Terrible Dice

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D00MandD3A7H
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Terrible Dice

Post by D00MandD3A7H »

This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...
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Flow520
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Re: Terrible Dice

Post by Flow520 »

Check the dice stats in your profile.

The "Overall dice rolls" contains the number of times you have rolled each number for the past >1mill dice rolls of your attack, defense, and opponents attacking you and defending against you.
You will note that each number is thrown with nearly equal frequency. That's exactly what should be observed for a large sample size of outcomes with equal probability of occurring. (IE, it should be that way if the dice are "truly random") So, there is not a bug in the dice system.

With regard to losing a 15v1 or 12v3, over a small sample size, even truly random dice can appear "streaky", biased, or downright unfair. This is just the nature of how random works.
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D00MandD3A7H
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Re: Terrible Dice

Post by D00MandD3A7H »

Right, this sounds crazy but what if the dice were changed... They system for how they work are a replica from RiskTM. Why werent they changed so that rolls 6 vs 6 loses nothing or both are losses? Just a suggestion...
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Jdsizzleslice
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Re: Terrible Dice

Post by Jdsizzleslice »

Moved to General Discussion
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#1_stunna
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Re: Terrible Dice

Post by #1_stunna »

Jdsizzleslice wrote:Moved to General Discussion


Why not merge with every other dice bitch thread?

my 2 cents...
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chang50
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Re: Terrible Dice

Post by chang50 »

#1_stunna wrote:
Jdsizzleslice wrote:Moved to General Discussion


Why not merge with every other dice bitch thread?

my 2 cents...


We could rename it the crybaby thread?
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Man United
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Re: Terrible Dice

Post by Man United »

D00MandD3A7H wrote:This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...


The importance of a roll does not affect the outcome. The concept of probability in general seems to be slightly beyond you.
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TheForgivenOne
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Re: Terrible Dice

Post by TheForgivenOne »

D00MandD3A7H wrote:This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...


So you're saying unlikely odds should never ever ever happen?
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HardAttack
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Re: Terrible Dice

Post by HardAttack »

D00MandD3A7H wrote:This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...


remember,
what makes you a great risk player is when and if you are capable to keep winning no matter you can not win a single roll
O:)
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JamesKer1
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Re: Terrible Dice

Post by JamesKer1 »

Since everyone is talking about two cents, I might as well throw in mine...

I read somewhere that random.org does the dice rolls for CC (might want to start there instead of CC). It was a while ago so I don't remember where. Recently, when setting up 1v1 matches for a tournament with random.org, each player getting 5 matches, "Player A" had 3 games with "Player B" and two with "Player C". These weren't using the randomize again option, I started over each time. Many players played twice as well. This was an 18 player tourney, so very unlikely that there wasn't a script to set it up weird to make it look random.

I've also noticed that in many of the speed assassin lux and doodle games, you get the same target up to three times in a row pretty often when the player lineup stays the same. Are targets set by random.org as well? Or player order, where your opponent can go first in all 5 random 1v1 games?

Would be nice to hear from a tech about the source setup so it can be looked into... because the "crap streaks" and the "perfect streaks" are annoying.
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TheMissionary
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Re: Terrible Dice

Post by TheMissionary »

I know the trend you are referring to in Lux Assassin games. When a certain opponent joins the same game as me, it seems like I always have him as the target. It also seems like his defender dice are always better than my attack dice.

We can sit here and talk theories and complain all day, probably better to just lick the wounds and carry on. I haven't seen a change since I've been here, and there has been a lot of whining.
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Jdsizzleslice
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Re: Terrible Dice

Post by Jdsizzleslice »

#1_stunna wrote:
Jdsizzleslice wrote:Moved to General Discussion


Why not merge with every other dice bitch thread?

my 2 cents...

Not a Discussions Mod. Lol. Sorry.
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SaviorShot
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Re: Terrible Dice

Post by SaviorShot »

f*ck the dice. My .02
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D00MandD3A7H
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Re: Terrible Dice

Post by D00MandD3A7H »

Man United wrote:
D00MandD3A7H wrote:This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...


The importance of a roll does not affect the outcome. The concept of probability in general seems to be slightly beyond you.


NO it does absolutely affect the outcome when you go for a kill in an escalating card game (8 players, in general), the failure affects the entire outcome. I couldve done a clean sweep because the opponent has 5 cards... It happens TOO OFTEN.
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nàme
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Re: Terrible Dice

Post by nàme »

So as opposed to random dice you want not random dice? No. Random is part of the game.

As for the lux assassin thing, that is NOT part of the game and should be fixed.
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Man United
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Re: Terrible Dice

Post by Man United »

D00MandD3A7H wrote:
Man United wrote:
D00MandD3A7H wrote:This Dice system must get fixed ASAP! NO reason a player should lose 15 to 1. Or 12 vs 3 in a critical phase of the game. Or the stupid streaks where you lose multiple games in a row because they roll like shit. It is a BUG, my 2 cents...


The importance of a roll does not affect the outcome. The concept of probability in general seems to be slightly beyond you.


NO it does absolutely affect the outcome when you go for a kill in an escalating card game (8 players, in general), the failure affects the entire outcome. I couldve done a clean sweep because the opponent has 5 cards... It happens TOO OFTEN.


What I was saying was, the dice and odds do not change, merely because you are at an important stage of the game.The dice do not think "Doom&Death is about to eliminate a player, getting good dice is key to his plan, let's all roll a 1 just to piss him off!"
The chance of you losing 12vs3 is always the same.
Even if your life was dependend on a coin toss, it'd still be a 50-50.
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TheMissionary
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Re: Terrible Dice

Post by TheMissionary »

actually it's been proven coin toss is not 50/50.
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Man United
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Re: Terrible Dice

Post by Man United »

TheMissionary wrote:actually it's been proven coin toss is not 50/50.


Did you flip 3 coins and, by doing so, prove that a coin toss is actually 67-33?
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Re: Terrible Dice

Post by chang50 »

TheMissionary wrote:actually it's been proven coin toss is not 50/50.


Is that because the two sides are not exactly equally heavy making the coin fractionally unbalanced or the small possibility of the coin landing on its rim?
Nucker
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Re: Terrible Dice

Post by Nucker »

Troop for Troop (also known as “no dice”)

Basically the “element of luck” has been over escalated or added to games of strategy to the point where strategy itself is adversely affected.
A natural element of luck exists in all games as in life; just by the actions of others and self, regardless of added luck features such as cards and dice (which tend to multiply upon each other)
I am putting forward the case of troop for troop as an option in Conquer Club in the most earnest fashion I can. I know it has been posted before, several times by both myself and by others only to be rejected as out of hand. And as out of the spirit of the game.
I would like to address this issue of unreasonable rejection (or knee jerk reaction) first.
As a site that has advanced options on game play like fog and trench not to mention deployment and team play and style and object of play, it is incredible that the troop for troop option has not been explored long, long ago; given its use in play around the world. Admittedly, it is not wide spread but it is well known.
The spirit of the game is encapsulated in winning a 6 player chess game, adding the extra feature of using or manipulating another player against yet another. (Also adding to natural luck factors). In other words, the spirit of the game is to be the ultimate General. The dice actually detracts from this model and does not really add to it.
To be clear on the knee jerk reaction I am NOT advocating the removal of dice, but the addition of the option of removing them in a troop for troop replacement.
For those not familiar with troop for troop, it works like this:
All territories start with 1 troop and not 3 (to avoid thinning by players playing first and elimination thereafter). Players then have a first round deployment where no player can attack but can deploy their 3 or applicable troops anywhere on their territories. Then the game continues as per normal in the second round.
So to take a territory you need two more troops than the defender, eg 5 vs 3 = 3 off both and 1 troop on the attacking territory and one on the defeated territory, now both belonging to the attacker. Obviously any additional/surplus troops of the attacker can be advanced or divided between the territories, as the player sees fit.
This way, players can plan attacks more accurately and not have to change strategies mid attack due to excessive luck either way on the dice (it is also not fun to win a game due to having too much luck).
This current necessity to change strategies in the dice format on CC has radically altered games and moods in many games I have witnessed. “f*ck the Dice!” is a common CC curse, and a justified one!
In low numbers, up to about 12 in extreme cases but reasonably at 7 to 9 against 3, the outcomes of two identical games with the double against going in opposite favor is radically different. So much so, that the luckiest player is most often the winning player.
In large maps it is possible to factor against excessive luck but is still frustrating and game changing, but in smaller maps the luck is nearly always the deciding factor, especially in the race for bonuses. The same is true of run games where there are lots of neutrals the luckiest gets to the bonuses first.
Having played a few of your maps in real life using troop for troop some of the neutral numbers will have to be adjusted to accommodate for the 1 troop start position, but not much and a lot not at all.
I am very serious about getting this option added as a feature due to my passion for the game and need to have a more balanced option for players of like mind (of which there are many) and am going to lobby players on this issue until we have reasonable solution.
The dice could still be used for ease of programming use; just set at 1 for 1.
I am certain it will add to your already comprehensive site and will win players from competitor sites and keep players that have come to loath the dice in the game. 

Regards
Nucker
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oVo
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Re: Terrible Dice

Post by oVo »

Um... bad dice do happen. It's always been here
and I don't expect that to ever change. There
will always be the "chance factor" as well as
luck, but still strategy remains a factor.

Never gamble more than you can afford to lose
and don't spread yourself too thin.

There is another curious aspect to "terrible dice"
and that is players rarely take notice of fabulous
dice, as if that's just how it is.
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