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Re: game implementation? no warning? just screw us?

Posted: Tue Jun 08, 2010 1:05 pm
by Falkomagno
ManBungalow wrote:
Falkomagno wrote:Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.
That would be nice, but I suggest something slightly different - which will only apply to those actually playing the map:

A few days before the update, re-upload the map image file with a graphical note on the map itself - "Warning, AA will reset to neutral beginning on the 12th etc" or words to that effect.

Sure, you can keep an eye on the development thread and play these maps at your own risk, but I'd be pretty pissed if I just lost 84 troops without warning.

Now we are talking

Re: game implementation? no warning? just screw us?

Posted: Tue Jun 08, 2010 2:32 pm
by stuart133
Actually that is a pretty good idea. Though I don't think it should become policy, maybe just a pleasant suggestion to drop into the Beta Forge, to be done at the artists discretion.

Re: game implementation? no warning? just screw us?

Posted: Tue Jun 08, 2010 3:02 pm
by the.killing.44
ManBungalow wrote:
Falkomagno wrote:Well, but a simple message from admin, saying that tomorrow da scloss will be changed. That would be polite.
That would be nice, but I suggest something slightly different - which will only apply to those actually playing the map:

A few days before the update, re-upload the map image file with a graphical note on the map itself - "Warning, AA will reset to neutral beginning on the 12th etc" or words to that effect.

Sure, you can keep an eye on the development thread and play these maps at your own risk, but I'd be pretty pissed if I just lost 84 troops without warning.
But with the requirement of minimum 4 months between map image updates, I'm not sure that would work.

Re: game implementation? no warning? just screw us?

Posted: Tue Jun 08, 2010 4:38 pm
by frankiebee
drunkmonkey wrote:
beersurfer wrote:68v19 advancing 19 ... thats the top losing attack of the week for me ... i actually tried 20 times with real dice and couldnt lose more than 30 .... no where near the 48 your site made me lose ... you should consider people's input since you are charging us to play on this site ... would it really hurt your income to replace the stale dice file every 3 months or so ... so the same order of dice and streaks of ridiculously bad rolls wont stay the same?
This is awesome...I still can't get over it. So, we've concluded that the odds of losing 48 troops in a 68v19 roll is probably less than 1 in 20. Any other revelations? :lol:
I to thought that that was the most hilarious conclusion in this topic :lol:

Re: game implementation? no warning? just screw us?

Posted: Tue Jun 08, 2010 4:52 pm
by AndyDufresne
If we have any suggestions here, move them on over to the Suggestions Forum so we can have proper discussion!


--Andy

Re: game implementation? no warning? just screw us?

Posted: Wed Jun 16, 2010 4:34 pm
by beersurfer
iamkoolerthanu wrote:
TheForgivenOne wrote:And you do know how many dice are thrown on CC compared to rl... don't you?
I'd have to guess that the dice are rolled about 1,000 times per minutes on CC... And that is a fairly low estimate, considering at least one speed game is almost always in progress, and there are right now, at this moment, almost 21,000 active games... There are turns constantly being made, and where turns are made, dice is thrown...

I wonder if there is a way to find out how often the dice are rolled on CC.. Would be a very interesting stat :D
you guys are mods and dont know that all the dice rolls are pulled from one file? ... the facts are that CC has one dice file that has about 500,000 recorded rolls give or take ... and there were (about a year ago) approx. 850,000 rolls per day ...

with that being said ... the dice file would cycle a little over one and a half times per day ... the questions i have that no one will answer are that whether they are all recorded as 3v2 rolls and then truncated for 3v1, 2v2, and 2v1 rolls ... which is fishy to me ... and could lead to more non-random numbers more so than they already are ...

so this is why when you auto-attack it gives you a list of rolls (a section of the dice file)... it would bog down their server in order to actually pull random generated numbers for each and every attack per day considering the number of attacks average, that occurs daily

this is why i say stale dice file ...

you should take more interest in the functionality of your games in order to truly understand and conquer your games

Re: game implementation? no warning? just screw us?

Posted: Wed Jun 16, 2010 5:42 pm
by natty dread
you guys are mods and dont know that all the dice rolls are pulled from one file? ... the facts are that CC has one dice file that has about 500,000 recorded rolls give or take ... and there were (about a year ago) approx. 850,000 rolls per day ...
That's not exactly true. Yes, there's a file where the dice rolls are pulled from, but no sequence of numbers is used twice. As soon as one dice file is "used" random.org automatically sends a new dice file for CC to use.

There are no actuall "rolls" in the dice file. It is actually just a large sequence of numbers from 1-6, and CC pulls 2-5 (or more with auto-assault) numbers from it depepending on how many dices you are rolling.

Re: game implementation? no warning? just screw us?

Posted: Wed Jun 16, 2010 5:48 pm
by MarshalNey
natty_dread wrote:There are no actuall "rolls" in the dice file. It is actually just a large sequence of numbers from 1-6, and CC pulls 2-5 (or more with auto-assault) numbers from it depepending on how many dices you are rolling.
Which is really not that hard to understand, and is something I see repeated over and over again and yet doesn't seem to sink into some people's minds.

I suppose the next question will be, "Well, OK, but how does that number sequence get generated?"

So to skip to the end, according to Natty's article in the newsletter (good stuff), random.org generates the number sequences using analog signals produced by atmospheric conditions.

In other words, the white noise-type signals produced by natural weather.

And to a natural-born Missourian like myself, nothing could be more random than the weather.