Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




07 May

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Ha, thanks for the game! I conceded because I was mana screwed, believe it or not my hand was nothing but copies of [[Light Up the Stage]] (and I wasn't gonna get damage in) and [[Anax, Hardened in the Forge]]!

Personally, I don't "play to quests", I just acquire them naturally, maybe I'll go an extra game or two to finish it off.

While the team occasionally has gotten gems as a thank you, I'm glad we have to play through the game the way everyone else does. Not having the normal play experience is a good way to lose touch.

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Originally posted by -Bullet_Magnet-

That's pretty cool :)

But what if you want to see if certain cards/decks are broken and such.. to see how the game is played out between the top decks in mythic. (In the normal world outside testing environments)

One thing that's hard as a designer is recognizing your own bias, and accounting for it. I may play in ladder one night and see the same deck multiple times, and that deck might having amazing draws every time. It's super frustrating! But, that doesn't really mean the deck is too strong - humans just like to make patterns out of randomness.

We look at the large amounts of data to make those sorts of recommendations and work with Studio X (the part of the company that makes the cards) to figure out what is too oppressive to be in a format. Playing against the real meta definitely helps you figure out what you want to look for in the data.

Personally, I don't play meta-decks in ranked. I usually play this weird Bioessense Hydra deck I have, because I love it and it's fun until gold.

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Originally posted by Wylhjelm

I think it kinda sucks that you don't get any freebies... I understand that getting everything for free would just make the game pointless, but c'mon. Give the guys something.

Mostly, this is about fairness to the players. We already have a lot of unfair advantage from playing with the cards sooner than the public, we don't need to add freebies on top of that.

On dev environments (where it's just employees) we can have as many WC and Gems as we want. So we have a lot of fun testing the events and sets before the players get to them. But on production, I personally enjoy trying to collect 1x every card every set (I love Brawl). See you out there!

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Originally posted by Televangelis

He Stomped me for 2 to the face before conceding, which implies... the Devs have daily quests to knock out just like the rest of us? :O

Ha! You beat Lee? I will have to tease him tomorrow. Let me guess, he was playing mono-red? :D

Yes, Arena devs don't get cards for free, we have to play or pay for them just like everyone else. "We are the players that make the game" is on the wall in the studio.


06 May

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Originally posted by Filobel

It looks a lot like the cat in [[Offspring's Revenge]], but as the other person said, that's just what cats look like on Ikoria.

Ya, Offspring’s Revenge was the inspiration here.


05 May

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My favorite loss wasn't really a beat down, but just a fun instance that I'll always remember.

It was towards the end of my work day, so I thought I'd play a quick game on MTGA. Well we were both playing janky token decks, so our "quick game" ended up lasting TWO HOURS. We both had crazy board states and way too much life so the game wasn't going to end any time soon. My coworker finally told me to surrender because the other person deserved it (and at that point it was probably 7:30pm so we were the last people in office). It was a really fun match and they definitely deserved the win for putting up with my shenanigans that long!

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Originally posted by [deleted]

[deleted]

What can I say, our release schedule is weird. The fix isn't live yet, but it will be pretty soon. #wotc_staff

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I coded up a fix a little while back, but it's not live yet. It should be going up in our next update (as it just got promoted to trunk yesterday). #wotc_staff

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Thanks for the report. I'll look into it. We've been having trouble with that dang Wildbonder... #wotc_staff


04 May

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Originally posted by EvilSporkOfDeath

In the chess engine world, neural networks (which from my understanding is a self learning AI) have begun to outperform traditional chess engines. Have you considered developing some sort of self learning AI to improve sparky?

Most of our dev budget is going towards player-v-player interactions at the moment. It's definitely a fascinating subject, though. I wish I had the time and domain knowledge to mess around with it.

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Originally posted by NobleHelium

A "sample draw" feature would allow some testing of manabases while being easier to implement.

Adding features that require new UI is actually a lot more difficult than tweaking Sparky's match parameters. That said, manabase testing is something I have personally used when building decks online before Arena, and I can see some utility in adding it. No promises of when (or if) we would work on something like that, but I will put it on the design backlog.

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Originally posted by jorbleshi_kadeshi

it still got 7 wins!

So were these decks from an internal draft from the team? Selected from 7-0 runs on Arena? Some Limited event tourney?

All decks in the Heroes workshops are decks from actual players that went for 7 wins on the live server. (I don't think we differentiate between 7-0/7-1/7-2, though.)

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Originally posted by Clicklesly

Ah yes, good old Winota Cycling with Light of Hope, staples of that deck :P

Guess they had to nerf it for the event somehow ^^

This was really a victim of how quickly language develops. We weren't on guard to differentiate between a solid deck with some cycling synergy layered on top for extra kick vs. the extremely specific set of cards that players now refer to as "The Cycling Deck." Given how that label is now used, I would have chosen a different name for this deck in hindsight.

Anyway, even if the deck is somewhat unconventional, it still got 7 wins!