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AI extremely slow when player has many permanents #6726
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For the fourth bullet point, could you use Auto-Yields? If you don't want to auto yield on future triggers of the same ability (for instance, maybe you have no open mana to respond, on one turn, but then on a future turn, you do have open mana and want to respond) you can disable auto yields when you have open priority. I will say, though, for a personal request in a similar vein, if there would be a way to remember the order of replacement effects, without prompting every time, that would be appreciated. I flashed back a Parallel Evolution with Doubling Season and Divine Visitation on the battlefield, and it took over an hour to resolve, having to choose the order replacement effects every few seconds. |
+1 also experiencing this. |
I do use Auto Yields, but perhaps the point was unclear. I meant that waiting for the AI to yield to all of my triggers took 10 seconds per. The AI is simply taking too long to conclude it has no option but to pass priority. The first few times is understandable, doing it every time just makes me quit the match. |
First and foremost, I want to thank the development team for its hard work in implementing all the recent fixes and addons. I especially appreciate the AI timeout function. It has most definitely sped up AI response time. Thank you very much.
It's this AI timeout function I want to critique, however I am unsure if it is actually that or simply another problem that was finally exposed by the lack of a timeout limit in previous versions. It becomes very noticeable in situations with heavy numbers of permanents on the board. In fact, while typing this up, I am waiting for the AI to resolve 67 triggers. The thing that strikes me is there is nothing that the AI can possibly do as I cast Cyclonic Rift followed by Temporal Cascade which leaves all opponents with no nonland permanents on board and an empty hand and graveyard. You'd think this would simplify decision making, yet the AI seems to be struggling. The count as it stands is 10 seconds per trigger which, when there are 67 triggers to clear on the stack, translates into 670 seconds.
As it stands, I have multiple questions for the team:
Seeing as the description states that the timeout function limits decision making time for casting spells or attacks to a minimum of five seconds, does the AI timeout function apply to resolving the stack; if it does, why is the timeout exceeding the chosen limit? (5sec)
If it does not apply to resolving the stack, is there a way to implement an additional function doing so?
Can you implement a smaller timeout option? (1sec)
Is it possible to create a kill switch for situations where after a player passes priority more than X times to identical triggers, the trigger is ignored until a new stack is created?
Do you guys hate me yet?
Seriously, thank you all for your work. I realize this is unpaid and you do this out of your own passion. Well done.
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