SirSebstar wrote:5a vs 5b statisticly 5A should loose the majority of the time, in cc anyways
it was not so far ago. if it is possible could anybody look to the finished games?
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SirSebstar wrote:5a vs 5b statisticly 5A should loose the majority of the time, in cc anyways
theBastard wrote:come on natty. look how much notices have real maps for more accuracy![]()
theBastard wrote:I expect these things. as I mentioned dice is fine as weather, morale, command skill... but I still think 6:3 "must" 6 wins. more if I“m able to win 5:5...
natty_dread wrote:Anyway, I don't see why you expect some kind of realism from CC, when it has never advertised itself as a realistic war simulation. CC is a casual game site, based on a popular board game format. Lots of people like it the way it is.
natty_dread wrote:Some people don't, and for them there are more realistic strategy games.
natty_dread wrote:nikola_milicki wrote:3. explain how can these changes help me in games where I have to attack, there's no other option, like in 1on1s, but I roll 0-12..
1v1 games have always been more or less a crap shoot. I suggest playing game types where dice are in a less important role.
natty_dread wrote:theBastard wrote:only what I can say: dice is fine (as terrain or weather in real battles for example), just when I assault with 6 against 3 there could be 80% chance for victory. in my turn hour back I assaulted with 3 against 1 and I lost. when I assaulted 2 against 1 I won... so yes, I say it needs new system of generating dice (6:3 is big predominance).
Ok, so you want the dice to act more "realistic", ie. representing real life combat more accurately? Is that what you're saying?
But, CC is not about simulating combat situations accurately. If you want that, you should play some other type of strategy game. CC is a simulation of a board game. In board games, sometimes you get funky dice results that make no sense in real-life context (ie. 5 armies defeating 15 or something like that).
theBastard wrote:to your point that in CC 6:3 does not works as 6:3 sounds this is worst as roulette. in roulette I know - everything is on lucky, but here I have my troops, enemy has his troops, but I can not know how battle ends...
nikola_milicki wrote:well then can u shortly describe at least 2 or 3 strategies that I as an old-timer use? cuz I cant.
nikola_milicki wrote:maybe u shud talk about something specific for a change.. something that u can explain or give examples for.. point is u wrote a post but cant explain parts of it.. u keep talking about strategy but cant explain what the heck is it.
oh u dont? really? in which situations would that be then?
theBastard wrote:ok guys, all this talking is about what?
I understand that it is about possibilities, but nobody answer on question: where is any logic when one time I win 6:3, 6:4, 3:1. 3:2, 5:5 and sometimes I lost witht the same numbers?
theBastard wrote:how can I think about strategy when all is build on lucky only? then it is better to play cubes...
natty_dread wrote:You can know how it probably ends. But just because something is probable doesn't mean it happens every time.
There's a Risk that the battle won't end as you expect it to. That's why you have to weigh the Risks against the benefits.
Woodruff wrote:
A good strategy should take into account the luck factor. The unknown must always be accounted for.
theBastard wrote:natty_dread wrote:But, CC is not about simulating combat situations accurately. If you want that, you should play some other type of strategy game. CC is a simulation of a board game. In board games, sometimes you get funky dice results that make no sense in real-life context (ie. 5 armies defeating 15 or something like that).
board games? then why we make maps so real as is possible?
Woodruff wrote:bunchawannabeARTEEESTS.
theBastard wrote:to your point that in CC 6:3 does not works as 6:3 sounds this is worst as roulette. in roulette I know - everything is on lucky, but here I have my troops, enemy has his troops, but I can not know how battle ends...
natty_dread wrote:Some people don't, and for them there are more realistic strategy games.
theBastard wrote:Woodruff wrote:bunchawannabeARTEEESTS.
sorry, do not understand...
Woodruff wrote:theBastard wrote:to your point that in CC 6:3 does not works as 6:3 sounds this is worst as roulette. in roulette I know - everything is on lucky, but here I have my troops, enemy has his troops, but I can not know how battle ends...
No, not roulette...craps. I wonder why.natty_dread wrote:Some people don't, and for them there are more realistic strategy games.
nikola_milicki wrote:we dont want accurate, we want more realistic dice, dice that work within the limits of common fkn sense, nobody on this damn site will never lose 20vs2 in real life EVER! and f*ck what math has to say about it... we get to see shit like that here every day.. after first ridiculous outcome like 20vs2 dice shudve been changed bcuz it makes no sense that 20vs2 can ever happen...
theBastard wrote:Woodruff wrote:
A good strategy should take into account the luck factor. The unknown must always be accounted for.
yes, just luck factor could have 20-30%. not 50-60%...
SirSebstar wrote:theBastard wrote:yes, just luck factor could have 20-30%. not 50-60%...
LOL
theB if luck was truely 50 to 60% then NOBODY could get a 72% win ratio or better over more then 9000 games. So Blitzaholicdoes not exist?
unless there is cheting ofcourse, but then.. thats just not the case.
SirSebstar wrote:random dice does not mean you have to behave like an idiot, but sometimes it does mean that even the currently best player can loose against another lesser ranked player....
nikola_milicki wrote:natty_dread wrote:nikola_milicki wrote:3. explain how can these changes help me in games where I have to attack, there's no other option, like in 1on1s, but I roll 0-12..
1v1 games have always been more or less a crap shoot. I suggest playing game types where dice are in a less important role.
dude, there is nothing wrong with 1on1 style, nothing at all, and there's no difference between trips and 1on1s FOR ME if I get screwed in both.. if I roll ridiculous unreal dice in both, my fun is ruined the same way so wtf is the difference??natty_dread wrote:theBastard wrote:only what I can say: dice is fine (as terrain or weather in real battles for example), just when I assault with 6 against 3 there could be 80% chance for victory. in my turn hour back I assaulted with 3 against 1 and I lost. when I assaulted 2 against 1 I won... so yes, I say it needs new system of generating dice (6:3 is big predominance).
Ok, so you want the dice to act more "realistic", ie. representing real life combat more accurately? Is that what you're saying?
But, CC is not about simulating combat situations accurately. If you want that, you should play some other type of strategy game. CC is a simulation of a board game. In board games, sometimes you get funky dice results that make no sense in real-life context (ie. 5 armies defeating 15 or something like that).
we dont want accurate, we want more realistic dice, dice that work within the limits of common fkn sense, nobody on this damn site will never lose 20vs2 in real life EVER! and f*ck what math has to say about it... we get to see shit like that here every day.. after first ridiculous outcome like 20vs2 dice shudve been changed bcuz it makes no sense that 20vs2 can ever happen...
random number programs are flawed and u know it so quit telling us dice are fine cuz they fkn aint! how about saying something like 'sorry, dice are flawed but we cant make em any better or we cant afford to get a new dice source or w/e, u ppl will just have to get used to what u get now".. Im sure there would be a lot less dice threads then now when cant stop telling ppl that the dice are fine.. some ppl, a lot of them, just cant accept that after what they see in their game..
MNDuke wrote:The real answer is that they can't answer these questions honestly. And most certainly can't back up their suggestions without any kind of specifics that make sense in the rational world.
SirSebstar wrote:more lucky??? with 9000 games???
you must be joking
Woodruff wrote:MNDuke wrote:The real answer is that they can't answer these questions honestly. And most certainly can't back up their suggestions without any kind of specifics that make sense in the rational world.
Some of us have. You just don't like the answer.
Woodruff wrote:nikola_milicki wrote:well then can u shortly describe at least 2 or 3 strategies that I as an old-timer use? cuz I cant.
Given that I am not an old-timer who had a tremendous amount of success (until I started actually paying attention more closely a month or so ago, I sat at private for most of my time here), I really can't.
MNDuke wrote:The real answer is that they can't answer these questions honestly. And most certainly can't back up their suggestions without any kind of specifics that make sense in the rational world.
dude, there is nothing wrong with 1on1 style, nothing at all, and there's no difference between trips and 1on1s FOR ME if I get screwed in both.. if I roll ridiculous unreal dice in both, my fun is ruined the same way so wtf is the difference??
nikola_milicki wrote:we dont want accurate, we want more realistic dice, dice that work within the limits of common fkn sense, nobody on this damn site will never lose 20vs2 in real life EVER! and f*ck what math has to say about it... we get to see shit like that here every day.. after first ridiculous outcome like 20vs2 dice shudve been changed bcuz it makes no sense that 20vs2 can ever happen...
random number programs are flawed and u know it so quit telling us dice are fine cuz they fkn aint!
how about saying something like 'sorry, dice are flawed but we cant make em any better or we cant afford to get a new dice source or w/e, u ppl will just have to get used to what u get now".. Im sure there would be a lot less dice threads then now when cant stop telling ppl that the dice are fine.. some ppl, a lot of them, just cant accept that after what they see in their game..
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