Also, i doubt the dice generator is factoring into account when you are attacking a player and when you are attacking neutrals blindman. So stop complaining
D.b.
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Tennisie wrote:The problem is that most Conquer Club games involve short spans of dice rolls which exacerbates the streakiness and is very frustrating when one is trying to develop a winning strategy. One solution to this problem is to add the following selection to the Start A Game form:
Tennisie wrote:No doubt the statistics will show that everyone has about the same "luck" and will help convince skeptics that the dice are truly random. However, it does not solve the real dice problem, which is streakiness. To clarify, streakiness is the wild swings in luck that occur over short spans of dice rolls, typically less than 20. Over spans of more than about 20 rolls, lucky and unlucky streaks tends to cancel each other.
The problem is that most Conquer Club games involve short spans of dice rolls which exacerbates the streakiness and is very frustrating when one is trying to develop a winning strategy. One solution to this problem is to add the following selection to the Start A Game form:
"Intensity Cubes" with two options:
1. "Classic" - this would use the current system of 3 attack dice and 2 defense dice maximum.
2. "One Die Per Army" - this would use the Axis and Allies system of one die per army for both attacker and defender (no predetermined maximum). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender each lose.


blindman30 wrote:ender516 wrote:blindman30 wrote:Is this thier way of saying the dice rolls are not messed up? Just because I have roughly 3.51 across the board doesnt mean they its normal.
Actually, they can't get much more normal that that.
It looks normal but in games I have noticed a few things.
1. The first few rounds you will have lopsided rolls then once the game is technically over then the rolls will become the other way around but the one with the bad rolls in the beginning has no way to catch up even when he gets great rolls. Hard to win when you are down 30 men to 5 on deployment even though you are now killing 3x more men then you lose a round.
2. I have seen games where vs a player I would lose 90% to his 10% but then attacking neutrals I could not lose.
3. Lately, as in the last week I have also lost 3vs1's at a absurd rate. 2kills to 20losses, 4 kills to 16 losses and one even was like 11kills to 60 losses. This is both attacking and defending not just defending
Thats what I mean when I say just because they average out to 3.5 doesnt mean there isnt something wrong with them. Too many games lately have been lopsided for me in both ways win and lose. Yes it can happen but it shouldnt be happening as much as it does. Losing 10men to 1 can happen but it should basically be rare. Anyone know the math to see how many times out of a 1000 that you can explect to lose 10 men to 1.
What I would like to see with the dice rolls is stats per game that can be broken down vs each player and neutrals. Even the first 25 battles vs each then the next 25 etc.
Just played first game since this post. Game 9225680.
#1 and #3 strikes again. Going to see how many more games till the next time BRB.
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