MARVEL SNAP

MARVEL SNAP

PSN 2024. okt. 12., 10:09
1
Losing streak (NOT BUYING YOUR BATTLEPASS OR OTHER OFFERS!)
I am wondering how much have you programmed this game of yours to make me lose in order to buy your battlepass.
I am currently down from level 98 to 92 in a losing streak. Not 1 game won !
I will keep playing to see when I will eventually (IF I WILL) Win a game...if not... Uninstall and bye bye forever.
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6175/98 megjegyzés mutatása
Si eredeti hozzászólása:
One thing I will add...

I once mentioned that games can be bugged without anybody realizing, I explained an example I had seen in a previous game where I knew something was off but it took over half a year for it to catch on and become fixed.

In snap we recently discovered that ink/gold split rates we're reduced unintentionally. Most players never noticed but it happened, and it was pointed out because someone had obviously done a lot of splits and had an inkling something was....off.

The devs recently discussed a situation they had where Maria Hill (who at the time added a random 1 or 2 cost card to your hand) was only ever adding 1 drops. The devs said at first they dismissed reports of her being bugged, assuming players just didn't know how she worked, but eventually they caught on that she was actually bugged and would not drop a 2 cost card no matter what.

Both these events are a supposed "random" outcome. Both were unintentionally bugged and thus not actually operating at the odds players and developers were expecting.

This is the problem with a videogame, especially one with such buggy code. Without being able to audit the source code nobody here can say with certainty that what we're expecting to happen based on what we have been told, is actually going to happen.

Thus far in High Voltage I have seen many Morph plays and every single time I have predicted exactly which card they were going to get. This shouldn't be possible. Is Morph truly random? Who knows, who would even know if it'd not, whether that was intentional or not.

Food for thought.

You've provided 2 proved outcomes of the community addressing an issue, and SD correcting them after the fact.

So... can you now please provide the non random predicatble outcome issues the community addressed and SD correcting them after the fact please.

By your anecdotes, it seems this has been going on for a while, but never addressed. These other 2 were addressed in weeks. So if it's been a lengthy issue, where are the community addresses to the devs?
Legutóbb szerkesztette: Doovies; 2024. okt. 17., 17:45
Doovies eredeti hozzászólása:
Si eredeti hozzászólása:
One thing I will add...

I once mentioned that games can be bugged without anybody realizing, I explained an example I had seen in a previous game where I knew something was off but it took over half a year for it to catch on and become fixed.

In snap we recently discovered that ink/gold split rates we're reduced unintentionally. Most players never noticed but it happened, and it was pointed out because someone had obviously done a lot of splits and had an inkling something was....off.

The devs recently discussed a situation they had where Maria Hill (who at the time added a random 1 or 2 cost card to your hand) was only ever adding 1 drops. The devs said at first they dismissed reports of her being bugged, assuming players just didn't know how she worked, but eventually they caught on that she was actually bugged and would not drop a 2 cost card no matter what.

Both these events are a supposed "random" outcome. Both were unintentionally bugged and thus not actually operating at the odds players and developers were expecting.

This is the problem with a videogame, especially one with such buggy code. Without being able to audit the source code nobody here can say with certainty that what we're expecting to happen based on what we have been told, is actually going to happen.

Thus far in High Voltage I have seen many Morph plays and every single time I have predicted exactly which card they were going to get. This shouldn't be possible. Is Morph truly random? Who knows, who would even know if it'd not, whether that was intentional or not.

Food for thought.

You've provided 2 proved outcomes of the community addressing an issue, and SD correcting them after the fact.

So... can you now please provide the non random predicatble outcome issues the community addressed and SD correcting them after the fact please.

By your anecdotes, it seems this has been going on for a while, but never addressed. These other 2 were addressed in weeks. So if it's been a lengthy issue, where are the community addresses to the devs?
It took quite a while for those to be addressed.

I do like how you assume that because those 2 were found "WELL THEY MUST ALL BE FOUND NOW BRO THATS THE END OF IT"

Quite a mental jump there.

Hey I read scientists just found a previously undiscovered particle. WELL I GUESS SCIENTISTS HAVE NOW IDENTIFIED EVERY PARTICLE! THATS IT NO MORE PARTICLES TO BE FOUND I GUESS THEY CAN WRAP IT UP!
Legutóbb szerkesztette: Si; 2024. okt. 18., 3:50
Doovies eredeti hozzászólása:
Helloween eredeti hozzászólása:
There are still people that believe that a pvp game is totally random when it comes to match making and match results

Please educate yourself. Cause you have numerous misconceptions and I don't think you have all the information.

- Here is the customer case study of Second Dinner from AWS...
https://aws.amazon.com/solutions/case-studies/second-dinner-nuverse-case-study/
- Here is a video advertisement of Second Dinner describing why they chose AWS Gamelift services...
https://youtu.be/wK2o5YZnVnw?si=yAg1sWZMvefn_r1Q
- Here is the Ruleset Schema Second Dinner uses as part of their AWS Gamelift service, Flexmatch...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-schema.html
- Here are the property definitions...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-property-definitions.html
- Here is the Ruleset restriction, denoting they can't be edited whilst in production, and the region limit of rulsets...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-schema.html


From the above, we can see that Second Dinner chose to purchase an over the counter solution. Thus limiting their potential to heavily modify the user experience. The benefit of using and purchasing a license was scalability, performance and freeing up engineers to have their time better spent working on other projects.

From the rulset examples provided by AWS as well as their instructions: It's clear deck based matchmaking, whilst been entirely plausible in its potential to be implemented, is impossible to coexist alongside actual player attributes used. CL, MMR and Rank. You won't find an opponent within the current queue time frames as consistently as people describe it to be with a multitude of player attributes been compared with this much scrutiny in such a small time, and in such small batches. To argue that deck based matchmaking exists is to also argue that MMR, CL and Rank play little no factor in determining your opponent. As in order to find you an opponent with the added scrutiny of comparing the cards in each other's decks through specific strings or values: They are entirely redundant metrics to compare based on wait distance limitations put in place before you are matched with bots after a search for an adequate player fails.

Also with the inability to edit a Ruleset whilst in use, SD must have a near omniscient magical ability to predict every card that they will ever create, their future OTA's and patch changes, and their eventual counters to keep this "deck based matchmaking working flawlessly for almost 2 Years. Suffice to say, this isn't the case.

- Here is an example tutorial if you want to check out the basics...
https://www.youtube.com/watch?v=LaR1CWictb4
- Here is an incident in 2023 explaining a perfect oppurtunity to implement a prevention in matchup that never occured (despite the presumed ability to do so)...
https://www.dropbox.com/scl/fo/e9ys40dix4gmqp0ha2dqt/AD_VIqMGjto1gAESKKfNjwg?rlkey=g7pjmavx7b1gtmwyq9qhtsjw4&st=809zkmeg&dl=0
- Here are two tests of small sample sizes, but attempts none the less at actually compiling data...
https://www.reddit.com/r/MarvelSnap/comments/10l08lb/mythbusters_does_matchmaking_care_what_deck_you/
https://www.reddit.com/r/MarvelSnap/comments/15un9rs/ive_begun_documenting_my_matches_to_see_if/
- Here are dev responses to questions on matchmaking...
https://www.dropbox.com/scl/fo/ls2lvgjpgq66plj37mnka/AH3ww1jxYSohZe9zrQgm80A?rlkey=oot8bmfmyqohn3mfg2a6fxzfd&st=8dgf6abt&dl=0
- Here is Ben Brodes response on the notion of Deck Based Matchmaking and the challenges of even attempting it...
https://www.youtube.com/watch?v=coDDgWaVlKY&t=5327s

Blah blah Ben Brode said.. Yeah.. Like he could say otherwise. You wasted time to prove nothing. thanks. I hope you get a life
Helloween eredeti hozzászólása:
Doovies eredeti hozzászólása:

Please educate yourself. Cause you have numerous misconceptions and I don't think you have all the information.

- Here is the customer case study of Second Dinner from AWS...
https://aws.amazon.com/solutions/case-studies/second-dinner-nuverse-case-study/
- Here is a video advertisement of Second Dinner describing why they chose AWS Gamelift services...
https://youtu.be/wK2o5YZnVnw?si=yAg1sWZMvefn_r1Q
- Here is the Ruleset Schema Second Dinner uses as part of their AWS Gamelift service, Flexmatch...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-schema.html
- Here are the property definitions...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-property-definitions.html
- Here is the Ruleset restriction, denoting they can't be edited whilst in production, and the region limit of rulsets...
https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-ruleset-schema.html


From the above, we can see that Second Dinner chose to purchase an over the counter solution. Thus limiting their potential to heavily modify the user experience. The benefit of using and purchasing a license was scalability, performance and freeing up engineers to have their time better spent working on other projects.

From the rulset examples provided by AWS as well as their instructions: It's clear deck based matchmaking, whilst been entirely plausible in its potential to be implemented, is impossible to coexist alongside actual player attributes used. CL, MMR and Rank. You won't find an opponent within the current queue time frames as consistently as people describe it to be with a multitude of player attributes been compared with this much scrutiny in such a small time, and in such small batches. To argue that deck based matchmaking exists is to also argue that MMR, CL and Rank play little no factor in determining your opponent. As in order to find you an opponent with the added scrutiny of comparing the cards in each other's decks through specific strings or values: They are entirely redundant metrics to compare based on wait distance limitations put in place before you are matched with bots after a search for an adequate player fails.

Also with the inability to edit a Ruleset whilst in use, SD must have a near omniscient magical ability to predict every card that they will ever create, their future OTA's and patch changes, and their eventual counters to keep this "deck based matchmaking working flawlessly for almost 2 Years. Suffice to say, this isn't the case.

- Here is an example tutorial if you want to check out the basics...
https://www.youtube.com/watch?v=LaR1CWictb4
- Here is an incident in 2023 explaining a perfect oppurtunity to implement a prevention in matchup that never occured (despite the presumed ability to do so)...
https://www.dropbox.com/scl/fo/e9ys40dix4gmqp0ha2dqt/AD_VIqMGjto1gAESKKfNjwg?rlkey=g7pjmavx7b1gtmwyq9qhtsjw4&st=809zkmeg&dl=0
- Here are two tests of small sample sizes, but attempts none the less at actually compiling data...
https://www.reddit.com/r/MarvelSnap/comments/10l08lb/mythbusters_does_matchmaking_care_what_deck_you/
https://www.reddit.com/r/MarvelSnap/comments/15un9rs/ive_begun_documenting_my_matches_to_see_if/
- Here are dev responses to questions on matchmaking...
https://www.dropbox.com/scl/fo/ls2lvgjpgq66plj37mnka/AH3ww1jxYSohZe9zrQgm80A?rlkey=oot8bmfmyqohn3mfg2a6fxzfd&st=8dgf6abt&dl=0
- Here is Ben Brodes response on the notion of Deck Based Matchmaking and the challenges of even attempting it...
https://www.youtube.com/watch?v=coDDgWaVlKY&t=5327s

Blah blah Ben Brode said.. Yeah.. Like he could say otherwise. You wasted time to prove nothing. thanks. I hope you get a life
+1
Helloween eredeti hozzászólása:
Blah blah Ben Brode said.. Yeah.. Like he could say otherwise. You wasted time to prove nothing. thanks. I hope you get a life

Blah blah blah Helloween said ... Just why should I believe something a random poster thinks is true?
Some of you ate living in la-la land.

I had a game where turn 1 the 1st location puts a rock on each side. I held off on playing Gambit because I knew he would hit the rock.

Turn 5 I throw Gambit down to help lower my hand for Dracula. They have 9 cards on the board.....he hits the rock, which didn't shock me one bit because I knew he was determined to hit that 4 turns before.

Pretty much every "RNG" event can be predicted which is not possible in a truly random game. Not without psychic powers.
Si eredeti hozzászólása:
Some of you ate living in la-la land.

I had a game where turn 1 the 1st location puts a rock on each side. I held off on playing Gambit because I knew he would hit the rock.

Turn 5 I throw Gambit down to help lower my hand for Dracula. They have 9 cards on the board.....he hits the rock, which didn't shock me one bit because I knew he was determined to hit that 4 turns before.

Pretty much every "RNG" event can be predicted which is not possible in a truly random game. Not without psychic powers.
I've been seeing this kind of thing for a long time and a lot of people are noticing it, this game is not completely random, sometimes it's very obvious when you'll lose, rivals with counter decks, perfect hands, getting stuck in a particular range, for example I always It was around 75, plus minus 5, now it happens to me with 90, if I go up I start losing, if I go below 90 I start having free wins
Piuca eredeti hozzászólása:
Si eredeti hozzászólása:
Some of you ate living in la-la land.

I had a game where turn 1 the 1st location puts a rock on each side. I held off on playing Gambit because I knew he would hit the rock.

Turn 5 I throw Gambit down to help lower my hand for Dracula. They have 9 cards on the board.....he hits the rock, which didn't shock me one bit because I knew he was determined to hit that 4 turns before.

Pretty much every "RNG" event can be predicted which is not possible in a truly random game. Not without psychic powers.
I've been seeing this kind of thing for a long time and a lot of people are noticing it, this game is not completely random, sometimes it's very obvious when you'll lose, rivals with counter decks, perfect hands, getting stuck in a particular range, for example I always It was around 75, plus minus 5, now it happens to me with 90, if I go up I start losing, if I go below 90 I start having free wins
yup
Piuca eredeti hozzászólása:
Si eredeti hozzászólása:
Some of you ate living in la-la land.

I had a game where turn 1 the 1st location puts a rock on each side. I held off on playing Gambit because I knew he would hit the rock.

Turn 5 I throw Gambit down to help lower my hand for Dracula. They have 9 cards on the board.....he hits the rock, which didn't shock me one bit because I knew he was determined to hit that 4 turns before.

Pretty much every "RNG" event can be predicted which is not possible in a truly random game. Not without psychic powers.
I've been seeing this kind of thing for a long time and a lot of people are noticing it, this game is not completely random, sometimes it's very obvious when you'll lose, rivals with counter decks, perfect hands, getting stuck in a particular range, for example I always It was around 75, plus minus 5, now it happens to me with 90, if I go up I start losing, if I go below 90 I start having free wins

When you drop to a lower rank, it hands you lose bots to buoy you back up and then goes back to slapping you with the occasional win bot to keep you at ~50%. It's so blatant when they drop Daredevil (95% chance it's a bot when you see that) and then play as if only the left location exists.
Backler eredeti hozzászólása:
Piuca eredeti hozzászólása:
I've been seeing this kind of thing for a long time and a lot of people are noticing it, this game is not completely random, sometimes it's very obvious when you'll lose, rivals with counter decks, perfect hands, getting stuck in a particular range, for example I always It was around 75, plus minus 5, now it happens to me with 90, if I go up I start losing, if I go below 90 I start having free wins

When you drop to a lower rank, it hands you lose bots to buoy you back up and then goes back to slapping you with the occasional win bot to keep you at ~50%. It's so blatant when they drop Daredevil (95% chance it's a bot when you see that) and then play as if only the left location exists.
it's also very predicable when you win big on one match, then magically every match after are guarantee losses.
Clockeye eredeti hozzászólása:
Backler eredeti hozzászólása:

When you drop to a lower rank, it hands you lose bots to buoy you back up and then goes back to slapping you with the occasional win bot to keep you at ~50%. It's so blatant when they drop Daredevil (95% chance it's a bot when you see that) and then play as if only the left location exists.
it's also very predicable when you win big on one match, then magically every match after are guarantee losses.

This is my experience every day. Win three matches and then ride the death spiral until I log off while trying to resolve my daily quests. It was frustrating until I just accepted this is the game and I am only playing to kill time.

If the devs want my money they need to fix the matchmaking.
These last comments are completely on point and experienced myself as well(as i said i stopped play and basically just doing my dailies) not once but saw this many time.One thing i will add i fly between rank 60-70-80, at 90 the hardstuck is real. Example +1/-1/+1+1/-1/-1 and like this. Another thing i hate when it gives u a bot that feed u 8 and then i have to play for the rest of the hour with aprox that amount till i lose it and repeat. Its that dumb that i ranked the 60-70-80 ranks basically skipping on purpose all the opponents that seemed human and simply farmed the bots lol
Once i hit the 90 i dont play anymore is simply not worth anybody time and stick mostly to conquest.
I also played on 2 accounts 15k collection level each since steam launch, so i could basically try almost everything for free taking for example discard on one account and vice versa with other decks, so seeing this people talking bs and spamming clown awards makes me only laugh tbh
I know this game quite well.
Legutóbb szerkesztette: Reaper; 2024. okt. 20., 4:52
AGAIN...
OPPONENTS`S SIDE
BAR SINISTER ON THE LEFT (3 WONGS AND 1 NAMORA)
MIDDLE LOCATION ONE YELLOW JACKER CARD WHICH GOT BOOSTED TO 32 POINTS
RIGHT LOCATION ONE MANTHING CARD WHICH GOT BOOSTED TO 32 POINTS.

MY SIDE:
4 GAMBIT CARDS IN BAR SINISTER
MIDDLE LOCATION ON GREENGOBLIN -3 AND A SUNSPOT WHICH WAS 7 POINTS
RIGHT LOCATION ONSLAUGHT AND ANTMAN WHICH WERE 6 POINTS

NOW HERE COMES THE FUN PART !!!!!

MY 4 GAMBIT CARDS DO NOT HIT ONE SINGLE AND I MEAN ONE SINGLE CARD OF THE MIDDLE OR RIGHT LOCATION THERE WERE 1 CARD PER LOCATION !!!!

INSTEAD THEY CHOOSE TO DESTROY ALL 3 WONGS AND THE NAMORA IN BAR SINISTER MAKING MY OPPONENT MAGICALLY WIN !!!!!!!!!

YOU CANNOT CONVINCE ME THIS GAME IS RANDOM... NO SIR!
DiscoShark eredeti hozzászólása:
If you'd made a thread asking for deck advice or experiences climbing this season there could have been a constructive discussion about how you might improve and what decks you might be able to use to counter what you're up against. Instead of this you've just decided the game is rigged against you (it's not).

Your ego is saved but you won't be growing as a player.

Voyevoda911 eredeti hozzászólása:
It pisses me off that i've NEVER got to 90 before. All that gold that i've always missed out on, it really super sucks.
How long have you been playing the game? What decks do you use?

Just to chime in here, I've been playing since beta, have all but two cards, 20k CL, play this game daily, and my highest Rank over the two years of playing is 83. You might chalk that up to 'skill issue' but I know my decks and how to snap and retreat.

The game most certainly has mechanics that will differ including playing a deck and losing to a certain deck, to change your deck to counter the 3/5 matches you just played only to see that deck never again, just the deck to counter yours after your 2 or 3 match with it.

Bots be bottin, the easiest way to hit infinite is to sweat out on day 1 i've heard, but I just can't be bothered at this point. Every season my rank rapidly hits 70 and the grindy until 76, then plummets to 72 and its back and forth in that same area.

This topic has been discussed for a very long time and I can vouch for Si because idk maybe 6 months or so ago we both started noticing that bots were playing the exact same decks with the same cards and perfect curve.
Locations are also supposed to be randomly generated, and so is your starting hand, so tell me why out of 12 matches my starting hand always started with shadow king and Echo with Cosmo only showing up WHEN they were playing ongoing, or having Enchantress in hand by turn 3 only to see they are playing on reveal? Bots be bottin, but something stinks. Do I want to crunch numbers to prove this? I share Si's sentiment in that you have already made up your mind, who am I to change your thinking. The recording of data would be immense, similar to how the community researched the splits being off. Took three months and something like 30000 splits were recorded, to only then have SD say whoopsie heres a variant for all them credits you spent trying for an ink or gold but getting 18 prisms instead.
Legutóbb szerkesztette: webmetalreese; 2024. okt. 20., 15:02
Piuca eredeti hozzászólása:
Si eredeti hozzászólása:
Some of you ate living in la-la land.

I had a game where turn 1 the 1st location puts a rock on each side. I held off on playing Gambit because I knew he would hit the rock.

Turn 5 I throw Gambit down to help lower my hand for Dracula. They have 9 cards on the board.....he hits the rock, which didn't shock me one bit because I knew he was determined to hit that 4 turns before.

Pretty much every "RNG" event can be predicted which is not possible in a truly random game. Not without psychic powers.
I've been seeing this kind of thing for a long time and a lot of people are noticing it, this game is not completely random, sometimes it's very obvious when you'll lose, rivals with counter decks, perfect hands, getting stuck in a particular range, for example I always It was around 75, plus minus 5, now it happens to me with 90, if I go up I start losing, if I go below 90 I start having free wins
My favourite was when I floated a turn and they played Iron Fist.

Next turn I play Infinaut and they play Nocturne, who gets fisted to the mid location where I am playing Infinaut.

I already know that location is going to be Death's Domain, and sure enough, it was.

Over 100 locations in the game, less than 1% chance of predicting it and yet it was exactly as expected.
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6175/98 megjegyzés mutatása
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Közzétéve: 2024. okt. 12., 10:09
Hozzászólások: 98