3.3 Release Notes *Updated (4/3/19)
Comments
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Brigby said:Just for additional info (which I will also add to the Pre-Release Notes), here is the list of occurrences that will cause the timer to pause for their durations:
- Waiting on player decision (such as target selection and hand management)
- Card Visualization
- Extra Swap
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jtwood said:I don’t hate this timer out of the gate. I’d like to see how it plays out before judging it.
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starfall said:My friend has just reminded me that in fact you already CAN forfeit the game of your opponent is looping.
So, the problem would seem to be just ending your own loop? My friend has also reminded me that you can bring your own loop to a close by including cards which require confirmation in the loop, but this is not a useful solution for two reasons:- You might not be able to build your deck with such cards, and
- Even if you include, say, a Talent of the Telepath in your looping deck, it may still take 20 minutes for you to get your loop to stop.
Ending your own loops more effectively is using more confirmation cards or changing all to most cards to have confirmations. However, sometimes i like my loops not requiring interaction; so that i can use that 10-20 seconds to do something else. Not the case for everyone of course . But my point is there needs to be balance. Certain cards like Apex need confirmation, and as more confirmation required cards are implemented, it will ease things and balance.
Whereas the 2 extremes are sitting and confirming through tons of cards vs not interacting but waiting more. So it just needs to be balanced by appropriate cards having appropriate confirmations abd then the player has the freedom yo design the deck as they see fit - less interaction or more interaction
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WRT the timer... I'm simply shocked at how a development team could come up with such an unbelievably bad idea to correct a relatively minor problem. This seriously takes out the most fun part of the game (building strong combo interactions). I honestly don't feel I even want to play now.
//Removed Insults -Brigby4 -
Matthew said:Brakkis said:Brigby said:Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.
While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
This right here is why things like this should be brought up before the patch is submitted and it's too late to make any kind of changes. This was a solution to a relatively minor problem in the overall scheme of the game and it was extremely poorly thought out. There are far superior methods of fixing this, again - minor, problem that don't outright tank an entire playstyle.i just want to add at lesser card collections / newer players get stuck in overpowered loops more frequently. Veterans, on the other hand, we have strong enough collections to counteract these loop decks by speed bashing the AI, usually through a loop. Therefore, i do believe it is a problem but the way they addressed it was terrible.I don't understand why this happened, other than:1) there is no strategist at this company or dev team2) nobody seems to really play MTGPQ at this company or the dev team (or at least not enough)3) they don't consider the possible consequences with each change4) things feel rushed to meet deadlines so they have terrible scheduling to ensure a quality update/product0 -
Oh boy... Here it goes. Tilwin going berserk at the team. Actually read this message three times before posting. Would love to say it was a calculated and well thought move from me...
The whole timer business is not the best thing Oktagon could come up with so far.
No, seriously. This solution reminds me of the "measuring the complexity of an algorithm through execution time" naive approach... Only worse.
Why would you pick a solution based on time when the game is crippling slow right now and everyone complains about the crippling speed of animations, the pointless lenghtiness of many effects and the occasional 30 minute matches that dont even rely on combos??? Not to mention the performance, which with this solution you most likely made even worse.
Pick number of actions per turn. Do this to Greg only if you must. Allow the player to force end their actions (obviously not Greg's). SO MANY OTHER WAYS TO DO THIS.
.....
You just killed my decks. Period. Last B4T event I finally killed Azor turn one. With overpowered opponents like that the practical solution was finding a way to loop them to death ASAP since the more turns you have the bigger the disadvantage and the longer and more painful the matches. Now that's done.
If this timer stops my combo decks from working any longer I am DONE. D-O-N-E!!!
Now can't wait to see those legacy balance changed they had in store for us...
And for everyone saying I am too rude to the devs since they "only do what they are told": NO! Everyone in the team is responsible for and should put user experience at the top of priorities and focuses if they want a quality product. Was that also utopic of me? I'm sorry... I'll just go back and play my combo decks... While I still can... Before this change...
Oh yeah, was waiting for kaya, she also sucks big time.
//Removed Insults -Brigby8 -
Tilwin90 said:Oh boy... Here it goes. Tilwin going berserk at the team. Actually read this message three times before posting. Would love to say it was a calculated and well thought move from me...
The whole timer business is not the best thing Oktagon could come up with so far.
No, seriously. This solution reminds me of the "measuring the complexity of an algorithm through execution time" naive approach... Only worse.
Why would you pick a solution based on time when the game is crippling slow right now and everyone complains about the crippling speed of animations, the pointless lenghtiness of many effects and the occasional 30 minute matches that dont even rely on combos??? Not to mention the performance, which with this solution you most likely made even worse.
Pick number of actions per turn. Do this to Greg only if you must. Allow the player to force end their actions (obviously not Greg's). SO MANY OTHER WAYS TO DO THIS.
.....
You just killed my decks. Period. Last B4T event I finally killed Azor turn one. With overpowered opponents like that the practical solution was finding a way to loop them to death ASAP since the more turns you have the bigger the disadvantage and the longer and more painful the matches. Now that's done.
If this timer stops my combo decks from working any longer I am DONE. D-O-N-E!!!
Now can't wait to see those legacy balance changed they had in store for us...
And for everyone saying I am too rude to the devs since they "only do what they are told": NO! Everyone in the team is responsible for and should put user experience at the top of priorities and focuses if they want a quality product. Was that also utopic of me? I'm sorry... I'll just go back and play my combo decks... While I still can... Before this change...
Oh yeah, was waiting for kaya, she also sucks big time.
//Removed Insults -Brigby
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@Brigby, I strongly suggest the patch be delayed and fixed rather than implement something EVERYONE thinks is a bad, game breaking fun running idea. If the next update isn't for 2 months, I can tell you I won't make it that long and I'm sure others are in the same boat. Delay a week if you must, but do not implement this 18 second timer catastrophe10
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Brigby said:...
While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
The community is able to be used as a resource, an extra level of Quality Assurance to ensure that things are solid before they go live, and not just a party that you feel obligated to notify, but we need more communication.
This gives me flashbacks of when we got a weeks notice that the newest set dropping would cause one or more sets to rotate out of Standard. That was a bad time.7 -
Brigby said:Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.
While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
One more thing which spotlights potential card art display, timing and your Path of Discovery strength...
One combo I use that can take a while to run with Nissa 4.0 is:
Path of Discovery
March of the Multitudes
Nissa's Revelation
Trostani Discordant
Summoner's Pact
When this is played out right, (especially with Nissa 4.0's forest tokens and T2 ability in play) with the right array of cards in hand, you can literally turn a small stack of forest tokens and soldiers into monster-level power/toughness.
However, the amount of time to play those cards is exceptionally long, as well. Especially with regards to secondary objectives of "win in x rounds" where that X is 10 or less, card builds like this are necessary..
Imagine even ONE March played out with Path' in play. The 12 cards played all are going to take time to affect the game board and add to the stack.
Then, add another march, a Nissa's Revelation and a Trostani in there and yeah, you're going to be waiting a while...
So, for the QA team and the developers to consider, how does one manage to win low-round objectives with non-time-consuming rounds that build up your creatures?
Just saying, I'm guessing the IDEA was to help minimize the buggy infinite loops, not hurt our gameplay, but yeah, seems like the latter was done, not the former.5 -
Azerack said:Brigby said:Hi Everyone. Thanks for providing all of this in-depth perspective and feedback of the loop system. I'll be sure to pass that along to the team for review.
While I can't guarantee that any changes can be made prior to the 3.3 update going live, as I believe the build has already been submitted to 1st party vendors, I will definitely talk to them about revisiting the system and seeing where things can be adjusted.
Or you know, just a button that appears once the timer has gone and allows to "stop actions". This way you give the players an OPTION to end the action turn without doing it automatically... Just as long as it's not put in a popup... to force you to press it...
//Removed Insults -Brigby1 -
I no longer feel like turning on the game. My in game name was Zander and my family was Extinction and I was a whale. I deleted the app and am going cold turkey to see if the anger subsides. Don't put your money and trust in this company
//Removed Insults -Brigby6 -
Updated cause I just have realized that the timer starts after gem matches so you can forget this:
@Brigby Do you realize that a timer is much worse for a human player than fo the IA? IA is going to react faster than us (better or worse but faster).
We play in real life with things happenning around us, pause the game is an answer but when you return to it, you will not remember the state of things in battlefield.
Players would/should like to read cards in battlefield and in hand to think about the correct moves to be done. Newer players would not be able to even think about an answer after a IA's cascade turn, neither will I.
Speed objectives will be very difficult/lucky to achieve and you are not going to review them in events before the timer release as you have not done with summon/cast objectives after changing the way they worked (without any advise of course).
You have implemented a system to prevent infinite loops that afects to all the playing system and not only infinite loops.
A timer in players turn will prevent infinite loops just because it will prevent players to play at all.
I have asked for a counter to allow players to stop loopings when desired and I am getting a timer to stop playing.
I should have wait to write this after having played with the new timer yo see how it really works, but the problem is that if it you release it as it is now, we should be playing with it unless for a month, because though you will realize it is not good for anyone you will not be able to change it faster.1 -
I suspect the devs are embarrassed by the fact that they never know if their new sets will result in some sort of infinite loop.
We had Baral, Waterveil, Prism Array, Rishkar’s Expertise, etc. and most recently we had the Divine Visitation combo with Murder Investigation and/or Ajani’s Last Stand.
These we’re silly errors that the devs had not foreseen. But it became very clear to the player base from day one that this was a problem (I pulled Divine Visitation a few days into release and my first try with it was an infinite loop).
Thus I suspect they set up this strange and violently destructive “rule” (which violates the rules of paper Magic) to prevent this embarrassment from recurring with each new set.
What they don’t care to realize is that the players never asked for it and they frankly don’t want it at all. We don’t care if the devs make a mistake (we do, but not as much when we know it was not intentional). We just want to be able to play - casual, occasionally, competitively, etc).
@Brigby if it is really too late to change this loop challenge, then make the devs change the timer to something like 3 minutes while you sort it out. That is something that can be done.
So instead of 18 seconds, make it 180 seconds.
This MUST be done. It is not a request. It is a demand.
And the easiest immediate solution for you/the devs.
Thanks.4 -
Note to everyone reading through this thread:
The timer starts when a loops begin. Better stated, when you’ve made your gem match and your card sequences begin.
Reading the board, reading cards, going through your hand, looking at supports, etc. does not count on the timer.
Extra turns stop the timer.
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This is just hilariously bad.
It seems so painfully obvious that nobody developing this game has played it for any significant length of time.
Wizards employs very talented players to help design cards and sets. Maybe try that? Or, you know, maybe try asking the people who play it at a high level?
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Froggy said:Note to everyone reading through this thread:
The timer starts when a loops begin. Better stated, when you’ve made your gem match and your card sequences begin.
Reading the board, reading cards, going through your hand, looking at supports, etc. does not count on the timer.
Extra turns stop the timer.0 -
Fortunately, the cycling combo ignores the timer altogether, since you never match a gem to go infinite.
So you can still manage dumb speed objectives in pve...in legacy2 -
@Brigby as the timer to prevent infinite loops (prevents also noninfinite loops) has been made for players, could be the timer value a parameter that we can set in the game? In this way none can say that the game does not work as desired.
Please, 18 seconds are so few seconds. I have just tried and after making gem match and full loading a Blue Sun Zenith with mana it takes more or less 18 seconds to full my hand with cards and fill them with mana (I have turned on the option to reduce animations). So loading a Blue Sun Zenith will end my turn? Perhaps timer pauses while showing each card loaded in my hand.0 -
*PLEASE keep all comments CIVIL and do not insult or attack anyone!
I want to clarify that I do not say the following to disparage any comments. As veteran players, it's obvious that you are all very experienced with this game's ins and outs, but when the knowledge being imparted in comments becomes laced with aggression, it can give even the most resilient and open-minded person a hard time of accepting it. (Thank you to those who are already posting in a civil and constructive manner. It's very appreciated.)
Look. I understand many players are frustrated right now. Even if the perception at the moment is that we don't, we all care about improving the game and the player experience. I can certainly tell you that I care, otherwise I wouldn't be reading forum comments at nearly 1 in the morning.
We encourage open discussion and encourage players to provide feedback, but insults and hostility is something we just cannot condone. We encourage criticism, but please make sure that it's constructive! As the saying goes, "You attract more flies with honey than vinegar"
As I mentioned earlier in this thread, I have been compiling everyone's feedback and relaying it to the team for discussion. If you have any questions to ask, please don't hesitate to do so.
Once again, I want to clarify that I do not say any of this to disparage anyone or their comments. Absolutely not! All I ask is that criticism please be presented constructively and insults kept out of the conversation.
Thank you very much for understanding. Thank you for being a part of our community and showing such passion for the game. I will see you all tomorrow morning. Good night everyone.18
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