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    Friday, May 8, 2020

    Artifact - Hope he'll be cool in 2.0

    Artifact - Hope he'll be cool in 2.0

    Link to Artifact - The Dota Card Game

    Hope he'll be cool in 2.0

    Posted: 08 May 2020 09:32 AM PDT

    elegance

    Posted: 08 May 2020 12:31 PM PDT

    Artifact 2.0 shop explained!

    Posted: 08 May 2020 09:12 AM PDT

    So... I was digging through my old threads and found something kinda funny

    Posted: 08 May 2020 01:25 PM PDT

    I was digging through my post history to find an old thread about a project I was working on and dropped a while back, in order to figure out where I left off and I found this:

    https://www.reddit.com/r/Artifact/comments/d2lelo/ifwhen_the_long_haul_is_over_wraith_king_should/

    Valve, you've already made half of my prophecy true, now you gotta complete the other half.

    You just gotta.

    submitted by /u/Slarg232
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    Artifact 2.0 Shop Analysis

    Posted: 08 May 2020 07:23 AM PDT

    The Pandamonium - $20/$70 prize tournament - Sunday May 10th

    Posted: 08 May 2020 09:54 PM PDT

    Hello!

    I am hosting a prized tournament this Sunday, May 10th at 17:00 UTC. It will be the first of hopefully several more to come while we wait for Artifact 2.0 to release. This tournament series is called the Pandamonium series and will cover all modes including constructed, draft, random two color, rainbow, etc. However, each tournament will have a pandemonium factor that will spice up each tournament and keep things fresh.

    Pandamonium Series #1 Hosted by: SneakyPanda

    Date/Time: May 10th 17:00 UTC

    Format/Rules: Constructed with hero bans. Players will vote on 1 hero from each color to ban. The hero with the most votes in each color will be banned for everyone for the entirety of the tournament. The tournament is a best-of-3 single elimination bracket with a best-of-5 finals.

    Prize: $20 to 1st place* (payments made through PayPal)

    *The winner of this tournament can opt to give $10 of their $20 prize to the 2nd place finisher to challenge me, SneakyPanda, in a best-of-5 match. If the challenger wins, they will gain an additional $50 bringing their total to $60 and giving $10 to the 2nd place. If they lose, they still walk away with $10. The challenger can pick the format of the match (constructed, draft, rainbow, random two-color, Call to Arms).

    Tournament Link: https://www.playartifact.com/tournament/?invitekey=63151556346713343

    Discord Server Link for more details and banning heroes: https://discord.gg/6MuWjAK

    Thanks! I hope for a good turnout and hopefully I'll be able to increase the prize pool in future tournaments.

    submitted by /u/CandyMonster_
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    Artifact Lore

    Posted: 07 May 2020 11:17 PM PDT

    Its great the game is back on track and all of us are looking forward to it but there was a silent yet strong group of people supporting the success of the game solely for the lore.

    Would love to know if how the lore holds up with the old artifact being essentially discarded. The new exe rewrites the lore or continues with it?

    Feel free to discuss or correct me

    submitted by /u/anshulb1331
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    On defence of 1.0's Board RNG (Arrows and flop)

    Posted: 08 May 2020 08:11 PM PDT

    I am a little tired of the discussion around shops and I want to talk of something else and see if I am the only weirdo in the room.

    I am a Long Hauler and as such I actually like 1.0, so all I want from 2.0 is just that it has some tweaks to economy and maybe card design changes. I mostly played Draft so I've no idea how what I say translates to constructed.

    First: Artifact is artifact. I am a Dota 2 player and I get that 1.0 isn't what a Dota 2 player expect from a so called "Dota card game". Valve should've created a totally different game imho to please us. Something where you start the match draft heroes, draft cards and then play. Every single game. Now I firmly believe that given that... people should just stop trying to push stuff into Artifact mechanics that just doesn't belong to the game.

    I don't see many people voice my concerns in those weeks, maybe because we are just happy that there are news, but I don't think that we should accept such drastic changes just because we need support. 1.0 was special in what it did for a lot of us and we should help Valve in improving on it and not destroying it.

    Now that you know what I think on a general note let's talk about the main topic:

    I want to briefly discuss why I think that arrows and flop were actually good concepts in principle. In short variance in card games is usually introduced by the deck building restrinctions, but if you think about it Artifact has actually a lot less variance then other card games coming from the deck. This is because you can have copies of an effect out of 40 and on top of that you have the Item Deck that gives you even more effects that you can access way more often then in other card games. You also draw 2 cards per turn AND heroes that are recursive treaths. I mean in 1.0 your deck is basically guaranteed to do what it is built to do.

    That's why in 1.0 we have arrows and flops: to introduce variance in a system that otherwise would be too deterministic. I see a lot of people say that we should reduce RNG to increase the SKILL of the game, but I mean guys... This topic has been extesivelly discussed already in the past. This is simply false. It's even easy to do a simple tought experiment to come to the conclusion that actually in card games RNG is vital to the games to have SKILL. If your deck for example was stacked in a fixed way you had no decision to make and such no skill involved in the progression of the game.

    Imho Arrows and Flop were perfectly balanced to give us variance, create interesting board states and give the player more decisions to make. I've lost waaaay less games to arrows or flop then to card draw in Artifact, so I really don't see why we should want to eliminate them from the game. In 1.0 you had to deal with board RNG and build your deck to have the tools to manipulate it. Your deck almost always did his job with very little variance and that design philosophy was probably what allowed the game feel so deep and special. Most high tier players had an absurd winrate proving that the RNG wasn't a problem balance wise.

    NOW. It's true that arrows and flop were 2 things that people actually complained A LOT. So even tho they are balanced mechanics it doesn't mean that they are FUN for the average player. That's for sure a problem, but imho the game doesn't need to get rid of them as much as it needs GOOD CARDS to deal with them. Just looking at the new cards I can see way more tools for players to play around bad RNG or recover from a bad deployment or a key mistake.

    I mean just look at Magic for example. In magic you should stay open with mana and play reactive during combat phase, unless you can play stuff that actually helps it and only play your spells in main phase 2. This concept is important and that's why usually mechanics are designed to highlight this and help the player figure it out, but it's not inherently intuitive... why would you not play stuff in the main phase 1 intuitivelly? Imho Artifact should improve in doing this.

    I am not saying that the changes are all bad. Artifact 1.0 had indeed a problem with optimal play for players, because in a lot of cases you had to do weird stuff to succed (like not killing enemy heroes, not playing stuff ecc.), but it was part of his identity and complexity that all Long Haulers loved... Imho it has to mean something. Maybe Valve could just implement the flop of 2.0 in 1.0 and things would play much more smoothly. Imho removing both Arrows and flop changes is massive overkill.

    Tl;Dr: I am a Long Hauler and I don't like that they have completelly removed arrows and flop rng.
    Imho Valve is overreacting on how much RNG had a part on the faillure of the game or how much it needs to be fixed.

    submitted by /u/Opchip
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    Yet another Shop/Item alternative: Delete it

    Posted: 08 May 2020 01:19 PM PDT

    First of all, let me start by saying that I'm not saying this is the best thing to do, nor by all means necessary, I just believe it's a valid implementation, just like MANY others. There is no right or wrong as long it's intuitive, it all comes down to how Valve envisions the game should be.

    Now... this shop sneak peak is causing a lot of controversy, so why not consider getting rid of it altogether?

    How it could work:

    • Gold continues to work as it is, a secondary resource.
    • Items can be included in the main deck, but they cost Gold instead of Mana to be "summoned".
    • Card drawn amount would need to be increased somehow, by adding an additional card per turn, or more cards with drawing effect.
    • Item cards can have an "Upgrade XXX: Y" effect, where Y is the Gold cost of turning the item into XXX (e.g., a "Broadsword" can turn into a "Battlefury" if you pay 20g). It could also be considered unequiping the item on Upgrade (getting the card back on hand on Upgrade).
      • Quick note: I really like this, regardless of the final Shop/Item implementation.
    • Shops would go extinct :´(
      • I understand it to be a hard hit as this is a DotA based game, and Shops play a major role in there, but the Items themselves are much more important. Commentators don't discuss "look how fast the player uses the shop", but "which items the player choose to go for". To be completely fair, I honestly think that very few people would miss the Shop.

    With this implementation will achieve:

    • We can still earn Gold, and still have to fight for it.
    • No rerolls, invests, upgrades (a minigame within a card game). Cards themselves are supposed to do these.
    • Get rid of a major RNG (we already have card drawing, do we need more than that? Rng is supposed to create adversities, and not win/lose conditions).
    • GREATLY improve the deck building/experimenting experience, which is the majority of the fun in card games for a lot of people.
    • Opens up for more diverse decks... some with lots of items playing a major role in the game, some with basic items just to support the main deck. Some with shitty early game items that can become super strong late game items. Some with amazing early game items but that do not transition into anything late game. Etc.
    • Consumables could easily go back in the game without breaking it (if they are too good, just increase the price or nerf it's effect).
    • Add a little bit of DotA's item evolution into Artifact.

    Again, I'm not saying this is the solution for items 2.0, I'm just listing an yet another alternative.

    submitted by /u/Valasty
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    Blue/Black Lion Drain deck

    Posted: 08 May 2020 10:11 AM PDT

    Anyone have a link to this deck? I saw it pretty often a few months ago but haven't encountered a single one since.

    submitted by /u/futurealDad
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    Yet another opinion for the shop with the same importance as everyone else

    Posted: 08 May 2020 04:31 AM PDT

    Well thanks to a guy, got me triggered enough to write my analysis about what I think for the artifact shop.

    Lets start from the basic. Well why I like to play artifact? I'm DOTA fan and I like TCGs. I guess most do it for the same reasons. Why I like TCGs? Well I like the deck building and the play management of it. This is the basis why I care about this game.

    So there are rules of how you play your cards like drawing and mana.

    For example another way to play is to have 40 cards in my hand and played in turns with my opponent without the need of mana cost and get the win who deployed better his/her 40 cards at the end.

    So the way you pay for your cards here is the number of draws each turn and mana cost.

    Now as you play there is one more variable here which is the gold gaining by doing specific stuff.

    The gold is the way you pay for your items.

    So this is a different economy because you actually pay for these items from your gained gold.

    So... as IRL if you want to order food and pay for it, no matter how you gained this gold. By killing creeps, playing a "Payday" spell, working a 9-5 job, winning the lottery, how do you feel if you want to order pasta for example and randomly give you only three options, pizza, burger or salad and you have 100$ in your account and tells you that you can give 20$ to reroll and update these options and maybe get what you want and pay again.

    So this is a different economy system that you trade gold and it should have all the options available to choose from. Further more if it is from your own 9 item chosen pool.

    I would be ok for example if every turn you get one random item card alongside with the two other cards from your deck... (but I prefer not).

    So thats why I think the shop in 2.0 is getting even worse with levels and rerolls at top of the main game.

    Imagine that you have a pool of low mana spells (4-) each turn at the start (so dont get 8 mana ToT for example) and you have to pay mana to upgrade that pool...

    This level of linear approach and complexity is not even in the main game as the example above and it tries to be implemented to a minor part of it (that I think should have much less importance from the main concept which is the deck building and card play management). By trying to "solve" a "problem" that it is creating by default.

    Thanks for the reading, sorry because I dont speak English very well, I hope you understood me.

    Be well.

    UPDATE

    Suggestion: Every turn you draw three (or two, the chosen number is not the issue for now) item cards from your pool to the shop. They remain there as a different hand, whatever you buy or not. The next turn you draw 3 more but you also see available all the cards from previous turns in that other hand (until you buy them of course).

    Thats all, the only difference from 1.0 is that what ever you drawn, remains.

    Consumables must be separate and available always.

    submitted by /u/d_KraLL
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