Conquer Club

game implementation? no warning? just screw us?

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.

Re: game implementation? no warning? just screw us?

Postby AndyDufresne on Tue Jun 08, 2010 10:56 am

At least we have BETA now---years ago we didn't, and there were some serious gripes when things did change! :D


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: game implementation? no warning? just screw us?

Postby Falkomagno on Tue Jun 08, 2010 11:15 am

Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.
User avatar
Corporal 1st Class Falkomagno
 
Posts: 731
Joined: Mon Jun 04, 2007 12:49 pm
Location: Even in a rock or in a piece of wood. In sunsets often

Re: game implementation? no warning? just screw us?

Postby stuart133 on Tue Jun 08, 2010 11:19 am

You say that, but think about how many games may be going on on a single beta map. That could be a lot of messaging for a tiny change. I agree it is unfair, but that is what you get for playing on Beta. If you want the map to stay as it is, stick to the other maps.
User avatar
Private stuart133
 
Posts: 40
Joined: Fri Jun 27, 2008 4:02 pm
Location: London

Re: game implementation? no warning? just screw us?

Postby AndyDufresne on Tue Jun 08, 2010 11:23 am

stuart133 wrote:You say that, but think about how many games may be going on on a single beta map. That could be a lot of messaging for a tiny change. I agree it is unfair, but that is what you get for playing on Beta. If you want the map to stay as it is, stick to the other maps.

Right, we guarantee that all non-BETA maps 99% of the time won't change (always good to leave open a 1% just in case ;)). I rarely play BETA maps just to avoid any unnecessary quirks.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: game implementation? no warning? just screw us?

Postby ManBungalow on Tue Jun 08, 2010 11:54 am

Falkomagno wrote:Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.

That would be nice, but I suggest something slightly different - which will only apply to those actually playing the map:

A few days before the update, re-upload the map image file with a graphical note on the map itself - "Warning, AA will reset to neutral beginning on the 12th etc" or words to that effect.

Sure, you can keep an eye on the development thread and play these maps at your own risk, but I'd be pretty pissed if I just lost 84 troops without warning.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: game implementation? no warning? just screw us?

Postby trapyoung on Tue Jun 08, 2010 11:54 am

AndyDufresne wrote:
stuart133 wrote:You say that, but think about how many games may be going on on a single beta map. That could be a lot of messaging for a tiny change. I agree it is unfair, but that is what you get for playing on Beta. If you want the map to stay as it is, stick to the other maps.

Right, we guarantee that all non-BETA maps 99% of the time won't change (always good to leave open a 1% just in case ;)). I rarely play BETA maps just to avoid any unnecessary quirks.


--Andy


But isn't the point of releasing BETAs is to get feedback and improve the gameplay? Why not do staggered BETAs where a game will be released on BETA for 2 weeks, give notice that game comes down from "Start A Game" choice at the end of the two weeks and maybe a disclaimer to finish all active games on the map by the next week or so. Then, any changes or suggestions could be digested and no risk of someone getting screwed over. If the point is to get feedback and encourage BETA testing, that seems the more logical way to run things.
User avatar
Colonel trapyoung
 
Posts: 1116
Joined: Thu Oct 18, 2007 1:25 pm

Re: game implementation? no warning? just screw us?

Postby stuart133 on Tue Jun 08, 2010 12:16 pm

Well, the point is that the BETA is up for everyone to play until it gets either taken down for a serious reworking OR until it makes it up to a main map. If they kept taking the maps down then this would not help, especially as a lot of games go on longer than 2 weeks. If you have feedback you then put it in the Dev thread, which, to be fair, is where this probably should have gone in the first place.
User avatar
Private stuart133
 
Posts: 40
Joined: Fri Jun 27, 2008 4:02 pm
Location: London

Re: game implementation? no warning? just screw us?

Postby drunkmonkey on Tue Jun 08, 2010 12:27 pm

beersurfer wrote:68v19 advancing 19 ... thats the top losing attack of the week for me ... i actually tried 20 times with real dice and couldnt lose more than 30 .... no where near the 48 your site made me lose ... you should consider people's input since you are charging us to play on this site ... would it really hurt your income to replace the stale dice file every 3 months or so ... so the same order of dice and streaks of ridiculously bad rolls wont stay the same?


This is awesome...I still can't get over it. So, we've concluded that the odds of losing 48 troops in a 68v19 roll is probably less than 1 in 20. Any other revelations? :lol:
Image
User avatar
Major drunkmonkey
 
Posts: 1704
Joined: Thu May 14, 2009 4:00 pm

Re: game implementation? no warning? just screw us?

Postby stuart133 on Tue Jun 08, 2010 12:33 pm

beersurfer wrote:. you should consider people's input since you are charging us to play on this site


More revelations. CC are in fact secretly charging all us freemiums without telling us :o
User avatar
Private stuart133
 
Posts: 40
Joined: Fri Jun 27, 2008 4:02 pm
Location: London

Re: game implementation? no warning? just screw us?

Postby natty dread on Tue Jun 08, 2010 12:36 pm

Yeah, you really should read the fine print in the user agreement. Everyone who signs up owes lackattack either their eternal soul or firstborn son...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: game implementation? no warning? just screw us?

Postby Falkomagno on Tue Jun 08, 2010 1:05 pm

ManBungalow wrote:
Falkomagno wrote:Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.

That would be nice, but I suggest something slightly different - which will only apply to those actually playing the map:

A few days before the update, re-upload the map image file with a graphical note on the map itself - "Warning, AA will reset to neutral beginning on the 12th etc" or words to that effect.

Sure, you can keep an eye on the development thread and play these maps at your own risk, but I'd be pretty pissed if I just lost 84 troops without warning.



Now we are talking
User avatar
Corporal 1st Class Falkomagno
 
Posts: 731
Joined: Mon Jun 04, 2007 12:49 pm
Location: Even in a rock or in a piece of wood. In sunsets often

Re: game implementation? no warning? just screw us?

Postby stuart133 on Tue Jun 08, 2010 2:32 pm

Actually that is a pretty good idea. Though I don't think it should become policy, maybe just a pleasant suggestion to drop into the Beta Forge, to be done at the artists discretion.
User avatar
Private stuart133
 
Posts: 40
Joined: Fri Jun 27, 2008 4:02 pm
Location: London

Re: game implementation? no warning? just screw us?

Postby the.killing.44 on Tue Jun 08, 2010 3:02 pm

ManBungalow wrote:
Falkomagno wrote:Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.

That would be nice, but I suggest something slightly different - which will only apply to those actually playing the map:

A few days before the update, re-upload the map image file with a graphical note on the map itself - "Warning, AA will reset to neutral beginning on the 12th etc" or words to that effect.

Sure, you can keep an eye on the development thread and play these maps at your own risk, but I'd be pretty pissed if I just lost 84 troops without warning.

But with the requirement of minimum 4 months between map image updates, I'm not sure that would work.
User avatar
Captain the.killing.44
 
Posts: 4724
Joined: Thu Oct 23, 2008 7:43 pm
Location: now tell me what got two gums and knows how to spit rhymes

Re: game implementation? no warning? just screw us?

Postby frankiebee on Tue Jun 08, 2010 4:38 pm

drunkmonkey wrote:
beersurfer wrote:68v19 advancing 19 ... thats the top losing attack of the week for me ... i actually tried 20 times with real dice and couldnt lose more than 30 .... no where near the 48 your site made me lose ... you should consider people's input since you are charging us to play on this site ... would it really hurt your income to replace the stale dice file every 3 months or so ... so the same order of dice and streaks of ridiculously bad rolls wont stay the same?


This is awesome...I still can't get over it. So, we've concluded that the odds of losing 48 troops in a 68v19 roll is probably less than 1 in 20. Any other revelations? :lol:


I to thought that that was the most hilarious conclusion in this topic :lol:
Colonel frankiebee
 
Posts: 493
Joined: Wed Nov 08, 2006 2:05 pm
Location: Wildervank/Leeuwarden

Re: game implementation? no warning? just screw us?

Postby AndyDufresne on Tue Jun 08, 2010 4:52 pm

If we have any suggestions here, move them on over to the Suggestions Forum so we can have proper discussion!


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: game implementation? no warning? just screw us?

Postby beersurfer on Wed Jun 16, 2010 4:34 pm

iamkoolerthanu wrote:
TheForgivenOne wrote:And you do know how many dice are thrown on CC compared to rl... don't you?

I'd have to guess that the dice are rolled about 1,000 times per minutes on CC... And that is a fairly low estimate, considering at least one speed game is almost always in progress, and there are right now, at this moment, almost 21,000 active games... There are turns constantly being made, and where turns are made, dice is thrown...

I wonder if there is a way to find out how often the dice are rolled on CC.. Would be a very interesting stat :D


you guys are mods and dont know that all the dice rolls are pulled from one file? ... the facts are that CC has one dice file that has about 500,000 recorded rolls give or take ... and there were (about a year ago) approx. 850,000 rolls per day ...

with that being said ... the dice file would cycle a little over one and a half times per day ... the questions i have that no one will answer are that whether they are all recorded as 3v2 rolls and then truncated for 3v1, 2v2, and 2v1 rolls ... which is fishy to me ... and could lead to more non-random numbers more so than they already are ...

so this is why when you auto-attack it gives you a list of rolls (a section of the dice file)... it would bog down their server in order to actually pull random generated numbers for each and every attack per day considering the number of attacks average, that occurs daily

this is why i say stale dice file ...

you should take more interest in the functionality of your games in order to truly understand and conquer your games
Click image to enlarge.
image


last 25 battles:
beersurfer luck Avg roll -- opponents luck Avg roll
Assault ....-26% ..... 2.86 ............+48% .....4.70

really???????????
User avatar
Major beersurfer
 
Posts: 70
Joined: Tue Apr 01, 2008 6:41 pm
Location: NW of palau on the Oceania Map (just in front of the moon)

Re: game implementation? no warning? just screw us?

Postby natty dread on Wed Jun 16, 2010 5:42 pm

you guys are mods and dont know that all the dice rolls are pulled from one file? ... the facts are that CC has one dice file that has about 500,000 recorded rolls give or take ... and there were (about a year ago) approx. 850,000 rolls per day ...


That's not exactly true. Yes, there's a file where the dice rolls are pulled from, but no sequence of numbers is used twice. As soon as one dice file is "used" random.org automatically sends a new dice file for CC to use.

There are no actuall "rolls" in the dice file. It is actually just a large sequence of numbers from 1-6, and CC pulls 2-5 (or more with auto-assault) numbers from it depepending on how many dices you are rolling.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: game implementation? no warning? just screw us?

Postby MarshalNey on Wed Jun 16, 2010 5:48 pm

natty_dread wrote:There are no actuall "rolls" in the dice file. It is actually just a large sequence of numbers from 1-6, and CC pulls 2-5 (or more with auto-assault) numbers from it depepending on how many dices you are rolling.


Which is really not that hard to understand, and is something I see repeated over and over again and yet doesn't seem to sink into some people's minds.

I suppose the next question will be, "Well, OK, but how does that number sequence get generated?"

So to skip to the end, according to Natty's article in the newsletter (good stuff), random.org generates the number sequences using analog signals produced by atmospheric conditions.

In other words, the white noise-type signals produced by natural weather.

And to a natural-born Missourian like myself, nothing could be more random than the weather.
User avatar
Captain MarshalNey
 
Posts: 781
Joined: Mon Sep 28, 2009 9:02 pm
Location: St. Louis, MO

Next

Return to Conquer Club Discussion

Who is online

Users browsing this forum: No registered users