bonsai#70698
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2 votes
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2 votes
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bonsai#70698
commented
I would recommend posting the dataset and conclusions via a read-only Google sheet https://en.wikipedia.org/wiki/Google_Sheets for ease of consumption and export.
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1 vote
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bonsai#70698
commented
As pointed out elsewhere, this is a current flaw with Arena's turn mechanic. There are a whole class of "control" decks that are Arena-specific that exploit this flaw in order to "win".
Arena is not worth playing until WotC addresses this issue.
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1 vote
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bonsai#70698
commented
This is a known issue and, sadly, WotC has failed to address Arena decks that exploit this time-out behavior.
People are now literally building decks that can "win" on Arena by flooding stack events on their opponent's turn which can not be handled with a "resolve all" checkbox.
This is abhorrent behavior and players consistently doing this with the current client should be banned.
Additionally, Arena's turn clocks should be altered so decks like this can not exploit this design flaw.
IMO, Arena is not worth playing until WotC takes action in both regards.
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2 votes
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bonsai#70698
commented
This is, sadly, working as intended by the idiots who allowed Bloodthirsty Conqueror to be published. This card should be banned in every format.
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2 votes
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bonsai#70698
commented
I concur. You're right on every point. I'll also add the turn/time-out mechanic is not a good fit to how Magic is actually played and it further enables trolling. The reality of the Arena-exclusive time-wasting "control" deck without any win condition aside from opponent resignation or turn-time-out-activation decks is all too real.
I had over 5k hours in Arena, but uninstalled not due to any (of the numerous) bugs, but solely due to WotC's continued tolerance of toxic trolling and lack of ANY visible player moderation.
This is inexcusable behavior from any online game publisher regardless of the underlying technology, game genre, or interaction model.
bonsai#70698
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3 votes
bonsai#70698
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2 votes
bonsai#70698
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bonsai#70698
commented
This is, sadly, not a bug. There are many infinite combos available with Bloodthirsty Conqueror in a whole host of formats--including Standard https://edhrec.com/combos/bloodthirsty-conqueror . This card never should've been printed.
When I was still playing Arena, this was on my personal ban list. I refused to play with or against it.
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1 vote
bonsai#70698
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1 vote
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bonsai#70698
commented
FWIW, it appears to be working now.
Sadly, also FWIW, I've never seen reporting conduct make any difference. WotC doesn't care and I've since uninstalled Arena because of the player base's continued intolerable levels of misconduct.
Any game where I end up only playing only about 10 minutes out of every 60 because of deliberate player delays (roping) isn't worth my precious playtime.
Maybe things will improve in a few months, but I don't hold out much hope.
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1 vote
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bonsai#70698
commented
FWIW, I've encountered a Spree bug with Requisition Raid (now in 3 separate matches) where there were multiple targets (artifacts and enchantments), but Arena would only allow me to cast it for enchantment removal despite having ample mana to support all 3 modes.
This seems highly situational and only seems to occur when there are at least 3+ enchantments and/or artifacts on the board--more targets than any single Requisition Raid could handle.
I'm thinking there's a fundamental targeting issue with the Spree mechanic that cropped in only in the past few patches as I'd, heretofore, never encountered issues with Requisition Raid or any other Spree card.
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3 votes
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2 votes
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bonsai#70698
commented
Wow. Yeah, that's a glitch I've never seen before and I've had 'da bat in my Black control decks since it was first printed.
I had 2 very odd glitches last month:
- For an entire game, The Seriema, https://scryfall.com/card/eoe/35/the-seriema was giving cards Hexproof (at least by label) instead of Indestructable. My opponent seems just as confused.
- On multiple occasions, I've had available mana and targets to cast Requisition Raid https://scryfall.com/card/otj/26/requisition-raid in additional modes, but was not able to do so.
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3 votes
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bonsai#70698
commented
I agree. There are so many infinite combos with Bloodthirsty Conqueror that the card should simply be banned.
https://edhrec.com/combos/bloodthirsty-conqueror
It's on my personal ban list. I refuse to play with or against this card.
bonsai#70698
supported this idea
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2 votes
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bonsai#70698
commented
It's gotten intolerably bad in the past 2 weeks. I've stopped playing Arena solely because WotC has failed to moderate player conduct.
I can live with (some) bugs, but this smacks of irresponsibility. It reminds me of the mid-days of COD4 where there started to be more cheaters playing than non-cheaters. I gave up that game too.
bonsai#70698
supported this idea
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3 votes
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bonsai#70698
commented
Unfortunately, this is "working as intended" as there are many infinite combos with Bloodthirsty Conqueror https://edhrec.com/combos/bloodthirsty-conqueror .
There's also a Mac-client bug with it too.
I just don't play with or against this card. It's interactions are lame, unfun, and it should've never been printed.
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3 votes
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bonsai#70698
commented
Doesn't a "resolve all" dialog come up for your opponent in this situation?
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3 votes
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bonsai#70698
commented
Atm, there are many of these sorts of combos. https://edhrec.com/combos/bloodthirsty-conqueror
Yes, this is a lame card that should've never been printed.
There's also a bug with Bloodthirsty Conqueror that's macOS-specific.
So, um, yeah. Just don't play with or against people using that card. I promise nobody will be upset when you concede if it enters.
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3 votes
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bonsai#70698
commented
The game clock needs to change. A fixed time-out per turn makes no sense given the nature of the way Magic is played.
Most turns go very quickly with a distinct minority taking far longer due to the real or perceived complexity of game-state. As with many other stateful games (e.g. Chess and Go), it ends up being a power-law distribution. Arena's game clock should reflect that.
We need to lower the mulligan-look phases to no more than 10 seconds each.
The initial turn should also only be 10 seconds as it's little more than a land-drop and, perhaps, a single spell.
Subsequent turn time-outs should be longer (20s?) and the time not utilized can be "banked" up to some fixed value (60s?) with its value displayed as a per-second count-down timer.
As has been mentioned many times on this forum, time spent by the engine executing automatic game actions should *not* be counted against any player's time. There are a huge variety of game-states that involve mass token generation and/or multi-shuffles and replacements that can (at present) result in a game win/loss due to a player "time-out" over which neither player can control.
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3 votes
bonsai#70698
supported this idea
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This, sadly, has been broken for years and I have little hope of WotC addressing this issue.