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Simply put, this makes no sense. If the one set of dice is a fair set of dice, then everybody sharing the dice doesn't make rolling all sixes more (or less) likely, because fair dice give purely random results. It doesn't matter how often they're rolled. If a fixed number of rolls occur, then the amount of sixes you would expect is independent of how many (fair) dice you used to get that number of rolls.mgconstruction wrote: Your at home having a Risk night & maybe you set up 5 tables of friends with 5 Risk board games & 5 sets of dice. Each set of dice may get 200 rolls for the night so your chances of rolling 6's at each table numerous times are very low, however if you decided to only use one set of dice & pass them around from table to table you would now be rolling that one set maybe 1000 times and your chances of rolling 6's goes up. Maybe its not the randomness we should be looking at, maybe its the sharing of dice scripts with everyone else that truly takes the reality out our of rolls. Maybe there is a way to run scripts from game to game instead of across the board for everyone? I have no idea but everyone else's 10,000 rolls today should not be able to effect my 10 rolls tonight.
Your correct but if the one set of dice being shared by all 5 tables just happens to come up 6,s only on say table 2 then it would appear to be unrealistic to the players at table 2. while in whole, pertaining to all 5 tables the number of times 6's that came up would seem normal.Metsfanmax wrote:Simply put, this makes no sense. If the one set of dice is a fair set of dice, then everybody sharing the dice doesn't make rolling all sixes more (or less) likely, because fair dice give purely random results. It doesn't matter how often they're rolled. If a fixed number of rolls occur, then the amount of sixes you would expect is independent of how many (fair) dice you used to get that number of rolls.mgconstruction wrote: Your at home having a Risk night & maybe you set up 5 tables of friends with 5 Risk board games & 5 sets of dice. Each set of dice may get 200 rolls for the night so your chances of rolling 6's at each table numerous times are very low, however if you decided to only use one set of dice & pass them around from table to table you would now be rolling that one set maybe 1000 times and your chances of rolling 6's goes up. Maybe its not the randomness we should be looking at, maybe its the sharing of dice scripts with everyone else that truly takes the reality out our of rolls. Maybe there is a way to run scripts from game to game instead of across the board for everyone? I have no idea but everyone else's 10,000 rolls today should not be able to effect my 10 rolls tonight.

Do you mean go to the site that is selling their product/service for profit and using graphs and stats as a sales tool?owenshooter wrote:if you have complaints go to http://www.random.org at that site you will find graphs, stats, etc, showing you the randomness of the dice...-the black jesus
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
So the better strategy player (aka higher rank) should always win against a lower player in your situation. That is complete fixing of the game. This is a game where chance is involved, and you can't just remove all the chance simply because "better" players don't win every game.mgconstruction wrote:I do know that I will not be renewing my premium or giving away anymore with CC's current use of dice or scripts. Dice can & should play a part in a game where 2 players of the same strategy level are going at it and then the dice may make the difference for one or the other. But when you have a player who's strategy is much higher then another & cant even compete in the game due to dice, well that's a problem. Dice could make up for 1 or 2 mistakes by a player during a game but if they make up for continual mistakes through out the entire game, that's a problem & not very realistic.
To cut to the chase, this was done and is periodically done again... and again.army of nobunaga wrote:Mods dont you dare delete this as you always do. Because it is a serious suggestion.
If the owner of the forum hires someone (a professional) to fix the dice,
random.org is free. They aren't selling anything, and research done on the numbers was by third parties and is displayed by random.org.jefjef wrote:Do you mean go to the site that is selling their product/service for profit and using graphs and stats as a sales tool?owenshooter wrote:if you have complaints go to http://www.random.org at that site you will find graphs, stats, etc, showing you the randomness of the dice...-the black jesus
What really matters is what CC does with it...

You're right, a separate generator for each cube, with each roll choosing only between one and six and resetting each time, would make the "random rolls" more consistent with what happens when you have dice in your hands - and be "more random" than selecting from a random set of previously-rolled outcomes.blakebowling wrote: My suggestion, is to have five seperate number generation files, (eg. Attacker 1, Attacker 2, Attacker 3, Defender 1, and Defender 2). This should make each die (attacker or defender) more correlated with the probability. However the correlation is based in terms over the whole site, and not each user.

Night Strike wrote:And if the math geek analyzed the current system and concluded that it was the best one can get with a computer, would you be happy and let it go? For some reason I'm thinking not.army of nobunaga wrote:I put my money were my mouth is... kick this up and get it approved, Ill help hire the math geek.
I disagree. Making the "dice rolls" more spontaneous or "more recently created" does not affect their randomness of the result and would not be "more random" than the current method being used from random.org using atmospheric noise.stahrgazer wrote: You're right, a separate generator for each cube, with each roll choosing only between one and six and resetting each time, would make the "random rolls" more consistent with what happens when you have dice in your hands - and be "more random" than selecting from a random set of previously-rolled outcomes.
My guess is, this change would cause every game to slog, and be devilishly expensive to program.
So, as I've stated in other threads, yeah, it's true the intensity cubes are not "as random" as dice would be...which explains "more trends of highs; more trends of lows; than generally would be seen in dice".
Seriously? Where in my post did I even remotely mention rank or taking out all of the chance of dice? I meant that dice should not be able to lop side a game so far one way or the other yet they seem to do so quite a bit. Read the part of my quote in bold because you obviously didn't read it before spewing this nonsense.Night Strike wrote:So the better strategy player (aka higher rank) should always win against a lower player in your situation. That is complete fixing of the game. This is a game where chance is involved, and you can't just remove all the chance simply because "better" players don't win every game.mgconstruction wrote:I do know that I will not be renewing my premium or giving away anymore with CC's current use of dice or scripts. Dice can & should play a part in a game where 2 players of the same strategy level are going at it and then the dice may make the difference for one or the other. But when you have a player who's strategy is much higher then another & cant even compete in the game due to dice, well that's a problem. Dice could make up for 1 or 2 mistakes by a player during a game but if they make up for continual mistakes through out the entire game, that's a problem & not very realistic.
I wouldn't say this is the case in general, but I think it's widely understood that specifically in a 1-vs-1 game, it really comes down to the combination of going first and the dice. So in that particular instance, the dice really do control the game almost entirely, even to the point of making one player or the other "unable to compete"...it's really the nature of that type of game.mgconstruction wrote:Seriously? Where in my post did I even remotely mention rank or taking out all of the chance of dice? I meant that dice should not be able to lop side a game so far one way or the other yet they seem to do so quite a bit. Read the part of my quote in bold because you obviously didn't read it before spewing this nonsense.Night Strike wrote:So the better strategy player (aka higher rank) should always win against a lower player in your situation. That is complete fixing of the game. This is a game where chance is involved, and you can't just remove all the chance simply because "better" players don't win every game.mgconstruction wrote:I do know that I will not be renewing my premium or giving away anymore with CC's current use of dice or scripts. Dice can & should play a part in a game where 2 players of the same strategy level are going at it and then the dice may make the difference for one or the other. But when you have a player who's strategy is much higher then another & cant even compete in the game due to dice, well that's a problem. Dice could make up for 1 or 2 mistakes by a player during a game but if they make up for continual mistakes through out the entire game, that's a problem & not very realistic.
Yes, you've stated this opinion in other threads too, and it was wrong there as well. There's no logical reason why the current system is any different (in any meaningful way) than having a separate file to run through for each die, and there's no logical reason why that system is any different from actually generating a random number each time you call a die roll. If the list of previous outcomes was generated in a random manner, then the rolls we get are theoretically random. There's no way around that mathematical certainty. This follows because each time you read the next number on the list, it's functionally equivalent to rolling a die and getting a number between 1 and 6. If the list were only pseudo-random, then that would be false. But it's truly random, and so the act of reading the next number on the list is equivalent, for all purposes here, to rolling a die.stahrgazer wrote: You're right, a separate generator for each cube, with each roll choosing only between one and six and resetting each time, would make the "random rolls" more consistent with what happens when you have dice in your hands - and be "more random" than selecting from a random set of previously-rolled outcomes.
My guess is, this change would cause every game to slog, and be devilishly expensive to program.
So, as I've stated in other threads, yeah, it's true the intensity cubes are not "as random" as dice would be...which explains "more trends of highs; more trends of lows; than generally would be seen in dice".
If your assertion about the randomness of the dice were correct, then I'd agree with your description of the situation. But the assertion is wrong, and therefore so is your claim that the complainers have a leg to stand on.So, let the complaints continue: they have a legitimate basis and everyone needs to blow off steam sometimes. Stop telling the complainers they're wrong; they're not wrong, the cubes program isn't the same as dice in the hand because it picks from a subset of previous results rather than offer brand new "rolls" potential each time, for each die being rolled each time they are being rolled.
Instead of saying, "You're wrong," say, "Okay, you're right. The cubes aren't quite as random as dice would be. But since your opponent is under the same conditions, it's fair. Good luck on your next series of rolls."
Bears repeating.. and repeating... and repeating.nebsmith wrote:you know I'm really tired or these threads, just once I'd like to see someone who complains post some dice analyser results to back them up, but they never do.
Could this be because anyone who can be bothered to check finds there is NOTHING WRONG WITH THE DICE.
does anyone realise just how many dice rolls they take when playing 50+ games and just how long it would take to play a similar number of real world games.
I have, i think, played 1000's of real world games of risk with real dice and have seen the real dice do extreme things. But because of how much slower sitting round a table and playing at a board is, these extreme events are separated by hours or days and so make a less lasting impression than when playing on a site like this.
people are particularly unsuited to assess randomness intuitively. One of the main features of our brains is to see and impose patterns often where no pattern exists. this is why there are so many "foolproof" gambling systems out there, none of which actually work.
If you don't think the dice used here are random use maths to show it.

Metsfanmax wrote:At the risk of sounding crude, whoever told you that had no idea what they were talking about.Juan_Bottom wrote:That is, before it changed 'the dice were truly random, but streaks were broken up. Now the streaks are left alone.'
This is out of context, but the broader context was that the die are random.random player wrote: What I've noticed is that most people view "streaky" as "unrandom", which isn't true. Any single event does not influence any of the other events, which means the odds of hitting 6-6 defender dice are 1/36 every time. The old dice compensated for this by having a file that had equal ratios of the 6 numbers in the file, which is not random.
The result is simply streakier dice -
If you don't like the basic premise that CC (and the game it is based upon) is built on then you are free to go and invent your own game that suits your own preferences.rufus2021 wrote:And why would these things be randomized anyways? If a true army of 1000 men attacked one of 200 would the 200 randomly defeat them?
It could be, but then this site would no longer be what it is. It's similar to another board game. If lack wanted it to be similar to Axis and Allies, then he would have designed the site to be that way.Tennisie wrote:Nevertheless, the attack/defense system could be modified to be similar to the Axis and Allies game's technique: one die for each and every army for both attacker and defender. Then, if you use only large armies, you get many dice rolls, thus neutralizing the streaks.
To get a rough estimate, 5,000,000 dice per day distributed uniformly over 24 hours is ~ 200,000 dice per hour. The dice list has 50,000 entries, so we can guess that a given list is run through about four times before it is replaced.oldrisky44 wrote: 1,000,000 assaults per day. So the random number file is being recycled quite often. The "impossible" is bound to happen in that many permutations.
The hardest part about dealing with random numbers is that they are so darn unpredictable.