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Forget the points, FIX THE ROLLS
Valis wrote
at 5:11 PM, Sunday September 23, 2007 EDT
I should never see two 6v3 lose in one turn; statistically, the odds of me seeing that 2 out of 2 times, let alone back to back, are 6 in 10,000.

This is just one example of the ridiculousness of the rolls. How many 3v2, 4v3, and 5v4 have you people lost with a 70%+ chance of winning?

Ryan you are ignoring the main component of a a dice game... why?

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JKD wrote
at 9:14 PM, Sunday September 23, 2007 EDT
Since you guys like numbers check out the size of the one for cost of improved random number generator.

It's not *that* hard to record thirty 4v3's and now it's almost a year and no one has posted an attempt at evidence yet.
Valis wrote
at 9:50 PM, Sunday September 23, 2007 EDT
What do you suggest JKD? Should I just copy paste? Screen shots?
l.o.s.e.r. wrote
at 10:11 PM, Sunday September 23, 2007 EDT
i agree with valis. the rolls are out of hand. i lose way too many 6v3, 7v4, 5v3 etc.
Valis wrote
at 10:30 PM, Sunday September 23, 2007 EDT
About 10 games played tonight


Valis's turn
UA_175 defended 6v3: 15 to 17 (1,2,4,1,3,4 to 6,6,5)
Beals wrote
at 12:28 AM, Monday September 24, 2007 EDT
You remember the losses more than you do the wins.
Danny_DCB wrote
at 3:22 AM, Monday September 24, 2007 EDT
Exactly, that's why you think you're losing them way more than you do. It's all psychology, really. The more emotive event happens, the better you remember it. Do you get emotional over 6v4 wins? I don't think so. But you get seriously pissed off if that 6v4 loss loses you a game.
terry2 wrote
at 6:16 AM, Monday September 24, 2007 EDT
these new dice are stacked against the attacker, whether or not it has been made this way deliberately or its because of some system bug is yet to be decided

A random number generator is easy enough to make and easy enough to program. Going on about the cost of a random number generator only shows your ignorance in the world of programming.

If you have a 1.5 out of 10000 chance of losing a roll, you have the exact same chance of losing an identical roll - you think just because heads came up 99 times out of a hundred then then next flip -statistically speaking - is gonna be heads - no it dont work like that
¤Unique¤ wrote
at 8:27 AM, Monday September 24, 2007 EDT
Problem is that rolls are too random meaning completely random. Rolls should not be completely random.

For example: It rolls were not completely random but attacker or defender would get small bonus (increasing bonus) depending on how bug of an advanrage in number of dices (stack size) they have, then it would increase the strategical aspect of the game and decrease importance of luck.

It could go like this:

1. If stack is only 1, or 2 dices bigger (example 2v1 or 3v1) than attacker/defender (depending on are you attacking or defending) then no bonus.

2. If stack is 3 dices bigger then bonus of +1


3. If stack is 4 dices bigger then bonus of +2

4. If stack is 5 dices bigger then fixed/set bonus to roll +3

and so on...

(note: it is still possible to lose a roll)

5. If stack

(st
¤Unique¤ wrote
at 8:29 AM, Monday September 24, 2007 EDT
So in essense have fixed bonus added to roll that depends on advantage in number of dices on stack being used.

It could even go both ways meaning fixed bonus, fixed minus or perhapes even both. Just food for though.
¤Unique¤ wrote
at 8:33 AM, Monday September 24, 2007 EDT
edit button to posts would be nice too
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