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Good luck; it was around lackattack's time I think. Whilst they remain on a limited pool of something like 50,000 rolls, there won't be any realistic results. People have left due to dice many times over and many more will do as well in the future.jmyork82 wrote:can somebody point me to a link where they decided to change the dice away from the random.org dice?

This is where I first heard about the possibility:iAmCaffeine wrote:Good luck; it was around lackattack's time I think. Whilst they remain on a limited pool of something like 50,000 rolls, there won't be any realistic results. People have left due to dice many times over and many more will do as well in the future.jmyork82 wrote:can somebody point me to a link where they decided to change the dice away from the random.org dice?
Thanks for that. I expect there were monetary issues as well as "performance", but the site wouldn't want to announce that. Do note Mets was a moderator at the time of posting that.degaston wrote:This is where I first heard about the possibility:iAmCaffeine wrote:Good luck; it was around lackattack's time I think. Whilst they remain on a limited pool of something like 50,000 rolls, there won't be any realistic results. People have left due to dice many times over and many more will do as well in the future.jmyork82 wrote:can somebody point me to a link where they decided to change the dice away from the random.org dice?
http://www.conquerclub.com/forum/viewto ... 5#p4333844
It was eventually confirmed to me that the site was never replacing the dice data file. I never heard any explanation as to why they did this. Maybe they didn't want to pay for the data, or maybe something broke the code and they never bothered to fix it.

They could get 10,000 dice rolls per day for free. These could be rotated into the data file, or combined with other data (previous data files, or pseudo-random data) to get as many truly random rolls as they want.iAmCaffeine wrote:Thanks for that. I expect there were monetary issues as well as "performance", but the site wouldn't want to announce that. Do note Mets was a moderator at the time of posting that.degaston wrote:This is where I first heard about the possibility:iAmCaffeine wrote:Good luck; it was around lackattack's time I think. Whilst they remain on a limited pool of something like 50,000 rolls, there won't be any realistic results. People have left due to dice many times over and many more will do as well in the future.jmyork82 wrote:can somebody point me to a link where they decided to change the dice away from the random.org dice?
http://www.conquerclub.com/forum/viewto ... 5#p4333844
It was eventually confirmed to me that the site was never replacing the dice data file. I never heard any explanation as to why they did this. Maybe they didn't want to pay for the data, or maybe something broke the code and they never bothered to fix it.
My understanding is:jmyork82 wrote:So let me get this right, they changed the dice from Random.org to a set list of dice options that are chosen by random.org in order to balance the outcomes of 1's and 6's?
I'm just trying to summarize and make sure I'm on the same page as everybody.
When Mets posted that, it was long after the fact. The original announcement was made by lackattack on June 21st, 2010. Five-and-a-half years ago.iAmCaffeine wrote:Thanks for that. I expect there were monetary issues as well as "performance", but the site wouldn't want to announce that. Do note Mets was a moderator at the time of posting that.degaston wrote:This is where I first heard about the possibility:iAmCaffeine wrote:Good luck; it was around lackattack's time I think. Whilst they remain on a limited pool of something like 50,000 rolls, there won't be any realistic results. People have left due to dice many times over and many more will do as well in the future.jmyork82 wrote:can somebody point me to a link where they decided to change the dice away from the random.org dice?
http://www.conquerclub.com/forum/viewto ... 5#p4333844
It was eventually confirmed to me that the site was never replacing the dice data file. I never heard any explanation as to why they did this. Maybe they didn't want to pay for the data, or maybe something broke the code and they never bothered to fix it.
I don't know why you assume that, instead of some other solution.degaston wrote: [*]Rather than fixing the source of the problem, they modified the data file to equalize the number of times each digit occurs. It's a much worse solution than even using a standard pseudo-random number generator.[/list]
I have not witnessed, nor been informed of, anything that would lead me to believe they've improved.Dukasaur wrote:However, I don't believe the site is using the 50K file any more. I believe that's old news.

http://www.conquerclub.com/forum/viewto ... 5#p4254756iAmCaffeine wrote:I have not witnessed, nor been informed of, anything that would lead me to believe they've improved.Dukasaur wrote:However, I don't believe the site is using the 50K file any more. I believe that's old news.
I think that's what I was told in a PM that I received after I showed that the dice file was not being replaced in this thread. It took a huge effort before I was believed. The PM is gone now, so I can't say for sure what it said, but I've posted this kind of comment several times, and no one has ever disputed it before. The last thing I see from lack in that thread you referenced is:Dukasaur wrote:I don't know why you assume that, instead of some other solution.degaston wrote: [*]Rather than fixing the source of the problem, they modified the data file to equalize the number of times each digit occurs. It's a much worse solution than even using a standard pseudo-random number generator.[/list]
So are you able to say how the dice are generated now?lackattack on Mon Jun 28, 2010 5:50 pm wrote: I have changed the way the dice work once again, it should now be theoretically impossible to cheat:
This is how the intensity cubes now work:
We have a series of 50,000 true random numbers from random.org
Each time the game engine processes an assault or auto-assault, it select a random spot in the series to read from using a pseudo-random computer function
Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
The series of 50,000 true random numbers from random.org is replaced every hour
No, I have no idea. But I do know that the data you collected in 2013 does not resemble stats I've looked at more recently. With full respect to the work you did and the rigour of your methods, I believe you were right in 2013 but something changed in January 2014.degaston wrote:I think that's what I was told in a PM that I received after I showed that the dice file was not being replaced in this thread. It took a huge effort before I was believed. The PM is gone now, so I can't say for sure what it said, but I've posted this kind of comment several times, and no one has ever disputed it before. The last thing I see from lack in that thread you referenced is:Dukasaur wrote:I don't know why you assume that, instead of some other solution.degaston wrote: [*]Rather than fixing the source of the problem, they modified the data file to equalize the number of times each digit occurs. It's a much worse solution than even using a standard pseudo-random number generator.[/list]So are you able to say how the dice are generated now?lackattack on Mon Jun 28, 2010 5:50 pm wrote: I have changed the way the dice work once again, it should now be theoretically impossible to cheat:
This is how the intensity cubes now work:
We have a series of 50,000 true random numbers from random.org
Each time the game engine processes an assault or auto-assault, it select a random spot in the series to read from using a pseudo-random computer function
Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
The series of 50,000 true random numbers from random.org is replaced every hour
I understand that something changed, but if you don't know what it was, how can you be confident that it was not just the data file?Dukasaur wrote:No, I have no idea. But I do know that the data you collected in 2013 does not resemble stats I've looked at more recently. With full respect to the work you did and the rigour of your methods, I believe you were right in 2013 but something changed in January 2014.
I can't say what they do nowadays, but I'm pretty confident it's no longer the same thing. And if they went and changed it, I don't know why you would assume that they changed it in a bad way instead of changing it in a good way.
Granted, you may have received a PM about it, but without seeing it I can't comment on whether you might be misinterpreting what it said.
So at that time, it seemed like they were not aware that the dice file was not being updated, and even if it wasn't, as long as it affected everyone equally, it wasn't going to be a high priority.Metsfanmax wrote:You can trust that I have taken notice, and I hope it's evident that I'm not ignoring your results. But this result is still not enough to prove that the dice are non-uniform when considered sitewide, since there could be some hidden selection bias in your sample (which is small compared to the site as a whole). More importantly, since this effect is relatively small, if you want this to be a site priority then you need to collect the data suggesting that the dice are not fair.
iAmCaffeine wrote:I am seriously considering leaving Conquer Club if something doesn't change with the dice.
Really? You post this when somebody else cries about the dice?iAmCaffeine wrote:Re: dice sucks
Postby iAmCaffeine on Fri Jul 10, 2015 3:57 am
In real life you're playing one game at a time with the same set of dice with what, 2-5 people? On here there are thousands of active games at the same time using dice from a limited pool, there are going to be all kinds of ridiculous results that we don't expect. A couple of weeks ago I lost eight large escalating games where I had over 75% chance to take the sweep each time and it was shit, but it's not a bug. Furthermore, it's a human's nature to remember the bad times more than the good, and we also see more bad results than good because we will obviously attack 18v2 (which I've lost before) but we're not gonna try 5v20.
Duk - is there any way you can find out exactly what the current method of dice generation is and if there are any plans for change?Dukasaur wrote:No, I have no idea. But I do know that the data you collected in 2013 does not resemble stats I've looked at more recently. With full respect to the work you did and the rigour of your methods, I believe you were right in 2013 but something changed in January 2014.degaston wrote:I think that's what I was told in a PM that I received after I showed that the dice file was not being replaced in this thread. It took a huge effort before I was believed. The PM is gone now, so I can't say for sure what it said, but I've posted this kind of comment several times, and no one has ever disputed it before. The last thing I see from lack in that thread you referenced is:Dukasaur wrote:I don't know why you assume that, instead of some other solution.degaston wrote: [*]Rather than fixing the source of the problem, they modified the data file to equalize the number of times each digit occurs. It's a much worse solution than even using a standard pseudo-random number generator.[/list]So are you able to say how the dice are generated now?lackattack on Mon Jun 28, 2010 5:50 pm wrote: I have changed the way the dice work once again, it should now be theoretically impossible to cheat:
This is how the intensity cubes now work:
We have a series of 50,000 true random numbers from random.org
Each time the game engine processes an assault or auto-assault, it select a random spot in the series to read from using a pseudo-random computer function
Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
The series of 50,000 true random numbers from random.org is replaced every hour
I can't say what they do nowadays, but I'm pretty confident it's no longer the same thing. And if they went and changed it, I don't know why you would assume that they changed it in a bad way instead of changing it in a good way.
Granted, you may have received a PM about it, but without seeing it I can't comment on whether you might be misinterpreting what it said.
we already know what it is... they are not going to change it... it is not conjecture, for those of us that are active in the forums/cc and have been for years. once Random.org was abandoned, there was a significant change in the dice... the black jesus has spoken...-Jésus noirnippersean wrote:Duk - is there any way you can find out exactly what the current method of dice generation is and if there are any plans for change?
To put an end to the conjecture in this tread.

I can. Can you also note the time difference between those two posts?Beast Of Burson wrote:iAmCaffeine wrote:I am seriously considering leaving Conquer Club if something doesn't change with the dice.Really? You post this when somebody else cries about the dice?iAmCaffeine wrote:Re: dice sucks
Postby iAmCaffeine on Fri Jul 10, 2015 3:57 am
In real life you're playing one game at a time with the same set of dice with what, 2-5 people? On here there are thousands of active games at the same time using dice from a limited pool, there are going to be all kinds of ridiculous results that we don't expect. A couple of weeks ago I lost eight large escalating games where I had over 75% chance to take the sweep each time and it was shit, but it's not a bug. Furthermore, it's a human's nature to remember the bad times more than the good, and we also see more bad results than good because we will obviously attack 18v2 (which I've lost before) but we're not gonna try 5v20.
Can you say hypocrite?

If that were true, then your overall battle stats for 3v2 and 3v1 would not all be at 0%.Condestável wrote:I wonder what were the CC psychologists who came up with this "humans remember the bad times more than the good" anyway.
I remember and I cling to the best moments, both in life and in this faux-random game.
Good moments here are an absolutely rare crap. Epic landslides here are the fucking norm, not the exception.
not a bad idea, BoB...Beast Of Burson wrote:Not that my opinion matters:
What about a survey from new players after about a month or two on here to find out what THEIR take on the site is?...
Might give you guys a little more perspective as to what to change/upgrade to make people want to stay instead of sprinting away as fast as they can.
From the horses mouth so to speak.

Even better might be to contact people who haven't been around for a while and ask them why they left. I left the site for close to a year, and was never contacted to find out why. Of course, this would require that the powers that be have some interest in opinions other than their own.Beast Of Burson wrote:Not that my opinion matters:
What about a survey from new players after about a month or two on here to find out what THEIR take on the site is?...
Might give you guys a little more perspective as to what to change/upgrade to make people want to stay instead of sprinting away as fast as they can.
From the horses mouth so to speak.
Citation?riskllama wrote:say, why do you have a canadian bald eagle in front of the stars & stripes??? you are aware you guys are importing them from us now, right?
http://www.fws.gov/midwest/eagle/ wrote:On August 9, 2007, the bald eagle was removed from the federal list of threatened and endangered species. After nearly disappearing from most of the United States decades ago, the bald eagle is now flourishing across the nation and no longer needs the protection of the Endangered Species Act.