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  1. 22 votes

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  2. 40 votes

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  3. 84 votes

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  4. 366 votes

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    somsoc#29315 commented  · 

    JFC WotC it has been a month and this is still an issue. Not to mention some other fun and maybe related issues where both players are constantly being disconnected from the server and when reconnecting the client often just straight up freezes up and crashes. Every time I see the 'this weeks Arena update' post I always wonder if *any* of these critical issues will be fixed but they never are. Can you please squash some bugs?

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  5. 95 votes

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  6. 159 votes

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  7. 56 votes

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  8. 10 votes

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  9. 20 votes

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    somsoc#29315 commented  · 

    2.5 years later still plaguing Arena with intentional timer abuse. Only 14 votes. Meanwhile 'what is randomisation, anyway' gets 1000s of votes.

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  10. 66 votes

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  11. 66 votes

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  12. 25 votes

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  13. 91 votes

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  14. 17 votes

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  15. 40 votes

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    somsoc#29315 commented  · 

    Log:

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    somsoc#29315 commented  · 

    Bump with a log showing my opponent reducing my clock over the course of three games even when I'm tapped out and can't respond to any of their triggers. In the last game I was down to a few minutes but still had time to attack for more or less lethal, but they cast some mill and edicts on me (that I could not respond or make choices to) and my clock timed out on their turn despite being 'F6d'.

    Please fix the timer, it sucks.

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    somsoc#29315 commented  · 

    What's more is that the player who owns the triggers will not lose time but their opponent will lose clock time even if they have auto resolved the triggers!

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  16. Algorithm Improvement

    973 votes

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    somsoc#29315 commented  · 

    @DrLoveFist#98447
    If there were no clumps, it would indeed not be properly randomised. Randomness produces clumps. In theory you could have every single land at the top of your deck because this is one of the possibilities in the set of all shuffled decks (but not on Arena because it checks to make sure this kind of thing doesn't happen).

    If you expect to have land/spell/land/spell... or some other pattern throughout the game, every match, you're not going to get it, because that isn't random. If you want guaranteed mana for spells every match, play a different game that isn't a randomised card game with variance.

    Alternatively if you want to minimise the effects of variance you should employ filtering, spell/land tutoring, cost reduction, and cards that have activated abilities (so you can use what mana you have in event of lacking land). Ideally a combination of all these things.

    If you do none of these things you are going to be entirely at the mercy of variance, and it is as uncaring as most people will be to these kind of accusations.

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    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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    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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  17. 375 votes

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  18. 2,463 votes

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    somsoc#29315 commented  · 

    Explorer is no replacement though because of all the interesting JumpStart and old cards that aren't in Pioneer and never will be.

    Pioneer-lite unfortunately just doesn't do it and probably won't even when it reaches parity with MTGO Pioneer, owing to the fact that with Alchemy the onus to make properly balanced standard cards is next to zero. Pioneer had a very short window where it was hype and unsolved, now it's just outdone by Historic. So far every game I've played in that queue has been against the type of players I left MTGO to avoid playing against!

    I really don't get it. It took a while for people to come around on Historic, but you got it to the point where it was a sweet unique format. You even introduced 1v1 Commander via Historic Brawl, and it was all set up for these recent sets and all the new gold commanders...then you absolutely tanked it with horrendous rebalanced standard cards. The whole point of this format is that it represents cards as they were released - actual history, not revisionism. People like the former and nobody likes the latter.

    edit: also it's not that Alchemy as a stand alone entity is a problem it's mixing the cards with Historic that is just terrible and depressing. You really should have kept Alchemy distinct and let it stand on its own, or even made it a separate product where you could really go all-in on the remixing aspect (for example: what about players who can upgrade or remix cards they own? Can't see that happening on arena but that's the sort of thing that might be sweet in a separate game).

    I edited this post to be less harsh but really this decision is so aggravating and hard to understand.

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  19. 327 votes

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    somsoc#29315 commented  · 

    This also affects me a reasonable amount. Arena is very poor at keeping the connection alive. It also may or may not cause some routers to start blocking incoming traffic for some reason, which appears as if we're disconnected (but the internet otherwise works fine).

    It's also worth keeping a shortcut to cmd prompt and the ping ability (can just be a .bat file that says 'ping <ip address of your router>'. Then when the rope appears you can immediately run this and check whether you are still connected to your router.

    Unfortunately a related issue is that when you see the 'Waiting for Server' screen, Arena loves to also crash completely if you alt-tab during this message...

    Also if you're using a wired connection to your router, check that your cables aren't getting old. It can appear like you're dropping connection to game servers when in fact it's your cables flaking out. It's worth replacing them every 5-10 years.

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  20. 17 votes

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