Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




22 Apr

Comment

First off, I'm sorry that you're having in-game issues! I know that it's super frustrating. This can be due to MANY different things, from your local ISP to a secondary program running in the background to servers to hardware etc, which is why I ask people to let us know via the proper channel and submit logs along with it. Unfortunately reporting an issue doesn't mean that it will be solved in an hour, or even a couple weeks, but it is the first step. We take performance issues VERY seriously. If you run into a performance issue while in an event, contact our support team via this request.

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Comment

Originally posted by darkslide3000

I'm somewhat surprised they wrote it, actually, considering that Magic has a very well-defined set of rules. I bet what happened here is that their Card object has a GetCmc() method, and they just implemented that to always count X as zero... which I guess could easily happen to most of us if we tried to write this code from memory. But if you look at the comprehensive rules, there is a whole block of rules about how to calculate CMC for every eventuality, and it very clearly says

202.3e When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

You would think for a product this big that has to really get every edge case right they would basically just translate the comprehensive rules into code 1-to-1 for every game mechanic thing they implement (and ideally have an L4 judge with ...

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Consider that Lurrus is the first card on MTG:Arena that both allows you cast a spell constrained by its CMC and doesn't provide an alternative cost for doing so (unlike cards like [[Electodominance]]). So right off the bat we're talking about something new, but that looked really familiar - I'm not surprised that our testing strategy missed this case.

In order to even begin proposing casting the spell, some rule or ability needs to grant you permission to do so. Lurrus' code sees a card in your graveyard with CMC <= 2, and so it proposes it, thus you can start casting it. We need an entirely different step in the process, and thus entirely different code, to then step in at the choose-X step to enforce that the resulting CMC is STILL <=2. That doesn't come "free" from just "implement the comprehensive rules 1:1" - Lurrus' "you have permission to cast a CMC <= 2 spell" code needs to check in again there. Fortunately, the fix makes it so all CMC-capped casting permissions w...

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21 Apr

Comment

Originally posted by Dall0o

As a dev myself, I have a love/hate relationship with this kind of bug. Stressful but fun too. Thanks for people for breaking software and posting issue after.

Nailed it. Release bugs are the worst from the stress perspective - we have such limited time to fix in time for adequate testing before the "fast follow" release! The puzzle-solving aspect is one of my favorite components of this job. #wotc_staff

Comment

Originally posted by into_lexicons

thank y'all for your hard work on stuff like this. these are thankless tasks but i wanted you to know it's appreciated.

Thank you! Fixing these things is fun (of course, not as fun as getting them right in the first place!). #wotc_staff

Comment

@InFeCtEdZoMBiE#30005:

@WotC_Lexie:


@AzrealsWrath#88364:

@WotC_Lexie:


Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).
How can we get this figured out, you ask? Giving us a detailed report on our ...
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20 Apr

We're aware of this issue, and we hope to have a fix for it this week! We're sorry for the inconvenience.

Comment

@AzrealsWrath#88364:

@WotC_Lexie:


@AzrealsWrath#88364:

@WotC_Lexie:


@AzrealsWrath#88364:


@WotC_Lexie:


Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).
How can we get this figured out, you ask? Giving us a detailed report on our ...
Read more
Comment

@AzrealsWrath#88364:

@WotC_Lexie:


@AzrealsWrath#88364:

@WotC_Lexie:


Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).
How can we get this figured out, you ask? Giving us a detailed report on our ...
Read more
Comment

@Nectaria Coutayar#92103:

So any fixes for the "checking for updates for 10 minutes" on start up? That are definitely NOT client side induced?
Might fix your dwindling player numbers too btw.

If you would like us to look into a problem that you're experiencing, a constructive way to do so is to submit it on our bug forums! :slight_smile:

Comment

@AzrealsWrath#88364:

@WotC_Lexie:


Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).
How can we get this figured out, you ask? Giving us a detailed report on our ...
Read more
Comment

@Neiniou#41097:

@WotC_Lexie:

Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).
How can we get this figured out, you ask? Giving us a detailed report on our ...
Read more
Comment

Unfortunately performance issues are not an quick or easy fix. It could be due to many, many reasons. Anything from your local ISP to your computer hardware to numerous things on our end. Every case is different (unless they aren't).

How can we get this figured out, you ask? Giving us a detailed report on our bug forums...

Read more

19 Apr

Comment

Cards you see in your opponent's hand aren't "real" cards - internally, we call the object a RevealedCard. They get created when a known card goes to a hidden zone, and are removed when a card with the same appearance leaves (or the contents of that zone become unknown in some other way, like a Brainstorm effect). RevealedCards should have no impact on actual gameplay, such as effects that count the number of cards in a hand, or selecting a card to discard.

We didn't properly handle making RevealedCards for tokens that have been mutated; they make RevealedCards because the object-on-the-battlefield was a "real card". Clearly, that should be examined on a component-by-component basis. We should fix it this week, I hope, but know that it's only a visual problem. #wotc_staff