Loop Prevention System - More Details *Updated (3/12/19)

Brigby
Brigby ADMINISTRATORS Posts: 7,757 Site Admin
edited March 2019 in MtGPQ General Discussion
Update: Thank you all for the insightful and constructive feedback. I just spoke with the team this morning, and they will be changing the 18 seconds per phase to 90 seconds. 

This change will be a transitional adjustment, as the team will continue to monitor and work towards finding the right balance between solving infinite loop issues and maintaining player play styles following the 3.3 update.
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Hi Everyone,

With the announcement of the Loop Prevention System being implemented in the upcoming 3.3 build, players had many questions about how it will affect their games; specifically their combo decks. Oktagon was kind enough to take some time to break down and explain exactly how the Loop Prevention System works in its entirely. Check it out below:
The Loop Prevention System (LPS) intends to solve problems related to loops that provide a negative experience for the player, such as infinite ones, where the player is forced to quit the game and forfeit the match due to the opponent never finishing their play or the player not being able to cancel a play her/himself made. Loops that work as active build up combos can still be employed to a certain extent, just enough to not turn the game into an idle experience. The time available is way more than 18 seconds, as we’ll explain below.

Our main goal is to enable fun, engagement, and improvements in quality of life to our players. We want to assure players that our team will keep track of the community feedback in order to adjust the system values if needed. At first glance, this might seem restrictive. So, we tried and tested reported loops, both infinite and build-ups, in order to construct this system.

The Loop Prevention System is not a turn timer.

It is important to mention that the LPS countdown doesn’t run while the game is waiting for any of the player’s inputs. It means that whenever a card pops up on the screen, a confirmation prompt is displayed or when the game is paused, the timer will stop until that process ends. Also, gaining an extra swap adds extra time to the remaining amount.The LPS acts once per step in four different steps, each with their own time limit (18s each).
  1. At the beginning of the turn (where “At the beginning of your turn” effects takes place), such as many converters or some gem destroyers. Once these effects end, the player can make the first Swap;
  2. No timer is active before a Swap is made. After the Swap, the casting step comes along. It’s here where the cards are cast and most of the effects are triggered. Gaining Extra Swaps can prolong this step, but gives diminishing time after each additional Extra Swap, if they are within the same turn.
  3. When creatures attack (combat step) and some special effects take place, another timer runs. If the timer would end during this step, creatures will still attack normally but their triggered/delayed effects will not trigger;
  4. Then there’s the last individual timer, at the end of the turn, when most of the discard and destruction effects trigger and some temporary attribute changes end.
The main step of the player’s turn, the one that happens after the beginning of the turn and before the first match, is not affected by the LPS, as this is a phase mainly consisting of the player’s inputs - meaning that players can arrange their hands, activate Planeswalkers, cycle cards and trigger other intentional effects without having to worry about time limitations. The main timer starts running only after the player’s swap of the turn.


After the player’s first swap, the timer will start running. Automated and non-optional actions run their course. If there’s an extra match, the timer stops, adding a little more time, but doesn’t reset, since the game is still in the casting step. If the automated actions pass the time limit, the step will end and start the next one - the step, not the turn. The combat step then starts and runs normally, until its countdown ends. The same happens for the end actions at the end of the turn.

How does the Card Visual Aid options affect the Loop Prevention System?

One of the main concerns about the Loop Prevention System is its interaction with the Card Visual Aid, the configuration that enables players to turn On or Off most of the cards’ animations.To answer this question, here are the rules and behaviors of this new feature.
  • When the Step-by-Step or the Auto modes are on, the timer will stop whenever a card, effect, or confirmation prompt pops up on the screen;
  • When the Visual Aid is turned Off, since cards don’t pop up on screen, the timer runs without interruptions, with the exception of when a confirmation prompt pops up.
We’ll continue monitoring the metagame as new loops become available, in order to identify those that are damaging to the player experience, and adjust accordingly when deemed necessary.
The team has also provided an example video which everyone can take a look at below. Please note that this one single player turn has taken up almost 60 seconds-worth of time. 

https://www.youtube.com/watch?v=tYfo7U_ws7o&feature=youtu.be
We hope this explanation is insightful and helpful for players! Thank you for your patience and understanding, and we hope you enjoy the upcoming 3.3 update!
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Comments

  • Dropspot
    Dropspot Posts: 200 Tile Toppler
    Ok, so yet again ou are just explaining us instead of trying to solve the problem.

    I am afraid the end of this game is getting closer...
  • wereotter
    wereotter Posts: 2,070 Chairperson of the Boards
    Question regarding what is considered visualization:

    One of the bigger concerns, for me at least, is the time it takes certain effects to animate and how this plays into the timer, and also what is considered visualization. So for example, I'm playing Huatli, Radiant Champion, I make my swap and cast Thunderheard Migration. Thunderheard Migration converts gems to green and triggers one or more green matches. If I have her first loyalty support in play, that will then cause every trail of loyalty to go into Huatli's portrait for every creature and every creature reinforcement I control. With a lot of creatures, those trails alone can take up 18 seconds. Is any of that considered visualization?

    Similarly I have a deck of red-blue wizards running Adeliz and mostly spells, all of which cost 12 or less mana. If I fully charge a Blue Sun's Zenith in that deck, I'm going to draw a full hand of cards, and cast every single card I drew. Most of the time that will be about 5 spells, and every time I cast a spell, Adeliz is going to animate a +2/+2 buff on all my creatures. I understand that the process of selecting targets for the spells pauses the timer, but does her animation also pause it?

    If the answer to these questions is no, is there any way to petition for the animations to be faster? I understand that with the timer in place they can't currently be opted out of entirely as that would cause an advantage, potentially, for players who have them turned off versus those who keep them turned on.

    I think knowing what falls under that umbrella of "visualization" would put a lot of minds at ease regarding the timer.
  • Brigby
    Brigby ADMINISTRATORS Posts: 7,757 Site Admin
    Dropspot said:
    Ok, so yet again ou are just explaining us instead of trying to solve the problem.

    I am afraid the end of this game is getting closer...
    One of the big concerns players have vocalized was that an 18 second timer would be way too short. This post and video serves to explain how long a turn can actually be, since it's each PHASE being a minimum of 18 seconds, as opposed to the entire player's turn being 18 seconds.

    As the video shows, the entire turn was about a minute long, and illustrated how visual effects (like cards or confirmation prompts popping up) would pause the timer.
  • Dropspot
    Dropspot Posts: 200 Tile Toppler
    edited March 2019
    But in this case all Marches were already fully charged. This is not a loop deck. The example is very limited to guarantee that the timer won't affect gameplay.

    We will need to see with our own eyes to really understand the implications of the timer. But I believe it will be a game changer for many loop decks. 
  • Brigby
    Brigby ADMINISTRATORS Posts: 7,757 Site Admin
    @wereotter That's a good question! I personally don't know that answer, but I'll be sure to ask the team to see whether visual effect animations (like buffs or loyalty) also pause the timer for their duration.

    @Dropspot That's certainly a fair point; it was not a loop deck. I think the purpose of this explanation was more-so to both clarify that it's not 18 seconds total, but rather 18 seconds per phase, and also to show potentially how long a single turn can actually extend.

    I will agree that personal experience will also determine how much this Loop Prevention System affects your own game-play and play-style.
  • Gideon
    Gideon Posts: 356 Mover and Shaker
    How long would that turn have lasted if he played with the animations off. Probably way closer to 18 seconds. So now we get punished for turning off the animations? Why create a feature if you want to punish us for using it? It doesn’t make any sense. 
  • rafalele
    rafalele Posts: 876 Critical Contributor
    edited March 2019
    Ok, it runs better than I expected (can not understand why) but still is worse than you said the first time because we have 3 timers. Why?

    This game does not need timers at all. 

    If I play with cards with effects (or that combo with other cards) I want all of them to take place when they are supposed to do and not sometimes if the related timer of the current turn step allows them.

    You have posted an example of the Loop Prevention System working just with 4 token generation card, thank you (it was needed, not ironic). I also need examples of the system working (stoping different loops), not just not working. Stoping a loping Rashmi Kiora deck or a Waterveil Kiora deck would be interesting.

    But, why developers have spent so many time in a timer that changes the way Magic the Gathering cards work and iteract between them. With this system no one can be sure what is going to happen at the end of the turn, which and how many loop iteractions are going to take place and which and how many effects will be triggered. This would not Magic the Gathering behavior, would be hazar.

    A question to the player when the timer is finished in order to continue or not with the loop and reset the timer in the case that the user wants to continue with it, would be the perfect solution not to throw away all the work done, at least in the players turns, in the IA turns the system could work as it has been implemented. 

    Sorry but I still do not like the Loop Prevention System at all.
  • Tilwin90
    Tilwin90 Posts: 662 Critical Contributor
    Wow I only just noticed the system doesn't even support 4 marches. This definitely means animation time is taken into account... Big time. 

    And what's with the handicap for extra turns? 😕 Now you are indirectly punishing extra turn decks and masking that under the "breaking loops" umbrella?

    Yeah, if this goes live my decks are mostly dead... Then let the exodus begin. 😴 Because without combo decks I really have no time for PVE battles like azor or bolas or PVP events that involve 5 nodes.
  • Tremayne
    Tremayne Posts: 1,673 Chairperson of the Boards
    Sorry it is late here, so I might be a bit to tired for this.

    However after reading item 2, I don’t understand why the video allows all four cards to cast since they are obviously taking 30+ sec to cast. The casting step only have one 18 sec timer according to your post. How is this possible?

    My guess is that all cards which are filled at the beginning of the turn (or after the match) will be cast regardless of the timer.

    This makes me wonder, what happens to cards that are not filled before resolving a card like Thunderhead Migration during the casting step, which then fills up one or more cardswith mana?
  • IM_CARLOS
    IM_CARLOS Posts: 640 Critical Contributor
    @bigby: well the point is not how long is a turn, but if I cascade for five second and cast something 18 sec.are way too long but at least my creature attack and triggered effects does not happen. ****! Thats a code made from noobs that never played any turnbased game. This will kill the game. But unfair, unpracticle and uninspired are the new credo of the game. Last fiasco isn't solved now the next with some declaration how long 18 sec. Are...

    Get your money somewhere else! This is just stupidy! Narrow minded developer crash the game without cause! 

    Not another dime! Not until both severe problems are fixed or stoped! Keep you words, just fix it! 
  • IM_CARLOS
    IM_CARLOS Posts: 640 Critical Contributor
    I don't know who planed this "fix" but maybe he is wrong in gaming business. You wreck this game in two patches after 3 years. What a shame! 
  • Stormcrow
    Stormcrow Posts: 462 Mover and Shaker
    I'm not going to belabor the point already made by everyone else that nothing in this post told me anything I hadn't already understood or allays any of my concerns, instead I just want to say...

    ...man, I really wish the game ran as smooth on my phone as it does in that video!
  • rafalele
    rafalele Posts: 876 Critical Contributor
    edited March 2019
    With the example you have posted anyone can see that the Loop Prevention System is not allowing the player to use 4 cards with no loop or combo involved.

    Good work, this case is what we all feared, not only the legal 'finite loops' are not going to work but neither normal cards.

    To solve infinite loops they broke the game.