Why did the AI need a nerf?
Comments
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Ohboy said:
As a programmer, you obviously know the explanation can be as simple as a tweak in priority leading to unexpected results.
If you change code, you at least test to see if it does what you think it does. You don't just change a bunch of lines of code and send it out into the world hoping that it probably works.
I mean, I guess Hibernum *might* be incompetent enough to do that. But why take the risk? If you haven't got time to test the new code, why not just leave it as it is?
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shteev said:Ohboy said:
As a programmer, you obviously know the explanation can be as simple as a tweak in priority leading to unexpected results.
If you change code, you at least test to see if it does what you think it does. You don't just change a bunch of lines of code and send it out into the world hoping that it probably works.
I mean, I guess Hibernum *might* be incompetent enough to do that. But why take the risk? If you haven't got time to test the new code, why not just leave it as it is?1 -
Steeme said:
While I'm enjoying the fact that my supports last more than a turn or two, it feels dirty. The AI not taking the swap to destroy my Desert's Hold and instead taking a 3-swap of it's secondary color literally feels like it is intentionally "going easy" on me to let me win.
I agree completely. It feels unnatural.
It'd be interesting if they were experimenting with different AI levels for different tiers of play.
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shteev said:Ohboy said:
As a programmer, you obviously know the explanation can be as simple as a tweak in priority leading to unexpected results.
If you change code, you at least test to see if it does what you think it does. You don't just change a bunch of lines of code and send it out into the world hoping that it probably works.
I mean, I guess Hibernum *might* be incompetent enough to do that. But why take the risk? If you haven't got time to test the new code, why not just leave it as it is?
You spent months trash talking about how they always do exactly this, and now you suddenly don't buy it?1 -
Ohboy said:shteev said:Ohboy said:
As a programmer, you obviously know the explanation can be as simple as a tweak in priority leading to unexpected results.
If you change code, you at least test to see if it does what you think it does. You don't just change a bunch of lines of code and send it out into the world hoping that it probably works.
I mean, I guess Hibernum *might* be incompetent enough to do that. But why take the risk? If you haven't got time to test the new code, why not just leave it as it is?
You spent months trash talking about how they always do exactly this, and now you suddenly don't buy it?
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Before I go to the trouble of digging. Please state for the record that you do not recall constantly complaining about the incompetence of the coding.
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Ohboy said:Before I go to the trouble of digging. Please state for the record that you do not recall constantly complaining about the incompetence of the coding.
Go!
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I know that the majority of players love to jump on the Dev bashing train, but in reality software companies are usually dealing with a lot of legacy code written decades ago.
We do the same thing over here. A big portion of our base application was written years ago by monkeys. Now we have some really competent people working on it, but stuff you didn't even know existed will break any time you try to modify it.
I liken it to playing "Jenga".
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Steeme said:
I know that the majority of players love to jump on the Dev bashing train, but in reality software companies are usually dealing with a lot of legacy code written decades ago.
We do the same thing over here. A big portion of our base application was written years ago by monkeys. Now we have some really competent people working on it, but stuff you didn't even know existed will break any time you try to modify it.
I liken it to playing "Jenga".
So, IMO, that kinda rules out the idea that the AI for making moves was altered as a result of altering the code for the AI for making moves, as non-programmer Ohboy seems to think.
So back to my original question: Someone give me a plausible sequence of events which would indicate this change was unintentional.
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shteev said:Ohboy said:Before I go to the trouble of digging. Please state for the record that you do not recall constantly complaining about the incompetence of the coding.
Go!0 -
DumasAG said:shteev said:Ohboy said:Before I go to the trouble of digging. Please state for the record that you do not recall constantly complaining about the incompetence of the coding.
Go!
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I don't know what the optimal win rate is to keep people hooked on a game.. but I do feel like it is something less than 95%+.
I know in Magic Duels a win rate of around 70% is very strong, although that certainly goes up against the AI. I also know that I am very glad the AI acts quickly in PQ rather than the slow motion moves in Duels.
But anyway, maybe they are worried about making the AI too hard, so they don't prioritize match 5s? Or are they so dense that they think landfalls are better?
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Didn't think this was going to be the hill you chose to die on, but OK.
Here's one week ago where you expressed a lack of surprise that the coding would be buggy
https://forums.d3go.com/discussion/comment/705686#Comment_705686
Two weeks ago, same sentiment
https://forums.d3go.com/discussion/comment/705686#Comment_705686
Last month
https://forums.d3go.com/discussion/comment/691852#Comment_691852
April
https://forums.d3go.com/discussion/comment/672985#Comment_672985
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babar3355 said:
I don't know what the optimal win rate is to keep people hooked on a game.. but I do feel like it is something less than 95%+.
I know in Magic Duels a win rate of around 70% is very strong, although that certainly goes up against the AI. I also know that I am very glad the AI acts quickly in PQ rather than the slow motion moves in Duels.
But anyway, maybe they are worried about making the AI too hard, so they don't prioritize match 5s? Or are they so dense that they think landfalls are better?
Well, given that JC states with absolute certainty that the AI does not have an advantage over the player in net mana gain, that means they are using some type of in-house simulation to gauge the rate at which the AI progresses in a match.Perhaps setting the 5-swap as a top priority lead to an imbalance in net mana gain in favour of the AI. I mean, we still get periodic "cascade" threads.
The solution was to set something else as the priority. But that didn't work out as planned.
So now they re-jigged the priorities.
Jenga Jenga, J-J-J-Jenga
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Corn Noodles said:
Have a look at the poll here on the forums for the new free boosters. They are universally reviled. Do you think they were trying to make a popular change, and accidentally made an unpopular one?
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And what about the new event objectives? The event objectives on RotGP are pretty easy, aren't they? Does that not suggest a push toward making the game easier?
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What I don't understand is why they would make the game easier across the board. That leads to more ties, which leads to more prize distribution, which doesn't seem their style.
While I lean towards the thought that it was purposeful, it's just an odd strategy.
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shteev said:Ohboy said:
As a programmer, you obviously know the explanation can be as simple as a tweak in priority leading to unexpected results.
If you change code, you at least test to see if it does what you think it does. You don't just change a bunch of lines of code and send it out into the world hoping that it probably works.
I mean, I guess Hibernum *might* be incompetent enough to do that. But why take the risk? If you haven't got time to test the new code, why not just leave it as it is?
1 -
Steeme said:babar3355 said:
I don't know what the optimal win rate is to keep people hooked on a game.. but I do feel like it is something less than 95%+.
I know in Magic Duels a win rate of around 70% is very strong, although that certainly goes up against the AI. I also know that I am very glad the AI acts quickly in PQ rather than the slow motion moves in Duels.
But anyway, maybe they are worried about making the AI too hard, so they don't prioritize match 5s? Or are they so dense that they think landfalls are better?
Well, given that JC states with absolute certainty that the AI does not have an advantage over the player in net mana gain, that means they are using some type of in-house simulation to gauge the rate at which the AI progresses in a match.Perhaps setting the 5-swap as a top priority lead to an imbalance in net mana gain in favour of the AI. I mean, we still get periodic "cascade" threads.
The solution was to set something else as the priority. But that didn't work out as planned.
So now they re-jigged the priorities.
Jenga Jenga, J-J-J-Jenga
would put it at an advantage against a player. I always
take match 5's whenever I see them. if the cascades
are a problem then it's the cascades that should be
fixed?
HH0
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