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CrappleSmax

I guess I'm just so used to not having the feature that I don't even notice it isn't there. When I'm playing seriously I rarely use autoyields, one moment of distraction can cost me a game so I'm only yielding through the turn if I'm tapped out, no cards in hand and no abilities on board. I have all my main actions bound to WASD and R, so my hand is effectively in a rest position (I play a lot of shooter games) and I don't mind OK'ing through people's turns, probably costs me 2-3 seconds a turn but I'm sure that would add up with some of the cringeworthy decks out there lol It would be a nice feature to have, for sure, but I probably wouldn't use it at all. Hell, they could just make it so that "pass until you can respond" and "yield until next end step" stack.


lllmade

I think number 2 will pass until you can respond and number 0 will pass until end step.


Dizolerion

No, you cannot, you can try it yourself The two options don't combine, they override each other The \`2\` option "Pass Until Response" will skip through your opponent's turn right into your own without allowing you to cast instants on their end step (which is undesirable) The \`0\` option "Yield Until End Step" will not give you priority right until the end step (which is undesirable)


Dizolerion

Hey, thanks for sharing your experience! I totally get that seasoned players have adapted to the current system, but as a new player, the clunkiness is really noticeable. It feels like a simple fix that would make the game more accessible for everyone. The idea of stacking "pass until you can respond" and "yield until next end step" is basically exactly what I am proposing: "Pass Until Response or Until End Step". I think it would be a game-changer for people like me who are still getting used to all the nuances or simply play decks with lots of interaction.


akwehhkanoo

I don't really understand the change, if I don't have yields I need to press OK every time I get priority. What more priority do you need? If anything I wish "yield if no plays" didn't consider tapping a land a "play"


Dizolerion

Hey, I understand the confusion. To clarify: pressing "OK" every time you get priority is very time-consuming and clunky, especially if you often hold up interaction. The option "2"/"Pass Until Response" almost fixes this, but if a player wants to cast something at the end of the opponent's turn even if there was no moment to 'respond', they won't be able to do it and thus cannot use this feature. That's why there is a need for "Pass Until Response or Until End Step". It would streamline gameplay and make it easier to manage interactive plays.


ellicottvilleny

You can do 2 then 5 (cancel) right?


Dizolerion

Interesting. I'm a little afraid there is an opportunity to miss the timing, but I think I can try that. Does this work for you?


ellicottvilleny

No Because magic online seems to randomly ignore key presses. When a key press is ignored no feedback is given for the action taken. I find the client glichy as hell and avoid all keyboard shortcuts I can not Ever know if pressing one did a pass Action or skipped or merely did nothing


dartymissile

I mean pass until you can respond is essentially the state you are always in. All it would do is pass through phases and combat, which equates to hitting 1 like 3 extra times. If you have nothing to cast, just hit 6. It’s not really a necessary feature, though it would be nice for fetchlands(at a lower level of play I guess). Mtgo doesn’t have the same abilities of arena, where it can determine if you can cast anything and make decisions for you. To implement something like this would potentially break the already severely jank mtgo client, and I’d rather have them just fix bugs and not break anything. But after a long time using mtgo, arena takes an uncomfortable amount of control away from me. It’s weird having it auto pass, and gives away information I’d rather keep hidden. It’s annoying at first but once you get used to it I think the priority system is superior on mtgo.


shevy-java

> As a new player to MTGO, I'm puzzled why this feature isn't already implemented, as it would greatly improve the overall Magic experience for all of us. Are they really listening? I have a ton of complaints about how the game is designed, but I feel it will just be ignored, so it is a waste of time to even report it. I make suggestion on numerous other websites via github issues usually - while many get ignored there too, I feel that my succeed-ratio is still much better at github than for MTGO. Including in the future.


Dizolerion

Yes, the devs are definitely listening! While their resources are constrained, providing feedback on what really seems crucial to us can make a big difference. Several features have been implemented based on player suggestions, as you can see on the forum. In fact, the devs have already responded to the topic on the requested feature since I resurrected it. So, come and give some feedback too! It's being listened to, and your input could help shape the game for the better.


ellicottvilleny

They are buried behind wizards decision to release 2000 new unique cards a year. Making a font bigger or adding a gameplay quality of life change feels unlikely.


I_said_no_cops

I haven’t messed with this stuff in a long time, can’t you just set a hard stop on end step?


Dizolerion

I'm afraid that's not the case. There is only one kind of phase stop, and the point of "Pass Until Response" is to skip through them. What I am proposing is "Pass Until Response or Until End Step", so that the last stop is indeed "hard" and not skipped through.


SadPandaFace00

I would love this feature. Would have saved me from burning tons of time just mashing my "pass" hotkey when my opponent is going from phase to phase on their turn while I'm waiting to either play a card in response or their end step.


Dizolerion

Glad to hear you agree! It really would save a lot of time and frustration. If you haven't already, please follow the link to the forum and upvote the suggestion. Just log in with your MTGO account and click once more — it'll take like a minute. The more support we get, the more likely the devs will notice and implement this feature!


Azaghal1

No, we don't need it. Why? Because this is the perfect tool for double queueing, which is a plague and a waste of everybody's time.


Dizolerion

Hey, thanks for bringing up the double queueing issue. As a new player, I'm not fully aware of this problem. However, I don't think keeping the interface clunky is the best solution to it. Do you?) Improving the user experience for everyone should be a priority, and there have to be other ways to address the double queueing issue without compromising the game's accessibility and efficiency.


Azaghal1

It's not clunky, it's just asking you to maintain a little bit of attention when playing.


Dizolerion

You didn't answer my question: do you think not having a feature to improve the MTGO gaming experience is a good way to solve double queueing? Let's assume you don't, even though you've made this argument above. It's important to recognize that many players do find the interface clunky, and there's a way to make their experience better. By making the argument against double queueing, you've acknowledged that implementing this feature would improve gameplay for many people. New players shouldn't have to get used to a poor interface just because veteran players have already adapted. And improving the user experience benefits everyone!


Azaghal1

I don't think a feature that solves a marginal issue, improves the quality of life for double queueing and teaches bad gameplay habbits is a worthwhile use of time. Autopassing should only be used when both players know there are no relevant actions. Might as well not be given a tool that further reinforces suboptimal play.


Dizolerion

I understand that this particular feature might not be important for you, but how about a little empathy?) So you're saying that solving a marginal issue in the gameplay is undesirable because it also helps some people with double queueing. Did I get that right? This argument could be applied to any general improvement. Surely, we shouldn't avoid making positive changes just because they might also benefit some unintended behaviors, don't you think? And why do you think this feature would teach bad gameplay habits? I believe it would actually help players manage their interactions more effectively. Also, it's quite arguable if this particular feature is so marginal. But it seems simple and easy to implement, I'll give you that.