Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




02 Feb

Comment

Originally posted by DeeBoFour20

But player behavior is different in Premier and Quick drafts, in part because of the price difference.

Exactly. Players are more likely to rare draft in Quick draft to build up a collection, while in Premier draft they're more likely to optimize their decks for winrate.

If the bots allowed players in Quick Draft to end up with all of the rares, and every deck you play against contains six or seven rare cards, that wouldn't resemble drafting with other players either.

If they're bad/mediocre rares, sure it would. Obviously, it makes sense to have the bots draft bombs highly. It doesn't make much sense to have them be first picking Pithing Needle or something unless the goal is to pinch us on rares.

The bots still distinguish between good and bad rares. Bad rares get passed often - although still not as often as they do in Premier Draft, because Quick Draft players still place at least some premium on them for collection purposes.

Comment

Originally posted by jdthep

No, I think the most reasonable thing would be to base it off of what creates the best gameplay. In bot draft, I think people are looking for the same gameplay experience as they are in people drafts so they should be calibrated the same.

What changes some player behavior in the bot drafts is the MTGA economy. Since it's half the price of premiere drafts, people who want to go gain a more full collection use it to rare draft. Naturally, this would lead to rares being picked earlier on average. To me it doesn't seem fair for the bots to be calibrated for sub-optimal player enjoyment for a non-gameplay factor.

We do try to keep the gameplay experience the same. If we have done our job well, the players you play against in Quick Draft will have decks pretty similar to what you'd see in any other draft event, and the gameplay will feel broadly the same. That requires that the bots enforce scarcity during the draft at the same rate as the players.

Comment

Originally posted by DeeBoFour20

We are trying to provide an experience that resembles (to the best degree that our system allows) drafting with the other players in the event

Then you should have your bots act like players in Premiere draft. There's less rare drafting there and that would more closely resemble drafting with other players.

I don't see any benefit for the players to have your bots be rare drafting. It makes it harder to read signals and harder to acquire rares for our collection (though I'm thinking that's probably the point.)

But player behavior is different in Premier and Quick drafts, in part because of the price difference. If the bots allowed players in Quick Draft to end up with all of the rares, and every deck you play against contains six or seven rare cards, that wouldn't resemble drafting with other players either.

The benefit is that it results in your draft opponents having realistic draft decks. When players change their behavior, whether by favoring certain colors or drafting rares at a drastically different rate, we try to adjust to keep things in line.

Comment

Originally posted by DeeBoFour20

So your bots just rare draft cards that aren't in their colors? Nice way to squeeze us...

Only to about the same degree as the players do. Why should they act differently? We are trying to provide an experience that resembles (to the best degree that our system allows) drafting with the other players in the event, so the behavior of other players in this event seems like the most reasonable thing to base it off of, no?

Comment

Originally posted by Setirb

Wishful thinking but once I've finished my midweek magic phantom drafts I'll be drafting as much as I can and passing up the rares all the time, just in case Devs decide to use this data to train the bots for the regular Bot Draft.

We are well aware that players treat rares differently in normal Quick Drafts, compared to a phantom draft or Premier Draft. We account for that difference in the bot behaviors and do not blindly copy the behaviors from other modes.

Basically, Quick Draft bots are set up to treat rares the same way that Quick Draft players do, on average. Don't burn too much energy trying to manipulate the system. :)


26 Jan

Comment

Originally posted by FutureComplaint

Cool.

Any particular reason we have to wait so long for a bug fix?

Essentially, shipping releases is a pretty complicated process that involves a lot of coordination. We keep them pretty tightly to a schedule. The December holidays were certainly a big gap there. #wotc_staff

Comment

This issue should be fixed with the Kamigawa: Neon Dynasty release, by the way. #wotc_staff

Comment

Originally posted by thomar

Most problematic card for the software team? Most problematic card for the QA team?

Probably the most notorious card for us to implement was [[Explore the Vastlands]], the backside of [[Wandering Archaic]]. It literally took weeks to work out the kinks on this card - and to add insult to injury, it's such a strategically worse card than its other face that it feels like it was a waste of our time. Managing the control flow of the "each player" loop was very much like pulling teeth for our semantics processing...

For QA, I'd say something like [[Thief of Sanity]] and/or [[Underworld Breach]] would be the biggest problem child. Essentially every action permission mechanic (e.g. MDFCs, Mutate, Disturb, etc) needs to be vetted through "well what happens if you get to cast your opponent's cards, and what if they're face down?". And there have been many bugs with conferring an alternative cost with non-mana payments over the years; I think we're finally through the woods with them though. #wotc_staff

Comment

Originally posted by thomar

Hey, your team does a good job maintaining Arena's game logic. The infinite complexity of MTG card interactions is insane, it's impressive the game works as well as it does.

Any chance we could get a rundown of how the software and design tools work under the hood? Or anecdotes about some particularly squirrely bugs? It sounds like working on Arena would make for a really fun programming story.

Why thank you! While we still have never found a good opportunity to give an in-depth article about its workings (and it's one of those topics where's it's very hard to avoid going down endless digressions!), we did do a video with Gavin Verhey's Youtube show, Good Morning Magic, a few months ago that discusses this very topic, featuring yours truly! Here it is. Also I'm usually open to answering ad-hoc questions (at least ones that I have good answers to!). #wotc_staff

Comment

Looks like the predictive discount from Vine Gecko is acting up, possibly in combination with the Skydiver's minimum-1 kicker. That can definitely cause you to lose priority of it's your only meaningful action. I'll look into it tomorrow. #wotc_staff


25 Jan

Comment

This was definitely unintentional. We've also taken note of the failure to save edits, which is doubly frustrating. I'm sorry to say that, due to being focused on Kamigawa right now, this is unlikely to have a fix pushed before the event would end anyway. :(


09 Jan

Comment

Originally posted by EmTeeEm

My guess is they went for a narrow window because they wanted to be sure the queue was active enough. It would be difficult to know how popular decathalon was going to be, or how many people were going to get to the finals at all (let alone with multiple tokens).

If it turns out there was lots of interest and lots of people who couldn't finish in time, maybe they'll extend it the next time they do something like this.

This is exactly correct. For any event with finite allowed entries, queue health is potentially at risk, especially for the final hours when most entries have been played out. We really weren't sure what to expect with the Decathlon, so the setup was on the conservative side. But the feedback about the length of play vs the event window has certainly been heard.


30 Dec

Comment

Originally posted by quillypen

Thanks for the information on how this works on the backend! It's always interesting to hear about why things work or don't work.

By the way, do we have an expected date on the next bugfix patch? There are a lot of threads about not being able to remove nerfed cards from Historic decks. I would expect the 6th but sooner would be nice...

It will not be the 6th. The issue about removing wrong versions of cards is definitely on the radar, but we aren't going to push an update from a cold start right after returning from the holidays.


29 Dec

Comment

Originally posted by Umbrella_merc

I'm just disappointed that even with 3 entries you can only get 1 set of kamigawa. How many people did they expect would not only win 8 decathlon events but would then do 2 or 3 7win finishes in a format you can't practice? Would rewarding those people with a 2nd or 3rd set of kamigawa really impact the bottom line enough that inducing preemptive feel bads was worth it?

It actually came from tech limitations. There is an object that you actually win from the Finals and that stays on your account so that you get the cards when the time comes - but this type of object doesn't "stack" in your inventory in a way that would work here.

That said, I consider it a positive of the design that you can still "win it all" with only a single entry. Players don't have to force every different event, even if they don't like them, just because they feel the need to win multiple sets - everyone already has the ability to win the top prize just by showing up at all. Of course, getting multiple attempts is still worthwhile if you feel the competitive urge or love lots of different formats, but it's also totally okay to choose only the few that speak to you.


21 Dec

Comment

Originally posted by Drunken_Vike

That's fine, but the timeframes to enter and participate in these events is pretty tight. Will this event be extended by a day to allow for that?

Thanks!

I honestly wish we could, but unfortunately not given the specifics of the issue and the timing.

Comment

Unfortunately, the issue wasn't simple enough to fix on the fly, so the event will be back tomorrow morning. :( Support is on hand to resolve lost entry fees.


09 Dec

Comment

Sorry you encountered this issue. This event erroneously appeared and has been administratively disabled.

If you are unable to connect after joining this event while it was up, wait at least 10 minutes without attempting to log in, and then afterward log in and your account should again be in a good state.

Comment

Sorry you're experiencing this issue.

This bug is isolated to attempting to add the styled version. You can circumvent the bug by turning off the style, adding the cards, and then applying the style.


08 Dec

Comment

That's a fair piece of feedback. I'll tell you now that 100% Alchemy packs isn't going to happen - as you say, there are other formats on the platform that we want to be represented here, that's the whole point of the Decathlon - but a bit more of the new thing could be appropriate. I can't make any promises, but we'll see if we can do a quick adjustment.


29 Nov

Comment

And we are thankful for you and for all of our players - without you, there is no game! I'm especially thankful that you and so many others care enough about the game to tell us how you feel. I'm also thankful that I get the chance to bring new and fun experiences to people who love Magic, and to bring new players into our world where they can ultimately find the part of the game that they love and that fits them just right (whether that's on Arena or not).

I hope your weekend has been great, and that you're feeling good as we head into the final stretch of the year. We'll be here trying to bring you the fastest, funnest, most convenient digital Magic experience that we can.