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By: AJ_Impy, AJ Richardson
Apr 14 2017 12:00pm
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Episode 417

Hosts: Paul and AJ, Special Guest Hogan

Episode Length: 2:15:32




Whatcha been playin’:

Paul: Tribal Wars with AJ: Ninjas, Saheeli Cats and Mardu Constructs.

AJ: Archers at the weekend, 2-2 owing to a mulligan misclick, subjecting Paul to a few new creations

Hogan: Drafting fast white / red with (Dawnfeather Eagle) -- and fast little guys.

also Hearthstone, Eternal

Twitter: @hoganlong


Questions? Comments? Constructive Criticisms?

Contact us at: freedfromtherealmtgo@gmail.com





Thanks by MichelleWong at Mon, 04/17/2017 - 03:02
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Thanks for this podcast, I enjoyed. Nice special guest you had this week.

Glad you liked it. :) Hogan by AJ_Impy at Mon, 04/17/2017 - 13:53
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Glad you liked it. :) Hogan Long is a bit of a legend, the hero of Brian David Marshall's "240 miles to Atlanta" story: http://magic.wizards.com/en/articles/archive/learning-curve/itll-never-l...

Loved the Form of Arrakis by ArchGenius at Mon, 04/17/2017 - 12:27
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Loved the Form of Arrakis nickname. I think I'm going to enjoy making Dune references throughout this block.

I generally agree with your guest host's assessment of Magic Online. It's not nearly as bad as the complainers think. It's just that Magic Online creates a lot of very passionate fans that want the product to be the best it can be. LEagles have basically enabled me to start playing again.

Yeah, we sometimes forget, as by AJ_Impy at Mon, 04/17/2017 - 13:59
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Yeah, we sometimes forget, as we reminisce over the near-total removal of multiplayer formats, the decimation of the casual format roster in general, the ruination of any form of chat, and the bugs still extant for months on end, that this is an exceedingly complex game with a mind-bogglingly huge number of moving parts and potential interactions. A quarter of a century of unique cards and yet we are able to play with the vast majority of them with people all over the world at almost any time.

So, what's the best card to represent the Kwisatz Haderach to cast from As Foretold?

Coding Magic Online to make by MichelleWong at Mon, 04/17/2017 - 23:27
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Coding Magic Online to make thousands of card interactions work must not be a easy.

Yet let's not exaggerate. It is a piece of cake in comparison to the complexity in other games which require coding real-life physics, or a massively multiplayer world for example.

Respectfully, I think THAT's by Paul Leicht at Mon, 04/17/2017 - 23:51
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Respectfully, I think THAT's the exaggeration. There was a time when that would likely have been true because the libraries and technologies and graphics were primitive and a lot needed to be improvised or just plain invented in order to put together a MMO or even a game like Portal/Portal 2 (which I admit I haven't played but is the kind of game of which you speak.) The technology has surpassed these games so much that spinoffs have been invented from them (League of Legends for example off of Dota off of WOW arena. Feel free to correct that if it isn't accurate.)

Whereas the game M:TG as we know it keeps growing by leaps and bounds and new mechanics keep being introduced which adds complexity on a logarithmic level. I am not sure how complex the game really is from a coding stand point exactly but I remember when a unnamed knock off started, the guys doing the hard coding were having a tough time of it just producing a 10th of the cards, withOUT full rules enforcement.

Thanks as per usual for listening and especially for commenting with some insight into the discussion. :D

Kindly noted.Regarding your by MichelleWong at Mon, 04/17/2017 - 23:58
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Kindly noted.

Regarding your comment "when an unnamed knock off started, the guys doing the hard coding were having a tough time of it just producing a 10th of the cards, withOUT full rules enforcement".

I don't think that is a fair comparison. If you are speaking about "Forge", then I highlight that this knock off is coded by volunteers, which makes a huge difference because the time which they can dedicate to the coding is limited. This is not their day job. Plus, they managed to create an AI, something which the Magic Online team have never done.

Well true enough that Magic by Paul Leicht at Tue, 04/18/2017 - 00:54
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Well true enough that Magic Online does not have an AI. (Though MD does.) And I don't want to sidetrack completely on to Forge, but I will say this: it is quite amazing for freeware/open source. (A testimony to the strength of the whole freeware/os community, though actually come to think of it not sure it IS actually open anymore?)

The thing I was getting at is that when that program was in even its early stages it was a project which required many brains working on it to get it even remotely playable (2008-9 as I recall, With many beta testers as well as contributors and the dev.)

Magic Online, whilst not having an AI is a far more complex engine and (generally) works for thousands of users across servers on the internet in a variety of modes (though I am still deeply frustrated that the ones we like best have been severely nerfed or just taken away). The complexity is not something that is easy to solve and yet they have done so, as Hogan, points out in the cast, for the most part. With some corner cases and bugs that haven't gone away.

There is so much more they can do particularly on the client side which would lead imho to a greater experience for us all and I mentioned some of them. Hogan's opinion is that they are going to be added slowly maybe but eventually. Maybe not exactly as we'd like them but progress is good.

Kindly noted Paul. by MichelleWong at Tue, 04/18/2017 - 01:53
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Kindly noted Paul.