Artifact - I return to artifact and Ogre decides to celebrate |
- I return to artifact and Ogre decides to celebrate
- So Artifact devs are not allowed to talk about anything, while Underlords team is doing AMA on subreddit, does that feel wrong to you?
- My thoughts: Why did Artifact fail
I return to artifact and Ogre decides to celebrate Posted: 13 Jan 2020 03:54 PM PST
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Posted: 13 Jan 2020 07:35 PM PST That feels wrong to me. Not talking just about Artifact, Dota subreddit begged for some kind of developers AMA or something similar for years, CSGO would probably like it too... They do not allow anyone to talk anything about Artifact, but they can do AMA for Underlords, how about at the very least they tell people what is their plan with this game, do they plan to change gameplay big time, what happens to existing cards, what about ticket play, existing tickets, monetization, there are many legitimate questions that we could ask and considering how early this game was abandoned and didn't get any kind of update or info about update, I think it would be fair to give people some information. Otherwise it feels to me that plan is to just pretend that this game doesn't exist, and that feels low, especially because this is Valve game... [link] [comments] | ||
My thoughts: Why did Artifact fail Posted: 12 Jan 2020 11:13 PM PST Hello guys, I know it is probably too late to talk about this since most people have lost interest in this game already. In the case there is still a hope, I just want to share my thoughts on the rise and fall of Artifacts. Disclaimer: This post is full of unpopular opinions. I tried to keep it short. Please forgive me if I didn't explain some of my ideas very clearly. Monetization: Not a big problem Pay to play isn't a dead model, and Free to play has its own disadvantages:
Making Artifact F2P won't make any difference unless we can find a way to keep casual players. On the other hand, keeping current monetization is fine if we can keep a relatively small but loyal group of players. My Suggestion To keep MTG-like business model, we have to stabilize the card price.
Marketing: Completely wrong
This game is designed as the opposite side of Hearthstone. It is unlikely someone who likes Hearthstone will also like this game. And it will lead to a bad reputation as well.
Since closed beta happens within a small group of people, we need time for open beta to find out issues and adjust according to community feedback. My Suggestion
Game Design: Too much strategy, too little fun I have to say at the beginning I myself really like the idea of the core design. It is quite different from a lot of other RNG based card games. Here in Artifact bad players have almost zero chance to beat good ones, even if both of them are given T1 decks. However flaws are there of course. These flaws are extremely unfriendly to casual players, which I believe is the main reason for quitting.
Playing around initiation is fun. However it is not fun and disgusting to realize that I can't play any card just because I lost initiation.
Technically speaking switching lanes or getting initiation is a way to catch up. But we need an easy, straightforward way which is viable to everyone from any game.
Card combo is a big part of every card game. It is a source of high quality satisfaction. I don't understand why Artifact doesn't have it. Maybe it is because of 3 lanes design, or because 300 cards are not enough.
I am not expecting every single card to be at the same power level. However the balance issue is more severe than I expected. Heroes are way more powerful than any other card. And some heroes are OP some are just useless. Heroes don't differentiate enough to increase deck variety. My Suggestion (a lot)
All creep cards should be able to play with a corresponding hero in ANY lane. Introduce spells/improvements that can be played if there is a corresponding hero in ANY lane.
Cards on our hand should take a bigger impact compared with heroes on board. A simple suggestion is to nerf every single hero.
This is tough work considering the dev team isn't very big. To increase efficiency basically anything that can reduce the cost of developing a new card should be taken without any doubt. E.g. Chat wheels for creep cards are not necessary and should be removed.
Ulti should be designed as powerful skills which are locked at the start of a match. From my design, the ulti will become available only after losing one tower.
4 colors are not enough for variety. Also I'd like to promote decks built with 3 colors.
TP can also be used to teleport a hero from fountain to lane. Creeps/heroes that are deployed manually should be able to select a slot. Hero skill cards shouldn't be mandatory for a deck. Nerf Armor. It should only be one-time damage reduce each turn. Stronger melee creeps in late game. Tournament Mode: Good idea ruined by poor implementation Building a tournament mode around a group of people is a good idea. But again it didn't work quite well:
Why no in-game communication? Why shall we rely on steam chat to talk? Why is there no chat channel for tournaments? It's weird that Artifact tries to put people together, but doesn't give us the way to talk.
My Suggestion
To avoid toxic players, a report feature similar to what Dota2 has can be introduced.
All the issues I mentioned above are fixable. Things can still be saved after an unsuccessful launch. However the dev team disappointed me so much. Instead of immediate response to community concerns, the dev team just kept pushing meaningless updates one after another.
No offense to auto chess lover here. Vanilla dota auto chess is a good casual F2P game. And that's all. It is not that different from the other time killing games. There is not that much value in copying it. My Words I can't give any suggestions since I have no idea what the team is doing in Valve. The only word I have is to those who are still working on Artifacts: Believe in yourself. This game might be quite dead right now, but you guys can still revive it. If you feel it is hard to make everyone happy, why not make your supporters happy first? [link] [comments] |
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