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jaseleo wrote:Statistics of Dice Throw
Found this which states that the more dice you have the probability of getting higher numbers increases due to to the combinations available so how do cc stats level out on all dice????
kwanton wrote:
Could it just be using a computer program which is not random at all and only spits out numbers so they'll fit the expected stats?
Yes.
tryagain wrote:The reason I say this is the difference between CC and other Risk sites. It seems at CC, I come across 1 army standing firm against 5,6,7 etc more often than probability would expect.
mathgeni wrote:
and neutrino:- i noticed your location under your avatar... what threat does water pose?
nikola_milicki wrote::shock:![]()
These dice we have here have no touch with reality at all and thats a fact!!!
What say you we start a thread where players can wright down all of their dice-screw ups, then we could use that for starting a petition in purpose of changing/repairing dice program
Rocketry wrote:nikola_milicki wrote::shock:![]()
These dice we have here have no touch with reality at all and thats a fact!!!
What say you we start a thread where players can wright down all of their dice-screw ups, then we could use that for starting a petition in purpose of changing/repairing dice program
only if we ALSO start a thread about when people have had fantastic dice. if you LOOK fir bad dice you will find them.
nikola_milicki wrote::shock:![]()
These dice we have here have no touch with reality at all and thats a fact!!!
What say you we start a thread where players can wright down all of their dice-screw ups, then we could use that for starting a petition in purpose of changing/repairing dice program
Neutrino wrote:mathgeni wrote:
and neutrino:- i noticed your location under your avatar... what threat does water pose?
It is not water, it is dihydrogen monoxide; one of the deadliest substances known to man.
Death due to accidental inhalation of DHMO, even in small quantities.
Prolonged exposure to solid DHMO causes severe tissue damage.
Excessive ingestion produces a number of unpleasant though not typically life-threatening side-effects.
DHMO is a major component of acid rain.
Gaseous DHMO can cause severe burns.
Contributes to soil erosion.
Leads to corrosion and oxidation of many metals.
Contamination of electrical systems often causes short-circuits.
Exposure decreases effectiveness of automobile brakes.
Found in biopsies of pre-cancerous tumors and lesions.
Given to vicious dogs involved in recent deadly attacks.
Often associated with killer cyclones in the U.S. Midwest and elsewhere, and in hurricanes including deadly storms in Florida, New Orleans and other areas of the southeastern U.S.
Thermal variations in DHMO are a suspected contributor to the El Nino weather effect.
And many more
Stop DMHO now!
Neutrino wrote:(DHMO is)Often associated with killer cyclones in the U.S. Midwest and elsewhere, and in hurricanes including deadly storms in Florida, New Orleans and other areas of the southeastern U.S.
mathgeni wrote: once again- the only true reason to worry about the die is if you have a poor strategy
those who have good strategies know not to spread terribly thin and to keep some numbers in their favor
those with poor strategies lose games and points and then complain about the die
mathgeni wrote:learn what game settings suit your strategy and play them
and stop complaining
Robinette wrote:Neutrino wrote:mathgeni wrote:
and neutrino:- i noticed your location under your avatar... what threat does water pose?
It is not water, it is dihydrogen monoxide; one of the deadliest substances known to man.
Death due to accidental inhalation of DHMO, even in small quantities.
Prolonged exposure to solid DHMO causes severe tissue damage.
Excessive ingestion produces a number of unpleasant though not typically life-threatening side-effects.
DHMO is a major component of acid rain.
Gaseous DHMO can cause severe burns.
Contributes to soil erosion.
Leads to corrosion and oxidation of many metals.
Contamination of electrical systems often causes short-circuits.
Exposure decreases effectiveness of automobile brakes.
Found in biopsies of pre-cancerous tumors and lesions.
Given to vicious dogs involved in recent deadly attacks.
Often associated with killer cyclones in the U.S. Midwest and elsewhere, and in hurricanes including deadly storms in Florida, New Orleans and other areas of the southeastern U.S.
Thermal variations in DHMO are a suspected contributor to the El Nino weather effect.
And many more
Stop DMHO now!
It will never happen... the 2 main reasons are that we are more addicted to this than to oil, and we really can't live without it...
And then there is the military applications, the US Navy has based it's entire strategic strike capability on the reliance of it... they need DHMO more than they need oil!
Aradhus wrote:Also, atmospheric noise? translated by a computer program he created, not truly random. Regardless of the randomness of the dice, that really isn't the problem. The problem is that it just isnt plausible that 40 armies could lose 20 armies while attacking 1. But it happens in CC. The problem isn't the randomness of the dice, it is the game mechanics. 14 armies should not lose to 1.
Aradhus wrote:
This is complete bullshit. As have been several of your clueless posts in this topic.
Anybody that plays escalating games can attest to this. You wipe out one player, take their cards, cash in, and then carry on all over the board, until you've wiped everybody out. This is essentially how escalating games are won, the vast majority of the time. You get bad dice, and you lose the game because the next person can cash in and wipe out the board. It has nothing to do with inefficient or incompetent strategy. It is entirely down to the dice.
Aradhus wrote:
You can get bad dice in any game no matter what game style best suits your strategy. I lose 14 armies attacking 1 in flat rate and it cost me the game. He took his turn cashed in a top set, attacked me, breaking two of my conts, and then player 3 cashed in a top set, with his bonuses(which I would have been able to break if I had the second players cards), wiped out player two, cashed in another set, and broke my last continent and did enough damage that I was unable to recover.
To suggest that the dice have no effect on the game just shows how clueless and naive you are.
Aradhus wrote:Also, atmospheric noise? translated by a computer program he created, not truly random. Regardless of the randomness of the dice, that really isn't the problem. The problem is that it just isnt plausible that 40 armies could lose 20 armies while attacking 1. But it happens in CC. The problem isn't the randomness of the dice, it is the game mechanics. 14 armies should not lose to 1.
Aradhus wrote:
Edit: Oh, and I would just like to add that this bullshit about the dice "averaging" out over time has absolutely no fucking relevance. Of course, as random has no memory it is not actually intently averaging out, its just with more dice rolls the percentages become closer to each other. But as I said, that means absolutely nothing. It doesn't mean that the attacker wins an equal amount of battles. I could roll 300 sixes, and the defender rolls 100, and I havent won a single battle. but I've rolled 3 times as many sixes as the defender has.
Neutrino wrote:Aradhus wrote:
This is complete bullshit. As have been several of your clueless posts in this topic.
Anybody that plays escalating games can attest to this. You wipe out one player, take their cards, cash in, and then carry on all over the board, until you've wiped everybody out. This is essentially how escalating games are won, the vast majority of the time. You get bad dice, and you lose the game because the next person can cash in and wipe out the board. It has nothing to do with inefficient or incompetent strategy. It is entirely down to the dice.
Well then don't play escalating...![]()
Escalating is designed to rely more on luck than on strategy. This is why it is so popular with the lower ranked players. You can have absolutly no skill whatsoever and still triumph over the best player in the game.Aradhus wrote:
You can get bad dice in any game no matter what game style best suits your strategy. I lose 14 armies attacking 1 in flat rate and it cost me the game. He took his turn cashed in a top set, attacked me, breaking two of my conts, and then player 3 cashed in a top set, with his bonuses(which I would have been able to break if I had the second players cards), wiped out player two, cashed in another set, and broke my last continent and did enough damage that I was unable to recover.
To suggest that the dice have no effect on the game just shows how clueless and naive you are.
Of course the dice have an effect on the game. Where has anyone claimed otherwise? If they had no effect, what would be the point of having dice in the first place?
You simply got unlucky. I'm sure in another game you did roughly the same thing to another player.Aradhus wrote:Also, atmospheric noise? translated by a computer program he created, not truly random. Regardless of the randomness of the dice, that really isn't the problem. The problem is that it just isnt plausible that 40 armies could lose 20 armies while attacking 1. But it happens in CC. The problem isn't the randomness of the dice, it is the game mechanics. 14 armies should not lose to 1.
Of course 14 can loose to 1. There are innumerable real world tactical reasons why this could be. Even setting aside the possibility that the 1 army was composed of plain better troops, (300 style) the defenders could have been deeply entrenched, there could have been flash-flooding or even a plague.
I'm just saying that if an army can beat another army 14 times its size in real life, it can certainly do it in a game.Aradhus wrote:
Edit: Oh, and I would just like to add that this bullshit about the dice "averaging" out over time has absolutely no fucking relevance. Of course, as random has no memory it is not actually intently averaging out, its just with more dice rolls the percentages become closer to each other. But as I said, that means absolutely nothing. It doesn't mean that the attacker wins an equal amount of battles. I could roll 300 sixes, and the defender rolls 100, and I havent won a single battle. but I've rolled 3 times as many sixes as the defender has.
This is the part that no-one gets; THE DEFENDER HAS AN ADVANTAGE.
The ability to win ties is a powerful ability and this is what probably causes 90% of dice complaints.
AAFitz wrote:There will always be cheaters, abusive players, terrible players, and worse. But we have every right to crush them.
MeDeFe wrote:This is a forum on the internet, what do you expect?
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