From what I've heard, they seem to be working on something for March.
Although it's weird that they've clammed up and become so silent after the holidays. ...okay, not that weird, but the Artifact twitter *was* doing a pretty decent job of keeping people informed about upcoming changes.
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How much longer do you think until it does go free to play?
I dont think the issue is F2P. Its all the people who bought the game--like me--who no longer play. My money is already in, the game just wasnt that good. Despite some pretty exciting design aspects, good production values, the overall gameplay just didnt gel for enough people.
I liked the concept but there was just too much RNG associated with it.
How many creep will I get? What lane will they be in? Is it one I need them in? What arrows for targeting will screw me over?
Honestly something as simple as each player getting the same number of creep each turn (like 1 per lane) and not randomizing that aspect would improve things a TON.
The game is mostly about slow playing the board and minimizing the risks you expose your board to until you can make real plays. Slow attrition. The most important plays of the game were extremely unsatisfying to me, which was killed it. Winning didn't feel more interesting than losing.
I liked the concept but there was just too much RNG associated with it.
How many creep will I get? What lane will they be in? Is it one I need them in? What arrows for targeting will screw me over?
Honestly something as simple as each player getting the same number of creep each turn (like 1 per lane) and not randomizing that aspect would improve things a TON.
The creeps are not randomized at all in the amount you get.
I liked the concept but there was just too much RNG associated with it.
How many creep will I get? What lane will they be in? Is it one I need them in? What arrows for targeting will screw me over?
Honestly something as simple as each player getting the same number of creep each turn (like 1 per lane) and not randomizing that aspect would improve things a TON.
The creeps are not randomized at all in the amount you get.
I liked the concept but there was just too much RNG associated with it.
How many creep will I get? What lane will they be in? Is it one I need them in? What arrows for targeting will screw me over?
Honestly something as simple as each player getting the same number of creep each turn (like 1 per lane) and not randomizing that aspect would improve things a TON.
The creeps are not randomized at all in the amount you get.
Really? cause it always seemed like it.
You get two creeps each round. They are deployed into random lanes.
First off, we wanted to say thanks for all of your tweets, emails and posts. The continued interest in Artifact has been encouraging, and we sincerely appreciate all of the feedback!
You might notice some changes soon – we are starting tests on our systems and infrastructure. This shouldn’t impact live Artifact but we wanted to give you a heads up.
Expect more news after the launch of Half-Life: Alyx!
We’ve been focusing on gameplay changes first. The biggest change is zooming out to allow players access to all three lanes at once. The majority of effects still work on individual lanes so they still maintain their identity, but it’s less likely that a player will get shut out in the same way they used to.
We’ve also focused on making the game easier to pick up. We aren’t selling cards, so you won’t face an opponent with a stacked deck. We’ve also added a new draft mode, Hero Draft, that gives you a taste of constructing decks without all the pressure.
More games burning the concept of the “paid random booster pack” TO THE GODDAMN GROUND is always a good thing.
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The fact they're doing a slow roll out of the beta after so much of their steam got ate by a long beta period with very limited access last time is just... do Valve actually know how multiplayer games work?
I got 100+ hours on Artifact and had good time with it. The game was sufficiently different from competition (ie. Not like mtg, pokemon or heartstone) to be interesting.
The new hero designs look more involved which is good. Though if the stat changes mean black murder econ doesn't exist I'll cry a little on the inside.
In general though I just want to know what the big picture for the game looks like mechanics wise now.
Just the way the Mirana card is worded makes me feel like they've still missed something about the design. "Do 2 + X damage, stun a hero, slay if it's a creep" is such weird wording, because my best guess is that Slay means instantly kill. That makes it sort of a garden path sentence in card form, where the initial damage portion of the card actively implies a nuke when it's actually a murder. "Slay a creep or deal 2 + X damage and stun a hero" seems much cleaner, unless they intend to have a lot of unslayable creeps or something clunky.
I'd guess with the lower attack values armour is now a shield rather than a damage reducer.
Also kind of lame they've hard restricted it to 5 creeps in a lane and I personally never really had a problem with the flop. Though I do like the cute dynamic between mid/off/safe lane.
New Monday Artifact post up, talking about changes they are looking to do with the item shop. Sounds like they are taking some cues and ideas from Autochess with how they stock it now.
In the current implementation we've normalized item costs to 10, 15, 20, 25, and 30. If they seem too expensive it's due to the faster rate that gold is earned now. Items are grouped based on their tier and the shop is populated to have one or more items at each tier, plus your item deck. All slots in the shop follow the same rules for how the item for sale there is selected.
At the first shopping phase you have access to the 10-cost item tier plus a few other options. If you have some extra money, and don't like the items presented, you can re-roll for 2 gold. If you are a little light on cash you can choose to skip shopping and earn a little extra gold. The gold earned this way starts at 3 and increases by 1 each time you upgrade the shop. Finally you can upgrade the shop for 5 gold. This upgrade cost goes down to 3 then to 1 in subsequent turns and resets to 5 when you upgrade. When you upgrade the shop the next tier of items is added to the pool and you get a free re-roll.
Most consumables, including Town Portal Scrolls, have been removed from the game completely. You now get a similar item, the Blink Scroll, the first time you bring each enemy tower to half health. Blink Scrolls work like a Blink Dagger but are consumed on use (each let you move a hero to a slot in an adjacent lane).
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I normally only do one free to play card game at a time and I think runeterra has its hooks in. This stuff sounds interesting/better, but it might be too late, for me at least
Posts
Although it's weird that they've clammed up and become so silent after the holidays. ...okay, not that weird, but the Artifact twitter *was* doing a pretty decent job of keeping people informed about upcoming changes.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Who would even compete in it?
I dont think the issue is F2P. Its all the people who bought the game--like me--who no longer play. My money is already in, the game just wasnt that good. Despite some pretty exciting design aspects, good production values, the overall gameplay just didnt gel for enough people.
I mean dota auto chess is a better game.
Not because it was hard either. The decision making and victory loop weren't good.
How many creep will I get? What lane will they be in? Is it one I need them in? What arrows for targeting will screw me over?
Honestly something as simple as each player getting the same number of creep each turn (like 1 per lane) and not randomizing that aspect would improve things a TON.
The creeps are not randomized at all in the amount you get.
Really? cause it always seemed like it.
You get two creeps each round. They are deployed into random lanes.
Speaking of which...
More games burning the concept of the “paid random booster pack” TO THE GODDAMN GROUND is always a good thing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
210 current players.
Not bad for an Indie game company.
Card-selling aspect was pretty stupid though.
Looking forward to 2.0
https://playartifact.com/news/2096930128295276281
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In general though I just want to know what the big picture for the game looks like mechanics wise now.
New article up, doing a deep dive into the new lane mechanics.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Also kind of lame they've hard restricted it to 5 creeps in a lane and I personally never really had a problem with the flop. Though I do like the cute dynamic between mid/off/safe lane.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
New Monday Artifact post up, talking about changes they are looking to do with the item shop. Sounds like they are taking some cues and ideas from Autochess with how they stock it now.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Beta: IT COMES. They’re going to start sending opt-in links to people who had the game before March 30’th, and start slow-rolling access out.
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I'll admit I sold all my cards for steambux.
If they want to trade my full play set for a Index, I’d be game. <_<
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...of a game I already own and have played dozens of hours of?