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+1chapcrap wrote:That happens when you play 1v1 games on Classic. Try some different maps and games with more people.
I'm not sure what you mean by "fair handed" but I can guess. The problem is that it would be way to hard to code a "fair" drop. If you want to play games on maps that have been written to strictly control the drop, then play Pelo, Feudal series, etc. Otherwise, suck it up and embrace the randomness. You will benefit from it as many times as you will suffer from it in the long run. And if you're finding that your drops are consistently leading to lost games, the problem is more likely in your play than the drop.pmbannister wrote:you know what - I like playing the classic map and I like playing 1 vs 1. But typically on CC these matches are determined by the simple luck of the drop - it's absolutely stupid and is not the way a real game starts. All I'm saying is: random is fine but can't the drops be coded to be relatively fair handed?
Happens on a lot of maps, recent example Game 11044056. Not playing 1v1 is a pretty extreme solution.chapcrap wrote:That happens when you play 1v1 games on Classic. Try some different maps and games with more people.
IMO you suffer either way, what's fun about a win when you know your opponent never had a chance and it has nothing to do with your abilities? It's just a waste of time either way.agentcom wrote:You will benefit from it as many times as you will suffer from it in the long run.
At some point you just have to accept the randomness. This will happen in 1 v 1 games. Sometimes you are dropped a bonus; most of the time not. The foreseeable solutions I see are (1) make 1 territ from each continent neutral or (2) don't allow for certain combinations of drops.Renee_W wrote:IMO you suffer either way, what's fun about a win when you know your opponent never had a chance and it has nothing to do with your abilities? It's just a waste of time either way.agentcom wrote:You will benefit from it as many times as you will suffer from it in the long run.
Before assigning any territs to playersagentcom wrote:(1) could be coded but takes territs out of play at the start of the game, across the board. Knowing this in a fog game could provide someone an advantage. I don't think that whether someone has read the XML for a map should give them this type of advantage.
That would depend on how complex a solution you use, and how much you seek to balance starts. I would imagine simply saying it sounds nightmarish to impliment would be a simple way to blow off a suggestion.agentcom wrote:(2) I think would be nightmarishly difficult to code.
but uneven drops ARE how real games startpmbannister wrote:you know what - I like playing the classic map and I like playing 1 vs 1. But typically on CC these matches are determined by the simple luck of the drop - it's absolutely stupid and is not the way a real game starts. All I'm saying is: random is fine but can't the drops be coded to be relatively fair handed?
I would love it if they implemented something like what happens in a certain board game where you can choose to manually select your territories. I don't care if we spend the first 40 rounds picking territs (or worse on hive). Maybe you could make those rounds of a shorter duration. It would be fun and avoid this whole problem.greenoaks wrote:but uneven drops ARE how real games startpmbannister wrote:you know what - I like playing the classic map and I like playing 1 vs 1. But typically on CC these matches are determined by the simple luck of the drop - it's absolutely stupid and is not the way a real game starts. All I'm saying is: random is fine but can't the drops be coded to be relatively fair handed?
risk is simply not meant to be a 1v1 game. if you like 1v1 strategy games, play chess, checkers, stratego, shogun, xiangqi, shogi, etc.pmbannister wrote:you know what - I like playing the classic map and I like playing 1 vs 1. But typically on CC these matches are determined by the simple luck of the drop - it's absolutely stupid and is not the way a real game starts. All I'm saying is: random is fine but can't the drops be coded to be relatively fair handed?
well, adding an option to manually pick territories (really pick, not just deploy troops manualy) would be nice. but it would indeed require the first X rounds (where X is approximately territory count / number of players) to be purely claiming territories.agentcom wrote:I would love it if they implemented something like what happens in a certain board game where you can choose to manually select your territories. I don't care if we spend the first 40 rounds picking territs (or worse on hive). Maybe you could make those rounds of a shorter duration. It would be fun and avoid this whole problem.greenoaks wrote:but uneven drops ARE how real games startpmbannister wrote:you know what - I like playing the classic map and I like playing 1 vs 1. But typically on CC these matches are determined by the simple luck of the drop - it's absolutely stupid and is not the way a real game starts. All I'm saying is: random is fine but can't the drops be coded to be relatively fair handed?