Artifact - What I want from Artifact 2.0 is to be a Valve game |
- What I want from Artifact 2.0 is to be a Valve game
- Artifact isn’t Dota
- Merry Christmas! Second last pick!
- Signature cards: Fixing Hero "Level Up" and "needing attached hero to cast it" concerns in one go.
- Creating Hero Identity
- Do people care about hero voice consistency from Dota 2 to Artifact?
- Me playing mono black: "I'm here for a good time, not a long time"
- Only thing i want to be 100% not changed
- BabyBokChoy88 vs. Wuhek | Losers' Bracket Round 1 | ACS - Artifact Champ...
- Hero Io ༼ つ ◕_◕ ༽つ
- ACS - Artifact Championship Series | Losers' Bracket Round 1 | 16 UTC / in 8h
What I want from Artifact 2.0 is to be a Valve game Posted: 11 Apr 2020 03:07 PM PDT When you look at artifact 1.0, it is behaving exactly like the rest of he industry. What I want from Artifact is what every other Valve game has: Community Content. Dota, CS:GO, TF2, all are highly modable games, with fountains of commuinty driven content that kept the games going for years. Players are annoyed with balance? Let them play with the stats. Players have an idea for new cards? Let them mod them in and play with them in private matches. Community content is basically 95% of valve dna: Steam Workshop, Storefront recommnedations, Trading with each other. Artifact should be like other Valve products, that is what makes them unique and better than the rest of the pack. [link] [comments] | ||
Posted: 11 Apr 2020 10:04 AM PDT Artifact is the Dota Card Game but it isn't Dota. Almost every suggestion on reddit right now is how to make artifact 2.0 feel more like Dota. That's not a bad thing, because I think it should feel like Dota given that it's the DOTA CARD GAME. However, let's not carried away and blinded by our own desires. Being a card game and not a moba, mechanics are going to be different. Much can be translated over in really cool ways but not all of it. So I just want to remind everyone to think about if you're making a suggestion that makes artifact a better card game or if you're simply making a suggestion that makes artifact more like Dota. As much as I love Dota, I do want a bit of a different experience with Artifact. I'll play Dota if I want all the feelings that Dota brings. Just my opinions, but I'm worried if we're too focused on turning artifact into everything that dota is, we're going to inevitably end up disliking 2.0 either because it never felt enough like playing a game of normal dota or because it didn't end up being a good fundamental card game. This isn't me calling people out or trying to start an argument for people to downvote each other. Just something to think about. Beta is about to come and Valve seems like they want to listen to us. Since us Redditors have spent so much time pinpointing the 50 million reasons why artifact 1.0 failed, let's use that same brain power to scrutinize our own suggestions so we can end up with a game we're proud to have in our collection. EDIT: For those commenting that I'm saying "artifact shouldn't be like Dota," try reading past the title. My third sentence literally says "That's not a bad thing, because I think it should feel like Dota given that it's the DOTA CARD GAME." All I'm saying is that the top priority should to be to make a good card game. I never said that making it feel immersive and like a dota experience wasn't a priority. I also never said that we should actively try not to make it like Dota. In fact the opposite. So please read the whole post first. If you want an example of my point, look at hero dying and locking out the opponent from playing cards. This is a hot topic right now as a lot of people have made posts and comments saying they don't like the feeling of being constantly locked out of playing cards and just sitting at the computer hitting the pass button. Well this is technically a translation of the moba. When you die in Dota you have to sit there until you respawn and your opponent can do whatever they want (and yes I realize there's buy back which I think is a great mechanic that could be explored in 2.0). Even though this artifact game mechanic is based on Dota, it's doesn't make for a fun card game for many people and hence we have threads about it. That's why I'm saying to be careful what you ask for. I DO WANT THIS GAME TO FEEL LIKE DOTA BUT I WANT THIS GAME TO BE GOOD EVEN MORE. Those two are NOT MUTUALLY EXCLUSIVE and can be done at the same time (I realize that), but the latter is of higher priority to me and hopefully most of us, so I just want people to make game design suggestions with that in mind as we move into a period where the DEVS will be asking us for feedback. [link] [comments] | ||
Merry Christmas! Second last pick! Posted: 11 Apr 2020 08:34 PM PDT
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Signature cards: Fixing Hero "Level Up" and "needing attached hero to cast it" concerns in one go. Posted: 11 Apr 2020 07:30 PM PDT People have been wanting to give signature cards more uniqueness, and suggesting that they should only be able to be cast in lanes with its attached hero. As well as something similar to "level up" in for example LoR. My suggestion doesn't always address the level up mechanic, but it's kind of similar anyway. So basically signature cards could have like an additional "Bond" or something effect, that would trigger only when cast from same lane as the attached hero is situated. As well showing visually with a link or/and brighter colors that these two are connected, when dragging and playing the card (probably with unique voice lines, etc). In this example, if the signature card is played from a lane where Wraith King is, in addition to its common effect, the card will as well give Wraith King a death shield. This is a more situational effect, it only has an effect if Wraith King already lost his initial death shield. Idea is to have this Bond ability be either situational or rather weak. It could give a hero stat increase, draw a card, give some gold, whatever you can think of, but described as short as possible, because the main effect description will take most of the space. I think this is a very nice way and compromise to connect hero with its card, in a way that won't disturb game design. I don't think it's feasible in a reasonable way to do a level up mechanic very similar to LoR, because we already have an ability or two, 3 item slots, and modifiers, that all have to fit on one card of 15 total across the board (think mobile too). As well because you will have to track 10 heroes' level up progressions, not 1-3 like in LoR. [link] [comments] | ||
Posted: 11 Apr 2020 04:23 PM PDT Since the recent posts from the Artifact team, one of the critiques I often read is the fact that Heroes are little more than a glorified creep. I think there is some validity to this concern and I would like to suggest to the Artifact Team a slight rework of Heroes. I would like them to gain more identity, not only as Heroes but also between themselves. In Dota 2, although you can pretty much play each hero as you want, there are certain roles that define them better and are how the majority of players plays them. Since the game already lets you play heroes how you want, equipping items to each as you see fit, my proposal would create more structure to each, allowing for pseudo-roles. So here are 3 examples of what im talking about (numbers and abilities are just placeholders): Spectre (Carry) Dragon Knight (Semi-Carry) Nature's Prophet (Offlane) Vengeful Spirit (Support) In short, give each Hero: 2 Active abilities (1 regular, 1 Ultimate) and 1 Passive ability. The concept is to give each Hero a clear identity and, in doing that, a defined role in your team. Just like Dota 2, some of them are better in the early game, some in the midgame and other are powerhouses given enough time. With this change, Signature Cards would be removed from the game, since they are already incorporated in the Hero. I always felt awkward casting a spell from one Hero without him being present in lane and my proposal also fixes that. Also, since its Hero related, I would also like to suggest the following ruleset changes: Silence: Disable active and passive ability of target Hero; Stun: Silence effect + Doesnt attack that round; Root: Prevent movement to another Lane and to the Fountain; Having a Hero in lane and not being able to cast is frustrating and I dont see a reason Stun and Silence have to be that powerful. I would like to start a discussion on this subject so feel free to express your opinions. I will probably just lurk :) [link] [comments] | ||
Do people care about hero voice consistency from Dota 2 to Artifact? Posted: 11 Apr 2020 10:25 AM PDT Personally for me, after spending years playing Dota 2 I have come to really enjoy the characters Valve has created, all heroes have amazing voices and great acting, but i feel a little disappointing comparing them with Artifact. I'm not sure if there was ever a reason given for some actor replacements (Legion Commander/Tinker/CM/Magnus/Lion/Sven) every time I hear their voices, it really pulls me out of the game and cringe as I feel they are not the characters I know and spent countless hours with, especially CM and Lion, their voices feel so butchered compared to the original. #NotMyMaiden If their actor wasn't replaced, a few heroes don't sound alike either due to some heavy filtering or lack of filter (Bristleback/Abaddon/Ursa/Treant/Faceless Void) they are still somewhat recognisable but most of the time if they are talking I always say to myself "what happened to his voice/why does he sound weird" This had bugged me every time I play Artifact, but only bring it up now as they are looking to add Mirana and Wraith King to the game and don't want to see them suffer the same fate. Does anyone coming from Dota 2 to Artifact care or even notice this? is it just me? I was considering emailing about this, but thought i'd ask here first to see if this matters [link] [comments] | ||
Me playing mono black: "I'm here for a good time, not a long time" Posted: 11 Apr 2020 12:42 AM PDT Me playing mono blue: "I'm here for a long time, not a good time" [link] [comments] | ||
Only thing i want to be 100% not changed Posted: 11 Apr 2020 12:05 PM PDT Purple victory screen. It's beatiful, don't change it. [link] [comments] | ||
BabyBokChoy88 vs. Wuhek | Losers' Bracket Round 1 | ACS - Artifact Champ... Posted: 11 Apr 2020 01:00 PM PDT
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Posted: 11 Apr 2020 07:52 AM PDT | ||
ACS - Artifact Championship Series | Losers' Bracket Round 1 | 16 UTC / in 8h Posted: 11 Apr 2020 12:46 AM PDT The Artifact Championship series (ACS) continues today. BabyBokChoy88 (USA) vs. Wuhek (PL)| 16 UTC Come join us! Discord Link: https://discord.gg/cd3jAg8 Stream: https://www.twitch.tv/NineArmada Bracket: https://challonge.com/ACSseason2 The prize pool is 100% long haul funded; currently at 171.03Eur. [link] [comments] |
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