Artifact - Daily Card Discussion - Dimensional Portal |
- Daily Card Discussion - Dimensional Portal
- Artifact Support Group
- I (and I suspect a lot of others) like the game and monetization system fine but are just waiting for the inevitable changes to come (and players to return) before jumping back in
- Artifact Players at Valve HQ
- Ilexa, The Radiant Creep
- Artifact has an identity problem
- 83dmg Mercenary Exiles almost slaughters ancient
- The most irritating thing I find about this game is..
- I know I am naive but I really expected a patch today
- The Long Haul: An Artifact Podcast
- Everyone right now
- While waiting for Valve to do anything, you should check out Prismata. It's completely free and fair (in MP) and has everything you might want except good art and players.
- Do you guys think Artifact will eventually have to go F2P?
- Thoughts on the different types of RNG.
- I bought Artifact today
- We Need Match History
- Need Rewards
- Why did Artifact fail, and what can Valve do to save it?
- Free to play set
- Is this like the worst hand possible?
- Hand of Midas
- UG variety
- I think I know how to fix Artifact. I haven't seen this suggested and it's not too late for Valve.
- RedMist.gg ~ Games played by date
- Artifact being linked to Defense of the Ancients did it no favors
- Daily Card Discussion - The Tyler Estate
- Today’s tournament. Feb 15
Daily Card Discussion - Dimensional Portal Posted: 15 Feb 2019 11:47 AM PST Color: Blue Type: Spell Mana: 4 Rarity: Common Illustrator: Svetlin Velinov Summary: Summon three Melee Creeps. Lore: It doesn't matter where the battle rages...the Radiant will always stand up to the horrors the Dire bring. — Prellex, Committed to her Cause
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Posted: 15 Feb 2019 04:51 AM PST With the release of Artifact approaching three months, and the current state of the game and the subreddit, I thought it would be a good idea to setup an open forum for everybody to come express their thoughts about Artifact and talk about how they feel. When it comes down to it, regardless of how you feel about the game now, there's no doubt that the majority of us were very excited for Artifact. Almost three months later, there are a lot of emotions that people are feeling. In light of everything that's been happening, we're going to be holding an Artifact Support Group. This is meant to be both serious and fun, but mostly fun. Initially I thought of this as a joke, but then I thought about it more, and I think it could actually be not only hilarious, but beneficial to actually have discussions outside of Reddit about the game. Have an idea about what would improve Artifact? Come share! Need to get frustrations off your chest because you had high hopes for the game? Come share! Dank Artifact memes? SHARE! In reality, this is pretty much an open forum to talk about anything related about Artifact and your thoughts surrounding everything, and could even be a meme in itself. Let's get to the details:
This will either turn out really good or really bad. Hope to see you there! [link] [comments] | ||||||||||||||||||||
Posted: 15 Feb 2019 08:42 AM PST Artifact, to me, isn't a casual pick-up-and-play type of game. Like chess, it requires a substantial mental commitment to be an active regular. When it tanked, rather than put that much energy into a game with a super nebulous future, I moved it to my wait-and-see list and switched to other (non-card) games. Just pointing out, for what it's worth, that I suspect there's a big pile of dormant players just watching and waiting. EDIT: I really wasn't making any kind of comment on the monetization system, either pro or con. I get that it's controversial, it's just not relevant to my participation; the general health of the game is. [link] [comments] | ||||||||||||||||||||
Posted: 15 Feb 2019 04:46 AM PST Wifecoach (presumably Lifecoach too) just came back from Seattle. She talked a bit about meeting Valve about the future of Artifact but there were no specifics, anyone here has anymore info about that ? Other players involved, subject of discussion ? [link] [comments] | ||||||||||||||||||||
Posted: 15 Feb 2019 04:32 PM PST
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Artifact has an identity problem Posted: 15 Feb 2019 01:24 PM PST I like Valve and I like the idea of Artifact, I have over 3k hours in DOTA and used to judge locals at my card shop for years. However I'm confident in saying this game has no clue what it wants to be. Valve says the game is a social experience, except you can't trade and talking is heavily restricted. Valve own the trade system on steam and it's one of the biggest and most secure trading systems there is, yet they've banned it in a CARD GAME of all things. We all know why but people seem to just be "okay" that it is how things are, knowing full well valve could turn on trading whenever they want as they are the ones who banned it. Valve says the game is a competitive experience, except your first turn goes like this: To start both players will have one of their 3 heroes randomly sent to each lane, from here random creeps will be deployed and each unit will be given random directions in which they will attack from. You then draw two random cards from you deck and play the first lane, here you either cast a spell of your color or pass, then combat happens, you go to the next lane and repeat. At the end of the turn you are presented with 3 random shop times 1 of which is randomly chosen from your prebuilt deck. Yes, I know it's "input" randomness and I don't really care, it's still random and most of it shouldn't exist. Was it really necessary for your first three heroes to be randomly placed? You already select which 3 heroes are deployed anyways, why not take it a step further and allow their boxes to represent their lanes, it would create some interesting meta situations where top tier players tried to out guess each others heroes placement. Instead valve went a different route, one that removes a potential competitive experience for a completely random one. People that claim the game failed because of "haters" are insane, this game failed because it didn't know what kind of game it wanted to be in an already saturated market full of well defined games. You can't show up late to the party in half a costume and except to win the contest, or even be a runner up. TLDR - Valve claims the game is both social and competitive, turns out it's about a 50% chance on each. [link] [comments] | ||||||||||||||||||||
83dmg Mercenary Exiles almost slaughters ancient Posted: 15 Feb 2019 04:35 PM PST
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The most irritating thing I find about this game is.. Posted: 15 Feb 2019 09:44 PM PST Scenario: When my opponent has lot of items or cards to play and I got nothing to do... First of all I am already sad that the game is not going well for me and on top of that the most frustrating thing is I am forced to hit that pass button zillion times while my opponent is showing off his cards/items. Can we please have an auto pass option where your turn is automatically passed in a random time between 1 to 5 seconds so that your opponent doesn't know that you don't have anything to play and you can close your eyes (and meditate) until you hear that combat sound! [link] [comments] | ||||||||||||||||||||
I know I am naive but I really expected a patch today Posted: 15 Feb 2019 11:15 AM PST Even something small like balance changes and maybe some quality of life stuff. So sad. [link] [comments] | ||||||||||||||||||||
The Long Haul: An Artifact Podcast Posted: 15 Feb 2019 08:10 AM PST Hello fellow community survivors. Me and my buddy Kerri have long wanted to podcast, so we went ahead and did it. We discuss some thoughts on the first episode. HOWEVER: this is where it gets more interesting; we will be podcasting every Sunday around 4PM CET. The way this is going down is that we want everyone / anyone who is interested in the game and the community to join our discord server while we record and pose questions or simply discuss the game with us. We want this podcast to be the face of the community. With that in mind; i will be posting a PSA weekly to let you guys know when we will be recording, with the Discord links and etc. I just uploaded our first episode to iTunes, stitcher, etc validation will hopefully come in the following days/weeks, so you can enjoy it through whatever podcast app you have. Let us know what you think, feedback etc. WEBSITE / DOWNLOAD LINK: http://thelonghaul.libsyn.com DISCORD: https://discord.gg/cd3jAg8 [link] [comments] | ||||||||||||||||||||
Posted: 14 Feb 2019 12:22 PM PST
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Posted: 15 Feb 2019 09:26 PM PST
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Do you guys think Artifact will eventually have to go F2P? Posted: 15 Feb 2019 09:03 PM PST I feel like Valve will make Artifact f2p if the numbers aren't satisfying to them. I've experienced valve make two of their games f2p and all I got were virtual items for actually purchasing the games (and access to the trading market, really not useful if you don't spend money on keys or have much in your inventory.) If Artifact does become F2P, it'd be interesting to see how they reward the people who bought the game. I was thinking of buying the game, but I kinda don't wanna end up having $20 dollars taken out of my pocket like it was for csgo and tf2. Valve should definitely refund people if they make artifact F2P this early, because the game hasn't even been out for 1 year. I get people would rather have a game with a higher population, but it sucks knowing a multi-billion dollar company will take $20 out of my pocket just to revive their game. Do you guys there's any chance it'll be F2P? Is the game worth buying at this moment? Edit: Also, I'm sorry if this makes anyone upset. I'm just trying to see if it's worth me spending $20 at the moment. [link] [comments] | ||||||||||||||||||||
Thoughts on the different types of RNG. Posted: 15 Feb 2019 08:44 PM PST I'm making this post because I'm seeing many people complain about the RNG in artifact causing ruin. I'm curious if all RNG is hated or simply a few types of it. As for my own opinions on each type, I'm fine with some and against others. Arrows: Creep Deployment: Hero Deployment: Hero Abilities: Other Sources: Conclusion: [link] [comments] | ||||||||||||||||||||
Posted: 15 Feb 2019 08:37 PM PST Can't win a match and there is no level 1 people to play against. Well... I guess something like this was expected... Any tips before I go back to Hearthstone or whatever? [link] [comments] | ||||||||||||||||||||
Posted: 14 Feb 2019 06:58 PM PST Just lost a game against an interesting deck. I wanted to compliment him on his deck, so I request a friend invite (the only way to chat after a game.) He declined, so I went to look at his deck. Oops. Too late. I'm not asking for something like Dotabuff or anything. I would just like to see the last 10 matches or so and see the decks that we played. Also: Why is there no flair for SUGGESTION? [link] [comments] | ||||||||||||||||||||
Posted: 15 Feb 2019 01:43 PM PST For the love of god valve add tiny rewards for doing weekly quests [link] [comments] | ||||||||||||||||||||
Why did Artifact fail, and what can Valve do to save it? Posted: 14 Feb 2019 01:31 PM PST
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Posted: 15 Feb 2019 12:49 PM PST An idea that came by today while reading the complains to the game on this sub. A card set that would be available by playing and on the market but not by purchasing card packs. This would add a free to play mode to the game but not break the current business model. This would also add a grind system (with rewards)... This card set would fix the lack of rewards / grind in the game and also feel better to the player because grinding plainly for cosmetics isn't fit for a digital card game... What do you think? [link] [comments] | ||||||||||||||||||||
Is this like the worst hand possible? Posted: 15 Feb 2019 04:55 PM PST
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Posted: 14 Feb 2019 05:11 AM PST
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Posted: 15 Feb 2019 03:25 PM PST Is storm the only way to play UG? Is it always kanna ogre treant drow zeus? Could you play kanna as 4th hero and drow as 5th hero? No AAC or no dportal? Pre mana 6 has always been tough for storm. Trying to think of ways to ease it [link] [comments] | ||||||||||||||||||||
I think I know how to fix Artifact. I haven't seen this suggested and it's not too late for Valve. Posted: 15 Feb 2019 06:07 PM PST Let me start off by saying that I currently love Artifacts gameplay, but I feel like something is missing and I know exactly how to fix it. This post is about the gameplay, which is Artifacts both strength and flaw at the same time. Currently Artifact is a card game with Dota characters in it. If you take the Dota part out of the game(heroes/spells/items) and replace the heroes/spells/items with made up stuff not related to Dota, what feels Dota-ish about the game? Apart from the 3 lanes and towers, this game does not feel like a Dota game and this opens up an opportunity for Valve to create something I've never seen or heard of before. Artifact is a card game with Dota characters. Instead it needs to be the other way around. It needs to be a Dota game with cards. This will attract actual Dota players and will also provide something fresh and new to hardcore card game players. Artifact now becomes a board game/strategy game where every move and decision feels crucial. This is going to be a huge wall of text, so please forgive me. I wish I was good at making videos, because this post would really be explained better with pictures and videos, but I'll try to summarize this all in a post instead. THE IDEA Picture being able to play Dota but on a board. And instead of requiring 4 other players to make a team to verse 5 other people, it's 1v1 where each players controls all aspects of their 5 hero team. The game needs to feel like I am playing a laid back, take your time to think version of DOTA. The most important part of all of this is to allow the player to feel like they are in full control. Minimize the RNG as much as possible. Please keep this in mind while reading ahead because I can't stress how important this is. EXAMPLE OF A GAME The game starts off where you choose which lanes your 3 starting heroes go into. The choice is yours! You can split them into 3 separate lanes. You can place 2 in mid and one left. You can go all in on one lane. This might sound too powerful but it's also a huge risk. Not only can you choose which lane, but also which empty position to be placed into. At the start of the game, each lane gets 5 empty positions, with the option of adding creeps from hand to the left or right once all 5 positions are filled. If you placed your Ogre Magi infront of the enemies Sorla Khan, that was your own decision, the opponents decision and bad luck. No RNG here. Each lane spawns 2 creeps. One melee (2/4) and one range (3/3). Each lane. No randomness. No RNG. Just like in Dota, each lane gets the same amount of creeps each turn. Not even where they spawn is RNG. You choose where your hero goes first and THEN the creeps will spawn in random empty positions. The heroes and creeps on both sides come face to face and the players start taking turns in making their moves, just like how they do with Artifact currently. Initiative is still important. Heroes can attack any of their enemy neighbors. Just like in Dota, the player has full control of the hero. They can attack whoever or whatever they choose to attack, as long as they are in reach. So in Artifact, the hero should always attack straight by default with the option to attack the neighboring enemy to its left or right. The choice is yours! Creeps, however, have a mind of their own. This is where the current arrows should not be changed. Creeps attack whoever is in front of them. If not blocked, 25% left of 25% right. You can't control creeps in Dota (unless playing specific heroes or items) so it should be the same in Artifact. They spawn randomly and attack randomly. When you play a creep from your hand, you can choose it's empty position, but can't choose who it attacks. No changes here. It's now time to start making moves. First major thing you'll notice is that each hero has a mana bar on it and has its spells/abilities attached to the hero. I don't think heroes should come with signature cards. I believe their spells should be attached to the hero with mana costs and cooldowns. This prevents things like Venomancer casting Eclipse. Feels weird how Eclipse can currently be cast with no Luna in lane. Now the eclipse is attached to Luna and only Luna can cast it. Each hero has 4 of its own spells/abilities attached to the card, each one having it's own mana cost/cooldown. Towers don't use mana in Dota. Why should they have mana in Artifact? That's just weird. Obviously there would need to be some heavy balancing around this idea so that strong abilities aren't being casted every second turn etc. Maybe having the strongest ability as an Ultimate which can only be casted once every 4 turns or something like that. But you get the idea. Just like in Dota, you cast the abilities you want, when you want to cast them. Each hero has another new button which allows them to move to a neighboring lane. This button can only be used once per turn and the hero can only move to it's closest lane (left lane to right lane is impossible unless using special spells or heroes like Storm Spirit etc). Just like in Dota, you can move to another lane whenever you wish. Here's the catch though, you can't cast that heroes abilities in the lane you start off in. Once you cast an ability (please don't confuse this with spells/cards from hand), the move button is greyed out. If you think about it, you've committed to combat in that lane. You can't fight and move to another lane at the same time. Lion can't Earth Spike a hero in lane 1 and then move to mid in the same action. Once a hero has moved to another lane, it's on a cooldown and can't be used again until two turns later. This gives each hero the ability to move from one lane to another in order to escape death, or maybe assist another hero in the next lane or even defend against your hero pushing hard into one lane. The towers attack back! This isn't a major thing but towers attack back in Dota if you are in its range or attacking it. In Artifact, the tower should shoot to one random unit attacking it for only 2 damage. The attack is made at the combat phase and might be necessary due to each lane guaranteeing 2 creeps each turn. Maybe the ancient can attack for 4 damage just like how the Ancient in Dota is stronger. Whatever. If no unit is attacking the tower, it won't attack either. It will assume the combat is not in its sight. Both players have made their moves and hit the combat button. These battles continue throughout all 3 lanes, just like how they currently do in Artifact. Shopping phase. Here is something I am undecided on. I am thinking that ALL items become available to purchase instead of only the items in your deck randomly showing up one after another. Each player has access to the same items, just like in Dota. The choice is yours to decide on which items are necassary against certain heroes you may have queued up against. Maybe 1 item from the secret shop shows up each shopping phase, but it's important for each player to be offered the same item. No RNG. TPs (Town Portal Scroll) can be purchased on demand from the shop, just like in Dota. You can purchase an unlimited amount of these items, as long as you can afford it...more on TP later Deployment phase. Choose which lane AND which empty position you want to send your next hero to. No RNG. The choice is yours. Keep in mind that heroes can attack any of its enemy neighbors. This means you could block a creep to tank creep damage but choose to attack another hero to the enemy creeps left or right. Each lane has the 2 creeps spawn again. No RNG. Not even where they land is RNG. You choose where your hero goes first and THEN the creeps will spawn in random empty positions. FUCK! Your Drow Ranger is being targeted by the enemy LC and is going to die. Good thing you bought that TP in the shopping phase. You use the TP on your Drow, only now TP has a "casting time". Just like in Dota, the TP takes time to cast, it isn't instant. During this time you can be stunned or even killed before the cast gets off. In Artifact, you play your TP on the Drow and pass your turn. This is the "casting" of TP. Your opponent is shown you are trying to escape and is given the opportunity to counter your move. Your opponent uses LC's Duel ability to lock that Drow Ranger down, wasting the TP and eventually killing her. This change is essential so that TP doesn't become the most OP item in the game but also forces players to really hold onto abilities for when they might need it. These are the basic rules. There are obviously many more changes that will be required but I hope you get the basic idea of it all. The game needs to feel like I'm playing an actual MOBA but 1v1, on a board, with cards. I believe if Valve changed Artifact into this, it would blow up! Heck, even if they left Artifact as is and released this version as a game mode, I guarantee you more people will be playing this instead of the main mode. Sure, games might be longer than they currently are (or could be a lot quicker!) but games only feel long now because you are playing a card game. Dota games could go on for an hour but no one complains there if the gameplay is exciting enough. If these changes are made, the only people who will complain about the length of the game are the people who this game is not designed for. The changes won't require too much time on a design point of view. Most of the requirements are currently in Artifact. Only balancing could take some time. I don't know about you guys, but I would play this version of Artifact for a long time. Could you imagine the different hero synergies? The different tactics? Instead of only playing cards from your hand, the board and the abilities matter too! Could you imagine tournaments being casted with this? Actual PogChamp moments to get excited about instead of "HE DREW TIME OF TRIUMPH. WHAT A GENIUS" I think the more Artifact feels like DOTA the better. I'd like to know what you think of this. What changes would you make to add to this? Maybe a jungle to send a hero to? Maybe random runes in the river? TLDR; I really suggest reading the entire post, but I'll try and summarize it as best as possible. Artifact is currently a card game with Dota characters in it. It needs to be the opposite. Instead, it needs to be a Dota game with cards. Artifact needs to feel more like you are playing DOTA instead of just another card game. To do this, some changes need to be made:
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RedMist.gg ~ Games played by date Posted: 14 Feb 2019 01:02 AM PST
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Artifact being linked to Defense of the Ancients did it no favors Posted: 15 Feb 2019 05:23 PM PST Napkin math: Defense of the Ancients 2 has around 1,000,000 active concurrent players, while Artifact peaked at 70,000 (and a big chuck of those came from other card games), at best that's a conversion rate of 7%, which is absolutely abysmal. When the inevitable reboot comes I think Valve should just ditch the whole "Defense of the Ancients card game" meme and let Artifact stand on it's own, make it something FRESH and INTERESTING. (I mean mostly the lore/visuals/theme, not gameplay) Thoughts? [link] [comments] | ||||||||||||||||||||
Daily Card Discussion - The Tyler Estate Posted: 14 Feb 2019 02:16 PM PST Color: Black Type: Improvement Mana: 4 Rarity: Uncommon Illustrator: Dimitar Marinski Summary: Both towers have -2 Mana. Lore: Most of the magical world acknowledges the authority of the Sapphire Conclave. But in Weeping Rose we govern ourselves, answering only to The Quorum, a senate of 31 powerful wizards. And while Weeping Rose is not home to many rules, the few we have are obeyed without question. Because to fail to do so is to be sent to the Tyler Estate. — Vanessa, 'law abiding' citizen of Weeping Rose
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Posted: 15 Feb 2019 02:36 AM PST Here the tournaments list which start today. You can find the tournament time in your time zone on the site.
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