artifact doesn't have that at all. Once you've played the tutorial and understand the basic of the games it makes a lot more sense, but it still takes too much investment as a viewer to understand the game. This probably contributed very highly to the lack of Twitch following, and subsequent abandonment by streamers. Can't blame them for not sticking with your game, they are trying to make a living after all. Constructed didn't really appeal to me, but that's not a problem. The deck building process has always been far more enjoyable to me. The draft process in this game is what everyone wishes Hearthstone Arena would have been for years. I could just draft deck after deck after deck seeing what I could build. Draft was the thing for me in this game. It's something you could just play and play and play. So many experiments to see what works. Winning with worse cards by outplaying your opponent. It's the greatest. The prize play system doesn't even inherently bother me. $1 for an event ticket that gets me a few hours enjoyment? That doesn't bother me in the least (and while I don't play constructed, the ability to buy targetted cards on it is in my opinion a great thing). Prize play does fall apart a little in the reward structure for me though. It's been hit on this reddit multiple times, but the reward structure is a little too stingy. It just feels bad. When the game makes you feel bad you're less likely to keep playing. This is something Blizzard with all their faults was always very cognizant of, the psychology of the player. They want the player to feel good. You know what feels good? A rewarding prize structure, with the appeal of getting further for more rewards. Draft would do very well if the structure was something like 2 wins gets your ticket back, 3 wins gets a ticket and something like 2-3 cards that have pack odds of increased rarity, 4 wins a pack, 5 wins 2 packs, and expanding to 6 wins with something like 2 packs and 2 rare cards, 2 uncommons. These aren't exact rewards, frankly I haven't thought about it too much. The reward structure right now is too structured. It feels like someone thought you where limited to packs and tickets, and that forced it into being so narrow because how else do you reward? Easily, cards, points towards ticket claim from recycle. That reward system is something that turned me off, although I still played a decent amount and even bought tickets and packs. Draft was enjoyable enough for me anyways, though it always felt bad. The other major turn off? I like my dopamine, and this game lacks the hell out of it. INCENTIVIZE PLAYING THE GAME. I can't emphasize that enough. I have a seriously large amount of options for games to play. Why should I play yours and spend money on it? "Because it's fun!" Lots of other games are fun too. But you play PUBG, that doesn't really have reasons to play it! You know when I have played the most PUBG? When they have had event passes that reward you for playing. People like to feel like they are accomplishing something with their game time, it makes them feel less like they are wasting their time playing games. To further on that, games like PUBG have further replayability because you are frequently playing with friends and having a social experience with it as well (lol, Artifact social game we promise). It becomes less about the game and more about spending time with your friends. There needs to be things like quests, which would encourage people to play different modes/cards. Again this feels like it didn't happen because someone had the opinion that the only reward was packs, which is insanely incorrect. A few cards, free entrance into the prize modes, points towards a ticket. There are options. People expect these things. The lack of them was the very first thing I noticed upon logging into the game the first time. That's a huge psychological hit that starts the game with a negative experience before you've even played it. You know what Hearthstone had for a long time that Artifact could learn a lot from? Hearthstone had a Ben Brode. How can you not be excited about a game when it has an employee that cares so much, and is so excited for his game? That level of happiness and enjoyment about what you are working on is contagious. I mean hell, he even made a rap about the game because he was reading posts on reddit requesting it. Communication matters, and at the end of the day that's why this is the last post I'm likely to read on this subreddit. I've hit my end. I'd rather play games that the developers can communicate that they have vision, that they care about the game, that they have a plan. Slay the Spire, and indy game, had patches basically every single week. We knew what they wanted to do with the game. They listened to feedback. Things I feel none of that here. Radio silence is exactly that. You want to convey something other than dead game? Talk about your game, be active, do literally anything at all. Vague promises of "we're still here" don't matter. I've rambled too much, no one really cares. Whatever, add me to the pile. TL:DR - I'm an interested gamer with disposable income I'd spend. The game isn't watchable by non-players (and even then is still rough to watch). Draft is amazing, the reward structure sucks. The lack of any reason to log in is a massive turn off, and the lack of communication is a game killer. [link] [comments] | ||||||||||||||||||||||||
Chronosphere Cup #2 Signups live - 2.5k Prize Pool Posted: 22 Feb 2019 04:38 PM PST
| ||||||||||||||||||||||||
ArtiPush App - Get notified of Artifact tourney links Posted: 22 Feb 2019 09:23 AM PST
| ||||||||||||||||||||||||
Posted: 22 Feb 2019 01:40 PM PST I'm thinking about starting a table of sorts where i'd show in this subreddit what is the necessary win rate to go infinite in events and how much you pay for a pack if you convert your tickets into packs by playing. Would a new post every 15 days be enough to get an idea? By the way, this information is reached by using the sell rares pack EV by vadash and converting it using steam market exchange rates and feeding it into a spreadsheet that shows me the probability of each outcome in various winrates, i don't want to disclose the spreadsheet cause it is tied to my google account. Going infinite assumes you open the packs, sell the rares and convert all cards at minimum price to tickets by recycling. Current information is pack EV = 0.76$ This data varies from country to country, as it is tied various data that is specific to the steam market in different currencies. So far i have data for brazil and US. Which would be this:
You can reach many different conclusions about this but the main idea is to show people palpable information about how much are they getting by playing with tickets. In order to help as many people as possible that visit this subreddit, i am willing to update the chart with data for various currencies that people around here use. Tell me your currency, pack price, ticket price and lowest common price in the steam market and i will update the table with win rates needed in your country, [link] [comments] | ||||||||||||||||||||||||
Ideas for Hero Scaling + More Player Control Posted: 22 Feb 2019 07:03 PM PST The numbers linked to any and all ideas put forth can definitely be tweaked, but I'm curious to hear from you guys what your thoughts are on some of these concepts that I was thinking about. 1) Hero Scaling - One thing that would definitely make the Heroes feel stronger is some sort of "level up" mechanic. I think every hero should start the game at level 1, and as the game goes on they can increase in level. The levels could be 1, 6, 12, 18, 25 to match dota flair or simply 1, 2, 3, 4, 5. The level of the hero will affect two things - first, each level up will increase the stats of a hero by 1 health and 1 attack. So at max level a hero will have an additional 4 attack and 4 health. It would also make sense for the time it takes to respawn to increase as a hero gets stronger. That way there's more of an incentive to protect them and they feel more impactful when they're on the board. Maybe at level 1 they come back right away, at 2 and 3 they take the current 1 turn before they respawn, and at 4 and 5 they are out of commission for 2 turns after death. I'm not sure what is best for balance in this regard. Additionally, I don't want to make a complicated "experience" system to go with this, maybe they just level up every time an enemy hero dies in the lane that they're in, or if a certain number of creeps die. 2) Buyback - To go with the level up suggestion, I also think that there should be a buyback feature. During the shopping phase players can have the option to pay gold to bring a hero back. It should be limited to one buyback per hero a game, and the cost should increase the higher a hero's level is. Maybe 20 gold for a level 2-3 hero and 35 gold for a level 4-5 hero? 3) Player Control - To give players more control over their game, I also think that each hero should be reworked to have one passive and one active ability. This makes them more interesting and also more valuable. Obviously any relevant statistics could be tweaked to allow for this, but it would definitely feel a lot better. Players should also be allowed to deploy heroes into the position of their choice in a lane, simply to reduce the frustration of rng and give the player more control. If anyone has any other suggestions or tweaks related to mine or completely original, feel free to share! [link] [comments] | ||||||||||||||||||||||||
Just Another Day at the Trunkroll Office - Gust & Coup Posted: 22 Feb 2019 05:47 PM PST
| ||||||||||||||||||||||||
What would be the biggest change needed to help our beloved Artifact? Posted: 22 Feb 2019 09:44 PM PST Like the title says, what are some things us as a community would like to see improvement on? The thing for me the most, above everything else, is Artifact is just not fun and the reward for time invested feels not as worth as it should be in my opinion. [link] [comments] | ||||||||||||||||||||||||
Nearly 3 months in and this game has already become an Artifact. Posted: 22 Feb 2019 02:34 PM PST Volvo pls tell us something about the long haul updates.I'm playing this game and i want to have hope. [link] [comments] | ||||||||||||||||||||||||
Posted: 22 Feb 2019 05:45 PM PST
| ||||||||||||||||||||||||
Believe it or not, Artifact developers could learn a thing or two from For Honor. Posted: 22 Feb 2019 01:56 AM PST In the spirit of "In it for the long haul" (god I'm sick to death of that saying), we have a very passionate community who want nothing more than to have their voices heard and to know that the developers are working on the communities interest and not their own. I used to be a For Honor streamer but after about 500 hours I stopped enjoying streaming the game because of the amount of focus it took streaming 4 hours per night as well as maintaining my full time job. Although I've stopped playing for now, I always tune in to a weekly twitch stream called The Warrior's Den. This is something I'd love to see the Artifact team start doing. For Honor's live stream lasts about an hour normally where they talk about news, upcoming updates, streamer partnerships etc. To be honest, there are some weeks where they don't really deliver any new information but it's great for the community to be able to interact with the Dev's on a weekly basis. I'd be willing to bet my mortgage that if they started to do this they'd get an incredible response from this community and nothing but support. They could use this for the likes of weekly card reveals and discussions for new expansions, new community events, announcing tournaments, twitch stream special guests etc. It's a great way to interact with your community to make them feel valued. Right now this game is a shit show. Everyone has jumped ship. Had they listened to their community in the first place, this game could be thriving rather than sinking at the bottom of the ocean. Artifact was my most anticipated game of 2018 and I genuinely believed this would be a game I'd be playing for years to come. it breaks my heart to see it in the state it's in. [link] [comments] | ||||||||||||||||||||||||
I 5-0'd in Draft Gauntlet with 6 x Trebuchets AMA Posted: 22 Feb 2019 01:52 PM PST
| ||||||||||||||||||||||||
Actual Current State of this Subreddit Posted: 22 Feb 2019 05:25 PM PST
| ||||||||||||||||||||||||
Posted: 22 Feb 2019 03:02 PM PST
| ||||||||||||||||||||||||
Artifact showed by iDubbbz at 5.07 Posted: 22 Feb 2019 01:23 AM PST
| ||||||||||||||||||||||||
Blue heroes in draft. Opinion, synergy and rank Posted: 22 Feb 2019 01:47 PM PST
| ||||||||||||||||||||||||
Help me tweak my stall/annoyance deck! Posted: 22 Feb 2019 12:15 PM PST It is a bit quiet around here so thought id make a post and get some help! Im trying out a deck that should cause maximum annoyance/frustration to the enemy! The goal is to make lanes either unplayable or super frustrating to play on using cards like ignite, conflagration, homefield advantage etc while also utilising cards like trebuchets to slowly destroy their morale. I know there are 44 cards but this deck is funny to play, so far only 1-0. Any advice/comments? https://www.playartifact.com/d/ADCJfUOPrgCi0cLBL66AlIMrwGChIGHEIJPhAoIAR8EdwFxAk1vcmFsZSBCcmVha2Vy [link] [comments] | ||||||||||||||||||||||||
How much gold should a true item finisher cost? Posted: 22 Feb 2019 12:49 PM PST
|
You are subscribed to email updates from Artifact - The Dota Card Game. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment