Algorithm Improvement
I'm sure you're getting a lot of complaints about how one-sided your algorithm is not being impartial and often times screwing over players with land draws that should not be happening in a purely random sample - so my complaint can be added to that pile.
But, an idea for changing the algorithm to improve randomization would be having the program assign a number to each card remaining in a deck and pile shuffling the cards into X amount of piles (let's say 6). It can repeat this process Y amount of times then take the middle of the pile and put those cards on top. A better template would be from the card shuffler for poker sets from stores.
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Dameon Geppetto#78715 commented
They delete it every few months or so. WotC are a criminal organization trying to pretend that they don't have a problem with their shuffler coding. Nothing to see here folks. Everything is fine.
Tilted after drawing 6 lands to start a match leading to instaloss as the OP had a god draw...
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Andurian#13092 commented
I built a mill deck, since I hadn't tried one in ages. In 20 games I played against three 80 card decks. In standard!
I have never seen a deck with more than 60 cards in standard since Yorion left.
I've encountered a billion other cases where I end up playing against cards that break my deck despite never seeing them with decks that they don't, but I figured it was just observer bias. I don't think seeing multiple oversized decks is observer bias.
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Cavemantero#32906 commented
Cut the forced loss BS and rigged shuffler from your game. We know its there. It is not fun. It doesn't make us pay more money. It makes us want to quit the game and never come back. Also ban Ugin the Spirit Dragon from Explorer and any other stupid commander card you guys think should be there.
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Rayhve commented
Land management is a weakness in this game : very boring when unable to play a game
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2deff#23418 commented
For about 3 weeks now, your algorithms have been putting me at an absurdly overwhelming disadvantage. I only win when my opponent quits. Every game I am starved for mana, or draw nothing but lands. This happens in MtG, but it doesnt happen 75 games in a row.
This is not fun, and it will eventually kill your 'game'. You should be ashamed of yourselves for implementing a system that attempts to exploit your customers' weaknesses in a misguided effort to drive revenue.
Its not too late to treat your customers with the respect they deserve. If you choose to treat them, and your product with contempt, you will lose everything. This isnt some ominous threat, just stating the obvious.
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MysticSquid#48745 commented
Seriously, do you guys not believe that your shuffler is broken? Hand smoothing is supposed to prevent/ minimize the chances of getting mana flooded or screwed during the draw, but it has created an environment where it's 700% more likely to cause screwing or flooded during the game. I have been running a tracker since before hand smoothing and I have been watching how your shuffler is evolving but since you brought hand smoothing in , it has degenerated where long time loyal customers are becoming so disillusioned with your company that they are walking away from MTG in all it's forms. I have been playing since beta came out, I have given your company hundreds of thousands of dollars, and I feel like you guys don't care about the fact that a very large percentage of your customer base is unhappy and it would be a super easy fix. Remove hand smoothing from ranked play and go back to the old shuffler. Some players may complain about 3 out of 10 games getting flooded or screwed but it sure beats the average of the 7 out of 10 games that seems to be happening now, you would vary the meta as mono aggro decks would no longer have an unfair advantage and over all would make a happier community. A happy community is more likely to spend money on something they enjoy where as if the community feels there is a problem and are being ignored then they most likely wont until they feel some satisfaction .
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caio1985#70751 commented
Happened again today after I edited my monogreen deck. I will keep posting samples in this thread until someone fixes it. It is not possible that it is just a coincidence that the cards I add to the deck show up repeated in the first hand I draw.
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Revan#51764 commented
I'm curious to know what kind of algorithm is in place to decide who goes first, frankly it's a bit insane to me that out of 17 games, only 2 did i go first. Surely there's a way to fix this
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Marf#21975 commented
Is land drawing algorithm broken or something?
Drawing only lands (4 to 5 draw )
or no lands (4 to 5 draw ) -
hallowedghost#43243 commented
This needs fixed. I have had several matches now where I only draw land. If it persists I’m gonna be forced to delete the app because it’s making the game unplayable. Please fix the shuffling algorithm and have it mana weave better
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Dragon#28070 commented
No way this is anywhere near to a 50/50 chance. And I am well aware, that randomness doesn´t necesseraliy mean the absence of patterns, but I have 3 years worth of playing arena logged into decktracker, where going 10 to 15 times second in a row are not seldom but nearly everyday buisness, while I cant remember a single time going first more than 5 or 6 times in a row and even this rarely happens.Mostly it´s go first once with a hand needing to mulligan down to 5 and than going second 4 to 5 times in a row with hands that probably would have won on the play, but are loosing on the draw. And even if this was really bad luck (for over three years now without any exception), it seems to be a problem causing unfair results for a lot of people. So why is wizards not taking any action against it? Print cards that reduce the disadvantage of going second or, since arena is digital anyway, implement a fair alternating system, so that in "best of one" you get to go first every other game. There would be no problem with that.
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ボンジャミン#66956 commented
Regarding the fact that he didn't draw any mythic rares in 50 packs, he said, "Algorithms such as matchmaking, shuffle, and coin flip have been thoroughly tested and are definitely working as intended." Does that mean that I'm intentionally manipulating it so that I can't draw mythic rares? "
When I asked the question, it was resolved without a reply and was tolerated.It shouldn't be a manufacturer.
We will replace the staff who tolerate this and demand sound management.50パックで1枚も神話レアを引かなかったことに関して、「マッチメイキング、シャッフル、コインフリップなどのアルゴリズムは十分にテストされ、意図通りに機能していることは間違いありません。とおっしゃられこの結果になっているということは、意図して私が神話レアを引けないように操作しているということでよろしいのでしょうか?」
という質問をしたところ、返答もなく解決済みにされ黙認されました。メーカーとしてあってはならないことです。
これを黙認しているスタッフを入れ替え、健全な運営を求めます。 -
somsoc#29315 commented
They're relatively unlikely in single game terms but not exactly astronomical in Magic terms. They're probably happening to multiple people every second and these times it happened to you. It really only matters if you saw this literally every time. Otherwise variance being what it is, in a run of matches you might see it happen more often than not - and it will obviously be noticeable when it does.
The first screenshot for example, having three of a card in hand by T3, should happen nearly every 1/100 games (.90% on the play or 1.27% on the draw). If you play on average 2.5 games per match you might expect to see it happen more often than 1/40 matches. And then there's mulligans on top of that meaning you're seeing even more hands. How many games do you play a day? It's going to happen pretty often, certainly within recent memory. Also Magic players tend to have a better ability to remember these things than others because the game itself trains us to recall these sort of things!
I don't think rand() being called in quick succession matters because you're generating a value from probably the floating memory and it changes far too fast. As in clock speed and not the ms it takes for the shuffle process to loop around and generate the next value. Try this yourself, put rand() in an empty loop that simply records the seed that you're using each time. Also 101 of using rand() is to feed the random number back in (re-seeding), to avoid any potential problems. Most libraries do this by default. I would guess it's probably impossible to generate the same seed in a loop unless you're running at the hardware level, and even then, maybe not, given how fast memory is and how active the OS might be. Not to mention when you remove a card the index of its neighbour (and every subsequent card) changes. The shuffle is agnostic to what the cards represent.
Really it's just more noticeable and memorable when these kind of patterns happen, so even though you're also playing dozens or hundreds or matches after making changes to a deck where those cards don't appear or not in multiples, you don't remember those ones.
You can test this yourself simply by swapping cards out and note if you see them in the very first game. You'll have to gather quite a lot of data to check how often it really occurs (impossible amount for a single user, really), but you should at least be able to disprove that it's happening 'too much'.
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caio1985#70751 commented
Hi,
The reason I'm reporting this is because I've seen this happening enough times.
Whenever I modify or create a new deck, including new cards. Those new cards often show up on my first hand (without Mulligan).
As you can see here in the screenshot there are multiple pairs of repeated cards that came on my first hand.
This happened to me certainly multiple times.
I'm a developer and I suspect that the shuffler algorithm is based on a random library that is probably problematic (ie. if rand() is called multiple times in a short period of time it might return almost the same index entry as almost all random libraries are time-based).
From a statistics perspective the chance to have such replicable problem is very very low.
Please double check your code and please improve it.
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Headlice#77779 commented
I am suffering a disproportionate amount of non land draw. I am playing explorer with 24 lands in a standard 60 card deck. 7 out of 10 games i get 2 lands with no land draw until turn 3 or 4. there has to be something wrong mathematically or functionally in code for this to mathematically occur. Please review. It is not normal.
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Huw Janus#50355 commented
Why is it every time I get to platinum my deck totally stops coming up?
I’ve been playing magic for 25 years and know what I’m doing. Suddenly my deck goes from having a good mix of mana and spells to completely useless draws of all mana or spells of a different colour to the mana I draw.
Appreciate a tough game but you are making the game feel like a scam. -
somsoc#29315 commented
"WHY are initial hands routinely short on mana (2 mana or less about 75% of the time - usually requiring at least 2 mulligans to get a reasonable starting mix)??"
Optimal deck design in most cases will find two or three lands in your starting hand, with two being much more likely. Having 33% mana is too high unless you're running a lands matter deck and you will indeed make flooding out far more likely.
Remember that '***** beats flood', it's far better to have too few lands than too many, because when you hit a land or two you'll have a hand full of spells to cast, versus relying on topdecks to cast maybe a single spell.
In 2+ colour deck if your opening hand is for example 2 lands of 2+ colours, that is a perfectly keepable hand. You're about 50% likely to hit 4 lands on T4 (less on the play, more on the draw).
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timmy37#70997 commented
Please fix the shuffling algorithm. These type of games SHOULD NOT HAPPEN if a deck is shuffled amply. Its only 40 cards which makes the improbability even MORE unlikely.
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timmy37#70997 commented
Please fix it. This shouldnt happen to a properlu shuffled deck of 40 cards.
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MysticSquid#48745 commented
just curious as to how you justify a shuffler that gives completely impossible odds especially when it's supposed to be preventing mana screwing. Last 6 games I have been mana screwed and with my current deck the odds of that happening are approximately 5874 to 1, 6 games in a row it becomes approximately 2, 746,531, 668. My deck is 74 cards with about 85% geared to getting mana . So if you are not intentionally modifying the out comes of games maybe you should be eliminating the hand smoothing algorithm as it may give more lands in opening hand but becomes self defeating when you get flooded or screwed more often during the game. The only decks that benefit from this out come are mono aggro decks as they can usually function off the 2-3 lands at start while all other deck formats suffer. So in summary hand smoothing just doesn't work as intended and actually gives a deck archtype a huge and unfair advantage. What I want to know is what are you going to do to fix this situation as it really is not a good reflection of your company. If you guys want I have collected enough data I can prove just how broken hand smoothing is and why it needs to be removed from ranked play at least.