Artifact - Are you looking for Artifact Foundry like me? Here it is: |
- Are you looking for Artifact Foundry like me? Here it is:
- Welcome to Artifact, you suck. Part one
- To aspiring Archeologists: an Artifact Foundry guide
- Have just found an efficient fansite for Artifact foundry
- Overblown RNG Complaints
- Should I get this?
- After careful consideration and having played both artifact classic and foundry for a hundred plus hours each, I can safely say that random arrows were NOT a bad idea, but just needed a slight adjustment to make it less frustrating.
- Artifact: Reborn
- I am a super hater of this game.. but it feels fun now. I think Artifact should have started like this
- Album of Progression - Progression of your favorite Card ༼ つ ◕_◕ ༽つ
- Can we please have a site to share deck lists for both 1.0 and 2.0??
- Which is the chosen version?
- Artifact investors anonymous
- What to do with cards in inventory?
Are you looking for Artifact Foundry like me? Here it is: Posted: 08 Mar 2021 05:23 PM PST
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Welcome to Artifact, you suck. Part one Posted: 08 Mar 2021 05:35 PM PST Blatantly ripping off the title of Purge's guide to Dota2, I'm subtitling this as "How I taught my wife to play Artifact Classic in 5 minutes". IntroductionMy wife is not a strategy games player, she plays more shooter games than I do and can never understand why I like strategy games. I'm pretty sure she only played Artifact because she liked the music and graphics, but nevertheless I only needed to explain the game to her in five minutes. TLDR: To win the game, you need to destroy two towers in any of the three lanes. You play on one lane at one time. To play a card you need a card of the right color already on the field. No color means you can't play cards. Double click the board to zoom out. Double click a card to zoom in. If it's flashing with a bluish border, you can click on it to use it. You will get money by killing stuff, money can be used to buy items that you can place on your coloured cards. Too bad my wife hated Dota2, but hey getting her to play Artifact Classic is a win in my book. But anyway let's move on to the real thing. The real guideArtifact is a single player card game where two players each controlling a team of 5 heroes play against each other. As with a lot of card games before the game you will need to build your deck, consisting of heroes, creeps, spells and items. Playing Card GamesAt this point I need to digress a bit and explain the core concepts of these sort of card games, which a lot of new players don't understand without significant amount of time in card games. Like, for example, RNG. RNGAs with strategy games in general, card games similarly have micro (tactics focused) and macro (strategy focused) level game play. In other words, it's not just about the round you're playing now, but the rounds you played before and after that determines your current situation. I.e. RNG is not the root cause of your defeat. You are. And there's no teammates to blame your defeat for. You are the single sole reason of blame. In fact, Artifact takes transparency into the extreme, short of making everything completely deterministic. I would bet 20 bucks on any Artifact RNG in-match that cannot be mitigated with at least one in-game method. Scratch that. Make it 50 bucks, USD. In fact I'm going to be super obvious about it by explaining how to mitigate every RNG you will face in the game so it's super glaringly obvious. It's so obvious that this actually increases the skill gap to get good in Artifact because there's no RNG to help you win the game in spite of being lower skilled. In fact, RNG is prevalent in just about every "main stream" card game out there, which has tons of RNG just to help lower skilled players feel fun without actually being good. It's the equivalent of giving your brother an unplugged joystick. The limitersParalysis of choice is a real thing, and while people like the concept of having the freedom of choice, players actually wouldn't like if there's a lot of choices between the same thing. As such, good game design often include value-driven choices, where some item or strategy makes sense in its own niche area (being a general choice is also one niche, but not a fun one, imagine dragon knight in DOTA2). To reverse engineer this to our advantage, we need to break a strategy game down by its individual limiters. When you listen to analysis, usually what they are discussing are the limiters as well, like XXX can't do XXX so they have to XXX. Limiters enhance player experience by providing a clearer path of organising one's thoughts. Of course, limiters are also a tool to reward a player's skill by punishing the other player's relative lack of skill. Later on I will cover this in the context of Artifact in more detail, but I shall go through more general topics first. Limiter 1 : The deck This is a common theme across card games, and in games with pre-constructed decks, it's likely you need to craft a well balanced deck that could respond to various situations. Here, it's about balancing the number of strategies in a deck, and the consistency of the strategy you can play. In games where the deck count is not a hard limit between players, it is possible to be more versatile by increasing the number of strategies aka the number of cards in your deck, but it comes with a cost of succumbing to the next limiter, the draw. Deck building can be rather complex, and different games employ different strategies to think about incorporating different strategies into the deck, in a sort of strategy-inception. But that's the meta outside of the match. In the match itself, most games don't allow you to see the deck of opponent, so often we can only guess the type of deck you're playing against as the game progresses. The increased ambiguity leads to increased RNG in the match as both players can only shoot in the dark. This, of course, doesn't apply to Artifact because the deck is revealed to you at the start of the match. Yes. That's right, you can see the opponents deck if you click on it at the top right corner. Limiter 2 : The draw In most card games, you only get a set of cards in the hand at the start of the game, which is about 20% of your deck size. To replenish the cards in the hand, the draw is introduced. The draw is usually RNG based, but most games provide ways to manipulate the draw, whether through increasing the count to increase consistency of strategies on the hand, or moving the cards in the deck to increase the chance of drawing a card to fulfil a strategy. The same applies as a way to limit the opponent. Limiter 3 : The hand The hand is a set of cards hidden from the opponent that is available for play, as it is known to you. Usually this is coupled with a limiter that prevents you from playing all your cards at once, like mana in hearthstone so I will couple them as one thing. This is rather easy to understand, but this goes hand-in-hand with the deck and the draw, because you can design the deck to have a higher chance of getting a larger effective hand, at any point in a match. In some cases you can sacrifice cards in your hand to activate something at a lower cost, making the number of cards in your hand a limiting resource. Limiter 4 : The board This is another tool that games usually employ to limit what actions are needed to end the game. Almost all games comes with various abilities to manipulate the board, and this is usually the focus of player actions. Some games even have limits to where and how the board can be manipulated. Some may think time is a limiter, but this usually is not part of the game design as one, so I will exclude it. Playing card games is about risk (AKA in gaming as RNG) management, but risk is a vague term, because it's hard to quantify it, unless you know what contributes to risk, which is what this guide is about. Artifact Classic, the gameI will begin by explaining core world-building concepts in Artifact Classic, then point out how each part correspond to the limiters. In case it's not clear, I'll explain what's a "game" and a "match". A game is the actual software when you click and open it. It includes the landing animation, etc. The match is something you begin when you play. In Artifact, you get packs in game, but play cards from packs in match. The deckThe deck is split into five categories: heroes, spells, creatures, improvements and items. Heroes Heroes offer powerful spells and creatures by limiting the hand. Your effective hand is limited by the colours of heroes present on the board. There are four colours. Each hero has three attributes, one signature spell that can be activated independently of your hand and is visible to the opponent, a set of cards that must be placed in your deck, a passive that is always present with the hero in match and three item slots. As you can see, a hero is a loaded card, and I will go through them. Colours Blue: Powerful after 6 mana, which is the third round of the game. Contains mana refreshing spells and armour piercing spells. Green: Prefers board enhancements, contains spells and creatures that augment each other. Red: Prefers hero enhancements, straightforward play style. Black: Disruption-based gameplay, contains cards to target creatures and heroes across lanes, or kill creatures and heroes outright. As you can see, different colours bring different risk mitigation strategies to the table. Attributes This is applicable to creatures and towers as well. Attack: Reduces target defence on combat. Armour: Decreases damage to defence, can be negative. Defence: If this goes to zero, you lose the hero. After you lose a hero, you can only play it again the turn after the next turn. The attributes are there to indicate the current board state. Adding the numbers up usually give you a good indication of what is your current state versus the opponent and thus can be factored into your risk management plan. More in part two coming soon. [link] [comments] | ||
To aspiring Archeologists: an Artifact Foundry guide Posted: 08 Mar 2021 07:22 AM PST IntroductionArtifact Foundry was Valve's attempt at saving Artifact after its horrible launch. They changed gameplay a lot, and I am not going to talk about differences between Artifact Foundry and Classic versions. This guide is for those who are either curious and want to see the game while it still has over 100 players and matchmaking somewhat works, or maybe for those who after years or decades of writing this guide pick up this game to see what this forgotten artifact was all about. I do not cover the extreme basics, for that we have a tutorial series in game, but I will sometimes rehearse something you might have learned in that tutorial. So please try the tutorial. The tutorial series quite short and covers the most basic elements of the game -- BUT it misses many important tips which this guide is about. If you have some card game background, you probably don't need the tutorial, but you might want to do a bot game in Random 2 Colour mode. Also feel free to check some other guides posted on this sub. There was at least one good guide during 2.0 beta, which I want to link here (but I can't find it, please help!) I will include a TL;DR on most of these sections Deck defining rules - Heroes and ColoursHeroesHeroes are cards that play a very important role in Artifact Foundry. Your deck must have five heroes, each of which add 3 signature cards in your deck (So your deck has 15 cards decided before further deckbuilding). Signature cards are cards that generally synergize well with their hero. Heroes are very valuable in many ways: they can be upgraded by spending gold on shop items and they enable playing cards in a lane. Heroes can die in the battlefield, giving 5 gold to your opponent (for reference, regular creeps give only 1 gold), and when they die they can deployed again after they respawn after spending one round in fountain. TL;DR:
ColoursThere are four colours in Artifact: Red, Blue, Black and Green. Every collectible card has a colour, including all heroes but excluding Naked Greevil. If you do not have a hero of one colour, you cannot play cards of that colour. This is called "colour casting rule", and it is important to understand when you are making a deck: if your deck has only red heroes there is no way you could ever play Bolt of Damocles (a blue card). If you play constructed, it is also often wise to have corresponding portion of cards of any colour, eg. if you have 2 blue heroes and 3 green heroes, you should generally be aiming to have 40% of your cards being blue and 60% being green. You will find each of these colours have their own theme and identity. In a nutshell, Red is the warrior colour with heavy emphasis on battles, Blue is the mage colour which bend the rules of the game and have cards that affect multiple enemy units, Green is the cleric colour which grows over time stronger and makes things tough to kill, and Black is the Assassin colour with hard single target removal and gold generation. TL;DR
Live Draft – New player friendly modeLive Draft (aka Hero Draft) is a new player friendly game mode which gets you know the basics of the game. This is a mode where you are allowed to draft 6 heroes, 5 of which you get to keep in your final deck and 1 hero is discarded. You draft heroes in turns with your opponent. Apart from 15 signature cards heroes include in your deck, the rest of your deck is generated by an algorithm that tries to find cards which synergize with your heroes. Notice that this screen is also where you decide when your heroes will be deployed! Three heroes you place on left will deploy on first round and so on. You can rearrange your heroes before you have finished drafting and pressing the "Ready" button. If limited format is not your cup of tea, but have no idea how to make a valid deck, you should either check one of Valve's premade decks or community created decks shared in www.thinkartifact.com Tip: The easiest way to play is to only draft heroes of same colour, because then you don't have to worry about colour casting rules. However, only one colour makes your deck easy to counter, so it is advisable to draft two colours for increased flexibility. Only more advanced (and daring) players should try three or more colours in their decks. TL;DR
GameplayDeploymentThis was covered in tutorial, but I am still trying to cover some of the basics because the tutorial was somewhat lacking in this part. The game begins with you and your opponent deploying your heroes. Each lane has 1 melee creep spawned to the leftmost lane. The first round deployment is unique in a way that you and your opponent will be placing three heroes in three different lanes.
Important: at the end of each round there is a combat phase where every unit battle their combat target (usually their opposing unit, or tower if unblocked). Take this into account when placing your heroes. Tip: The third hero you place gets a significant advantage by choosing where you get to deploy it, and the lane is often called "Safe Lane" (as opposed the other edge lane, which is sometimes referred as "Hard Lane"). Some heroes, like Black hero Debbie, love hitting towers. The only place where you can guarantee it being unblocked is on your third placement. Then there are heroes who want to avoid being killed altogether, like Blue Crystal Maiden, which you can place on your safelane to keep her alive easier. And then there is a third caste of "safe lane heroes" who love attacking enemy heroes, such as Red hero Ursa, which prefer smacking enemy heroes as soon as possible for maximum value. This is the only instance in whole game where you deploy heroes like this. In following hero deployment phases you deploy all your deployable heroes at the same time and on any lane slot you want. Your deck has two heroes that do not spawn on first round: one spawns on round two and the other on round three. Tip: some heroes have active abilities which start on cooldown. Black hero Sniper has a powerful headshot ability, that lets you deal damage to an enemy unit on another lane, but the hero itself is very fragile. Because the skill starts on cooldown, it is often smart to have these heroes deploy on 3rd round because that is the earliest they could use their ability. Advanced Tip: you can deploy on top of your own units (except during the first deployment which takes place on middle lane). Deploying on top of your creeps kills it, but when you deploy on top of your own heroes you bounce it: which moves it to fountain without giving your opponent any gold! Deployment bouncing is a powerful tool to save your heroes out of a certain death and feeding gold. Advanced Tip: Some heroes heavily rely on position in order to generate most value. Shadow Fiend for instance is a black hero that grows stronger whenever an enemy dies within 1 slot range of Shadow Fiend. Because creeps always spawn to the left most open slot and they usually die each combat phase, it is wise to place Shadow Fiend right next to those creeps. TL;DR:
Action PhaseEach player starts with 3 mana which they may freely use on any lane. Both players start with a courier enchantment, which needs to be played from your hand in order to make your item cards cost less mana. After each round your max mana is increased by 1 and you draw one card on even rounds and two cards on odd rounds. Don't be intimidated by the initial board state: you can safely ignore melee creeps as they are always going to die to the opposing creep unless something prevents them from dying. Take good care of your heroes, but don't feel too bad if you lose them – They will respawn after two rounds. Initiative and Taking TurnsEvery time you do an action, you give away your "Initiative coin" (if you had it). The Initiative coin is visible next to end turn button. The player with initiative coin gets to go first on next round, which can be extremely vital in some games. Tip: Quick cast actions allow you to steal the initiative coin. Combat and ShopCombat takes place after each player has passed or are out of actions, from either from right to left lane or left to right lane depending on which round it is. Combat direction is meaningless unless it is the final round: it breaks ties and the first tower to be destroyed in combat order can decide the winner. You can see the combat direction under each tower's health (small indicators with 1st, 2nd and 3rd). During combat, all units capable of battling their combat target do so. Those small red numbers under your unit and tower health are there to estimate health after combat. Note: Stats are locked during combat phase, meaning that if during automated combat phase you kill Green Hero Drow Ranger, all her allies are still going to have benefits from her global +1 attack, even though she technically died before her allies. This also means that combat prediction numbers never lie. Shop was covered in the tutorial, but the basic idea is that after each round you get to buy items that boost your heroes in certain ways. You can upgrade your shop which gives you access to more powerful tier items, but they are also more expensive than previous tier. If you choose to skip entirely, you are compensated with free 5 gold. TL;DR
ConclusionThat's all the basic stuff I can fit in a small guide. There are a lot more interesting little gimmicks you can perform with just placement alone, so feel free to experiment some advantages and disadvantages some heroes face in different situations. I hope you liked this quick guide I made. I am not expecting Artifact coming back, but if you want to have some free card game fun with unique mechanics I hope this guide was useful to you. [link] [comments] | ||
Have just found an efficient fansite for Artifact foundry Posted: 08 Mar 2021 07:58 AM PST This site includes cards, heroes details. You can build and find some decks here. Support steam account. 100% safe, no scam [link] [comments] | ||
Posted: 08 Mar 2021 10:33 PM PST This is gonna trigger folks, but I never thought the RNG was so outrageous like people were making it out to be. For fucks sake, in HS, if you get a bad draw and mulligan at the start you literally have to fucking concede depending on the deck you're playing. People seem to gloss over shit like that in other games, but god forbid an arrow "loses" you the game when there were 100 other decisions in the game that could've changed the outcome. People seem to think that in HS because you can choose what you're attacking it means it's somehow more skillful or less RNG. It's ridiculous because 95% of the time it's obvious what you need to attack and you're just trading for value most of the time. I've been listening to this episode /u/ninehdmg did a while back with Richard Garfield and Skaff Elias and it's super enlightening. At 18:00 is where they talk about RNG. I don't understand how so many idiots were saying there's too much RNG, but somehow the top players like Strifecro and others were pulling 80%+ win rates. How was their win rate that much higher than in other games they played if RNG was so over the top? The only excuse I heard was "oh, they played the beta so they are more experienced than everyone else". This literally proves my fucking point that it's more skill and knowledge based than RNG based. If people kept playing, they would've gotten better, and then the top players' win rates would go down, but that again proves my point; more skilled players would have similar win rates. People are too used to other games where they win one, lose one, win one, lose one, etc.. So, it was probably quite a shocker for them when they would win 1/7 games in Artifact. Egos were at risk, so what do they do? Lash out on the subreddit about RNG. It can't. Be. Me. It's the game! With that said, there were definitely changes needed to certain aspects and cards in terms of RNG, but those can be changed easily. Anyone else blaming arrows every day were just people with HS brain where the biggest decisions they needed to make were to try to attack the unit with taunt or try to click on face. None of this matters in terms of Artifact because RIP, but this is still good to talk about for future companies ever trying anything similar to Artifact. No, I don't care about LoR. They did learn from some of the mistakes of Valve, but that game, while better than HS, is almost as boring and generic as HS. Companies can hopefully learn from Valve's stupidity and fragility and stick to their guns. This game would've never gotten to the size of HS solely on the difficulty difference, anyone who thought that was delusional. That doesn't mean you give up on it. Valve, you had something amazing here under all the haze of bullshit like monetization and RNG. Fuck you for giving up on it so easily. [link] [comments] | ||
Posted: 08 Mar 2021 09:35 PM PST Isn't this game dead or is valve going to revive it? It looks interesting. Should I get this? [link] [comments] | ||
Posted: 08 Mar 2021 09:25 PM PST all Heroes should have had the ability to change attack to any direction after spending one full turn in the lane.. on deployment, heroes will always target the adjacent enemy in an effort to clear those slots (same 25-50-25 rule).. once the round is done, heroes would be allowed to change atk direction as needed by the player (unless taunted or arrows are forcefully changed by some ability). this first turn limitation for heroes is similar to summoning sickness in popular card games and is easy to grasp for anyone who has played them. This mechanic is especially needed if classic had allowed the player to deploy to any spot in the lane like foundry. creeps should just retain the random arrows rule since you're not controlling them. They're creeps!! Besides that, I think classic should have been adjusted to start the way foundry does, but you could use cards or abilities to increase the number of units in each lane. Perhaps the lane would increase in size over time?? I'm still coming up with mechanics that can be adapted between the two versions.. AAARGH there's so much that could have been done with classic. F@@K everything about this game and its development.. what an absolute dumpster fire of a 4 year ride... IT STILL HURTS INSIDE T__T i guess its time to move on.. [link] [comments] | ||
Posted: 08 Mar 2021 02:54 AM PST Greetings to the community. Several times I wrote detailed letters to Valve, with my valuable (not) advice on how to improve the game when it was still quite alive, but the community was very vain, and also when it was already dying. I wrote to Gaben and someone else (the correctness of the emails seems to be confirmed, for sure the second comrade). I sat on the forums a lot, played, watched streams, in the end I didn't play as much as I wanted, but I really loved this game. And it was very painful to look at what was happening to it. I also remember everything about trading platforms and their initial bugs. The price of some cards was crazy. Some strange ideas come to me from time to time. And one of them is to bring Artifact back to life. I'm talking about Classic now. I wrote to them that it is necessary to be closer to the community. What you need is to COMMUNICATE. People wrote important things in the topics - to remove spam creeps on random lines. Remove win conditions from killing of two towers, and make a type of destroying of three towers and then the throne (as in Dota). It was necessary to be able to transfer items to the heroes, to make the artifact store in the game more literate. After all, this is the support of the community, which is waiting for something. But in the end, we got not what we expected. There was an idea to collect all the thoughts of the community to improve the game (to revive it). Identify what the game is suffering from. To uproot it along with the guts of what gives it a lot of random. Minimize random at least in its very first instance - creeps spam, random target directions when the round starts, etc. (when you put a hero on the lane, there are three creeps and an alien hero on it, and of course your hero becomes exactly opposite the enemy hero, who one-shoots him and survives, I just put him there for this yes of course…). In general, to collect everything that needs to be changed, corrected, removed, added, tweaked, so that we get what we were waiting for. Then all this can be sent in a collective letter across the ocean, to the place where Artifact was created. We can then globally record a video, in which we can clearly demonstrate all this (show some moments in the game that interfere, etc.). We can ask streamers and CCG players to record short video messages with a couple of comments on some aspects of the game, all this to be molded into a large video letter. This whole action can be called the "Artifact: Reborn" Project. I want Artifact to live on. Valve have already made the whole game. It is there, there are cards, there is a graph, cool arts and gameplay, mechanics. Everything works. All this needs to be balanced and tweaked. But it seems not possible to be done without our help - the help of ordinary players. Who is interested - lets discuss in discord. I really look forward to your feedback. Let's bring the game back to life. I don't want it to just end like this. [link] [comments] | ||
Posted: 08 Mar 2021 02:23 AM PST I talked mad shit in threads, tweets, etc. But now that it's f2p, I like it. This is what the game should have been: not 20 dollars to play, give players the ability to fight ai in drafts to learn how to play, and NO MARKETPLACE. Just sell cosmetics and stuff like that.. Artifact should have started this way and grow into something special that awarded players and the devs. It's sad that now that they have it right, it's abandoned. Also where is the tutorial in Artifact classic? I forgot how to play, also what's with the 100 new cards thing. Also using Discord, we can set up fun tournaments and stuff like that.. It just feels right and fun like this [link] [comments] | ||
Album of Progression - Progression of your favorite Card ༼ つ ◕_◕ ༽つ Posted: 08 Mar 2021 11:03 AM PST
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Can we please have a site to share deck lists for both 1.0 and 2.0?? Posted: 08 Mar 2021 01:20 AM PST | ||
Posted: 08 Mar 2021 10:54 AM PST Just downloaded both after they became free. Have only played classic and think it's pretty cool, but you can't split a dead community like this. Where will a majority of people end up? Classic or Foundry? [link] [comments] | ||
Posted: 08 Mar 2021 12:26 AM PST Now that we finally have to accept that our game's basically dead and gone we might have to face the reality that our losses are inevitable. I'll go first: When I was young(er) I started considering getting hooked on a card game to change it all. The supplier for goods was trustworthy and for a while it all felt so good. I poured the money and soul in getting enough to feel successful. Didn't take long for it all backfire, everybody started doubting if the supplier is worth the trust after all, the value of stash went down and I was basically bankcrupt. Then came the long haul, that promised to deliver a improvement we all wanted. The problem is that the supplier simply ran away with my money, never to be seen again. My source says he simply cashed out and will never come back with improved version of the goods. (Disclaimer : at no point was I in real financial trouble over the game, neither for any game for that matter.) [link] [comments] | ||
What to do with cards in inventory? Posted: 07 Mar 2021 11:45 PM PST Now that valve officially abandoned the ship shouldn't valve offer refunds ? Not only the base game but a for the cards that we purchased from market ? [link] [comments] |
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