Page 5 of 31
Re: for the programmers
Posted: Tue Sep 05, 2006 3:09 pm
by Herakilla
lackattack wrote:The problem (assuming there is a problem and its not just sore loosers complaining

) may be that each page refresh is re-seeded with a similar seed. So when you attack, you may replay the same random series as the last attack because they happened close to each other.
Stay tuned....
i thought something like that too. would it help to have more than one generator (i dunno if possible) and have one for even games and one for odd games or something?
i have lost a game cuz i lost 9v1 5 turns in a row that game cost me my shot at Lt and i dun wanna calculate the odds of that but it wont fit on my calculator i bet
Posted: Tue Sep 05, 2006 5:39 pm
by nascarfan38124
lackattack wrote:The problem (assuming there is a problem and its not just sore loosers complaining ) may be that each page refresh is re-seeded with a similar seed. So when you attack, you may replay the same random series as the last attack because they happened close to each other.
Stay tuned....
i just thought of something when you implepent the do or die button wouldent this same problem happen too
Random?
Posted: Tue Sep 05, 2006 7:42 pm
by AllanL5
I know the list from Random.org is A1 A2 A3 D1 D2.
Is it perhaps possible that the list is already sorted? So if three armies are attacking one:
3 4 5, 6 1 -- The '6' will come up...
2 6 3, 6 5 -- Again, the '6' will come up...
etc. Is that possible?
Posted: Tue Sep 05, 2006 8:05 pm
by hendy
I hate the dice
Posted: Tue Sep 05, 2006 8:23 pm
by Jolly Roger
Lack,
In my view, random and fair dice are not going to make anyone happy. I think what people are asking for are dice that favour the attacker. Successful defensive roles do little to engage anyone since these roles are passive in nature. If someone has two armies that successfully defend against ten, he/she is unlikely to even notice since, more often than not, a defender is not even sitting at a computer while "defending". Since players are usually actively participating in the game while attacking, increasing the odds of the attacker winning roles will no doubt work wonders in stimulating positive dice feedback. Solving the dice woes of the CC community is not so much a question of making the dice more random; it's a matter of making them less random and favouring the attacker. Note: This is only an observation, not a recommendation.
Am I wrong?
JR
On a side note, I read a review of this site somewhere while waiting for turns. The reviewer noted that the way the dice rolls are displayed did little to mirror the experience of playing with real dice. Have you ever considered posting the dice rolls using images of dice faces rather than reporting the roles in sentence form?
The Dice
Posted: Sun Mar 04, 2007 9:35 pm
by Major Henderson
The dice to me seem to be rigged in the defense's favor...
Maybe it's just me but the white dice mostly get higher rolls even when the odds are completely against them.
I suggest finding a better site for dice rolls than the one you have.
Which I believe is Random.com?
Thank you
Posted: Sun Mar 04, 2007 9:40 pm
by AK_iceman
The dice are random.
Try getting the dice analyzer to check for yourself.
Dice Analyzer by cyberdaniel
Tracks how lucky/unlucky your rolls are over time
http://www.conquerclub.com/forum/viewtopic.php?t=5655
Posted: Sun Mar 04, 2007 9:42 pm
by Teya
I just had a turn where I had a 13 v 3. I lost 4 straight up so I tried my 3 v 3. First 2 rolls were 1 each so I went back to using my big number, where I lost a further 5 before taking the 1.
People say the dice are random, but I have lost way too many games lately just on dice.
People also say to get over the dice because you only every remember the bad dice not the good..... I dont have any good dice to remember. Even if I did, the bad dice outweigh the good dice by ALOT.
Something definantly needs to be done about the dice.
Posted: Sun Mar 04, 2007 9:49 pm
by hawkeye
Search before you beat a fucking dead horse.
Posted: Sun Mar 04, 2007 10:11 pm
by AndyDufresne
Who would like to suggest an alternate method for where we get our dice? All we hear are complaints. Do any of you out there ACTUALLY have a solution? Perhaps we could try it for a while, and see it is better.
--Andy
Posted: Sun Mar 04, 2007 10:57 pm
by happy2seeyou
I play the board game Risk at home and sometimes people get screwed over by the "real dice" as well.
Do I throw them across the room and demand new ones??? No. It is totally random.

Posted: Sun Mar 04, 2007 11:51 pm
by s.xkitten
i did, and i still lose more then i should...

Posted: Sun Mar 04, 2007 11:59 pm
by Ishiro
Teya wrote:I just had a turn where I had a 13 v 3. I lost 4 straight up so I tried my 3 v 3. First 2 rolls were 1 each so I went back to using my big number, where I lost a further 5 before taking the 1.
People say the dice are random, but I have lost way too many games lately just on dice.
People also say to get over the dice because you only every remember the bad dice not the good..... I dont have any good dice to remember. Even if I did, the bad dice outweigh the good dice by ALOT.
Something definantly needs to be done about the dice.
I always see people describe this.. but no one ever takes the other side...
I have deployed armies in terminator games where, if the dice were "fair", I should not have been able to eliminate a player, but I did because I lost only 1 or 2 armies while defeating 10 or more countries.
The dice are fairly fair, people just tend to remember failures more sharply than they do victories.
Posted: Mon Mar 05, 2007 12:15 am
by DIRESTRAITS
I have a great idea! Why don't the players just throw real dice while there sitting at their computers and type in the results. That would be Totally fair!
Stop complaining about the dice. They're perfectly random

Posted: Mon Mar 05, 2007 12:48 am
by demigod
I think the problem is that the dice are truely random.
When you play offline on a board the dice aren't truely random... hence the problem.
Posted: Mon Mar 05, 2007 12:54 am
by hawkeye
I say the problem is, off line you see how good some of your defending rolls are.
Posted: Mon Mar 05, 2007 12:55 am
by Hitman079
one time i was attacking a territory of 8 with 7 armies
and to my surprise i won! and i lost only two armies! OMFG
that's the only time when i won and was outnumbered.
Posted: Mon Mar 05, 2007 2:14 am
by Wisse
Teya wrote:I just had a turn where I had a 13 v 3. I lost 4 straight up so I tried my 3 v 3. First 2 rolls were 1 each so I went back to using my big number, where I lost a further 5 before taking the 1.
People say the dice are random, but I have lost way too many games lately just on dice.
People also say to get over the dice because you only every remember the bad dice not the good..... I dont have any good dice to remember. Even if I did, the bad dice outweigh the good dice by ALOT.
Something definantly needs to be done about the dice.
you knwo why its called risk? because you have to take a risk...
Posted: Mon Mar 05, 2007 5:31 am
by Aradhus
The problem isn't the randomness of the dice. The problem is the dice system itself.
It is not in any way reasonable that 13 armies should lose to 1. 1 fricken army defeats 13? C'mon.
When you have more armies you should get an advantage. (not more of the same random dice roll that screws you over)
13 vs 1 and 3 vs 1 are fighting the same fight, when clearly the 13 armies should get some sort of bonus. Like plus 1 onto dice roll.
Posted: Mon Mar 05, 2007 5:52 am
by AK_iceman
Aradhus wrote:The problem isn't the randomness of the dice. The problem is the dice system itself.
It is not in any way reasonable that 13 armies should lose to 1. 1 fricken army defeats 13? C'mon.
When you have more armies you should get an advantage. (not more of the same random dice roll that screws you over)
13 vs 1 and 3 vs 1 are fighting the same fight, when clearly the 13 armies should get some sort of bonus. Like plus 1 onto dice roll.
You should try Risk II for PC. They use a system similar to that where the more armies you have the darker your dice are, and if your dice are darker than your opponents dice, then you win the tied rolls.
Posted: Mon Mar 05, 2007 6:39 am
by Wisse
Aradhus wrote:The problem isn't the randomness of the dice. The problem is the dice system itself.
It is not in any way reasonable that 13 armies should lose to 1. 1 fricken army defeats 13? C'mon.
When you have more armies you should get an advantage. (not more of the same random dice roll that screws you over)
13 vs 1 and 3 vs 1 are fighting the same fight, when clearly the 13 armies should get some sort of bonus. Like plus 1 onto dice roll.
you have then an advantage but you only remember the times when it goes wrong, thats the stupid of our brain,
Posted: Mon Mar 05, 2007 5:39 pm
by ConquererKing
just be thankful we don't live play Italian style rules, I saw on a website that they play with 3 defender dice

Posted: Tue Mar 06, 2007 12:47 am
by Xayath
i have a dice roller..... i could upload it to geocities and u guys could look at it ....maybe it might help, maybe not..... got it when played dnd and such
Posted: Tue Mar 06, 2007 12:14 pm
by b.k. barunt
So why can't we swich to that system? I played a World War II Avalon Hill game that had a system like that and it worked great (this in response to Iceman's comment about Risk II on previous page).
Posted: Tue Mar 06, 2007 12:50 pm
by AAFitz
ever risk game ive played the dice are exactly the same as here....sometimes you win sometimes you lose....
but it seems everyone wants better attacking dice...but it wont change the outcome of the games....everyone throws the same dice...so when youre opponent goes....you basically think he should be able to demolish you more than he has
ive gotten to my first turn and had most of my armies gone....if the dice were any more favored to the attacker, it might seriously be possible to take someone out on the first turn....everyone has the same dice....they are as random as they get....sometimes you will get lucky...sometimes you wont....plan accordingly....but if you want to skew the dice to the attacker even more....all you are really doing is changing the game, and making them go quicker