- Oct 25, 2017
Oof, I'm just getting creamed now. The cards stay the same, but the players are getting better.
Which is good (it shows that there's a decent skill ceiling that people are getting better with the same cards), but is going to be an issue if/when Valve announce a reboot of it, surely? It's already an unfriendly game for newbies given the high opponent skill level, but if the skill ranking reset is timed alongside it going f2p then that influx of new users might just be pushed away as they're consistently outplayed be the wannabe pros who have been with it since Day 1. The skill rankings would shake out eventually, but how many would stick with it to that point?
What are you struggling with in particular? The general idea is pick the best cards of any color first two rounds, and from there you pick the best colors to focus on. Within the two colors (third for splash maybe) you draft to fill the tools you need, keep a relatively solid curve, and whatever good stuff you get etc. I personally draft for solid cards over situational stuff, things that work with any color, really solid minions, etc. Also the power curve is different to constructed, as there's less removal and nukes anything with board presence is a lot better. There's different trains of thought on how important hero choice is, I personally think you should prioritize good staple cards over heroes because the base heroes are fine, but obviously any top tier heroes you pick first up. Also a good hero isn't worth splashing alone for, you need at least 2-3 other decent cards of the color.So... I'm rank 60 in Constructed, but I started playing Phantom Draft yesterday, and I've lost every match. :o I've not drafted in any physical card game before, so whilst I understand how it works, it feels like I'm not "getting" something during the drafting process. Any pointers for what I should be looking out for?
Cheers for all of this. :D My Black/Blue Constructed tends towards direct damage and removal, so I'm a bit lost without the fallback of "7 mana=Assassinate and win a Lane." I'm less focussed on minions than I was when the game first came out, too. And I was also umming-and-ahhing over whether 2 colour is preferable to 3. It felt like it, but also it feels like the last pack of a draft is ripe to screw me over if I just focus on 2 colours. I'll have a nosy at your decks later on. Thanks again. :)What are you struggling with in particular? The general idea is pick the best cards of any color first two rounds, and from there you pick the best colors to focus on. Within the two colors (third for splash maybe) you draft to fill the tools you need, keep a relatively solid curve, and whatever good stuff you get etc. I personally draft for solid cards over situational stuff, things that work with any color, really solid minions, etc. Also the power curve is different to constructed, as there's less removal and nukes anything with board presence is a lot better. There's different trains of thought on how important hero choice is, I personally think you should prioritize good staple cards over heroes because the base heroes are fine, but obviously any top tier heroes you pick first up. Also a good hero isn't worth splashing alone for, you need at least 2-3 other decent cards of the color.
Only another 12 days in the month, so wouldn't surprise me if we had to wait til March for a patch. But I mean, I'm more hopeful about the game generally now than I was before your post - they wouldn't be entertaining ideas about changes if they were just leaving it to die entirely.
Idk, I don't think talking to competitive players really has anything to do with immediate recoup of lost players, which is basically what we'd expect at this point. It would also be way too down the road of nothing for months to just now be talking to them. Makes me think they have plans for what to do with the casual audience and getting players back but want to maybe check how it and what they want to do on a competitive level go together in a meaningful way moving forward.
They tried advertising DOTA2 in Korea for a bit with lots of skins and exclusivesI love Lifecoach, but he really only cares about competitive satisfaction. That's his thing and what he'd ask for from Valve. Recreating that Poker feel without actually playing it. He doesn't need to care about money or player base.
Valve also needs advertising for the game. People say F2P, new content and mobile, but also they just need to push the game and not rely on word of mouth. I still see ads for Heartstone.
The problem is Autochess has emerged as a literal indie megahit and is the most popular card game and 5-6th top streamed game on Twitch and all the Chinese pro's are playing it.Do they still plan an iOS release or is that dead now?
That would be where I try this game, if it got fixed to the point of good word of mouth. Quit Hearthstone before the last expansion since playing from release. It was just getting stale for me and anytime I check twitch I can’t hold interest past 10 seconds.
Magic is cool, but I played some limited in real life from bfz TIL a couple expansions back, so I’m done with it too.
lSVs game was neat but again, nothing I wanted to stick with.
This game has Valve behind it and Garfield so if it came to iOS and got some support I would give it a shot.
I know Valve would be insane not to be interested in getting Autochess more official or trying to run with the popularity, but haven't the creators of the mod been pretty vocal about not wanting to get bought by Valve or anything like that?The problem is Autochess has emerged as a literal indie megahit and is the most popular card game and 5-6th top streamed game on Twitch and all the Chinese pro's are playing it.
Do you go forward with mobile Artifact or mobile Autochess?
I have no idea what Valve wants to do, but my guess is secure Autochess first and #longhaul Artifact.
I think that game is very much in the PUBG zone of hitting on a great hugely popular gameplay structure but with terrible production quality.I tried one game of Autochess but having not played any Dota combined with the lack of a tutorial mode meant I had literally no clue what I was doing. Also having to download the 20g Dota 2 client just to play it was kind of a bummer. I wouldn't be opposed to Valve taking it and making it its own thing with a streamlined client, polished UI, and proper tutorial.
It really is. I can absolutely understand Valve not wanting to unveil plans that may change, but "in it for the long haul" doesn't cut it any more.3 months since release, 2 months since the last communication, by this point in time people were expecting to start seeing talk of the first expansion. Instead we've gotten nothing but "In it for the long haul" and people anxiously waiting around every thursday hoping some stealth update comes out of nowhere.
This is stupid.
I think I'm just noticing it more because I'm matching against higher and higher level/skill rank, so my opponents are quicker to seize on my lack of item box luck. :(
Yup, this is exactly what I was thinking, too.If we were to imagine keeping the arrows as is, but allowing players to deploy their unit exactly where they want, then the arrows would still have impact but not as much. Players would be able to mitigate a lot of the rng by placing everything in the most optimal spot.
This is an interesting idea, but I fear it would create too much complexity in the smaller details of the game. Though, again, this is where a public/semi-public beta would have shaken out the ideal version of something. :/If I had to choose between the two though, I'd change the arrows and keep random deployment. The best idea I've seen to replace the arrow mechanic is for each unit to have a symbol indicating where they'll point. Like a hero symbol would mean the unit would always point to a hero, and if neither neighbor is a hero, point at the tower. You could have a lot of symbols, like creeps, any unit, most health, least health, or of course, always point to the tower. Not only does this open up design space, but it can be used as an extra layer of balancing.
It's sort-of fun having to change/adapt strategy on-the-fly, finding the optimal plays with the cards in hand and the random placement/arrows, but after awhile it definitely feels like the RNG is there to create the illusion of depth.