Artifact - The 26th Weekly Stupid Questions Thread |
- The 26th Weekly Stupid Questions Thread
- Valve developing their own standalone version of AutoChess
- So is the long haul turning Artifact into Auto Chess?
- What's your favourite Artifact?
- Salty
- Some suggestions for artifact
The 26th Weekly Stupid Questions Thread Posted: 21 May 2019 09:00 AM PDT Ready the questions! Feel free to ask anything (no matter how seemingly moronic).
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Valve developing their own standalone version of AutoChess Posted: 21 May 2019 03:52 PM PDT
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So is the long haul turning Artifact into Auto Chess? Posted: 21 May 2019 04:28 PM PDT
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What's your favourite Artifact? Posted: 21 May 2019 06:26 PM PDT Mine is the Rosetta Stone, such an interesting and important tool for understanding Egyptian history. What's yours? [link] [comments] | ||||||||||||||||||||||||
Posted: 21 May 2019 04:44 PM PDT This whole sub is totally salty. I want read about artifact and everyone post about Auto chess don't they have there own sub? [link] [comments] | ||||||||||||||||||||||||
Posted: 21 May 2019 12:27 AM PDT I am a Chinese dota2 player and a loyal fan of artifact.My English is not very good, I don't know how to pass these ideas to the valve, so I can only send it to reddit, I hope the staff of the valve can see it. I have 300 hours of game time in the first month of the artifact.But now there are fewer and fewer players, and I am very worried about it.On March 29th, an official announcement was made: Towards A Better Artifact. I think there are a lot of deficiencies in artifact for now. I have some suggestions for improvement. I hope that these suggestions will give you some inspiration for improving this game.
Most players play games for the sense of accomplishment, honor, or pleasure from playing with people.I will talk about the negative feedback of the artifact and the solution I proposed from reasons for losing and punishment after losing. (1)The way of losing: Artifact is a very competitive card game, each round requires a lot of thinking, three lanes of combat resources investment.Every resource of yours: item, Improvement, spell, creep,hero, must think rationally and then assign them to which lane, otherwise a small mistake may ruin this game.But now the biggest problem is that the luck component greatly affects the direction of the results.Perhaps in the game where the strength gap is very large, the influence of the luck component is not too big, but the influence of the luck component in the similar strength is very deadly.Now, the luck of the artifact comes from several aspects, order of the card, purchase of item, effect of card, position of hero, direction of attack arrow.The first two I think are completely preserved, the impact is not very big, and the card game will inevitably have a certain luck component.But the latter two are very deadly, because the players have invested a lot of thoughts in each game, But always being luck changed the direction of the game.It's like a building that has been painstakingly built is destroyed by the natural disaster of the earthquake and tsunami.It's like when you're playing the Dark Soul or SEKIRO: Shadows Die Twice, you're about to killing a boss,but tripping over by a rock and cause a gameover.This experience is undoubtedly very uncomfortable for the losers. So I suggest eliminating the randomness of arrows and hero positions and letting players choose when placing cards themselves.Although this will make the player's operation more cumbersome, but for artifact I think it is necessary.Why do players have to decide win or lose through luck after a lot of thinking?It also reduces players'concerns about luck.For example, if I put it in this position, will the arrow point in the other direction?In fact, it is also a way to reduce the difficulty of thinking.Of course, this will change the balance of red and blue cards.Some spell cards will also have a reduced effect.But I think this can be balanced by modifying the cards. (2)The punishment after losing:Because artifact does not have a real rank system now, most players focus on prize game.The intensity of standard games is too low, and the reward and punishment system is not perfect, so we will not mention it here.According to the price, we set one ticket to 1, and the card pack to 2.The reward for the prize game:
Assume that each player's winning percentage is 50%,then the return rate of each ticket is 90.6%.Players need to maintain a 52% win rate to ensure positive returns,this design is reasonable.But it takes 4 wins or more to have positive returns, which is unfriendly to ordinary players.Only by constantly improving the level can you guarantee that you will not lose your money.Because if the player wins 3 or less, the player's return is 0 or negative.This makes the artifact a game of elite mode.The result is that players below 52% win rate gradually leave the game, and players above 52% win rate will also reduce the win rate.Players must constantly improve their level in order to have the motivation to continue playing in the game, and players who cannot improve will leave the game, resulting in fewer and fewer players. So I suggest that we increase the rewards of low-winners and reduce the rewards of high-winners,keep the return rate of tickets unchanged.This is undoubtedly more friendly for all players,and will not destroy the original economic system.Players won't be so uncomfortable when they don't reach 4 wins.For example:
Of course, this data is an example given by me. The specific value can be calculated by your data engineer.This kind of setting will make the weaker players less uncomfortable even if they don't get 3 wins.This will allow players with lower winning percentages to have fun and reduce negative feedback after losing.
I think the current design content of the artifact, the game contains a lot of thinking and competition, positioning should be competitive games.As an e-sports project, there is no such thing as rank system in the game,this is undoubtedly a failure.Although a level system was added later, it does not replace the real rank system. A large part of the fun of e-sports comes from competitiveness. Competitiveness, that is feeling progress and achievement.For example, the effect of fitness can't be achieved in a short period of time. It is not easy to feel that you have made progress. If you have no perseverance, you can't stick to it.However, the game is very different, even if you make a little effort, you can experience the effect of the effort immediately.The reason why the game can stimulate the initiative of the player and generate the will to maintain the relationship is because of the key element of the game - competition.When we compete with others, we experience fun.According to the theory of social comparison, people always consciously or unconsciously compare themselves to others.A good game allows the player to experience that he is moving towards his intended goal. As time goes by, the player's skills will improve.The goal is achieved in stages, by achieving one-to-one nested short-term achievable goals that ultimately lead to the success of the overall goal.Therefore, a good experience should be challenging.The ranking system can provide this challenge to players.Under the stimulation of the ranking system, compare with others, experience your own progress, feel the improvement of skill, and get a sense of accomplishment. And why there are very few people in standard games, because the intensity of standard games is too low. I also tried playing a few standard games.Because there is no ranking system, players do not play seriously.So everyone only play the prize game, causing what people call pay to play. So I suggest to establish a ranking system. The ranking system can refer to Hearthstone's ranking system and set the season and rating system.After reaching a certain rating each season, you can get rewards such as specific card backs, card faces, head image, chessboards, etc.It is a great attraction for game lovers to increase the player's competitive awareness while satisfying the player's collection.
Artifact as an online TCG game, trading system and balance is a problem that needs to be faced. (1)Trading system:The current artifact trading system is not reasonable enough. I think that players can't trade with each other now to prevent the following two points.First, other skin trading websites use this for profit.Second, some gambling websites use the trading system between players to conduct gambling.But players can only trade through the market, and 15% of the transaction tax is also very headache.Offline TCG games basically have no such transaction tax restrictions, which also enhances the interaction between players and the negotiability of cards.I personally think that the success of dota2 csgo is also inseparable from the negotiability of the skin. My suggestion is to open the trading system between players, which can enhance the interaction between players and increase the spread of the game.If you can't open the trading system between players, then it is best to reduce the tax rate of the artifact card in the market,encouraging players to trade more is also a good choice. (2)Balance:Balance should be discussed with the trading system, because the balance of TCG games greatly affects the price of the transaction.Most of the offline TCG games rarely balance cards.Usually the balance of the game environment is adjusted by forbidden cards and card pools.First, because the cards of the offline TCG are difficult to modify, and second, because the strength of the adjustment card will greatly affect the price of the card.In fact, I personally feel that this problem is not easy to solve, I can not make a good suggestion.But personally, from a player's point of view, I want to be able to balance cards regularly.I was an 8-year Dota player and a 5-year Hearthstone player before playing artifacts.One of Dota's greatest attractions to me is balance.In all the rts moba games I have played and watched, this is a game with the best balance.In previous TI, 90% of the heroes can enter the match.This is undoubtedly the result of years of hard work by icefrog and valve staff.Hearthstone I started playing in 2013, but I basically didn't play it half a year ago.The biggest reason is the problem of balance. Every version of Hearthstone is rarely balanced,hard to see a dynamic balance.The ranking system is often filled with the same profession.More and more people are leaving the hearthstone for this reason.So what I personally want to see is a card game that is as balanced as dota2.Of course, it is actually very difficult for card games to achieve the balance of moba games. This is my good hope as a player.
For an online tcg game, daily activities are very important.Daily activities play an important role in increasing user stickiness and user activity.Now the artifact has a weekly activity that can increase the experience value.But this is actually very difficult to increase the player's activity.First, these experience values are of little significance to the player. Second, only 3 times per week cannot increase the player's game time. I recommend launching a daily mission. Add a token system to the game.Players can get a certain amount of tokens after completing the daily mission.These tokens can be used to purchase tickets and card packs, or to exchange tokens for skins, head image, etc.Daily mission can be kept for 3 days, which can give players a buffer time that is not online every day.The content design of the daily mission can refer to the following:Use 50 red cards, use 30 spell cards, use 30 creep cards, kill 10 heroes, destroy 5 defensive towers, etc.This is my recommended daily activity system, I hope to increase user stickiness and activity through this. Finally, these points are based on changes in the content of the game.I hope that the game will also improve in visual effects.Just like dota autochess, moving models will attract players and viewers more than simple cards.After placing the card, the 3D projection of the card is displayed on the chessboard,just like the animation of Yu-Gi-Oh.If the artifact can do this, it should get more players support,this expressiveness will attract many players of dota2.Then launch a different rarity of the hero card face, such as common,uncommon,rare,mythical and legendary.Different hero card faces are different projections.This can also stimulate the player's desire to collect. These points are some of the problems I found and the proposed changes without changing the current game kernel.In addition to this, there are some details of the suggestion that I did not write all because there is too much content.If these suggestions could provide some help for your game making and planning,I would be very happy.I really like artifacts and dota2, I hope you can re-create a new artifact. [link] [comments] |
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