MGmirkin#16543
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36 votes
An error occurred while saving the comment MGmirkin#16543 supported this idea · -
Timer Run out Makes Terrible Auto Decisions (Make Grapeshot target opponent's face and not own face)
6 votesAn error occurred while saving the comment MGmirkin#16543 commentedTHIS.
It's lost me several games recently that I should have outright won. Very very annoying...
When you put a Storm card on the stack, you initially target it **at something** (either opponent's face or their creatures typically).
If that something is still a valid target when you time out, and the game starts auto-playing, the original target should be the **default** target as long as it's still a valid target.
ONLY if the original target is no longer a valid target should it randomize the new target(s).
But, EVEN THEN, it should prioritize blowing up your opponent's face or your opponent's creatures, rather than literally just nuking yourself in the face (losing the game relatively immediately), which no sane HUMAN player would ever willingly choose to do.
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13 votes
An error occurred while saving the comment MGmirkin#16543 commentedI too play Storm (Grapeshot & Tendrils of Agony) in an Invasion of Alara + Displacer Kitten deck. The stack stacks high with my shenanigans, including often getting both Tendrils of Agony and Grapeshot on the stack. Both of which start by **you** **choosing** a target.
However, I've found that when a timer runs out and the game starts "quick-playing" the stack (and ignoring a bunch of targeted or user-input stuff), it buggers-up badly and "randomizes" the targets for the new copies of Storm, **ignoring** your original targeting directive(s).
In my opinion, if the original target [e.g., your opponent's face] when casting Grapeshot or Tendrils of Agony or other such targeted Storm cards is still a legal target and you run out of time, it should take the original directive as the **DEFAULT** target for all subsequent "Storm" copies if you time/rope out.
**If** the original target [e.g. a creature] is **no longer** a valid target, then I'm relatively fine with randomizing the other target(s). But, really it should **almost never** target **your own face** or **your own creatures/planeswalkers** unless there is literally **no other legal target.**
Like why on God's green Earth would I ever nuke my own face or my own board of creatures rather than A) My opponent's face [winning the game, or getting closer to winning the game] -or- B) my opponent's board of creatures [eliminating defenders or offensive threats]?
There is almost **no circumstance** under which I'd willingly/intentionally nuke my own face with either Grapeshot or Tendrils or Agony.
It's just ... a **beyond stupid** decision by the algorithm. Please, fix it.
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9 votes
An error occurred while saving the comment MGmirkin#16543 commented7) to whatever degree possible, "spectating" should not impact game performance for either of the players being spectated. Like, it would be more like a "broadcast" to other players that wouldn't hopefully impact like play or performance of say trigger resolution or other things. Since Spectators wouldn't be part of the game itself, ideally they shouldn't have any impact on it, by and large, if at all possible. More just passively viewing and hopefully not bogging down or lagging the servers, etc., in a way that would negatively impact actual play...
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36 votes
An error occurred while saving the comment MGmirkin#16543 commentedAnother example... Nuked a scute swarm deck. Sadly, his deck had orators which gained obscene life.
This should not be a "dodge" of losing. They were at 50 life, I was at like 20. I had revenge of ravens, Marauding Blood Priest & Exquisite Blood in play. They attacked triggered revenge, triggered blood priest, triggered exquisite blood, and we were off to the races. Except half way through it cheated me and ended the game a "draw."
This needs to get fixed. It's bull.
An error occurred while saving the comment MGmirkin#16543 commentedI just has this BS happen and rob me of a win. Opponent thought he won, I sacked a Lampad to go down to 1 life instead of 0, with Ayara, First of Locthwain in play and Exquisite Blood. Opponent was at 50-some life.
I top-decked Epicure of Blood and cast it, triggering Ayara to start the infinite combo between Epicure & Exquisite Blood. My life went up, his went down, half way through the slow procession of infinite damage, the match ended in a draw.
But, it was NOT [should not have been] a draw. I WON. There was a *definite endpoint* at which point my life would have been fifty-something his would have been zero, and I would have explicitly won the game *definitively*.
It was *not* an "infinite loop" with *no endpoint*. It was an infinite loop with a defined/definite endpoint [barring him having some way to kill my epicure or destroy/exile my Exquisite Blood] where he loses and I win [unlike certain interactions with Polyraptor and whatever the thing is that causes a damage when creatures come into play that goes infinite if you can't break the loop and there is no win condition].
Had he seen the "infinite combo" and conceded [as most do at that point] I would have *explicitly won*. But he didn't hit the concede button, so the game algorithms robbed me of an explicit win.
The game need to be smart enough to see when there is a definite endpoint and there *will* be a winner or loser at the end point, if there is nothing in play or hands that will stop the loop until the definite end point is reached.
You need to fix this bug...
For that matter, it would be nice if certain multi-trigger things would simply "tally up" and execute all at once if everyone clicks "resolve all." Like with Wildwood Scourge and and Evolution Sage when a land comes into play. Having each trigger have to go one-by-one takes a REALLY LONG TIME. Even when folks click "resolve all" on both ends. It needs to be faster.
And again, the game needs a way to determine if a loop is truly "infinite" or if there is a defined endpoint. If it's *TRULY* infinite, a DRAW is fine, if there is a defined endpoint, it should not result in a draw.
I've attached my logs for the latest session, hopefully it's in there...
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Furthermore: Per Gatherer:
"If an ability triggers whenever an opponent loses life and causes you to gain life, such as the ability of Exquisite Blood, this will loop until either you win the game or a player takes an action to break the loop."
https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=485450The ruling is clear. This loops should *not* end in a draw. The loop proceeds until you win unless something breaks the loop.
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272 votes
An error occurred while saving the comment MGmirkin#16543 commentedYeah, I thought it was my old graphics card an old MSI Radeon HD 6850.But I just upgraded to a eVGA GTX 1660 Ti, and it's STILL stuttering. A LOT. Especially on things like deck reshuffles, like after I play a Legion Conquistador, pull out the rest of my conquistadors, and it goes to reshuffle. The animation / screen just kind of lags / freezes for a few seconds, then eventually "catches up" and it looks like the deck briefly stacks to infinity, then you hear the reshuffle sound and the deck goes back to looking normal. But even in regular games, the animation just haphazardly lags / freezes intermittently.I've opened task managed and shown Performance to see if anything on my system was maxed out. But nothing is. I've got an AMD Phenom II x6 1045T hexa-core. I look at the cores and they're all well within spec, only at about 50% usage, nothing maxed out. RAM is at like 5GB used, out of 16GB available. My SSD is barely even being used (hardly a blip on the graph). And the new GPU readout from the 1660Ti shows it's not even close to maxed out either. So, now I feel like it's down to just the game being ****** and simply liking to freeze / stutter / lag.And before you say "woo AMD Phenom II; it's old!" So what? It's clearly not maxed out. P.S. I have a brand new HP Ryzen 5 laptop I bought last Christmas, with an NVMe SSD in it. Great little system, but far more "modern" / "bleeding edge." It stutters/lags on the animations and stuff too. So, I feel like it's just the game being stupid/finnicky/laggy/stuttery, and nothing to do with the specific hardware (old AMD, new AMD, old Radeon HD 6850, new Nvidia GTX 1660Ti, nothing seem to really make a difference, it's just laggy / stuttery).
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91 votes
An error occurred while saving the comment MGmirkin#16543 commentedOhh, and game log, or whatever...
An error occurred while saving the comment MGmirkin#16543 commentedCancel button doesn't work half the time. It waits for like a few minutes, says nothing about "no opponents" or "disconnected," eventually just displays "Draw," which makes no sense. It can't be a "draw" or a "win" or a "loss," if I never even got an opponent.
MGmirkin#16543 supported this idea ·
With respect to the roping out issue, it's annoying A.F. Especially when people intentionally or unintentionally leave a match before it starts, so you're left sitting through several rounds of timers before they blow up. But also, sometimes you get sore losers who hate losing and will just sit there running down timers, intentionally, and like clicking on something to move to the next step or phase **just before** their timer runs out so they then get a new timer to continue running down.
In my opinion, the start of game timer situation and some others could be reduced by **not giving people a "grace period"** if they already ran down one timer. During their last step, phase, or turn. Like if they fully ran down their timers to zero. When they move on to the next step / phase / turn they shouldn't get any "extra" "bonus time." Like at the start of the game, if they rand down a timer to zero last turn, currently it gives them a good 15-30 seconds *before* it starts a new timer on them.
IMO, if they ran it down last turn (intentionally or due to disconnecting [intentionally or otherwise]), it should **immediately start a new timer** as soon as their next turn starts. Only if they're actually present, and actually do active things should that timer go away. Otherwise, make them go boom and let me move on to the next match, not waste five minutes on unnecessary extra timers waiting on someone who's disconnected and not even there.
Why punish the person who's present and ready to play, making them wait for someone who's not present intentionally or otherwise? I feel like some people do it intentionally to make people concede the match in order to not waste time waiting for timers, and get "free wins," or whatever.