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    Wednesday, April 8, 2020

    Artifact - The Biggest Oversight

    Artifact - The Biggest Oversight

    Link to Artifact - The Dota Card Game

    The Biggest Oversight

    Posted: 08 Apr 2020 03:52 PM PDT

    Kiwi, Anger & Cymen's thoughts on the new card sneak peeks & moonday and stuff - Secret Shop #2

    Posted: 08 Apr 2020 10:37 AM PDT

    Drew some cards in paint part 2: Electric Boogaloo. Now featuring heroes.

    Posted: 08 Apr 2020 02:22 PM PDT

    Hopes & Dreams: I was really psyched about the lore voice-lines on each card.

    Posted: 08 Apr 2020 04:01 PM PDT

    I really hope that Valve keeps this in the game. I can't count how many times I would come back into the game just to listen to the card voice-lines in my collection. Please keep this feature Valve!

    submitted by /u/Hardass_McBadCop
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    Suggestion: private lobbies with custom rules

    Posted: 08 Apr 2020 03:20 AM PDT

    If you look at physical card games you can see that there are often many different rulesets for the same game. Most games vary depending on the situation they are played in: If you play casually with friends you might want to adjust the scoring, or add some RNG elements that make it appealing to new players, in a competative environment you aim for a high skill ceiling etc.

    Then there are personal preferences, since changing one aspect of the game can change the cognitive faculties that are employed: Some rules favor players who can count cards and plan long move sequences, while other rules put more focus on social interactions like bluffing. Here a change of rules can in the best case create different "diciplines" of the same game and diversify its competative environment.

    So far I dont know of any digital card game that allows for much rule manipulation and I belive that this is a rather big problem. Artifact could profit a lot from such a feature, since there seem to be a lot of players with different opinions regarding its ideal game disign. Surely you need a "standard" mode, and a standartized ladder system, but allowing for custom games with different rules would definitely facilitate crativity within the community. There are many things you could change easily, for example arrows, hero deployment, limitations in deckbuilding, the shop etc.

    What do you guys think, isnt it weird that physical card games come with all these different rules, while no digital card game cares about rule customization?

    submitted by /u/ZenMaster2005
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    Closed beta UI (Summer 2018)

    Posted: 08 Apr 2020 08:04 AM PDT

    Which hero would you like to be ported from Dota 2 to Artifact?

    Posted: 08 Apr 2020 12:26 PM PDT

    Well I'd like to see chaos knight, weaver, visage and leshrac. Share your favorites

    submitted by /u/Herchik
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    Am I the only one afraid of creep limits in each lane

    Posted: 08 Apr 2020 07:08 AM PDT

    So it was stated we are having a max of 5 units per lane.How many cards are becoming completely useless now? Who's going to play Kanna with her PoW? Champion of the Ancient, anyone?

    upd. As was mentioned in the comments - this concept also affects hero deployment (if it's kept same as now). If my opponent has 5 units in the lane, then he's 100% can't deploy hero there etc...

    submitted by /u/Viffow
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    Our ranking rewards?

    Posted: 08 Apr 2020 06:43 PM PDT

    If i remember correctly when the rank system came we were supposed to win some stuff based on our ranks at the end of the "season", will we get on 2.0? Any thoughts?

    submitted by /u/bombapatch3kreborn
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    How best to Implement heroes

    Posted: 08 Apr 2020 03:56 AM PDT

    Now that valve are actively taking suggestions and feedback via email, I thought it be a good time to have a thread where people can chime in with suggestions on how best to implement hero cards in the game. May be someone can then email all these suggestions to valve on the community's behalf.

    It's best to start attacking this problem by asking a series of questions like

    1.How to get the mechanical implementation of hero cards right? As in how to make them stand out and feel like a distinct component that is fundamental to the game instead of just feeling like "stronger creeps"?

    2.How to get the feel of hero cards right? how should they be made more aesthetically appealing? should they have dedicated deploy animations, or should their abilities have unique animations?

    3.How best to implement their signature card? Should it take up separate card slots in the deck? Or should be completely separate from the main deck?

    There's a lot to ask and discuss. Valve's beta feedback is an opportunity for this community to help make the game they love even better so let's give valve some feedback and suggestions.

    So Fire away fine people of Internet.

    submitted by /u/Astralis_TTS
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    Artifact Streamer Gives Suggestions

    Posted: 08 Apr 2020 06:32 AM PDT

    Do you all like the Blue/Black/Green/Red or would you have prefer they went with Str/Agi/Int?

    Posted: 08 Apr 2020 10:27 AM PDT

    subreddit makes me fill in a body so I'll add my opinion

    While only 3 "suites" can be limiting, the way /u/b/g/r was handled in Artifact was really limiting and I would have rather seen Earthshake and Lycan be in the same suite as Beastmaster and Timbersaw.

    I think there are other potential ways to limit the design and deck building spaces without limiting the variety like the design of /u/b/g/r did in this game.ie maybe you also have ganker/nuker/disabler/support/pusher type roles for heroes, and cards are not just str/agi/int but require a matching hero role to include in the deck. Like say Call the Reserves is an Int-Pusher card, so you need an Int hero and a Pusher hero, but it could be that all your int heroes are nukers but you have a Str Pusher to enable including that card, or you could just have an Int Pusher hero. This wouldn't make sense in Artifact 1.2 where you're more easily shut out, but it seems it would with the new casting requirement changes

    Or a million other possibilities. I also like how LoR did regions which are less narrowly designed.

    But it's also worth noting that they can just not limit heroes so much by the set they're in. Like the Wraith King they showed looked like a mix of red+black if it were in Artifact 1.2, yet it's green. That's cool too, but it makes me wonder if it was better that they stuck with str/agi/int to begin with, and it makes me wonder how much it'll limit adding new sets with 4 colors.

    submitted by /u/sadtaco-
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    How can I expand my collection right now.

    Posted: 08 Apr 2020 12:20 AM PDT

    Hello new player here. I bought Artifact 4 days ago, the question is basically in the title.

    How do I expand my collection right now without buying packs, are there some kind of leveling rewards in Artifact? Only tried a few games with bots, game seems fun tho, even in thes poor state.

    Really hoping this game can take off in the future. Coming form HS (ruined by bizzare RNG) and Gwent ( ruined by lost game identity imo), Artifact seems like a good mix between these games. I hope Valve will give us open beta very soon.

    Thanks for the answers.

    submitted by /u/AlexanderSalinka
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    Valve update reveals more about the future of Artifact

    Posted: 08 Apr 2020 11:31 AM PDT

    Valve has been working hard on Artifact with new game modes and core gameplay. Hero draft brand new mode that gives the player time to construct a deck with out all the pressure. Are you guys excited to play Aftifact?

    https://www.slashshout.com/2020/04/08/valve-update-reveals-more-about-the-future-of-artifact/

    submitted by /u/slashshout
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