Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




18 Feb

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It certainly should be automatically choosing a target opponent. What card are you using that isn't?

Edit: I misread the post (it was late, oops) - this is intended behavior for good reason. Read more below if you like!


16 Feb

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Unfortunately, yeah, it's a bug (one which will with good luck be patched this week). The script that converts the mana cost to mana value did not adequately account for the "hybrid-phyrexian" mana symbol. #wotc_staff


14 Feb

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Originally posted by f1reheart

The same happens when trying to tap opponent's vehicles for info. Seems like the pet has too big of a hitbox.

UPDATE: Went to sleep and woke up to neopets apparently being a thing 😁.

Also WOTC refunded my draft completely, so while my run was a bit soured by the experience, I give them credit in this regard.

Working in software development, I know how companies can be stingy with QA staff and mostly rely on users finding bugs. With such visually-heavy set things like these are bound to happen. It always hurts developers when issues find their way into the final product.

So, whoever needs to read this, hire more QAs, they are essential to any release. No developer will test impartially or attack the software from all possible angles. Thank you for coming to my TED talk.

QA's been trying all day and can't repro this - are you sure you weren't just disconnected? Were you able to cast other cards or activate other abilities? Was there anything else unusual going on with your battlefield at that time?

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Originally posted by XayneTrance

Don't you not lose pips for losses in Bronze?

Aha! Someone caught the mistake that I, um, clearly inserted into that answer very deliberately. Yes. (I think the general point still stands: rank gains & losses only really make sense when being measured against others of the same rank)

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In order to contribute to rank, an event needs to pair by rank. (Don't want to give someone in Diamond progress for beating someone in Bronze, nor take pips away from someone in Bronze for losing to a Diamond.)

If an event pairs by rank, it changes the benefit for high skill. In a ranked event, high skill means you're playing in a higher rank bracket, which means more skilled opponents and more complex, interesting games. In an unranked event higher skill translates straightforwardly into a higher winrate. Unranked events are also a better match for the tabletop experience.

Different players prefer one experience over the other, so where we can we provide both (ranked & traditional drafts, ranked & play in constructed). Sealed play volumes aren't high enough to do this (especially with Bo3 Sealed), so we have to pick one. In this case we chose unranked because that makes Sealed a better match to a traditional pre-release, and it works well for the somewhat more casu...

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11 Feb

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Currently planning for Monday.

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The format selector no longer presenting on the top level for new decks is a bug. We're looking into it.

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Originally posted by mrbiggbrain

Autotap will now do its best to deal with abilities that discount the first time you do something, but not subsequent times. There will be times where Autotap THINKS you can afford something and gives you a stop, but you actually can't. We'd rather give you a stop that you don't need than not give a stop you do need. Autotap is doing its best.

Wait are you saying solving complex backpack problems in real time with multiple vectors is difficult?

Who woulda thunk it? #wotc_staff

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Originally posted by PovreMetzican

Yes, I can scroll down but I don't see historic brawl option.

I honestly don't know what could cause that. It doesn't match what I'm seeing on the live game, so you may be finding some very specific bug case. Please use the bug report function in the Options menu to send us some info!

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Originally posted by PovreMetzican

Just standard brawl.

What formats are you seeing? Can you scroll the list down to see more options?

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Originally posted by PovreMetzican

Yeah, I wanted to build a Hinata historic brawl deck but the client won't let me...

Are you not able to change the deck to Historic Brawl once you get to the Details view?

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If you click on the deck box while editing, it will open the Deck Details view, where you can still change your deck's format to Brawl.

The format selector is supposed to show up in the main view when you create a new deck, to make it easier to choose the deck's format for the first time. We updated the default card filter in this release to also show digital cards, but the selector is now missing - which clearly is not great, and we're looking into it.


09 Feb

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Originally posted by fractalspire

This sort of analysis also needs to look at how many rares vs. mythics are in each set.

E.g.,

AKR has a 1:6 upgrade rate, and 29.5% of R-M cards are M.

VOW has a 1:7.4 upgrade rate, but only 23.8% of R-M cards are M.

Y22 has a 1:9.4 upgrade rate, but only only 19.2% of R-M cards are M.

So, it seems to be that they lower the mythic acquisition rate for sets that have fewer mythics to begin with. In each case, the rates are different enough that players are very likely to reach full rares before full mythics, but the rates are actually closer together in the sets with lower upgrade rates, meaning that if a player buys enough packs to complete the rares, they are expected to end up with X% of the mythics for the values of X below: (math correction from /u/KingPiggyXXI

AKR: 56.5% 39.5%

VOW: 56.8% 43.3%

Y22: 55.4% 44.7%

All percentages end up about the ...

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On average, collecting a full playset of Rares through duplicate-protected methods like store boosters will yield 50% of that same set's Mythic-Rares, regardless of set. Imagine a sheet of physical cards ready to be cut into packs that has two copies of every Rare and one copy of every Mythic. Thus, collecting two full sheets means collecting a full playset of rares and two of each Mythic-Rare.

A fundamental axiom here is that "A Mythic-Rare card is twice as rare as a Rare card." Or, here is the quote from Mark Rosewater: "Rares appear one per pack, except roughly one in eight packs, when you get a mythic rare instead. The one in eight packs, by the way, might make it feel as if mythic rares are seven times as rare as rares. They're not; they're twice as rare." Source: ...

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04 Feb

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Hey, sorry for any confusion here. It was always the intent for the backside to have this color indicator, and it was simply a miss that it didn't. This wasn't included in the release notes for totally boring reasons - the work ticket that tracked making this change got improperly assigned to the next release (13.0), so the change didn't get picked up when we built the release notes for 12.80.


03 Feb

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Originally posted by Grainnnn

When someone rare drafts, and gets a ton of off color rares, they don’t end up in the final deck. Games won’t be crammed full of rares. Nobody’s going 5 color good stuff in draft.

What would instead happen is rare drafters would have weaker decks (on average), and then lose to players who drafted “better” (on average). Which is exactly what happens in premiere draft.

It happens in Quick Draft, too. Some players focus on rares, some players focus on their decks. We try to calibrate the bots so that (in theory) these types of players end up with similar drafting results in similar proportions as the players in Premier Draft.

Our goal is not to deny drafters as many rares as possible. It's for drafters to average about as many rares (and as many powerful commons, and as many signpost uncommons, etc etc etc) as they would get if they were drafting with each other.

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Originally posted by pchc_lx

Sorry, I had to bite on this one. Your point makes a lot of sense on first glace but I think you're really making a false equivalency here.

You're basically saying that: because players in Quick Draft (aggressively raredraft) then bots must also (aggressively raredraft) otherwise (bad play pattern) people will be facing off with bizarro world 6-8 rare decks.

But actually- there's nothing to stop players from doing this in Premiere Draft either. There are still only 8 rares opened at the table- it's not as if they're magically all on-color bombs. If you rare-draft every pack, what you're getting is a pile of off-color Rares, duds and Constructed cards. All this does is make your deck bad. You'll get cleaned up by players that actually know how to Draft, just like you would in any other draft.

The only reason players would want to take these off-color, 'bad' rares, is to game the fifth-copy-protection in packs as a strategy toward set co...

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One or even two drafters at a Premier Draft table might get a lot of rares and then make for an unusual match, but a player will (on average) only face that once in a while as they play out their course. The rest of the time, they play against normal decks with normal distributions of rarities. In a world of Quick Draft rare-bonanza, a player might face that every game, because the drafters who weren't getting all those rares don't actually show up to even out the queue, because they're bots.

As to how Limited is "supposed" to work, I don't entirely disagree. However, it's how players are using the mode, and that affects the play experience, just like how players' choice of commanders affects the play experience of the Brawl queue. (BTW, that's another mode where we put controls in place to keep the gameplay from degenerating.) I don't think players would stop doing this unless we significantly raised the price of Quick Draft or made it phantom. (Yes, I kn...

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Originally posted by pariahjosiah

In Quick draft, will the bot always make the same choice given the same variables or are the percentage chances of them choosing a card over another. Say if they come upon 2 cards that the system values nearly equally, will there be a 50% chance of taking one or the other, or will the bot always pick the card that the system values more highly?

There is some baked-in variance, so when cards are close, then it might go either way. If the gap is significant, you'd probably see the same behavior every time. (There's also context beyond purely the pack contents, like the bot's deck color, but I'm assuming that's all the same for your question.)

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Originally posted by longtimegoneMTGO

The real break-even point is when the cards you gain are worth the same to you as the currency you spent, and that happens way earlier.

That depends on the value you place on those cards.

I'm sure you are already aware from internal data, but there are a lot of players who love limited but do not have much interest in constructed formats.

In paper, this is not an issue, you can just sell your cards to someone who does play constructed and play more limited, but with Arena rares have no real value to people who just want to keep drafting.

You shouldn't really be surprised when the prize payouts on your limited events are judged on the value they provide to limited focused players.

The player I responded to seemed to value the cards - they specifically cited the rares as a positive aspect of their Double Feature experience.

Of course, players who prefer strictly limited game modes should absolutely set their own value for what they get out of a draft experience and make their choices as appropriate.


02 Feb

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Originally posted by tlaloc-is-away

While I appreciate your interaction, that minor digression is absolutely stunning.

Does this reply represent fairly the assumptions at Arena/WotC generally? The assumption of value in access to the cards is...considerably inflated. I place zero value on having "earned a bunch of cards" that are digital and cannot be actually owned, cashed in, traded, or turned into something else. It's not even valuable if I choose to value my TIME in such a way that I would rather trade money for access to cards/currency/whatever. There is zero value in the (access to the) cards themselves.
That is just a terrible assumption, and I cannot disagree more vigorously.

Yes, it is my position that the content of our game is worth something. That's why we make it. If your position is that the content of the game has no value, then we will indeed disagree. For instance, you will feel that the "break even" point of events is different than we do, and you will make your gameplay choices accordingly, which is absolutely your right.

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Originally posted by Flepagoon

Thanks for all of your replied my dude.

I hadn't clocked that quick being used for collection and premium being used for "skill" had such an impact on the rares floating around.

As an example, I'm drafting 12+ rares in double feature at the moment with a positive win rate and loving it! But I must ask: why does the quick draft require 6 wins to break even while the Premier only requires 5?

Thanks

Sorry for the minor digression, but I always have to shake my head that players describe these points as "break even"... when you get your currency back, but you've also earned a bunch of cards, that's a lot of gain! The real break-even point is when the cards you gain are worth the same to you as the currency you spent, and that happens way earlier.

But to your actual question, Quick Draft has a flatter prize structure - it's generally less risky, and when you take less risk, it takes longer to earn a bigger reward.