• Breaking News

    Thursday, March 7, 2019

    Artifact - Artifact's Few Remaining Players Are Desperate To Know What Valve Has Planned

    Artifact - Artifact's Few Remaining Players Are Desperate To Know What Valve Has Planned

    Link to Artifact - The Dota Card Game

    Artifact's Few Remaining Players Are Desperate To Know What Valve Has Planned

    Posted: 07 Mar 2019 02:21 PM PST

    Steam servers are down for the big Artifact update

    Posted: 07 Mar 2019 01:39 PM PST

    It is the only explanation. It is happening, right now.

    submitted by /u/Fluffatron_UK
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    Artifact is literally my favorite game ever

    Posted: 07 Mar 2019 09:28 AM PST

    I started playing games about 30y+ ago at a very young age on my dad's work computer. I loved those games. Computer games that is. I've played all the popular titles, a lot of less popular ones, tried all the MMOs, of course play Dota, Hearthstone, almost all Elder Scrolls and Fallouts. Dota and Starcraft were one of those games I will always remember because of the experience they offered. Those games were something different that no other game could offer. Everything was so awesome. I've searched that feeling again over the years, got some of it, but nothing like what Artifact is doing to me now.

    Artifact is something different altogether. Exactly like Dota and Starcraft made me feel. Something new that no other game can offer. Each time I end game session I am happy, thrilled and fulfilled and there's always a few key moments that made the experience totally awesome and that I will remember. Every single time, I think to myself, those things don't happens in other games, or are toned downed by the rest of the game.

    My keys highlights so far:

    • The card mechanics. I just love them.
    • You can play your own way; There are so many ways you can play and enjoy Artifact.
    • The ambience feels right.
    • Online interactions; What came out of this game is just mind blowing and it's just starting.
    • Unlike other online games, I don't feel an unknown urge to play/grind. I just want to play and enjoy the game a few hours at a time and not burn it out so I can look forward playing it again.
    • Complexity; It's simple enough that you can learn it by playing the game and complex enough that it's interesting to discover as you play.
    • Random stuff; So many random awesome moments happened and I've played the game for about 8-10hours. Being struck by RNG with impunity, using Meepo card to destroy the enemy, being scared to death by some unexpected environments mechanics, and the list goes on.
    • The graphic design: It's vast, beautiful, breath taking and massive.

    If you haven't tried the game yet, I'd say don't watch online video about it. There's no way live streams or critics can get close the experience you'll have. I'm not saying it's to be a good experience like mine, but you have to try it. There's no other way to know.

    And thanks everyone at Valve for this game! Hope it stays as enjoyable as this in the future.

    submitted by /u/CockeyeTheSailorMan
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    YESTERDAY was supposed to be the day! Downer Friday Follow Up

    Posted: 07 Mar 2019 09:48 PM PST

    Another week of empty hype met with Grade-A, cutting edge, top of the line NOTHING of the literally variety.

    How will everybody's favourite still birth game survive?

    Discuss.

    (I do hope Artifact devs got fired from Valve, I'm bitter what Artifact has made me feel)

    submitted by /u/efil4rennug
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    TODAY is the day: Thursday hype boys!

    Posted: 07 Mar 2019 12:07 AM PST

    Do not forget where you come from, do not forget who you are: men who are waiting for Thursday.

    The patch that will change everything and save the game could hit any moment today, so keep up the hype to channel it.

    submitted by /u/Soph1993ita
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    Short Term Collective Wishlist

    Posted: 07 Mar 2019 08:39 PM PST

    Let´s put aside for now all the big changes the game needs in order to become popular.

    What do we want to see as tokens of love for the current playerbase? Short term, low-coding-effort, QoL and balance upgrades for the actual Artifact player.

    We´re talking about things that can be fixed NOW (or soon) that will be useful for the future but that are mostly catered for the current leagues, tournaments and casual players. I don´t care if it´s a "dead game" according to industry standards and community expectations, it´s clearly alive for the people still playing.

    My proposals to start it up:

    -Some mechanism to provide a similar number of TPs to both players. A 1g cycle for consumables? Guaranteed TP every 3 turns?

    -Loser and Winner´s Bracket for Tournaments. Standard format in many games.

    -Replay System. (Not so inmediate to code but if there was a somewhat working version in beta we´re halfway there)

    -Spectate your friends.

    -Subtle balance passes like the Drow-Axe patch.

    What are your suggestions?

    submitted by /u/Tenchuu
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    Brainscans.net 2019 League Season 2 will start in the next 2 hours. (This week is constructed, play to qualify for $300 prize pool main event)

    Posted: 07 Mar 2019 12:53 PM PST

    Valve won't surprise update us

    Posted: 07 Mar 2019 10:47 PM PST

    Guys, as much as I enjoy the Thursday hype train, I don't think that all those posts are worth the effort.

    Coming from Dota 2, I know Valve as much as you, but they have never updated Artifact without a good amount of communication on Twitter before... So I don't think they would do it differently this time around.

    submitted by /u/Opchip
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    I wish you could control your heroes more.

    Posted: 07 Mar 2019 11:15 AM PST

    I think it's a bit strange that by default, you the player have as much control of a hero's lane presence and target as much as you do creeps. That's completely different than the moba combat they sought to replicate. Even if it meant heroes like ursa or bb needed to be nerfed, I would love to see a version of the game where players could pick their spot and change who their heroes attacked. It would feel much more like controlling a team.

    submitted by /u/iNuzzle
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    Kran the Skill Thief

    Posted: 07 Mar 2019 11:27 AM PST

    Draft competitive matchmaking idea

    Posted: 07 Mar 2019 06:41 PM PST

    I think we should follow the 5 wins 2 losses format in prize play and give mmr points according to its final score/record.

    Every win should give +10 mmr points while every loss will give -15 mmr points. You will perform a draft and use that deck for 1 run. forfeitingto use the draft will result to an automatic 2 losses

    It should give:

    • 5 W-0 L 50 mmr points
    • 5 W-1 L 35 mmr points
    • 4 W- 2 L 10 mmr points
    • 3 W- 2 L 0 mmr points
    • 2 W- 2 L -10 mmr points
    • 1 W- 2 L -20 mmr points
    • 0 W- 2 L -30 mmr points

    Then they should just follow Dota2's medal system and rank players accoringly. what do you guys think?

    submitted by /u/parokeanu
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    45,000 active playerbase, not 500: Correction regarding Biweekly Active User Numbers

    Posted: 07 Mar 2019 06:38 PM PST

    I think we've all seen a lot of posts about active users. And it's true that recently the concurrent player count has dropped to about 250 to 500. But that's not the same as 500 active players total. Obviously, people don't play the game for 24 hours a day. So how many monthly or weekly active users are there?

    Over the past two weeks, the best estimates suggest something like 30,000 to 60,000 active players. That means, over the past two weeks, approximately 30,000 to 60,000 started the game at least once.

    The reasoning is:

    1. Over the past 30 days, there's been an average of 622.3 concurrent players according to steamcharts. But this has probably fallen over time, so let's say over the past 14 days, there has been only 450 concurrent players.
    2. In a two week period, there are 336 hours. Thus, there have been 450 players * 336 hours = 151,200 player-hours over the past two weeks.
    3. According to Steamspy, the average total play time for active players is 4 hours and 51 minutes for the past 2 weeks. According to steamdb, the average play time for active players is 2.6 hours over the past 2 weeks. It's unclear where this discrepency is coming from, as steamdb supposedly gets the estimates from SteamSpy.
    4. If the average play time for bi-weekly active users is 4.85 hours, then we have 31,175 biweekly users as 151,200 hours / (4.85 avg over 2 weeks) = 31,175.
    5. If the average play time for bi-weekly active users is 2.6 hours, then we have 58,153 biweekly users as 151,200 hours / (2.6 avg over 2 weeks ) = 58,153.

    Even if there's some debate about whether the average is 2.6 hours or 4.85 hours, an average in the range of 2 to 6 hours over the past two weeks seems reasonable to me, and in the absence of better data, seems like a good starting point.

    The median is also less than the average, which is typical for games of this sort as they resonate with certain players (e.g. TeamFortress 2 has a median of 3 hours vs avg of 16 hours over 2 week period). Also note that the median of 0 hours and 51 minutes, means probably 30 to 40% of players open it up, only play one to three games and then don't play again for at least 2 weeks. That's not great for the health of the game in some ways, as some may never return. But they are still part of the active player base until they stop coming back. In a month or two perhaps the bi-weekly player base might drop further to 15,000 or 30,000 or less (who can say).

    Note: One might wonder if the above 4.85 or 2.6 hours estimates include the people who play 0 hours. This seems unlikely for two reasons.

    • Steamspy lists the median time as 0 hours and 51 minutes. If steamspy included those who play 0 hours, the median would almost certainly be 0 as well, if at least 50% have left the game.
    • Old Single Player games with low concurrent counts also have high average and medians on Steamspy. Consider Final Fantasy 3, with 126 concurrent players yesterday -- it has an estimated 10 hour average playtime and 12 hour median playtime over the past 2 weeks. I doubt the average owner of FF3 played for 10 hours in the past 2 weeks. Far more likely, the average owner of FF3 who played at least a little played for 10 hours in the past 2 weeks.

    Probably unnecessary mathematical derivation -- Ignore everything below if you already understood the logic above

    Edit: I wanted to reassure I wan't doing anything strange with the expectations (sorry but reddit doesn't support LaTeX):

    Step 1 and 2. For simplicity, consider i = {1,....,N} total owners and t = {1,2,...,336} hour segments over the past 2 weeks.

    h_{i,t} = Binary variable for whether player i plays at hour t. 0 if not playing, 1 if playing.

    Thus,

    Total hours played in 2 week period = Sum_t ( Sum_i ( h_{i,t} ))

    It's also clear that

    Sum_i ( h_{i,t} ) = Concurrent player count at time t

    Thus,

    Total hours played in 2 weeks = Sum_t ( Sum_i ( h_{i,t} )) = Sum_t ( Concurrent player count at time t )

    Note that what I call the "average concurrent player count over 2 weeks" is just Sum_t ( Concurrent player count at time t ) / 336 hours. Thus, if we agree that the average concurrent player count is 450 players, from the above, Sum_t ( Concurrent player count at time t ) = Average Concurrent player count over 2 weeks * 336 hours = 450 * 336 = 151,200.

    Thus, total hours played in 2 weeks is indeed just Average Concurrent player count over 2 weeks * 336 hours = 151,200.

    Step 4 or 5:

    Let's call the number of biweekly active users U. If a player has any h_{i,t} = 1 for any t={1,....336}, I will call them a (biweekly) active user. Clearly, U< N, not everyone who owns the game will play.

    Average playtime over two weeks is just Total hours played in two week period / U

    Put another way,

    Avg Playtime = T / U

    We can solve for U by rearranging:

    U = T / Avg Playtime

    Recall we calculated T (Total hours played) in steps 1 and 2, which is 151,200. The Avg Playtime is reported by Steamspy / Steamdb, though it is an estimate.

    One might ask, "Doesn't this assume that if I play at all, even for one minute, that I play for the whole hour?" Not quite. One could break t into minutes t={1,2,...20160} and the equations are the same.

    However, our estimates of "concurrent playerbase" is actually only hourly. Steamcharts does not take a minute-by-minute estimate of playerbase. So... in theory, if there was a conspiracy going on, players could all log in at 9 am and quit at 9:01. Then log in at 10 am and quit at 10:01, etc. This WOULD mess with our results, but is obviously ridiculous. As long as the hourly estimates of average concurrent playerbase are "smooth", that is, there's no big increase or decrease between 9 am and 10 am that isn't captured at either the 9 am or 10 am estimate, it's fine. In other words, you might log in at 8:59 am and play for 10 minutes, and be counted in the 9 am estimate. I don't need you to play until 9:59, because there are people logging in and logging out all the time, in other words, probably someone started the game at 9:06 or 9:14 and will also play for a little while. In other words, if there are 360 people playing at 9:00 am and 380 people playing at 10:00 am, there's probably approximately 370 people playing at 9:30 am, approximately 361 people playing at 9:03 am, etc. On average the linear approximation between hourly estimates of concurrent player base is "good enough".

    submitted by /u/OhUmHmm
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    This amazing quality is one of the reasons why Artifact won't die.

    Posted: 07 Mar 2019 08:40 AM PST

    While I'm away traveling against my will

    Posted: 07 Mar 2019 10:20 PM PST

    Pls, mods, can we ban negative posts about low player numbers at least for a while. I think, we, people who really like this game and enjoying playing it, we get that this numbers are low but we don't need to be reminded every single day by another circlejerk.

    I'd like to see more talking discussions, meme posts and other stuff - literally any other content not being forced to main page by haters.

    Thank you.

    P.s. To the guys, who actually playing - keep going. People was talking exactly same shit about Dota back then. And we never cared about this lame filthy casuals.

    submitted by /u/Kraivo
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    Reminder: Chronosphere Cup #2 Starts in Two Days! 2.5k Prize Pool

    Posted: 07 Mar 2019 01:08 PM PST

    Verification for troubling rumours on the game's future

    Posted: 07 Mar 2019 05:27 PM PST

    Marathon mode?

    Posted: 07 Mar 2019 01:06 PM PST

    Anybody else interested in a mode where the game last until all ancients are destroyed?

    The best way to play it I imagine is to increase the card draw rate to like 4 cards a turn and double card draw effects.

    No idea how to balance card rates. I feel like 3 max of any card is kinda low for the mode, but maybe that can be tweaked a bit to 1 card = 2x of that card in marathon.

    Thoughts?

    submitted by /u/Dick_Pain
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    Fun Deck Idea: Oops.. All Cards!

    Posted: 07 Mar 2019 01:02 PM PST

    The point of this deck is to throw all the cards in your collection into one deck and see how you fare against other players.

    Reminder that you can make and play a full collection deck with unopened cards against bots. Maybe you can play your friend while they're also using the same deck too..

    Time to hit the casino!

    submitted by /u/GaaraOmega
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    RIP on turn 4

    Posted: 07 Mar 2019 09:33 AM PST

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