ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
Passive RNG is fine so long as I get to control the actions of the character in question just like DnD where the character has random stats and random check rolls but you attack for the given character and or choose the given action you're performing. If you can perform the given action or the given set of event I'm fine with.
Random card draw is fine, random range of damage being dealt is fine, Dead Cells type of RNG I'm fine with because there is just so much complexity and choice of action you can perform such as; tech with the given weapons to have an extra form of mobility before hitting the ground, having a random enchantment but opening-ly and knowing to grab the given RNG element.
I don't like active RNG where I can't control the attack, where I can't control how the character moves or interacts. I'm fine with a random place I can't control but I want to have actors to control for the given interaction and not only have control over the cards in hand.
I'm fine with minor stat elements to creep and those kind of ideas. Game design wise they're two completely different concepts of night and day for RNG for active versus passive. If I wanted to play passive RNG I would play games where the DM controls the character (which isn't fun) but I get to choose the given equipment and type of equipment along with abilities the character has.
By the way I know I type a lot. It's just how my personality is and how I approach conversations when it comes to game design and or topics I'm passionate about.
Eh, I find that distinction between "active" and "passive" RNG, based on if you directly control the actors or not, kind of far fetched. Especialy considering you dont mind the range of randomness for this distinction, but only the source of randomness. But alright, lets stick to those terms for this discussion.
To me, and no insult intended, as its just my personal opinion, you only seem inflexible by doing this. You create a category for whats good "because its like this in other games you like" and a category of whats bad, in which you basicaly put most of what made Artifact excitingly fresh to begin with. (of course there were other interesting game design choices, like the three lanes or the unlimited creatures ... but anyways)
Honestly, in the end I think its just another show of someone being so afraid of change or things that aren't in the personal comfort zone of known interaction. So instead of learning to enjoy something new, you mostly try to push the "good old ways" onto it.
And in your list of ideas you just listed tons of game design elements which have been done before (and a lot) in other games and really aren't all that new and exiting.
Of course that "source" of RNG Artifact utilizes has been done before too (i guess youll always find examples for any basic design element where it has been done before). As someone stated before in this threat: Not being able to control the creeps directly is quite a lot like Dota. Also there is good old "Majesty", which I also consider a mostly overlooked gem of gaming history. So, yeah, "active RNG" isn't a brilliant new idea. The way Artifact 1.0 combined those ideas was brilliant however. And it is VERY underused, sadly as I have to say, because I do not share your opinion of it being the "worse" RNG per se.
And while Im at it: Yes, I also think the randomness improved complexity and did not dumb it down, because it forced people to mitigate risks and there were enough ways to do so, if you actualy tried to understand that games dynamics.
You had to consider when and how to indirectly influence the automatic choices of your characters.
If you want "dumb down", just look at how Artifact 2.0 now seems to take a lot of steps back to what the other popular games do. THAT is pretty much dumbing down by the book.
First of all I never said it’s bad. If you like games such auto chess or games that play themselves like cookie clicker then that’s fine by me.
Different strokes for different folks. What I’m saying is it’s no different than someone controlling your character.
Here is a problem I do have with it; simple RNG manipulation engines that can be made for control tables in order to find what is setting the event.
If you’re going to have RNG then have it be unpredictable as possible and such a system people won’t notice.
Now I do consider it’s on the basis by genre. Artifact’s original design just did not appeal to me because there were events you could not avoid or deny. Control cards were too cheap such as instant kill a creature I had on the field that stopped me from playing.
If you’re going to give the player little control then don’t have control cards be super cheap, otherwise you’ll get locked out of battle like what happen to me.
What I think is bad is inconsistent card design versus the game. Inconsistent cards were too consistent from what I was experiencing and a lot of cards made me lose all because they didn’t just attack in front or my opponent played a card that stun my side that or forced me into battle.
I didn’t lose because my opponent outplayed me. No a lot of the same cards I saw and games swung too much.
To me if you’re going to do a game relies on RNG then go all in and not just half ass it. It’s pointless at that point.
Furthermore yes active and passive RNG are concepts that exist in game design. RNG caused by the actor versus passive have massive different results.
By the way I played over a 101 matches and won at match 101 and 100 loses.
For some reason "passive RNG" felt intuitively more fitting for such game elements to me, as you passivly watch the actors actions and only slightly influence them, so I mixed it up without cross-checking the definition you had given.
Regarding your answer (without fully quoting it, so to reduce the spam of text here a little):
It seems to me, that you are mostly discontent with things which could've been balanced while staying true to the original game design, by rebalancing card costs or adding complementary new cards.
It is true that I did not play as much Artifact as I could have (allthough to be fair: The first patch drove me off, as it made me lose exiting long games by the turn timer and not by wits, which made me quit a game which I would surely have played a lot longer before that patch).
Because of this I daresay I cannot say much about the extremes in deck construction which might have occured after people figured everything out.
(RNG manipulation engine decks, if I understood you correctly, seemed dominant from your experience)
But dont forget that the game got dead very fast. Living online games where players build their own set of cards compensate staleness by adjusting cards over time (cost, effect, etc) or adding new content, something which, as much as I know, never happened for Artifact 1.0.
So its not surprising it would end at a state where certain decks dominate the games environment.
I do NOT think that proves the games environment itself bad though, as it would have happened to any competitive game which was not developed further from its initial state.
I honestly dont see the problem with smart hybrids. Or else we would all only be playing dice or chess all day. ;)
And thats exactly the point where Artifact 1.0 convinced me: I strongly enjoyed the long matches where the game could and would swing around at any moment. Still I felt it was a battle of wits (in a hybrid random environment), without the randomness fully deciding the game.
dude u really have problem not the game [/quote]
You’re not saying how to get better. You see this is how you kill off growth for a community. You need to be willing to give advice and TEACH players how to play the game if the game doesn’t.
If I ever make a game I’ll try to make in depth content talking about how to play the game or how to get better at the game.
The problem is so many players and myself didn’t learn from our mistakes along with the fact blaming RNG instead of our own faults not being able to see what we did wrong.
Again at least in Dead Cells to portal I can see my mistakes and failings.
Still haven't thought of any advice or anything for HOW to get better at the game?
I bought Artifact the same day it went out to market... so please guys i need my beta key i love the game... i'm sure i was one of the firstone's who got it