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Majin Goo

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Majin Goo last won the day on February 10

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About Majin Goo

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    A Good Nature Blob of Evil
  • Birthday 11/12/1987

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    Arkansas

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  1. Majin Goo

    Balance, Value, and Realization

    @Denithan If you look at steam charts, the game hovers around about around 1200 - 1800 players each day. This doesn't mean the game is struggling or dying. Valve doesn't have to pay themselves to keep their game going nor do they have to pay themselves fees for any money they make. The game is still fun, a lot more in depth than competing games, and has options for play the others don't. With that said it could be doing better. Most of its problems is the perception of players. Consumers that have only known the Video Game market were culture shocked and this had a much greater impact then expected. You would assume, that once people realized that Tier 1 decks would be possible for less than $100 compared to other digital free to play games that either take several hundreds to get the deck you want or hundreds of hours to finally collect them, the perception would slowly change. It however didn't, and very few players outside of the ones experienced with paper card games were willing to grasp that a secondary market controlled by the players both provides a better ownership over the cards and an easier entry point. The next issue though comes down to Valve. The lack of OP. A game with this distribution method has to have OP or it will not survive well. One thing that really turned players off was that there was little return on playing the game and while they've added progression and some free stuff for playing, it would go a long way to have regular events with good payouts. Since their primary method for making money is selling packs and collecting the market fees, they can't rely on a system that gives away a moderate to a large amount of cards as a return factor. So there needs to be something people can spend their tickets on and this would have been a great opportunity for Valve to push live tournaments and events. I think this game is suffering from a combination of where consumers weren't sure and won't try and Valve thinking that having the engine up and their name on it would have been enough to get people to just blindly buy packs. I think they grossly underestimated how many players on free 2 play games stay free 2 play or spend very little money. With that said, a 1000 average players a day for a trading card game that you always have access to is technically successful for a TCG. As long as Valve can keep that game from dropping below a monthly average of 1000 and make changes to add more ways to play and try to add large events, I think it can still continue to exist and possibly thrive. As TCG players we know how important OP is in models like this. Look at how well PanZ did despite some issues, it was because the team dove head first and delivered OP even when they weren't ready. BanSuper, OP is what is making it successful. MetaX... Dying, not necessarily due to bad game play or subjectively shit IP's, but because an OP that was promised is not only late, but MIA.
  2. Majin Goo

    Balance, Value, and Realization

    How's it going TCG Top Tier. Artificat has recently updated and while small in size, brings a significant change in how develop plans to go forward. Originally, Valve was intent on keeping Artifact as close to a physical TCG as they could. However, it seems they've realized that a digital card game presents unique opportunities that TCG's do must go to great lengths to accomplish otherwise. Your buddy Majin Goo is going to go over a few important points and provide my opinion on the subject. The first thing to note is that the update adds in account levels and skill ratings. The skill ratings are separate between constructed and draft. Account leveling will show your experience, essentially track how much you actually play the game, while providing you tickets and packs as you advance. This is a minor addition as most games today have content like this and it's important that valve continue to add features that give players a reason to play the game. The major part of this update is their change in design philosophy. Originally, Valve had committed to the idea of not changing cards and using bans as a last resort. From their prospective, this would ensure card value and build consumer confidence in the marketplace. While I applaud the idea and love the marketplace, balance and competitive progression is what keeps players buying cards and pushing their limits. Valve has done a lot in regards to listening to their player-base and realized the problems that come with such an issue. Much of their concerns had aligned with my own and I'm glad to see them adapting to the environment. Stale Meta focused around power cards are incredibly difficult to build around and deal with, this will allow them an opportunity to ensure previous sets will not hinder future development and creativity. There thoughts on the subject can be read: "Further consideration also made us realize it was the wrong approach from the development side. An extremely high bar for making iterations will indirectly cause future set development to be worse off. Long term set creativity will suffer if we are reluctant to try new ideas because of fears around not being able to make adjustments." Now this brings up the question, "What about the cards I bought that will lose value due to balance?" This is a good question, one that valve was prepared for. While it doesn't do much to help players that bought cards early on when they were their peak, it does show they are concerned with the success of the marketplace. Valve has decided to buyback any singles you bought in the marketplace that were changed in this update. They will give what the market peak was up to 24 hours prior to the announcement of the changes going live. While traditional TCG players are no strangers to balance affecting a card's value, I assume newer players to the model will have concern. The key here is to remember that it is more important in the long run for card value if you have buyers. As people leave because balance is ignored, it will become harder for you to sell as the demand drops. In the long run I believe this will help the overall value of Artifact cards. Now, let's talk about the changes. Not many cards were changed and the changes are not crippling. In fact, from what I can see, more cards were buffed than nerfed which is good to hear. There were 6 buffs and 2 nerfs to be exact. The notable nerf being to the card that held the top spot for value for some time, Axe. As someone that plays an Axe/Tinker deck, I've always felt Axe gave you too much for nothing. Not only is his signature card good, but he is capable of providing aggressive board presence for several turns. This can make it difficult for slower decks to really get going. Axe was adjusted from a 7/2/11 (Atk, Armor, Life) to 6/2/10. While the change is minor, it does make him slightly easier to deal with. The key here is that his armor remained 2. Armor in Artifact provides an "actual" change to damage. What I mean by this is that if armor is positive it reduces the damage, if it is negative however, it will increase how much damage the unit takes. Think of armor as not just equipment, but state of health. A unit with negative armor could be seen as poisoned, sick, or weakened, so they take more damage. While a unit with positive armor could be seen as well equipped, in extraordinary health, or made stronger by magical enhancements, so they take less damage. What makes Axe powerful is the natural 2 armor that he starts with, essentially making it to where champions themselves need to deal with him and even then he has the advantage in the first 2 to 3 turns. If he continues to shape the meta I could see the Armor being changed in the future. Let me know what you think and make sure to comment below so we can have a good discussion about the changes going forward. Lets talk about your favorite changes and what you think could make the game more appealing to a larger audience. Remember as indicated by Valve, they are listening to us and discussing our ideas and our concerns: "Since the release of Artifact, there have been a lot of discussions surrounding this topic. Input came in many forms, some from online discussions, some from direct feedback with players, and some through discussions among our own team members. This caused us to take a step back and spend a bunch of time debating the merits of the different arguments presented." Full information can be found at: Skill Rating, Leveling, and Balance Update
  3. Majin Goo

    Game Launched! Initial thoughts...

    Still playing and still think it's awesome. I didn't get a chance to make content over the weekend because of guests. I do however plan on doing a gauntlet of games over Christmas break. Hoping to get through an Expert Constructed, all on film, and an Expert Keeper Draft, all on film.
  4. Majin Goo

    Game Launched! Initial thoughts...

    Well yeah. You still have to deal with combat at least and they won't be able to stop your heroes from being put in. However, it is slightly annoying when it happens and can really muck up fast aggro for a moment.
  5. Majin Goo

    Game Launched! Initial thoughts...

    I think I'm going to try to make something this weekend. Hopefully, after the season, you can join us. I might run though the basics of the interview and a game using the starting deck against the bots.
  6. Majin Goo

    Game Launched! Initial thoughts...

    I actually was thinking of doing content for this game. I built a competitive deck last night, including what is the most expensive card so far, and spent $35 doing it. I'm confident in it and am going to start playing online tonight. It should be noted, that if you don't like the game after the two tutorial games you can decline the starter decks and packs and ask for a refund. I think my favorite part of the game is that it makes non interactive play impossible. You have to engage in combat which means even control decks have to interact with combat. No turtling and refusing combat in this game. So while control is powerful in this game it's a lot more engaging.
  7. Majin Goo

    Game Launched! Initial thoughts...

    I got a feeling that TCGs will still be around. As you stated, there needs to be a clear example of harm. While someone's "crack a pack" addiction can get a bit in the way of things, TCG's aren't as consuming on the consumer market, even on the digital front. Although if I had to cite an example of pure negligence in "over manipulating" the game of chance on packs, it would be PanZ's set 7, and the way it handled UR's, hands down. I have a feeling in all of this, hobby gaming will likely be placed in its own category, as such minor things often are, and be regulated much more lenient. At this point, the conversation is diverging from the topic, which is the initial thoughts on the game itself, so I'll likely not be discussing the affects of gambling in general on gamers any further in this thread. Nothing against the conversation, I just think this topic should stay focused on people's thoughts and opinions on the actual game itself and how it rates in play-ability and collect-ability to other games of this nature.
  8. Majin Goo

    Game Launched! Initial thoughts...

    This is the very idea I had when I mentioned you. Has me a bit excited.
  9. Majin Goo

    Game Launched! Initial thoughts...

    Good article, though I laughed a little when the author stated that the $300 dollars for the set in Artifact was comparable to getting a full set in Hearthstone or Magic. The key issue people are having is that they continue to compare this to Hearthstone or Arena. It is only similar in that its a PC game. The entire model is designed to emulate a traditional TCG and that's where Artifact shines. It gives you that experience and makes collecting and competitive play far more accessible than it normally is in digital card games. You can literally just build the deck you want and spend only about $40 to $75 dollars. Even if someone just grinds on Hearthstone or Arena, once you consider the time it takes to get competitive for constructed you're still looking at hundreds in cost once you translate the time to money. Now I agree with the gambling concept on loot creates and packs. I've seen people that can't resist the, "just one more pack", and it can do financial damage if an intervention doesn't happen. The key difference with a TCG model though is that your pack always had value because of the secondary market where as loot crates and gambling have a zero value option as a result.
  10. Majin Goo

    Game Launched! Initial thoughts...

    I think the real appeal here @Jarrett is the ability to host community tournaments through the game. That's something I think is going to be great as a standard.
  11. Finally got a chance to play Artifact. It should be mentioned that the game has a $20.00 USD upfront cost to start. This includes 2 Starter Decks and 10 Packs that you receive after two tutorial games. You can choose not to accept them after the tutorial and ask for a refund, but once you accept them their disclaimer firmly lets you know there will be no refund. Packs cost about $1.99 USD per. You are able to buy and sell singles for steam cash in the game so there is an actual secondary market. From research it looks as if a good competitive deck will cost about $70.00 USD to make which isn't nothing when you compare it to Magic. The game plays like a MOBA with three lanes. Each lane has a tower that you are trying to kill and each tower houses some kind of ancient life force. You win the game by destroying two different towers or by destroying a tower and then killing the that life force that is exposed afterwards. Each round goes through the three lanes in steps. You play cards and do combat in one lane, and then the next, and so on. In order to play "styled" cards to a lane, you must have a hero of that "style" actively in the lane you're playing the card to. When heroes are killed they are sent to the "fountain" to heal. They basically set out the whole next turn, and then the turn after you can redeploy them to a lane. They even included purchasing upgrades and items. As the turn progresses you can earn gold by doing things like killing units or heroes. This gold is used at the end of the turn before the next round to purchase equipment that can be used to enhance heroes and heal allies. The game has a lot of complexity but is organized well so that it doesn't completely overwhelm you. You need to make sure you have the right type of allies in your lanes so you can play the cards you will need to attack and defend in that lane. Essentially, you're keeping up with three board states but because the game does a good job of holding it together, you don't realize it. The game has casual and expert formats that include constructed and draft formats. You can play freely with your friends and community tournaments can be created and joined as well. These tournaments can be set up to your liking to include formats such as "commons only" and can be swiss or single elimination. I'll let you guys know more as I get through it but this is something I'm definitely going in 100% for now.
  12. Majin Goo

    Game Launched! Initial thoughts...

    Going to give this a try. I've been playing Age of Sigmar Champions and loving it so another digital won't kill me.
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