Forum
Kdice Sandbox
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Ryan wrote
at 9:15 PM, Saturday December 30, 2006 EST
I have a test server running right now that has 16 dice max per territory and a more even start:
http://kdice.com:8080/ |
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Ryan wrote
at 11:33 AM, Sunday December 31, 2006 EST the probability of winning 16 v 11 is quit a bit higher than 8 v 8.
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Ryan wrote
at 11:39 AM, Sunday December 31, 2006 EST but i know what your saying
16 v 11 has a 4 dice difference. It has a lower winning probability than 8 v 4. |
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Ryan wrote
at 11:39 AM, Sunday December 31, 2006 EST .... 5 dice difference... but still lower than 8 v 3
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Ryan wrote
at 11:41 AM, Sunday December 31, 2006 EST my point is that 8v8 is the most random. randomness is reduced by having more of the game with uneven stacks.
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OriginalJunglist wrote
at 1:05 PM, Sunday December 31, 2006 EST I really enjoyed playing this version of kdice last night. It takes a lot longer to build up a stack of 16 than it does a stack of 8 so like Ryan said it makes the endgame alot less about luck and more about strategy. I don't know what was changed to make a more balanced start but (unless it was just how the games I played started off) it seemed like nobody really had that much of an advantage.
Before this version of the game goes live (if it ever does) there are a few things that I think would need to be fixed. The biggest problem I had with this version was not being able tell how many dice I had on territories that were close to each other because the bigger stacks were blocking each other. The other thing that concerned be about this version was how powerful the 16 stacks were, one 16 stack could easily take over 1/3 of the map in one turn. There should maybe be a limit as to how many territories a 16 stack could capture in one turn or something like that. |
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somnambulisa wrote
at 1:11 PM, Sunday December 31, 2006 EST That was hellafun. I approve.
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OriginalJunglist wrote
at 1:14 PM, Sunday December 31, 2006 EST There should be a larger sized die that represents 8 dice.
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Nesadi wrote
at 1:16 PM, Sunday December 31, 2006 EST I like having a higher dice cap. It does get difficult to tell how many dice are in each territory. In some parts of a map the stacks from two territories visually merge. I would like to see another designator.
I would think 12 dice would work. It would still be speed up the end game as a person would have to hang on to 11 territories to fully replenish after an attack. A single large 12 sided dice graphic with the number of armies on the top face could be used to show territory strength. So the dice theme is kept. |
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MadWylli wrote
at 1:25 PM, Sunday December 31, 2006 EST it looks to me as if the start spread algorithm has been implemented yet. Am i seeing things or has ryan already done it?
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Bobbo wrote
at 1:33 PM, Sunday December 31, 2006 EST Two questions:
1.) How is the dice refill done? Is it based on territory so each territory has an equal chance of getting dice or based on available dice positions, so a 1 die territory is very likely to get dice and a 15 probably won't? 2.) For the dice, it seems like the dice load in a -2- 4-1 -3- manner. How difficult would it be to make it -1- 2-3 -4-? I think that'd be easier to understand. |