Infinite Loops
Infinite loop timeout on non-infinite interactions should not exist. I was playing a game with a chip damage deck, lots of ways to inflict little bits of damage on enemy health, there were three Exquisite Bloods on the field, and three gain +1/+1 per health gain cards. Now yes, every time this interaction popped up it took a while to get through, but that's what happens when you have two highly developed lifegain decks swinging at one another. But at the end of the day, these stacks were finite. Arena needs to revamp their infinite loop detection system, and have a means to verify that the current stack will in fact be infinite before it forces a draw. I just wasted an hour on a draw game, when I had gained a decisive positional advantage and was on the path to victory. Please fix this issue.
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Barba.cba#44929
commented
Exactly as the other player described! It happens to me on PC when I play with a mono-white deck that uses the “Soul Sisters” strategy — it’s full of low-cost creatures that gain life and add +1/+1 counters. I play in the Historic Ranked format, and I’m wondering: does the handling of events that trigger other events — making the current stack longer than in the previous step — overload the RAM? VRAM? Idk...
It happens specifically with a combo I use when I fill the graveyard somehow (either with Day of Judgment or something similar, or when I’m up against a mill deck), and then I cast Raise the Past. A bunch of creatures enter the battlefield all at once, and as the triggers resolve, it automatically builds a stack that grows like branching nodes, since resolving one event triggers many others (in my case, life gain and +1/+1 counter effects).
There should be a process that measures the stack length and stores part of it on disk when it gets too large, or maybe assigns the total outcome based on the sum of all +1/+1 counters through another interface — and the opponent could see the node tree only if they remotely choose to respond.
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ColorSmash#26820
commented
The way the game detects infinite loops is highly broken. I’ve sat and watched people loop Scurry Oak over 50 times in a single turn without penalty. Meanwhile, if I I’ve had half of my deck milled and drop Ascend from Avernus, having a Soul Warden and a Voice of the Blessed in my graveyard results in a forced draw even though the stack is finite. Either you allow (or from the player side, enjoy) infinite loops or you don’t, but the way they are implemented currently is horrible for everyone involved.
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failnation#65496
commented
Incel-level pathetic players use infinite loops, Wizbro enables them by not using an algorithm to detect and neuter these cheaters by flip of coin process, a failed flip auto-ends loop. Seee how simple that solution is Wizbro?