Artifact - Every day when I look at my steam library to see if t here's a beta key |
- Every day when I look at my steam library to see if t here's a beta key
- Artifact Beta 2.0 - Green Hero Review
- Can we get a Q&A from the devs?
- ༼つ ◕◕ ༽つ Give Beta Key ༼つ ◕◕ ༽つ
- Artifact Beta 2.0 update for 6/22/20 (6/23/20 UTC)
- Would you rather have Artifact 1 Updated (f2p, new expansion, no 300% rake, play to get cards...) or Artifact 2.0?
- Looking for the Next Wave of Artifact keys
- How to take your Opponent Hostage - 2.0 Version
- Here we go at last.. Nice to get to this one when I missed the 1.0 beta
- Vulkan supp
- New Update Detected - Artifact Beta 2.0 - 2020-06-23
- 2.0 is just not enjoyable
- This weird card appeared when I opened my last pack
- ACS Season #2 Grand Finals | Saturday 27th 14 utc
- Does Combat Need a Fundamental Rework?
- Hopes and Dreams of one young soul!
Every day when I look at my steam library to see if t here's a beta key Posted: 22 Jun 2020 02:27 PM PDT
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Artifact Beta 2.0 - Green Hero Review Posted: 22 Jun 2020 01:09 PM PDT
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Can we get a Q&A from the devs? Posted: 22 Jun 2020 03:54 PM PDT Things like mana, hand size, combat, card draw, etc., keep being brought up, mainly because we don't know why a mechanic works the way it does, so all we can do is speculate. I think the blog posts have been good at explaining what was done, but not why something was done. I watched a video with the developers of Darkest Dungeon, and they talked about all the blowback they got when they introduced the corpse mechanic, even though their metrics showed that after the dust settled, the vast majority of people left the mechanic enabled. They said that once they explained why they were adding the mechanic, people were able to understand what they were trying to accomplish. There were a lot of changes to mechanics from 1.0 to 2.0, and I think a chance to find out why a change was made could settle some discussions, and help us move on from the "Why doesn't X mechanic work like it does in LoR?" and "I liked X in 1.0, here's why it's bad in 2.0" posts. Something like the Q&A threads that /r/Underlords used to do would probably be sufficient. [link] [comments] | ||
༼つ ◕◕ ༽つ Give Beta Key ༼つ ◕◕ ༽つ Posted: 22 Jun 2020 06:47 AM PDT | ||
Artifact Beta 2.0 update for 6/22/20 (6/23/20 UTC) Posted: 22 Jun 2020 04:34 PM PDT Via the Steam Community: General
Card Text
Gameplay
Bugs
[link] [comments] | ||
Posted: 22 Jun 2020 08:20 PM PDT I already asked this couple of people might as well get bigger sample. [link] [comments] | ||
Looking for the Next Wave of Artifact keys Posted: 22 Jun 2020 12:28 PM PDT
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How to take your Opponent Hostage - 2.0 Version Posted: 22 Jun 2020 01:30 PM PDT
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Here we go at last.. Nice to get to this one when I missed the 1.0 beta Posted: 22 Jun 2020 12:00 PM PDT
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Posted: 22 Jun 2020 06:11 PM PDT
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New Update Detected - Artifact Beta 2.0 - 2020-06-23 Posted: 22 Jun 2020 04:32 PM PDT | ||
Posted: 22 Jun 2020 12:20 PM PDT So, basically the title. I tried 2.0 few times, I spent overall 10 hours. But the matches just not hooking up. It's boring and you just don't have enough options to play. [link] [comments] | ||
This weird card appeared when I opened my last pack Posted: 22 Jun 2020 12:49 PM PDT
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ACS Season #2 Grand Finals | Saturday 27th 14 utc Posted: 22 Jun 2020 05:37 AM PDT The Artifact Championship series (ACS) Season #2 comes to a close! A clash of 1.0 titans & the end of this long haul tournament era! Best of 7! 250€ for the winner! Dont miss it! diQ (RUS) vs. RazDva (RUS) Saturday 27th June; at 14 UTC! Come join us! Discord Link: https://discord.gg/cd3jAg8 Stream: https://www.twitch.tv/NineArmada Bracket: https://challonge.com/ACSseason2 [link] [comments] | ||
Does Combat Need a Fundamental Rework? Posted: 22 Jun 2020 02:11 PM PDT In many ways Artifact is like an auto-battler game - you set up you team then the actual combat is automated. But it has by far the worst combat of any auto-battler game. The two sides slam into each other and take simultaneous damage and that's it. Compare this to something like Hearthstone: Battlegrounds. During combat a lot of interesting things can happen - a deathrattle fires that spawns a new unit, a taunt can attract attacks. Because combat isn't instant left-to-right ordering matters, event ordering matters. The combat is easier to follow and because of that can be more complex. Imagine Artifact but the combat unfolds left to right - your leftmost unit attacks, then their leftmost unit attacks, and so on. (In some cases it could be "perform an action" rather than attack - for example a unit that uses their turn to heal allies) That would allow for so many more interesting effects and interactions. If you kill a rightward unit with cleave they would miss their attack entirely. The game could have various triggers - things that happen on death, on attack, etc. You could have units that attack twice, units that attract attacks (taunts), etc. Artifact is a game where you set up a board state and let it loose - but the letting it loose part isn't interesting, mechanically or visually. People complain about dull cards that simply buff stats but that's all the combat allows for. Suggestions are often goofy and unhelpful but the combat mechanics feel like such a low ceiling on how interesting the game can be. I'm not sure if the game can ever be exciting for the average person when THE core mechanic, the combat, is so limited. [link] [comments] | ||
Hopes and Dreams of one young soul! Posted: 22 Jun 2020 09:15 AM PDT I want to play a card game where the major core skill is about _deck building_ instead of _deck piloting_ let me rephrase that: I REALLY REALLY REALLY am DYING to play a game that is about deck building instead of deck piloting. Of course deck piloting will still be a huge skill, but it wont be the CORE skill. Currently it isn't really possible in most card games, because so few of the player base has access to all the cards. However with artifact being the first (THANK YOU VALVE) game where everyone will have access to all the cards for free, we have a chance to really push for this. I understand this is a bit of a crazy suggestion, and 99.99999% it will be ignored or rejected! But it is what I am really really really looking for in a card game, and other than making one myself (even smaller chance) this is the best chance I have! So I thought why not try my luck! Everyone knows the most fun time in these card games is in the first few days of an expansion or a balance change. These days with efficient net decking, tweeting from pros etc etc. meta's can get _relatively_ stale within a few days. I WANT A NEW META EVERY DAY! How about every single day, the player base gets to vote to ban cards and the most popular cards are then removed from the pool of cards for that day? (OR some other creative and more interesting method) I like this idea for two reasons, firstly it gives the playerbase a chance to vote on what goes and what stays which can a fun kind of "sidegame", but most importantly it really will shift the core skill of Artifact into DECK BUILDING, which for me (and I think a lot of people out there) is one of the ABSOLUTE MOST FUN THINGS POSSIBLE! But really I am not here to offer a solution, I will leave that to the creative game designers at Valve, but can we please use this unique chance to have a card game that protects itself from the stale meta problem and really rewards creative deck building! [link] [comments] |
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