• MTG Arenaのチームは、プレイヤーに謝罪し、現在の問題に取り組んでいることを伝えている。
  • 5周年を祝うイベントが予定通り進まず、プレイヤーの経験が悪いものになったことを認識している。
  • 問題が解消するまでの正確な日程は未定であり、チームは現在トラブルシューティングを行っている。
  • ゲームの大部分は安定しており、機能しているが、まだ問題があるエリアもある。
  • チームはゲームの管理者として、現状に満足していないことを認識し、謝罪している。
  • 明るい面として、ゲームの多くのエリアは現在安定しているし、機能している。
  • 改善点や解決策については、後日追加の情報が提供される予定。

MTG Arena Anniversary Week Issues

Greetings MTG Arena players, Well, this last week sure hasn’t gone as we planned. What was originally scheduled to be a celebration of five years of fun hasn’t quite lived up to that promise, so today I wanted to apologize. We’ll talk a little later about some of the “how,” but one of the things that I emphasize with the team is that players don’t care what’s happening behind the scenes when their experience is bad, they just want to know when it will get better, so let’s get to it. The short answer is, we’re working on it but don’t have an official timeline yet. For many, the game is fine, but there are certain areas that are still experiencing issues that we’re troubleshooting. As a steward of this game that so many play each day, I know this isn’t a fulfilling answer, but it is where we are right now, and for that we’re sorry. On the bright side, most areas of the game are currently stable and functional (and if you read the entire article, you’ll even see where we made improvements), though we’re treading with some caution as we’re not fully out of the woods yet. Here’s our current status: Premier Drafts are up and running after being disabled part of last week. We messaged players who may have been affected. We’ve heard some feedback that we may have missed some players and will validate that this week, but … Player inbox is currently disabled as we’re troubleshooting some issues that started on Friday and persisted through the weekend. This means that messaging slated for the last couple days of our anniversary is paused until we get that sorted out. Once we’re confident the system is working correctly, we’ll finish our anniversary messaging. The system is currently stable, but we’re aware of a brief outage that occurred early Monday morning (Pacific time), but we believe that was coincidental and not related to our core issues. Unfortunately, it has complicated our investigations. As for next steps, we’ll continue to troubleshoot and fix the underlying issues that are creating disruptions. We’ve already made a couple fixes that are minimizing some of our symptoms, but we’ve not yet cured the illness. While we don’t expect more unplanned disruptions, our team remains on high alert in case they happen. We’ll need to deploy additional fixes over the next week or two as we identify solutions to issues, and while we’d expect those deployments to be like our normal release process, there is a chance a full system outage may be required. If that is the case, then we’ll let players know the day prior to the outage.  Finally, once we’re comfortable that all systems are go, we’ll turn on anything that is disabled and get back to the fun. Thanks for all your support and may all your topdecks be great. Chris KiritzExecutive Producer, Magic Digital   …Oh, are you still here and interested in learning more? Great, let’s pull back the curtain a bit and talk about how we got here. First, a peek at our process (queue the Schoolhouse Rock! music). The “How” Everything we do starts on a software engineer’s machine. We have a problem or need, and they create the code that solves that problem or need. Sometimes it is one engineer, sometimes a team, but the general process is the same. Once they’ve completed their work and run some basic tests, we identify which release that change will go into. Easy or time-sensitive things might go into a release that is only a couple weeks away. Other changes might need extensive testing, have high risk, or require other changes to be delivered first. In that world, the work is checked into a release that may be months away. Once checked into a release, our QA team tests it using a variety of manual and automated tests. This will be both discrete tests around the change, as well as more generalized system tests to ensure the change hasn’t inadvertently affected other parts of the game. As the release gets close to the live date, we raise the bar on what can be considered for that release—it is easier to get changes in for a release that is two months away than it is to get a change in for a release that is two weeks away. The P0 Live Team is a strike team of the people best qualified to solve P0 issues—critical issues more important than Priority 1. A couple weeks before a release goes to the public, we lock it down so no additional changes are made as we prepare to submit it to our publishing partners, like Apple and Google, for review. On the day of release, we deploy to live and then move players gradually over from the old version of MTG Arena to the new version. This is when you get your download notification and grab the latest version. When everything goes well, that is the entirety of the release.  Last Tuesday, we updated some database services as part of our general ongoing maintenance. This is like keeping your phone operating system up to date to ensure you’re getting the latest features and security updates. Since we’re always cautious when dealing with major systems like our databases, this work was completed in March and then propagated to all our internal environments for feature testing, load testing, and just a general soak to see if anything organically crops up as we go about our daily work. After months of internal operation and stabilization, we felt confident in releasing to our production environment. Unfortunately, after that release went live, we found that it didn’t behave on production the way we expected, but instead degraded the performance of various system messages. While this was unnoticeable in most areas of the game, Premier Draft felt this degradation acutely. After we discovered the issue, we disabled Premier Draft and activated our Priority Zero Live Team (otherwise known as the P0 Live Team) to troubleshoot. The P0 Live Team is a strike team of the people best qualified to solve P0 issues—critical issues more important than Priority 1. Ben Smith Talks Premier Drafts Ben Smith, a senior software engineer, was the person who built the Premier Draft system and a shoo-in member of the P0 Live Team dealing with Premier Draft problems, so I’m going to turn it over to him for the next part: As the author of the current implementation of Premier Draft and avid Draft player, I take a special interest in Draft issues. Draft is the format I play most, and positive player experience is important to me (I’m not only the Premier Draft president but I’m also a client). Now that Premier Drafts are back online, we have some time to talk about what happened and what steps were taken to correct the situation. During Premier Draft’s construction, one of our top priorities was the protection of player choices. Every draft pick we successfully received was written to the database immediately. In the unlikely event of a service crash, player picks were not lost. In a general best practices sense, this felt correct. Losing data is always bad, right? Let’s protect it. Last week, a sudden and unexpected database performance issue sprang up. Our services suffered from severe delays during database writes, where actions taken by players are recorded for future reference. Behind the scenes, engineers were scrambling to investigate and diagnose the issue. Most of the system continued to work as normal, with slightly noticeable wait times. However, the impact on Premier Draft was catastrophic. The processing of player picks ground to a near halt, backing up severely, such that card picks were not being processed until after their pick timer had expired. Picks hung, card pools were composed of auto-pick soup, dogs and cats were living together, mass hysteria! We couldn’t subject our players to the nightmarish hellscape of lost card picks, packs that never arrived, or unresponsive draft picking screens. Premier Draft had to be taken offline until we could resolve the issue. As the database issue dragged on, we began exploring options for making draft more resilient under our degraded performance conditions. We found ourselves challenging our previous assumptions. Do we need to write every player pick to the database? After all, draft data is only necessary for a short time until the picking phase of a draft is over. What do we do with this data? Our saved draft data was only used during a server crash recovery scenario. Any interrupted draft was reloaded from data when one of the players returned and triggered the draft to be resumed. Since there was no guarantee that any of the other seven players in the draft had returned, most interrupted players would return to an auto-picked card pool. These players would certainly (and justifiably) be unhappy with their draft experience. We asked ourselves “why are we supporting this draft recovery scenario?” Over the past two years, the ominous specter of draft-related server crashes has never come to visit. As an avid drafter myself, I would certainly prefer to start a new draft where I could pick new cards uninterrupted rather than returning to an auto-picked card pool and have the added chore of requesting reimbursement. Since Premier Draft’s database support existed only to support an undesirable recovery scenario for a problem that was extremely rare, we opted to remove it completely. With the frequent database writes removed, Premier Draft is now less sensitive to database performance issues. Players returning to a draft interrupted by a server crash can start a new draft on the same event without having to request reimbursement. To be clear, while Premier Draft-related service crashes have been extremely rare, network and connectivity outages may still impact a player’s draft experience. In these cases, players may return to an auto-picked card pool, as the draft is still running successfully, but the player is unable to interact with it. Now that the new draft code is in place, we are providing a more performant player experience with a better outcome in the unlikely event of a Premier Draft service crash. As part of the leadership team, I am often part of the P0 Live Team, and I’m always impressed with how the team rises to meet challenges. While we would obviously prefer players never experience issues, we’re aware that we must be prepared to solve problems on the fly, and having a team you can trust to engage in direct and active conversations while looking for player-facing solutions is a key component to successfully running a game like this. If you’ve made it this far, hopefully it’s been interesting, informative, or both. Thanks again for being the best community in the world, and hopefully next time I’m writing something like this, it isn’t in response to a major issue. Good luck and have fun, Chris

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ソース:https://magic.wizards.com/en/news/mtg-arena/mtg-arena-anniversary-week-issues

「マジック:ザ・ギャザリング アリーナ」最新情報はこちら マジック:ザ・ギャザリング アリーナの動画をもっと見る
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サービス開始日 2021年3月25日
何年目? 1335日(3年7ヶ月)
周年いつ? 次回:2025年3月25日(4周年)
アニバーサリーまで あと126日
ハーフアニバーサリー予測 2025年9月25日(4.5周年)
あと310日
運営 Wizards of the Coast
マジック:ザ・ギャザリング アリーナ情報
マジック:ザ・ギャザリング アリーナについて何でもお気軽にコメントしてください(匿名)

デジタルでの多元宇宙へようこそ!TCGの元祖マジック: ザ・ギャザリングが、お手持ちの端末にダウンロードして無料で始められるようになりました! 「マジック:ザ・ギャザリング アリーナ」では、戦略の研究、プレインズウォーカーとの出会いや多元宇宙の探索、そして世界中のプレイヤーとの対戦を楽しめます。カードを集めて独自のデッキを磨き上げ、伝説を築きましょう。戦いはここから始まります。美しい戦場で豪華な演出を楽しみ、没入感を味わってください。今すぐ無料で始め、友人との対戦やカード集めをお楽しみください。ファンタジーTCGの元祖で「魔法」を感じましょう! 未経験でも大丈夫 マジックは初めて?ご安心ください!MTGアリーナのチュートリアルではさまざまなプレイスタイルを知ることができ、あなたに合った戦略がきっと見つかります。あなたは力技で相手を圧倒するタイプ?それとも策略をめぐらせるタイプ?多元宇宙に広がるキャラクターと出会い、呪文やアーティファクトを色々試し、マジックの遊び方を楽しく学びましょう。今こそマジックを始める絶好のチャンス!カードを集めてあなたに合ったデッキを組み上げ、友人との対戦に備えて戦略を磨き、TCGの元祖をお楽しみください。 オンラインで対戦 TCGの元祖がついにデジタルに!MTGアリーナのファンタジー世界を探検してデッキを組み、バラエティ豊かなゲームモードを楽しみながらカードを集めましょう。戦略とスキルを磨き、友人やAIとの対戦をお楽しみください。ドラフトやブロールなどさまざまなフォーマットにも対応しており、15ものデッキが無料で入手でき、カードの組み合わせで爆発的なコンボが生まれるこのゲームでは、あなたの理想のプレイスタイルが指先ひとつで実現できます!アバターやスリーブ、ペットなどの目を引く装飾アイテムをまとい、デイリー報酬でコレクションを増やし、独自の戦略を持つ強力なデッキを組み上げましょう。 挑戦も楽しさも 勝利の栄光を懸けて友人と対戦し、豪華賞品のゲーム内大会に挑戦しましょう!ドラフトやブロールも、対戦相手に困りません。ゲーム内のイベントでは豪華賞品も用意され、MTGアリーナの頂点の舞台へと続くeスポーツ予選も行われます。自分のペースで戦略を磨くもよし、eスポーツ予選や大会に挑戦して腕前を披露するもよしです。 ファンタジーと魔法 マジックのファンタジー世界に飛び込み、奥深い物語や鮮やかなアートを通してあなたの伝説を紡ぎましょう。お気に入りのキャラクターと象徴する呪文やアーティファクトを集めて、あなた色のデッキを作り上げましょう。あなたの物語はここから始まります! ゲーム内で表記される価格は付加価値税を含みます。 ウィザーズ・オブ・ザ・コースト、マジック:ザ・ギャザリング、マジック:ザ・ギャザリング アリーナ、それらのロゴ、マジック、マナ・シンボル、プレインズウォーカー・シンボル、およびすべてのキャラクターの名称ならびに特徴は、Wizards of the Coast LLCの商標です。©2019-2024 Wizards. ウィザーズ・オブ・ザ・コーストのプライバシーポリシーは https://company.wizards.com/legal/wizards-coasts-privacy-policyを、利用規約は https://company.wizards.com/legal/termsをご覧ください。
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概ね満足です。ただデッキ作成後?に対戦すると明らかにカードが偏ってたり、何戦かしてると事故が続くようになるのは改善してほしいです。 常にいい手札くれとは言わないですし、運なので仕方ないと思いますが事故負け続くとストレスです。 (★4)(24/11/13)
So personally I think that this game is one of the best mobile games you can get and play for free. However that might be because I am an MTG enthusiast. Anyways in order to be good at the game you need to invest much time and effort in order to acquire in-depth card knowledge. In my opinion a huge majority of bad reviews on this game are a result of frustration due to lack of willpower and weak mentality. (★5)(24/11/13)
バグのサポートの対応が遅いか、無い。マスタリーパスの購入はジェムベース換算で3000円するが、購入後にレベルを上げても報酬が貰えないバグがある。サポートにこの件を報告して対応するように申し出たが、返事は何度かあるもののAIのテンプレート返事のみで、補填対応も1週間以上ない。返事もなくなるようになった。このまま何もなく見過ごされそうなのでこの評価とせざるを得ない。 あと私だけかもしれないが初手の手札に土地が4枚あると、極めて高い確率でその後土地ばかりを引きマナフラッドを起こす。3枚以下の時とその確率が体感だがかなり違う。 (★4)(24/10/29)
デジタルでいつでもカードの対戦が出来るというのが1番の強みだと思う。 他のレビューで指摘されてる確率操作や土地が偏りすぎるというのは言い過ぎかなとは思います。 資産無いのにカードプールが広いフォーマットで遊んで負けまくったりとかそもそも入れてる土地の枚数のバランスが悪すぎるとかの問題がある気がします。 チュートリアルでデッキ構築についてなんも解説ないからその辺は意地悪だし初心者取り込むつもりあんのか?と思いますね。 資産ないと勝てないのは間違いないのでここをどう捉えるかで、かなり評価変わると思います。 (★3)(24/10/16)
無課金でも勝てるデッキを作ることは出来ますが、色んなカードを使ってみたい場合はアップデートの際に数千円課金しないといけないです。 やや割高かもですが、カードゲームとしてはダントツで面白いです また、運要素もあるのでイライラすることもありますが、プレイングも勝敗に影響がしっかり出るので、徐々に楽しくなってくると思います (★3)(24/10/16)
低評価ばかりが〝参考になった〝になっているが、プレイヤーの怨嗟の声なので特に気にする必要は無い。(PvPゲームでよくあるゲームのせいにするやつ) 自分の目で確かめた方が良い。 ゲームの中身については、プレイするのに困るレベルのバグは今のところ見ていない。 プレイ以外(ショップやオプションUIなど)の細かいバグはたまに見かける。 これらのバグへの対応は遅め。 PC版もあるが、ショップの課金価格がiOS版と異なるので注意。(昔はPC版の方が安かったが、今はiOS版の方が安い) (★3)(24/10/16)
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One thought on “「MTGアリーナ」のサーバー問題に関するお詫びと現状報告”

  1. こんにちは、MTG Arenaのプレイヤーの皆さん。先週は予定通りの楽しい5周年のお祝いとはなりませんでしたね。チームとして強調しているのは、プレイヤーは自分たちの経験が悪いときに裏側のことなんて気にしない、ただいつ改善されるのか知りたいということです。だから、それについて話しましょう。短い答えは、私たちは取り組んでいますが、まだ公式のタイムラインはありません。多くの人にとってはゲームは問題なく動作していますが、まだ問題がある特定の領域があり、それについてトラブルシューティングを行っています。毎日たくさんの人がプレイしているこのゲームの管理者として、これは満足のいく答えではないことを理解していますが、現時点ではこれが私たちの状況です。そのことをお詫び申し上げます。明るい面では、ゲームのほとんどの領域は現在安定して動作しています(記事全体を読んでいただければ、改善点もわかるかもしれません)。

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