A Great Use for the LPS Timer - Fixing Soft Locks

The LPS timer should be extended so that if I do not touch the screen, at all, for LPS time, it prompts me to ask if I want to end my turn. Then at least I’d have a chance to recover from a soft lock.

it’s nice having a soft lock and receiving the LPS notification..Did you hope for that effect? I did so.

hmm, this idea has a lot of potential. Count my vote for this. Kudos @GrizzoMtGPQ

Hells yes. Soft locks are happening to me about once every six games these days. Make a place to return to safely, like after the last fully resolved effect, after a user chooses that.

If only they had come up with this idea first about the timer…
then they could have said as a by-product it will need to (act like the lps system does) I think ppl would have been a bit more accepting of it then :slight_smile:

The thing I want the timer to do most is go away.

The best way to fix code which is broken, is to fix code which is broken.

Not to add more code, which, I might add, is also broken.

@starfall that’s well and good to hope for but finding a freeze/halt is generally unsolvable. Search for “Turing Halting Problem” and you can see why something like LPS and using a timer to solve a freeze is pretty much the only way to do this. Better to have a failsafe in place. They should fix all the freezes as we find them but I’d like a way out other than quitting the game and losing all the points.

I’m aware of the halting problem. It’s existence is not a get out clause to allow Oktagon never to fix cards.

How many non-lethal infinite loops have there been in the game? If Waterveil goes off, quit the game. You’ve lost. I understand that you can do this, even on iPhone.

It should be very easy to tell the difference between a soft lock and an infinite loop. One of them entails a continuous string of new cards/game actions and the other does not.

One of my team-mates just got a soft lock casting Wrath of God.

The LPS didn’t kick in.

The LPS is just too much code, integrated into too many parts of the game, which is relevant in an insignificant minority of cases, and has introduced a disproportionately large number of bugs, and can’t even be defended from the point of view of the soft lock prevention.

I’ll reiterate my suggestion that the LPS timer, instead of ending the turn, should make available an End Phase option within the options menu. Put it right next to the option to quit. Players who accidentally made an infinite loop can use the button to stop the loop and proceed, and players who find that the game has stopped processing actions will have a way to kick the game into starting again.

Love this idea. And, maybe obviously, this also appears when Greg is looping or freezing somehow.

And, crucially, if the user tried to use it to prevent Greg looping, and X amount of time had not yet passed, you’d only need to check the timer when you pressed the button, instead of weaving code throughout the resolution of all effects in the game.

FWIW, I soft locked the other day (something to do with blowing up a metric ton of Djinn wishes at once). The LPS timer turned on, expired, and the game was still locked. Just an anecdote about the current implementation of the LPS that I thought I’d share.