Artifact - Artifact Beta 2.0 - Item Review Part 1 |
- Artifact Beta 2.0 - Item Review Part 1
- I knew i´d see them again one day <3
- A problem with mana granularity, actions per turn and cooldowns
- Artifact release.
- Moonday
- Counterplay to instakill mechanics?
- Despite negativity on boards the real artifact 2.0 community is amazing.
- Just realise Artifact is a missed opportunity for what could have been a ground breaking game in the current CCG industry
- The Lore of Legion Commander, and the battle of roseleaf vs the abyssal attack on stonehall
- Roses are red violets are blue
Artifact Beta 2.0 - Item Review Part 1 Posted: 13 Jul 2020 05:24 PM PDT
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I knew i´d see them again one day <3 Posted: 13 Jul 2020 07:11 AM PDT
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A problem with mana granularity, actions per turn and cooldowns Posted: 13 Jul 2020 05:48 AM PDT First of all, the new way lanes operate is a massive, gigantic improvement compared to Artifact 1.0 From creep spawns, to hero deploys to arrows to combat resolvement, it feels like this version of the board has incredible potential for amazing gameplay. It astonishing how much the panning and turn-based laning system from Artifact 1.0 bothered me until I could try this current version. It's a lot smoother, and - with a few UI tweaks to make combat order clearer - a lot more intuitive and fluid than the old version. With these changes, I believe that the foundation for Artifact 2.0 - the way the board itself works - is extremely solid. However, with the transition from 3 boards with 3 mana each to 1 boards with 3 mana total and the addition of manacost on items and hero abilities, new problems emerge. Mana granularity is currently a huge problem. Too many things cost 1 mana. There is too little mana to take meaningful actions. I, the player, am taking too few actions per game. I have not had a game of hero draft where I ran out of cards yet. And I'm only drawing 1 card per turn with little means of drawing more - which is also a problem imo. Artifact 1.0's fatal flaw was, in essence, that it wasn't very FUN. With the current restrictions on player actions in place through both mana and card-draws, I am not having as much fun as I can see myself having if I could DO more. Floating 3 mana feels insanely bad in Artifact 2.0. I feel limited in my decision-making space. There is little debate about saving this card for later if I have no other play, potentially looking for a more value play for a card, because making no play at all is extremely bad. In traditional card-games floating mana is also not ideal as you might fall behind on board, but in Artifact you not only fall behind on board, you fall behind in your ability to AFFECT the board by having less heroes available to play cards, you fall behind in GOLD, thus in ITEMS, and in VALUE due to the shop-leveling mechanic. Artifact 1.0 remedied this by stupidly powerful high-mana cost cards and the importance of initiative. Falling behind was fine because redeploying to the right lane and wiping a board or locking the enemy out of plays with initiative was a thing. Killing the ancient was also much harder, so you could abandon one lane and focus on the others. Artifact is a blend of Dota and a card game. There is progression other than mana. And this is a brilliant design choice and one of the games biggest strengths. But for some reason, the design choice of having few actions to take early on in the game has been carried over from traditional card games. The less actions a player is allowed to take or influence, the less he feels like he is in control of the gamestate. If that gamestate is disadvantageous to the player and that gamestate heavily influences the rest of the game, the player feels like he is at a disadvantage throughout the game through no fault of his own. Artifact 2.0 resolved this problem somewhat by giving the player more decisions, but introduced new decision-making bottlenecks. I often times don't have any cheap cards to play in my hand. Maybe 1 card, very rarely 2. While better than it used to be, it's not enough agency. It traditional card-games, it might've been enough agency. Playing only 1 card early on is fine and we are used to it. But in traditional card-games, you aren't buying items, you aren't limited in your spell-casting by the heroes that are alive and you are not upgrading shops. The board is your battlefield in Artifact. Your heroes are your means of influencing it. You make them stronger through being ahead on board, killing your enemies. And this is fantastic. But it also means that I, as a player, want to have more agency over what happens to my heroes. Seeing them die because I only have measly 3 mana for the whole board doesn't feel right. There is still a disconnect between the idea of commanding heroes and my ability to actually do that. Cooldowns Again the problem of mana granularity comes into play. I don't think everything should cost 1 mana. I wish I had more mana. Suggestions Give us more actions to play around our heroes. I am going to suggest something that is likely too much of a redesign, but I can't help to play it out in my head and it just seems awesome to imagine it. I will provide a bit of context for why I think this would be an awesome redesign. The current iteration of the shop is genius. It is easily my favorite part from a design point of view. Being offered to make a decision between earning gold, spending gold on an immediate advantage or investing it into the future feels incredibly impactful and rewarding. Artifact took the best part from the Auto Chess genre and it works brilliantly. Build on this. The shop is tied into every aspect of the game. What happens on board enables you to upgrade and use the shop. What you do in the shop impacts what will happen on board. The type of decision-making within the shop is exactly what makes players feel like they are having an impact, its what makes the game fun. If you can get the balance right between cheap items to impact the board and invest into the future indirectly vs directly investing into the future, you are GOLDEN. Here is my idea: Give players a static 100 mana. This does not increase between turns. It stays the same. Cards have both a mana-cost and a level. Your shop-level determines your probability of drawing a card of a certain level. To throw out random numbers - shop level 1 is a 70% chance to draw a card level 1, a 20% chance to draw a card level 2 and a 10% chance to draw a card level 3 and 0% for further levels. I don't know what the right amount of levels is. Needs experimenting. Cards that are higher in level than your shop are locked if you draw them. I feel like this would be such a good way to circumvent draw-RNG, this frustrating feeling of having to play on curve and solving it with a progression system. It just seems so elegant to me. You would give the players so much more incentive to protect their heroes and kill the enemy heroes, because their bounties are directly tied into the "manacurve" so to say. Aggro decks would do the opposite, aiming to dominate the combat phases, killing the enemy heroes and snowballing through cheap items, keeping their shop-level low and opting to instead empty their hand and win through heroes equipped with powerful items. Slower decks would have to balance between buying cheap items to keep their heroes alive to be able to control the board and invest into their shop and investing into a higher shop to draw stronger cards. Balancing cards would be easier. Time of Triumph could actually be a legitimate, non-frustrating card if its locked behind a very high shop-level. The player would have to INVEST into being able to use the card, rather than just survive until he finally draws it and has the mana for it. It would go from passivity (getting mana each turn and draw RNG) to a culmination of active choices. The game would become more straight-forward. Heroes dying = bad. You can't just let your heroes die and redeploy them later to wipe the board. Feeding the enemy gold would be too punishing. I believe the amount of cards each player can play should decrease with time, as abilities and items will fill those gaps later on and the beginning of the game is too important. Maybe I'm totally off here, but it seems like such a good concept. [link] [comments] | ||
Posted: 13 Jul 2020 03:24 PM PDT Probably jumping the gun here. But do we know if second go around will cost money upfront I play? [link] [comments] | ||
Posted: 13 Jul 2020 04:13 PM PDT Hello, have there been any updates today? I think we finished surveys of all the colors. I could be wrong though. [link] [comments] | ||
Counterplay to instakill mechanics? Posted: 13 Jul 2020 09:41 PM PDT I just got stomped by a PA/sniper matchup, for the final 4 turns my most important heros just got nuked which made the investments I made into them irrelevant, is there any good counterplay for cards that instantly kill? [link] [comments] | ||
Despite negativity on boards the real artifact 2.0 community is amazing. Posted: 13 Jul 2020 05:29 AM PDT I'll admit gamers are notorious for being toxic. That being said in 60 games now the following has happened. 0 times Had opponent play Needless cards to bm a win against me 0 times opponent taunted me 0 times opponent told me off after a game 0 times opponent roped me. 6-9 times opponent actually said good game. Coming from hearthstone which I actually consider a decent community this stuff happens all the ti me. I'm either really lucky or artifact 2.0 has a great community right now. [link] [comments] | ||
Posted: 13 Jul 2020 08:54 AM PDT Yesterday, we were waiting for a food delivery with my roomates . We had less than an hour and wanted to play something relax together. Not an FPS, nor action packed or anything like that. Some kind of strategic game, turn based or slow pace but with an heavy emphasis on the fact we would play together cooperativly. Games like MOBA, BR or RTS are great at that, but they're so intense and heavy on real time decision. They just doesn't fit in the relax mood we were in. We also wanted something that will end in 15-30 minutes, so games like Divinity Original Sin or Civilisation are way too long. That's when I just said that card games are exactly what we're looking for. Hearthstone and Legend of Runeterra can easily have games during less than 30 minutes. Problem is, those games are solo. You play 1vs1 and yes there's Dota Underlords and other Auto-Chest, but you don't play together only against one another. That's when Artifact came to my mind. Artifact biggest feature is that there's 3 lanes. Each lane is somewhat it's own little game. It can be quite a strategic challenge to handle all 3 at the same time and that's a reason why the game is difficult for new players when compare to other CCG. What about making it so that each lane is controlled by a single player ? basically a 3 vs 3 Complexify the gameplay in lanes and add more cards that interact with other boards. Make it so that all players play at the same time during a turn. If one player has a good strategy to defend it's lane, he can send help on another lane that have a hard time. You can setup a combo with your teamates. You can really mimic the Dota gameplay even more. There's a real sense of cooperation and communication going on because the team needs to know what's going on, what are the possible outcomes and possibilities and finally taking actions with the resources available. There could be 3vs3, 2vs2 and 1vs1 game mode in which each player has a lane (number or players in each team = number of lanes). Other game rules would need to be tweaked like the fact there's 5 heroes in the game (maybe just change this so each player as 2 heroes ?) Heroes would still have signature spells, but what would be cool is all the possible cards that can interact with any lanes and therefore giving help to you or your teamates. Here's a couple of exemple of neutral cards (no color) that could exist. - Stack : Give gold to another lane - Pull : Destroy all neutral creeps in a lane for this round - Gank : Send your hero on another lane for this round - Warding : Reveal X cards in the opponent hand of a chosen lane Those are some really basic examples that I wouldn't make into real cards, but I think you get the idea of what could be done. One player could even build a more tanky deck while another would be DPS and finally a support. Tank would resist, defend, heal, armor, etc. DPS is damage dealer, killing, destroying objectives, hiding, etc. while Support would give informations, buffs, protection, CC, money, resources builder, etc. Honestly, I think there's a BIG missed opportunity to make the very first cooperative competitive CCG. I would play the shit out of this with my friends. What do you think ? [link] [comments] | ||
The Lore of Legion Commander, and the battle of roseleaf vs the abyssal attack on stonehall Posted: 13 Jul 2020 02:20 AM PDT
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Roses are red violets are blue Posted: 13 Jul 2020 05:27 AM PDT |
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