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    Saturday, May 23, 2020

    Artifact - Good things are coming, long haulers

    Artifact - Good things are coming, long haulers

    Link to Artifact - The Dota Card Game

    Good things are coming, long haulers

    Posted: 23 May 2020 11:22 AM PDT

    it does feel like that sometimes

    Posted: 23 May 2020 08:51 PM PDT

    Ted, consumer of Ancients

    Posted: 23 May 2020 01:08 AM PDT

    Since we're so close to beta 2.0 let's watch this masterpiece again

    Posted: 23 May 2020 02:29 AM PDT

    Given that Valve almost never advertises their games, should they put a bigger emphasis on advertising for Artifact 2.0?

    Posted: 23 May 2020 06:50 PM PDT

    As we all know, Valve prefers the "Action speak louder than words" mentality when it comes to advertising their games, for the most part. With 2.0 Beta just about to begin, should Valve try to put more into advertising Artifact 2.0, to try to draw new players in?

    If so, then what kinds of advertising do you want to see? Although this would most likely backfire, maybe Valve can try to do something like Sega's "Genesis Does What Nintendon't" ads in the past, obviously using HS/MTG/LoR as comparisons. Maybe they could also do something like the Sega Saturn vs. Playstation (aka Plaything) ads, emphasizing the high production values of Valve's games compared to the competition, as well as the high production values of Valve E-Sports scenes and prize pools (i.e. TI's prize pool vs. League of Legends's much smaller World Championship prize pool, and the new Dota Regional Leagues are coming while other leagues such as OWL are crashing and burning), compared to the competition, although that kind of advertising would probably backfire too.

    submitted by /u/Enstraynomic
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    Last 2 cents before 2.0

    Posted: 23 May 2020 10:07 PM PDT

    I am not going to write what I think went wrong or right with artifact 1. First I would like to say I loved artifact 1, the concept of it and how complex it was. There were many games that even with terrible rng, I was able to pull a come back by stopping, taking a deep breath and reassessing all my cards and hero deployment. There wasnt a single game where I felt like forfeiteing early or thought it was over before seeing my final cards. It felt amazing playing the game, but very, very exhausting, I would play two or three difficult games and basically be done for the day. I dont know if you all share the same feeling, but that might be one of the reasons why it died pretty quick, the game was too complicated, therefore not amusing for the more casual playerbase. In the new Artifact 2.0 I just hope they find the balance between both, I hope the game is still " complex " and with some rng, but still fun and easy to understand for the more casual playerbase. Also I hope this time they dont advertise the game as a dota card game, but instead as an amazing card game that just happens to use dota lore and some heroes in its cards. Next week I hope to see you all in Beta, this time we are staying! Amem long haulers

    submitted by /u/maykowxd
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    What went wrong with Artifact 1.0 and what I hope 2.0 will be

    Posted: 23 May 2020 09:24 AM PDT

    Hello everyone! I've been playing TCGs for many years, played the good ones, the bad ones, the ones that died on arrival and the weirdest formats around and I wanted to share my opinion about what went wrong with Artifact 1.0 and what I hope 2.0 will improve.

    Issues:

    1- It wasnt F2P. The main issue about Artifact was obviously the fact it wasn't free to play. Having to pay initially for the game and then pay again to get the actual cards, and once again for the events turned almost everyone away. And considering the saturation of the TCG market, I get why.

    2- The lack of an actual progression system. When the game released it had no progression system at all. A kind of "progression system" was added later on, but nothing too interesting. And considering that at that point the number of people actually playing was very low, it's not like it changed much.

    3- Lack of a ranked mode. Yes, you could play draft and constructed events all day, but a competitive gamemode is needed for any competitive game. It helps with player retention and makes players understand if they are improving at the game or if they still suck.

    4- Game balance. Yes, the game was not balanced at all, the initial beta testing and the game launch were a failure and the needed balance updates were not coming. A very few number of cards and heroes dominated the meta, while the others were relegated into the "not too bad to draft" tier. And some of them were just bad.

    5- Unintuitive gameplay. I don't think RNG was a major issue with the game. Yes, I agree it could be improved. Was it the main problem of the game? Was it what turned so many people away? I highly doubt it. The main issue was that while the game was easy to play if you had experience with card games or tabletop games in general, it was very hard to grasp for someone with little to no experience. This is to be expected, but Artifact took it to a completely different degree. Add RNG on top of that and your average player is going to uninstall this game after a couple hours.

    The good parts.

    The game obviously had some nice touches to it. The tournament mode was fantastic. The animations, the arts and the sounds were good. The gameplay itself was still enjoyable, except the lack of clarity for not so experienced players.

    In the end, I just hope the best for this game. The fact it wasn't just forgotten and thrown away like many other similar games makes me genuinely happy. I hope to see all of you in the Beta.

    submitted by /u/Avanti27
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    Something Runterra has, that I hope we'll get.

    Posted: 23 May 2020 06:15 AM PDT

    I started to buy cards when I was a kid, but was never really interested in actually playing. I enjoyed the artwork, but enjoy both now.

    That said, I absolutely love the artwork in Runterra, and enjoy hearing the social interactions between cards. Sure I've seen a few cards say a word or 2 between each other in Artifact, but it was never really interesting. I never got the sense of a story going on.

    Another thing they did really well, was sometimes combine card art between each other.

    1. Example
    2. Example

    You can see that both artworks are combined, from the 1st examples right, to the 2nd example on the left.

    You get a good sense of the story and vibe off that games cards, and get a brief lore that isn't a drag to read.

    I'm not sure about anyone else, but I never cared about any of the cards in Artifact, besides the heroes. I actually began building fun decks around the lore in that game, and just didn't find the same sense of joy of liking an individual card in Artifact.

    At least for me, I hope Artifact manages to give players this type of joy.

    EDIT: Some grammar.

    2nd EDIT: Since some need more examples, here is more art connections in Runeterra.

    1st card is them together, 2nd is the same from another angle.

    1. Crimson Awakener
    2. Crimson Curator

    These 2 are arena partners.

    1. Kato the Arm
    2. Shiraza the Blade

    A champoin surrounded, and eventually slaughters.

    1. Surrounded
    2. Not anymore

    There are plenty more, even an entire battle field can be made out with several cards in a deck. You can get a sense of what's going on very well when playing the game, and even better understand if you read up on the lore. A good hint that there's connections between cards is social ques.

    Hopefully we get a better sense of this in Artifact, is all I'm wishful for.

    submitted by /u/Venichie
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    When will codes be sent out?

    Posted: 23 May 2020 02:41 PM PDT

    Title, didn't know if there was a date they would start being sent out or not.

    submitted by /u/Daddylolrofl
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    Option of Platform and Observation of Artifact 1.0 inside Artifact 2.0 please ༼ つ ◕_◕ ༽つ

    Posted: 23 May 2020 04:44 AM PDT

    new artifacts graphics

    Posted: 23 May 2020 05:16 AM PDT

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