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    Thursday, September 10, 2020

    Artifact - How the Beta Art is Made

    Artifact - How the Beta Art is Made

    Link to Artifact - The Dota Card Game

    How the Beta Art is Made

    Posted: 10 Sep 2020 07:21 PM PDT

    Patch - 9/10/2020

    Posted: 10 Sep 2020 02:42 PM PDT

    This comment really highlights some potentially non-obvious depth of Artifact 2

    Posted: 10 Sep 2020 05:23 AM PDT

    Flow and mana of the game

    Posted: 10 Sep 2020 05:04 AM PDT

    I was a fan of 1.0 and I guess "hardcore-annoying-elitist-card gamer" so you can read this ramble that way.

    Firstly 2.0 is quite good and very happy to see it back. Online card games really needs some innovation. Biggest problem I have with the game is the lack of mana and it creating very limited options. My drafts usually ends with about 10-15 cards played and about 20-25 mana spent. This means the total number of effects and decisions I did in the whole game is less than 20. However, these are usually very hard decisions because there are many different targets but the total number is still very low. Runeterra/HS has maybe three times the decisions with blocking/attacking but the decisions are usually very obvious but players like to feel that they are doing something. Artifact 2.0 is a few decisions with many outcomes and other games are usually many decisions with only a few targets (this also makes those games a way too easy but that is different problem of how Artifact wants differ from other card games). Artifact 1.0 felt many decisions with many outcomes for me.

    One of the main problems is all effects costing mana. In 1.0 they did not cost mana and more mana in general meant that you got to play a lot more. Also I do not feel 2.0 games are that much shorter than 1.0 games and I do not see a problem if Artifact games take 5-10 mins more compared to other common card games.

    I understand that free effects can create stalling game by playing free effects instead of passing. I feel that problem was more about mono blue control being over tuned in 1.0. In general 1.0 board clears and control effects were too strong because those cleared the board and also drained the mana from opponent because they could not play cards anymore. Stalling play was not a big problem without blue decks. With shared mana pool these free effects are less of a problem anyway. Also the choices of activating effects or playing cards are usually very easy. In drafts I often have a strong 6-7 mana card to play or I could instead active 2-3 weaker effects. Choices are usually obvious and all effects costing mana does not create interesting decisions, it just a limit.

    You can already see clunky and weird courier trying to fix this problem. My fixes would be to eliminate the costs of the most effects especially equip. Other fix would be to create similar concept as "spell mana" in Runeterra but it could only be used for ability triggers. It could be gained 1-2 per turn and have it to fill up to 3-5 mana similar as Runeterra if you do not spend all your mana. Creating bigger ability mana pool heroes would be easier to balance because some effects could be free and stronger effects even 3 mana. This "spell mana" is the most innovative thing in Runeterra because it also fixes common problems of your card curve not working. If you get 4 cost card but only have 3 mana then you waste everything which is common and frustrating in card games. In Runeterra excess mana would flow to spell mana which could be ability mana in Artifact. This also creates more card design space. Also I do not see how 60 different heroes with every ability costing about the same can be even balanced.

    Overall I do not like card games so much where I am not allowed to make decisions by limiting my options. HS/Runeterra limits my targets and Artifact 2.0 feels to limit my resources. Artifact 2.0 feels like being a kid in candy store with one dollar. Aritfact 1.0 felt like having 20$ but the other kid was constantly slapping your hands so could not buy almost anything.

    submitted by /u/aHeinn
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    Artifact Game Mechanic Survey

    Posted: 10 Sep 2020 06:36 PM PDT

    Question about joining beta.

    Posted: 10 Sep 2020 08:54 PM PDT

    Hello. I signed up for beta on the artifact site. Can I get the invite if I didn't purchase artifact 1.0? Cheers.

    submitted by /u/teuz
    [link] [comments]

    System discussion: is that new broad ruining the game?

    Posted: 10 Sep 2020 08:08 PM PDT

    I saw one of the biggest complaints about the new artifact is the new "board" system.

    I just got in beta a few days ago, I personally like the old system much better.the new system take the special feeling of artifact away.

    What do you feel about this ?

    submitted by /u/krishi352
    [link] [comments]

    Artifact 1.0 was great gameplay wise - Monetization killed the game - Change my mind

    Posted: 10 Sep 2020 10:55 AM PDT

    2.0 just feels clunky, confusing and rushed. The placeholder art makes the game look like its being made my children and the actual gameplay is no where near as rewarding as the original artifact. Why has the original artifact not changed its pay-to-play set up before trying to remake the whole game???

    submitted by /u/Norem01
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