ertaii said: I'd like to add my thanks to the list for listening to us and increasing the time limit . I already ran into it a few times at 90 seconds. I can't imagine what It would have been at 18 seconds...
arNero said: This timer seems to have horribly failed in even trying to attempt to stop infinite loops..... BSZ into Thunderherd Migration into fatties into BSZ into Thunderherd into fatties into......To be fair, I can't think of a more suitable-for-players solution right now, but still.....
Tremayne said: @Laeuftbeidir - great, but as far as I can determine the main reason for LPS is to avoid Greg running amok. That goal has not been achieved. The fact that you can circumvent it during your own match is just another nail in the coffin for this lousy implementation of LPS.
Tremayne said: @Brigby - the LPS system is not working!!!I just finished a match where the LPS system kicked in at 25 minutes past and 10 minutes later the AI was still in the progress of finishing its turn - with no end in sight I might add!!!!As far as I could tell it was just two cards that kept the loop running, but the deck included a third card which would prolong the loop (and was used to get the loop running).I’ll be happy to send you the names of the cards, but I will not post them here, because that would most likely destroy several events.This example shows the fallacy of your current solution, please reconsider your approach ASAP!!! The player base has already suggested several alternatives, if you insist on this approach. As far as I can gather the solution with the most control is based upon counting actions and then clear the action queue and move to the next phase.
arNero said: Okay, I know what I'm saying will be shot down immediately, but I'll just say this once then abandon this thread since I've already said that I don't like the LPS system.My personal idea of a solution to prevent the loops is to make BASIC CHANGES to the gameplay system, which in this case, limit the number of cards that can be cast on any given turn (such as, only 1 card can be cast on turn 1, 2 cards on turn 2 and so on until we give a hard limit of, say, 6 cards castable on turn 6 onwards, no matter how many million mana anyone gets). This helps stop loops coming from the more problematic card/combos such as Prism Array, Seasons Past, Omniscience and BSZ, although I admit it probably does nothing to Path of Multitudes drag.I do admit this solutions have a LOT of hurdles aside from breaking apart the (already fragile) game codes as well as not a catch-all solution; namely, this hard limit will make it next to impossible to complete Speed objective (win in X or less turns), although in that case I might as well propose retire that objective permanently.
Tremayne said: @Gunmix25 - let me see if I understand your post correctly, you are saying that the timer is coded to prolong the time indefinitely under the right circumstances? Assuming that is correct, then please tell me - from a practical point of view - what is the difference between a loop that never ends and a loop that manage to prolong the timer indefinitely?
rafalele said: arNero said: Okay, I know what I'm saying will be shot down immediately, but I'll just say this once then abandon this thread since I've already said that I don't like the LPS system.My personal idea of a solution to prevent the loops is to make BASIC CHANGES to the gameplay system, which in this case, limit the number of cards that can be cast on any given turn (such as, only 1 card can be cast on turn 1, 2 cards on turn 2 and so on until we give a hard limit of, say, 6 cards castable on turn 6 onwards, no matter how many million mana anyone gets). This helps stop loops coming from the more problematic card/combos such as Prism Array, Seasons Past, Omniscience and BSZ, although I admit it probably does nothing to Path of Multitudes drag.I do admit this solutions have a LOT of hurdles aside from breaking apart the (already fragile) game codes as well as not a catch-all solution; namely, this hard limit will make it next to impossible to complete Speed objective (win in X or less turns), although in that case I might as well propose retire that objective permanently. Excuse me, but this way is not Magic the Gathering at all.Of course I do not like the timer.