Artifact - Guys? Lifecoach went to Valve? Impressive week? |
- Guys? Lifecoach went to Valve? Impressive week?
- What kind of game is Artifact? Why Artifact isn't "fun" for most people
- Artifact is ruining the experience for casual players
- Phantom draft against bots
- Store automatically closes after a few seconds when low on time.
- Today’s tournament. Feb 17
- Is the last hero in draft skewed in your favour?
- Veteran Defender
- When did they know?
- Huge shame that we don't have match history!
- Item "Arcane Boots"
- The Long Haul Podcast: Episode 2
- #1 Gameplay suggestion -- Hero Balance now!
- Unpopular Opinion: I really think that Call to Arms is good as a first set
- Remove Artifact from Steam Profile
- I just loooove the ragers on this game.
- The active NA/english speaking community must be in the low hundreds tbh
- Antimage card idea
Guys? Lifecoach went to Valve? Impressive week? Posted: 17 Feb 2019 12:18 PM PST
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What kind of game is Artifact? Why Artifact isn't "fun" for most people Posted: 17 Feb 2019 07:52 AM PST So this is my first post on Reddit. I have been following this subreddit with great interest, and find it almost as compelling as the game. First things first, I really like Artifact. Have been playing MTG on and of since 1994 (basically my whole life) and Hearthstone since it's launch. I like card games, but found HS to be to curvecentric and tempo oriented and I didn't have the time to play MTG paper version. Artifact is exactly my type of game! Sorry for my english, its not my native language. TLDR: Artifact is not like MTG or HS, nor like DOTA. By letting people think that it is, people will get bad feelings about the game because of how the human brain works. Artifact needs better metaphors. Artifact needs a better answer to the question What kind of game is Artifact? I understand that Artifact has a lot of problems and I agree on most of the obvious stuff that people have brought up her ad nauseam. It needs a progressionssystem, a new set, better chatfunctions, reeplay, and prehaps a new monitization system. I'm not saying that my reason why Artifact is not fun for most people competes with these reasons. Such a spectacular shitshow as the Artifact release must be explained with multiple factors. I'm just suggesting a new factor, that I don't have seen here before. Since I work as a clinical Psychologist, I will tend to think that psychological explanations is most interesting, and explains more. So this explanation about why Artifact failed is psychological in its nature. An economist would tend to think that the monitization model is the best explanation for why Artifact failed. Artifact is not fun for most people because it "piggybacks" on the wrong cultural metaphors which creates negative emotions in the player since the don't help the player to understand what kind of game Artifact is? I've got this idea from Mark Rosewaters (lead designer of MTG for 20 years) youtube video about game design. He takes up how popular a card was when playtesting when its name and artwork "piggybacked" on the cultural concept of "Trojan Horse". And how unpopluar the card became when the change the name and artwork so it no longer resembled and helped the players to understand that the card worked as a "Trojan Horse". When the changed it back, it became popular again. (The video https://youtu.be/QHHg99hwQGY?t=584) He uses the keyword "Flying" in MTG to explain how powerful the right use of metaphors is when it comes to help the player feel as if the rules of the game is fair and fun. (Flying is a really powerful keyword that makes it harder for the opponent to interact with the card, and one creature with flying can often win you a game of MTG, so it is a quite "bad" mechanic but it feels fair since it is so easy to understand since the creature "flies") So what kind of cultural metaphors does Artifact use for it's game, and how much do the help the playerbase to understand why the rules are as they are? When i first found out about Artifact (2 days after its release, im old and don't follow the gameing news), i understood it as "a cardgame like MTG and HS, but more complex". Most players must have had the same understanding( ie they used a thing they knew about, as a metaphor, to understand something they didn't knew about) about the game, before they tried the game for them self. The other common metaphor people drew on to understand Artifact is "The Dota card game". As in "Like Dota, but with cards". We use metaphors to help us learn new things all the time. It saves energy for the brain, and the brain really likes to save energy. When we have to learn something totally new, without the help of metaphors, the brain will produce bad feelings to motivate us to give up, since it is seldom worth the effort to learn something totally new. I argue that both common metaphors to explain the crucial question what kind of game is Artifact is? are faulty and are one of the reasons people don't like Artifact and gave up on the game. If Artifact is like MTG (and HS, but HS is just a clone of MTG so it itself is a metaphor) then you (the player) is a wizard that summon creeps and cast spells with cards in a deck against another wizard. So far the metaphor works. But what kind of crappy senile old wizard are you that can't decide who your creeps are attacking? The Arrow RNG mechanic is not explained with the MTG metaphor. And what are your Heroes? What does a wizard need heroes for, and why does the get to decide what cards you put in your deck? Are the like planeswalkers? Then you should protect them(like you do in MTG), why do you tend to lose when you use your cards to protect your planeswalkers/heroes? Why can you decide where to deploy your heroes, but not where on the board they land and who the are attacking? In MTG, HS, and almost all other strategic games you have full control over your units. In chess and most other games there are restrictions to how you can move your units, but you gets to decide what your units does, you have control. This in itself is a metaphor from real life, where you have full control over most of your actions, which makes strategic games pleasant to play and for the most part easy to understand. But in Artifact you don't own your own cards once you have played them, and you have to use more cards to temporarily take control over your own cards!? This goes against most of our expectations of strategy games and real life. If Artifact is like Dota (I don't play Dota so I will keep this short), then why can't you control your heroes? Why can't you change lanes? Who are you? The Dota team coach? That kind of metaphor is probably the best one, you play the role of a coach of a team of Dota players, you get to make the strategical decisions, but the players (the heroes) bring their own set of skills (sig cards) and are responsible for all the tactical decisions in battle. You as a coach can give a player instructions to focus on attacking a specific creep or enemy hero (cards that lets you alter attack arrows), but if you spend all your time micro manage your players, you will miss the strategic element and lose the game. I think this is the best metaphor you can have for Artifact as it plays now. But the problem is that not many people know alot about dota coaching, or coaching or managing a team of people/players in general. So that metaphor, even if it fits, is not very helpful to get people to understand and accept why it is understandable and fair that you lose due to bad arrow RNG. When i say that metaphors help people to understand things, I don't mean understand in logical sense. I mean it in an emotional sense. You could easily explain how the rules of "Flying" in MTG works to a 6 year old (my brother did that to me). But if you don't use the word "Flying" (IE use a metaphor), the rules will feel strange, unfair and unfun. Even if you explain why flying or arrow RNG is not unfair or unfun (which this subreddit has done to eachother ad nauseam), that won't change the feeling of unfun and unfairness. Arguments is a really lousy way to change peoples feelings. Metaphors is much more effective. So the solution is to create and market the right kind of metaphors about what kind of game Artifact is. Since the Dota lore is quite popular i guess you could start there and come up with some kind of being/god that controls what happens in the Dota world, by communicating with "Heroes" and in Artifact you are one of these beings/gods. [link] [comments] | |||||||||||||||||||||||||
Artifact is ruining the experience for casual players Posted: 17 Feb 2019 04:22 PM PST As much as I love this game, I strongly consider myself a casual player, I couldn't care less about rank and play a lot of other games. To me Artifact is just a fun time killer in between my many other games. But when matching I get queed up against level 30+ while I'm only level 12. I don't want to play competitively, I just want a few fun games against people of a similar level as myself. Yesterday I got matched against a level 30+ player twice in a row. This ruins the entire experience and I really wish Valve would do something to attract more players. How are you guys experiencing matchmaking? Good, Bad or meh? [link] [comments] | |||||||||||||||||||||||||
Posted: 17 Feb 2019 09:42 AM PST I would love to see a gauntlet phantom draft against bots included in the solo play section. A perfect way to practice drafting decks without limitations and a way to play them without looking at the clock. [link] [comments] | |||||||||||||||||||||||||
Store automatically closes after a few seconds when low on time. Posted: 17 Feb 2019 06:26 PM PST So I've had 2 games in a row where the store automatically closes after a few seconds once I am at 30 seconds remaining. This seems like a pretty obvious game design problem to me. They need to either add significantly more than 30 seconds to the clock each round or they need to allow the player to freely use their time without it automatically closing the store window. This is a potentially game losing issue if an item would allow you to make a necessary play but the store just auto closes even though you have at least 25 seconds remaining. I could understand if it closed with like 5 seconds left or something, but they only give you +30 seconds per round and then when you get to the store page with around 30 seconds it just closes automatically right afterwards... I would really enjoy more time in general, I almost run out of time pretty much every single game... even the ones I win. This is mostly a problem in Draft (but Draft is all I play right now... unless it's for the 3 weekly wins and my Draft failed I just do Constructed). I imagine even in constructed this could be an issue. I have over 550 games played and an overall win rate around 58% so it's not like I'm a total noob (although draft win rate has been falling since the new timer), also got Master Rank in the only other card game I've played seriously Shadowverse. If someone like me who is semi trying to compete and improve struggles so much with time I'm sure people who are new to the game do too. I have a friend who finally tried a few Artifact games again after I convinced him to give it a go since I know he's really smart and good at card games I thought he'd do great, but his first game he ran out of time and he played like 1 more game after that and hasn't logged in since... I can't even imagine starting to play this game with the new timer. Even having played 100s of games before they changed the timer, I still feel it's very difficult for playing optimally. I'm not sure if I'm just stupid or stupid try hard always wanting to find a better play why the timer is a problem, maybe both haha... but anyways it'd be nice to have more time in general... and of course if the store didn't auto close when you are at 25-30 seconds remaining. [link] [comments] | |||||||||||||||||||||||||
Posted: 17 Feb 2019 01:23 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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Is the last hero in draft skewed in your favour? Posted: 17 Feb 2019 09:03 PM PST Apologies if this is a dumb question, but I'm relatively new and not familiar with all the mechanics yet. Three drafts in a row now I've found myself invested in a couple colours, one of which without drafting a hero to match (not being offered any real options). I get to the final pick of the draft and it gave me Sniper. Next draft, same scenario, Sniper again. Next draft, same situation, Phantom Assassin. I know that if you don't pick a hero during the round you'll always get one. Though in previous rounds it feels quite random and won't necessarily support the colour you've been drafting. Was I just incredibly lucky, or is there some sort of mechanic that helps balance the draft? [link] [comments] | |||||||||||||||||||||||||
Posted: 17 Feb 2019 02:03 PM PST
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Posted: 17 Feb 2019 11:59 AM PST I'd love to know at which point exactly they knew how badly this was going. There'd be a couple of options, they could have known prerelease with testing and focus groups. The latest they could have realized was when they saw nobody keeps playing after tickets are gone. [link] [comments] | |||||||||||||||||||||||||
Huge shame that we don't have match history! Posted: 16 Feb 2019 11:50 PM PST Just like happened to me today, you have some great matches with close finishes and clutch plays, then you want to replay or analyze it. But NO! Valve can't implement such a basic feature for months. Utterly ridiculous! [link] [comments] | |||||||||||||||||||||||||
Posted: 17 Feb 2019 09:16 AM PST
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The Long Haul Podcast: Episode 2 Posted: 17 Feb 2019 12:25 PM PST Thanks for last week´s feedback guys! Here´s this week´s episode: DIRECT DOWNLOAD: http://traffic.libsyn.com/thelonghaul/THL_2.mp3 WEBSITE: http://thelonghaul.libsyn.com/ DISCORD: https://discord.gg/cd3jAg8 We´re working on improving the cast. Some Podcast services still pending on approval, but should come this week hopefully (TuneIn, Podbean, iTunes, etc). Hopefully if you are searching for it on monday it will have gone through (its already on google podcasts & spotify). We would love to have you guys raise questions or topics here or on our discord. If you would like to join the cast to ask us questions or discuss any topics directly, we records every Sunday at 4 PM CET. [link] [comments] | |||||||||||||||||||||||||
#1 Gameplay suggestion -- Hero Balance now! Posted: 17 Feb 2019 06:06 PM PST I know RNG really bothers some people, but from a novelty / boredom perspective, the heroes need to be MUCH better balanced... entirely balanced to be honest. You have 5 heroes, they respawn every 2 turns... that's up to 2.5 hero cards being played every turn. You draw 2 cards every turn, maybe you play more or less, or draw more or get cards you can't play... but numerically, about 50% of the cards you play are hero body cards. Then, over 1/3 of your deck is hero signature cards. Altogether, you're talking about 2/3 of the cards you play or see played against you every game are based on hero selection. 2 out of 3 cards! I know that, philosophically, when they designed the game, they wanted varied card strength/rarity, to try to give that WOW! rare feel... and since heroes were the flavor of the game, that extended to Kanna, Axe, LC, Drow, etc. The one patch they did was a step in the right direction, but they really need to entirely level out balance in heroes, or as close as they can. The item patch/balance is nice, but you might play 5 items in a match. Some of the individual deck cards could be balanced further, e.g. watchtower and the path cards + other filler, tuning down some stronger ones, but to me, that's all a red herring -- you just don't play any of those other cards nearly as much as you play heroes. I am wishing they would release a bunch of incremental hero patches while the game is still unpopular. It will take a long series of changes/testing to go from an intentionally imbalanced set of heroes to one that is finely balanced. I understand wanting to save all the big features for a big bang re-release, but I really hope for a series of boring numerical tweaks to heroes -- awesome card OR awesome body, not both... mediocre/shitty body OR lame situational card, not both. To some extent, future card sets with more heroes will improve the variety, but if heroes stay monetized, P2W hatred will stir as long as some rare heroes are just obviously superior. TL;DR The fact that hero cards or their sigs are played so frequently means they should be much more carefully balanced. [link] [comments] | |||||||||||||||||||||||||
Unpopular Opinion: I really think that Call to Arms is good as a first set Posted: 17 Feb 2019 02:11 PM PST I think it defines really well the color pie, keeps the tone simple enough given the overall complexity of the rest of the game, but it also does it in a way that keeps it interesting after hundreds of hours of gameplay... This is ofc mainly true for Draft tho, because I think that the major synergies of the set are pretty clear and so easy to spot, so I think it leads to a stale for constructed. Constructed would probably benefit of something more interesting in mechanics then the barebones mechanics of Call to Arms, but I think that the core gameplay can clearly deliver much more interesting mechanics and that future sets would probably focus a lot more on this... [link] [comments] | |||||||||||||||||||||||||
Remove Artifact from Steam Profile Posted: 17 Feb 2019 02:30 PM PST Hello I have that question ¿ is it possible?. If I remove Artifact, I need buy it again for play in the future? [link] [comments] | |||||||||||||||||||||||||
I just loooove the ragers on this game. Posted: 17 Feb 2019 01:28 PM PST The entire game. My opponent. "It takes you 30 seconds to play one card." "Zzzzzzzz." "Hurry up asshat." "You're so slow omg." *Opponent realizes I have won on turn ten. *Opponent DCs immediately. Delicious. [link] [comments] | |||||||||||||||||||||||||
The active NA/english speaking community must be in the low hundreds tbh Posted: 17 Feb 2019 01:45 AM PST Because I'd wager at least half of the opponents I play against are asian. Not that there's anything wrong with asians, but we can pretty much cut the active number list in about half or more if we want to see how well this game is doing in NA.. .. not good. [link] [comments] | |||||||||||||||||||||||||
Posted: 17 Feb 2019 08:35 AM PST Black hero Ability: Passive; Mana Break: Modify enemy tower with -1 mana when he hits the tower Signature: Mana Void: Deal damage to the enemy units equal to the mana used on the tower. 6 Mana Stats: 5 0 6 Thoughts? [link] [comments] |
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