tag:blogger.com,1999:blog-889604442512373664.post4422124362440148307..comments2023-10-31T08:28:52.391-07:00Comments on Computer Programming and Magic: The Gathering: Magic Online BluesForgehttp://www.blogger.com/profile/15838286606081721333noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-889604442512373664.post-27768852701127948832009-02-21T17:32:00.000-08:002009-02-21T17:32:00.000-08:00I completely agree with this post. It's hard to ov...I completely agree with this post. It's hard to overstate how badly Wizards messed up with MTGO 3. If games like WoW are possible, MTG should be a breeze. Server traffic and database queries should be a breeze, but they somehow made it hard. From what I gather, they're having growing pains trying to develop the programming apparatus to take care of this kind of thing themselves, which is 10x harder when some other company (leaping lizard) did the first version. Your programmers take a look at the code and say, "WTH is going on here?" and basically have to start from scratch.<BR/><BR/>It would be funny if it weren't such a sad misfortune for Magic fans.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-889604442512373664.post-2523684926716000552007-06-19T18:30:00.000-07:002007-06-19T18:30:00.000-07:00But the server is there because otherwise there is...But the server is there because otherwise there is a possibility for desynch - where both players cannot agree on a consistent game state.<BR/>Say in a peer to peer game player one cheats and gives themselves an arbitrarily large amount of life. Player 2 then fireballs for what should've been lethal damage. Player 2 reports to the server that he won, player one reports that they are still playing.<BR/><BR/>The server needs to be involved in everthing to prevent these things from happening.Anonymousnoreply@blogger.com