r/Artfunkel • • Oct 22 '16

question Q&A Why aren't I getting all the cool bonuses other gallerys have?

4 Upvotes

Where are all my visitors! I put out all my art every day like a good gallery manager but nobody ever comes! I'm really quite upset about this!

Well, young artfunkeler, that's probably because nobody told you to coordinate your art attributes!

What in tarnation an attribute?!

Well, if you log in and take a look at: http://artfunkelgame.com/help#, about halfway down the page you will see a list of SPECIAL VISITORS! Each type is accompanied by a brief description outlining their effects.

How do I control what bonuses/attributes each artwork has?

Great question! On your dashboard when you mouse over a particular art card you'll see several icons - One of them in particular will look like a magic wand, and clicking that tool will bring up the Reroll dialog window!

Why should I care about the reroll window? Isn't my art already perfect!?

You're really on a roll with these questions today! The reroll window is your one-stop shop to play musical chairs with your bonus values and types! For a scaling price you can either 1) change the attribute and value of a given bonus on your art or 2) change only the value (if you're particularly fond of one bonus type).

You gasp in an exasperated tone with your arms tossed up in disbelief: But Garlandicus, I already know this! I made sure to have unique bonuses on all of my art to ensure that I get as many visitors possible! But they're still not showing up!

Fear not! A simple misunderstanding is likely at fault. Remember those values next to each attribute? They range from 1-100, and the higher the value the likelier it is that a particular visitor will grace your gallery with their presence! Well, what you may not have known is that even if you have a maxed out bonus on one artwork, that's not enough to attract a visitor most of the time! I'm serious! These visitors are real stingy folk! You will need to double down on your bonuses across multiple artworks to ensure that your gallery stands a decent chance of attracting any visitors!

I think I understand. How heavily should I invest in a bonus to ensure that I get all the cool visitors like Revrick and EindacorDS?!

You can check to see how much of an impact your artwork has on potential visitors by visiting the public gallery index (by clicking on the globe in the navbar). Next to your gallery you will see icons corresponding to each of your bonuses from all of your art. Mousing over these icons will show you a number between 1 and 100, and similar to the individual bonuses on each card, the closer you get to 100 the likelier it is that you will have visitors for those bonuses. So experiment! I've found that a 100 value for a given attribute will increase your gallery bonus by about 10 points, so for a decent chance of attracting visitors you should probably aim for >50 points, or a total of 500 points for one bonus across your displayed artwork.


r/Artfunkel • • Oct 17 '16

announcement Artfunkel is back up!!!

Thumbnail artfunkelgame.com
4 Upvotes

r/Artfunkel • • May 20 '16

What's a Artfunkel?

4 Upvotes

Does anyone know?!?!


r/Artfunkel • • May 30 '17

First misprint in Artfunkel!

Thumbnail
imgur.com
3 Upvotes

r/Artfunkel • • Nov 04 '16

thank you RNGesus The RNG Gods are pleased... Masterpiece!

Thumbnail
imgur.com
3 Upvotes

r/Artfunkel • • Nov 03 '16

Can you find both legendaries in today's haul?

Thumbnail
imgur.com
3 Upvotes

r/Artfunkel • • Oct 30 '16

Official Artfunkel music video (not really)

Thumbnail
youtube.com
3 Upvotes

r/Artfunkel • • Oct 28 '16

announcement Few quick fixes...

3 Upvotes
  • Quests now give bonuses for foil items

  • Quests now give bonuses for turning in all 4 items

  • Quest item minimum requirement now noted in UI

  • Ticket prices are now scaled to the buyer's level AND the gallery owner's level (Tickets will be in a range based on your level. Tickets will be slightly more expensive if the gallery owner's level is higher than yours)

  • Chance of an item being foil reduced from 1:100 to 1:500

  • Quest/Condition legendary affix now increases item condition to 90, down from 100

  • Quest XP/Money reward increased


r/Artfunkel • • Oct 27 '16

discussion Here's the deal with preservationists....

3 Upvotes

First off, one of the things this game strives for quite a bit is loot diversity. That's why there's foils, seasonals, originals, misprints, lottery cards, and so on. Diversity and uniqueness are good for games like this. This is the driving force for things like the attributes. It's really hard to get good rolls on attributes, so it isn't very likely that 2 players will have identical items with identical attributes.

This was the thinking with the way preservationists work too. Currently, there's no way to guarantee a max condition on your items (save for a legendary regarding quests, that intends to be changed). The reason for this is the same as above. Personally, I don't think it's a good mechanic to provide a sure-fire way to maximize a stat on items, because that increases the chance that many players will have items with the exact same stats. Clearly I can't make it impossible for this to occur, but I can at least make mechanics that assure it doesn't happen very often.

For that reason, preservationists cannot improve an item's condition that's above 90%. However, I am all for exploring ways to make that a possibility in the right circumstances. But I'd rather not have conditions constantly bouncing from 97 to 100 ad infinitum.

edit: I realize the unique text "If all items have a condition greater than 90, they select the lowest" sends a mixed signal, because i kind of went back and forth on this last night


r/Artfunkel • • Oct 26 '16

damn you RNGesus 3 of the same legendary, huh?

Post image
3 Upvotes

r/Artfunkel • • Oct 22 '16

Revrick is OP, devs please nerf asap

3 Upvotes

I don't know why I make these posts. Am I losing my mind?


r/Artfunkel • • Sep 05 '26

announcement soon come...

Thumbnail
imgur.com
2 Upvotes

r/Artfunkel • • Nov 01 '19

testing stuff

2 Upvotes

definitely testing stuff!


r/Artfunkel • • Nov 28 '17

Weird interaction between forgeries and collectors?

2 Upvotes

It seems like if your only items tagged "for sale" are forgeries, then trying to interact with a collector doesn't sell the piece or trigger a text popup to explain that the collector didn't have anything to buy. Is this intentional? If so, there should probably be some explanation ingame about it, the lack of any feedback can be confusing.


r/Artfunkel • • Jun 04 '17

announcement Join the Artfunkel discord channel!

Thumbnail
discord.gg
2 Upvotes

r/Artfunkel • • May 15 '17

changes 2017.05.14 changes

2 Upvotes

Mothers Day Update!!!

Oh boy, oh boy, do we have a lot to talk about. I'll start with the game changer from this weekend..... all of the visitor-specific business logic has been separated into its own javascript files!!! Probably tied with the Black Market for most-requested features in this game. Every day I'd hear "Eindacor_DS, when are you going to separate all of those interaction handlers?!?!," to which I would reply, "I'm workin' on it!!!" Well, you'll all be happy to know that's done, and that particular area of code is much easier to work with. You're welcome.

 

RIP Designers

Oh and by the way, the designers are all dead! Well, not dead. It seems they've been body-snatched by a new visitor type, called "Marketing Managers." I don't know how much we can trust these folks, but it seems as though interacting with them increases your gallery's ability to attract visitors in the next visitor cycle. It also appears that when you meet them in your own gallery, they have a chance to bring in a random visitor. We don't exactly know what they did with all of the designers, but with benefits like that, do we really care? I'd say no, especially since all of the wall and floor finishes seem to be available to all players now. So, good luck designers, wherever you are.

 

Knowledge Conversion

Another big change from the weekend is knowledge can now be converted to higher tiers at a 1:16 ratio. Click on the up-arrow icon next to the tier you'd like to craft as many times as you see fit. The numbers on the right show you what your knowledge base will look like if you accept. Hit the "accept" button, and in the words of a wise mustachioed man, "boom", you got yourself some fancy new knowledge.

 

Random Changes

  • Since designers have vanished, all of the designer-related legendaries have been reworked.

  • The once-secret "legendary attribute matrix" is now available from the "legendary attributes" page.

  • Gallery finishes update properly when editing your gallery.

  • A "donate all" button has been added to the loot page. This logic matches the quick-sell logic for automatically removing items.

  • Art experts now give knowledge if you don't have any items eligible for roll count reduction.

  • Actual proc percentages have been added to the Galleries page. This page will soon be going through a redesign to spiffy it up, which will include a nicer UI to present this information. Until then, players can at least see exactly what chance they have to spawn each visitor type per cycle.

  • Lots and lots and lots of backend changes, which means there could be more bugs popping up. Your vigilance is appreciated as much as your feedback, so if you see something, say something, a la those posters on the subway.


r/Artfunkel • • Jan 04 '17

Found a new Masterpiece

Thumbnail
imgur.com
2 Upvotes

r/Artfunkel • • Dec 23 '16

changes 2016.12.23 changes

2 Upvotes
  • store and loot page are now paginated/searchable similar to inventory

  • TAG ITEMS BEFORE OWNING THEM (in the store or loot area). Collector builds rejoice!!!

  • Updated Card UI - no more action buttons on the card, action buttons remain visible on smaller devices

  • Lots and lots of backend changes

  • Gallery ticket cap now enforced server-side.... /u/Garlandicus

  • Expansion slots stay after vintage mode transition.... /u/Revixter

  • Loot icon in navbar appears active when daily drop is available

  • Some inventory actions are now slightly faster (rerolling, for example), but some of them are a bit slower (selling/claiming items). These processes will be reworked and improved in the future.

  • Each player now has a limit to the NPC's they can meet in one day, specific to each NPC quality. The limits are: 120 bronze, 100 silver, 80 gold, 60 platinum. These will very likely change in the future, based on feedback from players about hitting these limitations.


r/Artfunkel • • Dec 16 '16

changes 2016.12.16 changes

2 Upvotes
  • Unlocked items are now more valuable than standard items

  • Attributes are always displayed on auctions, but the values are hidden unless you meet an auctioneer.

  • It's now possible for seasonal and lottery items to be foils.


r/Artfunkel • • Dec 15 '16

changes 2016.12.15 changes

Post image
2 Upvotes

r/Artfunkel • • Dec 07 '16

changes 2016.12.07 changes

2 Upvotes
  • Auction house seems to be working again.

  • Bidding system redesigned. Now what you bid is what you pay if you win, and the "bid min." shown is what you need to bid to win the auction at that moment. No more hidden highest bids.

  • Auctioneers now always give you private auctions. All qualities of NPC, and in other players' galleries too.

  • Lottery tickets and inventory expansion slots no longer carry over when you enable vintage mode.

  • Legendary proc animations enabled. Now when one of your legendary items "procs", you'll see a little animated notification come from your nav bar. This may be a little buggy, so please let me know if it messes anything up, and remember you can always disable animations from the settings section of your dashboard.


r/Artfunkel • • Nov 24 '16

changes 2016.11.24 changes

2 Upvotes
  • Lots of little backend fixes

  • Lottery tickets redesigned. Now players at level 50 will work towards a goal just like other levels. Once they reach that goal they'll be rewarded with a gallery lottery ticket. That being said, the lottery has been disabled until the specifics of how it works are ironed out.

  • Sell all/decline all buttons in the loot area and store now include quest items that you already own.

  • Minor buffs/nerfs to certain legendary attributes.


r/Artfunkel • • Nov 22 '16

changes 2016.11.22 changes

2 Upvotes
  • Misc. legendary bug fixes: collectors giving items to sell, collectors occasionally giving quest items, display attributes increased when turning in quests

  • Display rewards have been modified to scale according to player level, balancing high-end items when players enable new game plus (vintage) mode.

  • NPC's now disappear after you have met them.

  • New Game Plus (vintage) mode is now live. There will be a separate post just about this feature coming soon.


r/Artfunkel • • Nov 21 '16

changes 2016.11.21 changes

2 Upvotes

Major changes tonight, many backend, never-to-be-seen stuff, but a few important features have been added as well.

  • Item value system has been completely rewritten. The changes here are so far-reaching, I'd be surprised if there weren't a few lingering bugs, so keep an eye out for anything that doesn't seem quite right regarding how much things are worth.

  • "Items owned" leaderboard added.

  • "Money spent on crates" leaderboard added.

  • Fancy new animated border for masterpieces.

  • Home page stats updated to include "inventory space available".

  • Inventory expansion is no longer limited to 20 slots.

Lots more changed, but mostly game engine stuff that you shouldn't really notice...... hopefully.


r/Artfunkel • • Nov 12 '16

changes 2016.11.12 Changes, plus NEW CONTENT!!!

Post image
2 Upvotes