Moderator: Community Team
AndyDufresne wrote:Have you tried using the 'Dice Analyzer' Plugin and the 'Dice Streak Tracker' to keep an eye on your rolls?
--Andy
Robinette wrote:Kaskavel wrote:Seriously. Who is the female conqueror of CC?
Depends on what metric you use...
The coolest is squishyg
squishyg wrote:Can we sticky MarshalNey's reply?
MarshalNey wrote: And even when I made contingencies, those would sometimes fail too. Then my vision got all red and I'd click 'assault' until it told me I couldn't anymore and I was faced with a loss.
MarshalNey wrote:I normally don't reply to the "dice are rigged!" comments, but you seem so much more reasonable in your post than the others that I'll share my experience...
I confess to being very, very angry at the streaky dice on Conquer Club when I started as a freemium. "Real dice are nothing like this," I said to myself.
Then I played a real-life game of Risk, for the first time in many many years. I attacked Italy with 30 troops vs. 10... and lost. I couldn't believe it. My friend just kept rolling 5's and 6's. And this wasn't like an epic game, where streaks are bound to occur eventually, no, this was a 2-hour affair. I saw 8 troops defeated by 1. I saw all of the ridiculous things I see on CC. And then it hit me.
I'm a headcase. I liked to think that good planning trumps bad luck. I liked devising strategies, and hated seeing them fall apart because my troops decided to get a hot dog rather than pick up their rifles. And even when I made contingencies, those would sometimes fail too. Then my vision got all red and I'd click 'assault' until it told me I couldn't anymore and I was faced with a loss.
In other words, I didn't deal with failure too well.
And that's too bad, because dealing with adversity is the most instructive process there is. Since then, I've just accepted that my games will fall into roughly three separate groups: the ones where the dice can't go wrong, the ones where the dice can't do anything right, and the ones where strategy is king. And it's the last group that separate the cooks from the colonels.
Bottom line, the Risk mechanic is not great. It's too simple to allow for planning to mitigate those streaks, yet just complicated enough to defy the intuitive analysis that would silence all of the frustration over "rigged" dice. The mechanic is inherently streaky, and there are probably better ones out there.
The Risk rolling system is world-famous, however, and while it doesn't satisfy planners like me, it doesn't drive me away either. And those "let-the-dice-fly!" players can have fun and be somewhat competitive as well. It's an "everyman" system that sets a standard for adaptability- just look at all of the variations that have been created on this site alone!
So, I say, take the dice for what they are- unfair, yes, but equally unfair to everyone.
MarshalNey wrote:I normally don't reply to the "dice are rigged!" comments, but you seem so much more reasonable in your post than the others that I'll share my experience...
I confess to being very, very angry at the streaky dice on Conquer Club when I started as a freemium. "Real dice are nothing like this," I said to myself.
Then I played a real-life game of Risk, for the first time in many many years. I attacked Italy with 30 troops vs. 10... and lost. I couldn't believe it. My friend just kept rolling 5's and 6's. And this wasn't like an epic game, where streaks are bound to occur eventually, no, this was a 2-hour affair. I saw 8 troops defeated by 1. I saw all of the ridiculous things I see on CC. And then it hit me.
I'm a headcase. I liked to think that good planning trumps bad luck. I liked devising strategies, and hated seeing them fall apart because my troops decided to get a hot dog rather than pick up their rifles. And even when I made contingencies, those would sometimes fail too. Then my vision got all red and I'd click 'assault' until it told me I couldn't anymore and I was faced with a loss.
In other words, I didn't deal with failure too well.
And that's too bad, because dealing with adversity is the most instructive process there is. Since then, I've just accepted that my games will fall into roughly three separate groups: the ones where the dice can't go wrong, the ones where the dice can't do anything right, and the ones where strategy is king. And it's the last group that separate the cooks from the colonels.
Bottom line, the Risk mechanic is not great. It's too simple to allow for planning to mitigate those streaks, yet just complicated enough to defy the intuitive analysis that would silence all of the frustration over "rigged" dice. The mechanic is inherently streaky, and there are probably better ones out there.
The Risk rolling system is world-famous, however, and while it doesn't satisfy planners like me, it doesn't drive me away either. And those "let-the-dice-fly!" players can have fun and be somewhat competitive as well. It's an "everyman" system that sets a standard for adaptability- just look at all of the variations that have been created on this site alone!
So, I say, take the dice for what they are- unfair, yes, but equally unfair to everyone.
natty_dread wrote:MarshalNey wrote: And even when I made contingencies, those would sometimes fail too. Then my vision got all red and I'd click 'assault' until it told me I couldn't anymore and I was faced with a loss.
Haha, I've done that a few times too...
HostilitE wrote:Seroiously though.. maybe the random # generator could use a tune-up? Generate a better seed or something, please!
Arama86n wrote:MarshalNey is spot on. Unfair, but unfair to everyone.
May all other dice threads be locked and deemed obselete, and people be redirected here.
Learn to handle the streaky dice, wait for your share of good luck (yes it comes where you choose to remember nothing but the bad times or not) and try to learn to end your turn when the dice are giving you the finger, because, no, to keep on clicking assault is far from a garantee that luck will change current turn.
A common weakness is choosing to see every win as superior strategy and every loss as inferior dice.
Return to Conquer Club Discussion
Users browsing this forum: No registered users