Artifact - This dude who thought he'd joined "Constructive" chat |
- This dude who thought he'd joined "Constructive" chat
- Storm should be blue
- Mazzie?
- My Ideal Artifact 2.0 - "I'm the lead designer"
- I finally got an invite...but it's too late. (A love letter).
- If you liked artifact 1.0 and hate 2.0, good.
- mfw I finally have all the cards after playing the same mission 40 times even though I paid $250 to have them all at launch and I don't mind being treated like absolute dogshit as a customer because this is the only digital card game not deliberately designed for either simpletons or magic players
This dude who thought he'd joined "Constructive" chat Posted: 16 Sep 2020 05:06 AM PDT
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Posted: 16 Sep 2020 07:33 PM PDT Oh, come on, he's clearly Dota's version of the genie from Aladdin, blue suits this kind of whimsical wizard much better than black. Jafar would be black, no question about that, after all, he's evil. [link] [comments] | ||
Posted: 16 Sep 2020 06:56 AM PDT I just realized that Mazzie was changed quite a lot from 1.0 and I don't understand his passive ability at all now. It says "equipping mazzie does not require item slots" and I thought that would mean that he can be equipped infinite times then, but when I clicked a temple of war on him to equip him with basic items, nothing happened, didn't get any items nor stats. So does this passive actually mean that he cannot be equipped at all apart from his signature spells or what? Seems really weird. [link] [comments] | ||
My Ideal Artifact 2.0 - "I'm the lead designer" Posted: 16 Sep 2020 06:16 AM PDT
If I took over as Artifact's lead designer/project lead today, had a lot of resources, what would I do differently? I just became the new lead There is quite a lot of things I will address and do differently. Some mechanics like 5 slots a lane in the 3 lane mode, card draw, how heroes work, bouncing, deployment - seem to already be in a very good place, for the default streamlined experience - will be kept as they are. Almost everything else however is up for debate, and will be improved, new things added, big ideas explored.
First things first, I'm hiring at least 5 new devs specifically for the Artifact team.Devs that like card/boardgames, can support the game throughout the years, and be the main guys behind hosting ARTIs (Artifact Internationals (with AR over the board play)). Otherwise, we will never be able to support this lower priority card game, or release the best product possible, knowing how our company works. Artifact will get AR (Augmented Reality) compatibility. The idea of Artifact is grand, we must compliment it with more grand and great ideas.We already have great AR technology released (Tilt Five), and don't have to develop our own. We will be using this technology during ARTI, with players sitting across the table from each other. Spectators will see the action played out in augmented 3d in different perspectives. Ideas like this will take Artifact from just a card game to a larger phenomenon. The opponent's UI will be flipped - this as well places player profiles and fountains diagonally, with strong and familiar parallels to Dota 2's map and its logo. The Radiant and Dire sides are now distinct and locked, visually as well; if Radiant - creeps start spawning from left, if Dire - from the right, but they will alternate the side with Day/Night cycle, and so will the River direction. Offlane, Midlane, Safelane will always be in the same places, just like in Dota if you flip the perspective. I'm introducing a Day and Night cycle, alternating with each round. Game starts on Day. Naturally drawing 2 cards at the start of the Day (except first round) and 1 card at the start of the Night.This is great for many reasons. It gives a great explanation for current 1.5 card draw. It makes the game more dynamic visually and not only, which it now needs, after no longer going from lane to lane. This is an important, cool, familiar and dear mechanic in Dota 2 as well. Effects can synergize better with either day or night, especially suiting and useful for future Nightstalker hero coming to the game. Hero Draft will now be better suited for new and more casual players, with a 2 lanes mode (replacing current). More control and grasp of the games, more mana power, shorter duration and more fun.This is the most important change needed. The game clearly needs this kind of mode, instead of as well compromising the main mode to fit both player groups. Players now pick 5 heroes each, choosing 4 to play with. Each lane has 6 unit slots, 12 total, and 4 or 6 tower enchantments each. There is now more mana to spend per lane, and 20% more colors in lanes. Cards feel more powerful. Board is more zoomed in, tower enchantments moved beside the towers, opening up more space. All-around great improvements not only for more casual and new players, but for everyone to enjoy this mode. Teaches the new players the concepts of the game, without overwhelming them. 2 lanes mode can as well be applied to some campaign missions, and maybe at some point be a queueable mode for constructed (but will always be available in custom lobby settings). Both player groups can spectate either mode and understand what's going on. Essential mode for mobile players. Shop must be made more natural and rogue, fitting more a card/rogue game. Items must again have varied cost.It's true, we went overboard with reducing rng for this beta, to be sure not to hear the same complaints we did with A1.0, now after the backlash, the time has come to meet closer to the middle, and make the game more fun and worthy of a card/rouge game. Tiers and upgrade is gone. There is now a once in a round "Shuffle" button for 2 gold, to blacklist currently displayed items, and replace them. Each second time you Shuffle, upgrade the "Get +3 Gold" button by +1 gold. Most importantly, the Get Gold button is still available after you Shuffle, it will only become unavailable when you buy a card. Shop will still display at least one item from your deck, at least one affordable item, and at least one item from secret deck, displayed in random slots (since not tagged anyway, and more rogue). Secret deck now consists of 10 cards, evenly spread out in card gold/quality. Item deck is still 10. You will on average see 1.5 of your items in shop, and 3 items if you Shuffle (remember can still get gold after shuffle) (chances seeing your items decrease if you buy your items, but instead increase when you buy secret items, since you're guaranteed to see at least 1, chances don't drop that much). You can now only have 1 copy of an item in deck, in secret shop, and between deck and secret shop (20 different items) - this makes items more unique and easier to balance. These changes make the shop and items a lot more pleasing and fun to use - it's actually behaving like a card game now! Neutral Creeps will spawn from different sides each round by default (Day/Night cycle). Creeps affect the overall perception and feeling of the game much more than most are aware of.These creeps must become less deterministic and boring, and be more symmetrical and dynamic. Everything in the game alternates and changes, why not the creeps? Another solution that works is creeps spawning from random sides each round, and since they as well deploy before you place heroes anyway, not like in previous version, they are much less unpredictable. The game really really needs more rogue elements, it's too deterministic and static now - not a game many players would want to spend a lot of time in before the stale states of it displease the brain. We reduced mana way too much, and instead introduced less intuitive concepts like Courier. We'll increase mana a bit, adding a side mana storage, that as well increases by 1 every round, up to max 3.Unspent mana after a round goes here. You can never play a card of greater cost than main mana's denominator or its nominator. This is how it looks on turn 1. This as well addresses lack of mulligan, with possibility to float mana to the next round(s). Similar mana solutions are possible. Courier will be removed. To shift focus more towards the core mechanics of the game, make individual elements simpler, but not decreasing complexity and depth arising from interactions between the elements, to make the deck structure more meaningful, to have less overpowered card potential, and more - the deck size will be reduced to 30, with 2 max copies of a card.This change makes a lot of sense in all areas. The signature cards will be 2 of, 10 total, 33.3% of the total deck, compared to 37.5% currently (which most people found too many). Another crucial fact is that meta decks currently close to never want to include 1 of a card (only when you need a card to get minimum 40). With this change, 1 of cards are much more viable, suddenly this before not utilized dimension is important. 2 divides 30, 3 doesn't divide 40. Will be faster and easier for players to build decks. Any future more advanced drafts will be not insignificantly faster to do. You won't be able to draw 3 of a very strong card, cards become much easier to balance. Fewer cards to worry about and using less time checking opponent's deck. Allowing to worry about more important and core things in this game, removing this extra almost needless layer of noise. More consistent with Item deck being 1 of - from 1 to 2, 1+2=3. Deck becomes a bit more simple and at the same time more meaningful - the whole game becomes more elegant and easier to grasp (not less complicated or deep), with focus shifted to what actually matters. We will at least give users many more parameters in lobbies to play the game how they want, especially important now during beta to experiment with different things.We will allow any number of slots per lane (will be scrollable), 2 lanes, 1 lane, side mana, mana on each tower, etc. This is fairly simple for us to implement and we should for sure do this. We will increase card progression rate by 1.5, dropping a pack "at random" after a game.Makes progression more fun and dynamic as well.
Now to the things with slightly less priority.. Full competitive 1v1 draft mode for tournaments, but specifically for playoffs of tournaments.This is a must have mode for playoffs especially in major draft tournaments, where you want to have least games possible but still not be determined by rng. This is a paradigm shift in draft format, more fun to spectate and much less random than usual drafts. Just like in current Hero Draft, players alternate turn priority, but pick the whole deck this way, and with far more choice of cards. There can be a larger ~25 hero pool from which you pick 2 heroes in 3 phases, at the start, middle and end of draft. With some banning as well. Picking main cards in-between. (Notice that it takes less time to do this draft if the deck is 30 cards.) This is the future of draft formats! 2v2 mode would be a great addition to the repertoire.Each player has separate decks with 3 heroes (and by going with current formula 3x8 = 24 cards). Max 2 copies of a card (then the max overall becomes 4, probably more limitation in competitive play). Can't have same heroes as your partner. Each player still starts with 5 cards, but draws 1 each round. Can play anywhere on the board. The shop works like a vote, with 50% chance to get the item you want to buy. Won't go much more into detail, but this mode for sure has potential! Board will be zoomed in more, tower enchantments placed beside towers, creating more space.You can still zoom in and make cards and abilities a lot bigger now (especially in a 2 lane mode and for mobile). Stuns and silences are too oppressive because of how important heroes and colors are, and will have a turn duration instead of full round duration.Default turn duration for stuns will be 3, and 4 for silences. You will now choose if you want to stun enemies early in a round, giving you time to do things, or late in a round, to for example deny enemies from attacking in combat phase (and maybe be disabled a bit into the next round). There's already too little color possibilities in the game, we won't further make it harder to play cards. Killing or stunning has always been extremely strong, we want to mitigate this. Color majority rank system, with Master rank.To prevent too much netdecking, increase variety and fun, each color now has its own rank, displayed separately on the same leaderboard (can sort by any color or Master). For high Master rank, you need to do well with 3 out of 4 colors, only your top 3 colors are added together and counted towards the Master rank. You need to have hero/color majority in the deck to make it count towards that color, e.g. 3-2, mmr points will change for the color there is 3 of. If 2-2-1, both major colors are changed by 50%. These different ranks for each color and Master are displayed on player profiles, and logged after seasons end. You can then choose to either grind 1-2 major colors this season, or grind 3-4 and go for higher Master rank. All ranks are prestigious, with Master being more so of course, since you're able to master at least 3 different major colors. This system will lead to more fun deckbuilding and in general versatile meta. Quickcast will be split into two mechanics; Get Initiative and Quickcast.It's just inherently too strong and flexible to allow Get Initiative and Combo options on the same card or ability. Getting initiative is not the same as getting an extra action, this isn't consistent. Initiative is only relevant for the first turn of next round, and players give away initiative by playing something. Most current 1 mana Quickcast abilities will no longer give you initiative, but one more action after this one. And other Quickcast effects will be renamed to Get Initiative and do exactly only this, give you initiative after the action is completed, and pass the turn to the opponent. This is just a needed and great change for the game. Will allow to balance these things a lot easier, allowing as well to include new Quickcast on more cards without being too strong. Cleave mechanic will be reworked.Our bad, we made it just another boring enemy neighbours effect. We will reverse it back to how it was in A1.0, cleaving off the combat target, but as well if you attack the tower. Sven's ability will be changed to "Sven has X-2 Cleave, where X is his Attack".
Thanks everyone in the team for coming to this briefing and new lead introduction, it's now time to work on the things discussed, and make a game worthy of a great card/board game status, and not just an average Artifact 1 redemption project without any big ambitions. Don't let me down team. [link] [comments] | ||
I finally got an invite...but it's too late. (A love letter). Posted: 16 Sep 2020 09:22 AM PDT Dear Artifact: [link] [comments] | ||
If you liked artifact 1.0 and hate 2.0, good. Posted: 16 Sep 2020 10:32 AM PDT This is literally what the game needs. People who liked 1.0 are very few which is reflected by the numbers. If you hate 2.0 it means it's probably the opposite of what you like meaning it'll reach a bigger audience. This sub is obviously an echo chamber of 1.0 lovers because that's who stuck around but the devs really need to just continue doing their thing [link] [comments] | ||
Posted: 16 Sep 2020 07:09 AM PDT
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