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UrmaGurd#84699

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    UrmaGurd#84699 commented  · 

    We all know this isn't new, and we know it's not a unique problem for MTGA, and we know other games implement player absence solutions. As a developer, I can think of many ways to discourage and even punish roping by working with a number of variables, including user reports, connection status, time roping in single game, repetition of roping instances etc. You can't use just 1 variable to decide if a rope is intentional, it needs logic to combine all of the above with thresholds and tolerances.

    But honestly AI / Machine Learning is easily the most appropriate way to do this using the above data. Sure you can code it, but ML would easily determine patterns that are genuine disconnects vs intentional roping. ML solves far more complex and data intensive problems than this with extremely high if not perfect accuracy.

    However WotC would need to fix these bugs first:
    - Mac OS app freeze (spinning beachball)
    - silent disconnects (failure to detect disconnection and show it to the user, so they can restart app)
    - fix network stack changes and reconnects (I have never known a game that cannot reconnect after device drops from wifi to mobile data)

    But seeing as these issues haven't been resolved in the years I've been playing on Mac and mobile, I can't see them prioritising that over revenue-generating expansions.

    UrmaGurd#84699 supported this idea  · 

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