Moderator: Community Team
blakebowling wrote:Actually, this very post violates the suggested rule.
You used the word dice four times.
On the other hand, Rejected. This is a place for people to post their ideas, there are no restrictions on which ideas can be shared.
Side Note: They're called intensity cubes.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
I would just have a 20k vs 20k battle and look at the results. then i would simple be able to predict patterns more accuratly.Funkyterrance wrote:there would be no way to establish/predict a pattern. ..
SirSebster and I are permitted to point out the flaws in a suggestion, any suggestion.Funkyterrance wrote:Lol you obviously don't understand the concept. That's ok if you don't get it but keep ur ignorant comments to yourself plz.
as has been pointed out this has the potential to be predictable because the dice sequence is looped. as long as it is looped it will never be random.Funkyterrance wrote:Greenoaks, if you read the suggestion you would see that the system does have the potential to be random. The number of players on at any given time make the system decidedly random as well as unable to predict. Usually an idea is not perfect in the beginning, that's the reason for sharing it with others.
I don't have a problem with SirSeb's response because he is able to give his opinion without sounding ignorant/offensive, hence my reply was directed at you.
Auto Attack wouldn't split it up, it would pick out the string all at once. So if you auto'd a 1000 vs 1000, you're gonna get a ton of rolls all pull'd at once.Funkyterrance wrote:Ok, let me clarify. You couldn't view the entire sequence of dice because its being split up by everyone playing. You roll your dice in your game and pull a combination off the string, someone in some other game rolls and pulls off the next combo and so on and so on. So you can never really know what the whole string is, or even part of it. Also if there were alternating strings this would only make it even harder to ever find the true sequences. See what i'm getting at?
if you create a build game it would be possible to hit auto-attack and obtain the entire string. SirSebster pointed that out in his post. it is the looping of that string that will make cheating possible.Funkyterrance wrote:Ok, let me clarify. You couldn't view the entire sequence of dice because its being split up by everyone playing. You roll your dice in your game and pull a combination off the string, someone in some other game rolls and pulls off the next combo and so on and so on. So you can never really know what the whole string is, or even part of it. Also if there were alternating strings this would only make it even harder to ever find the true sequences. See what i'm getting at?
i took a turn for someone todayDarthFrog wrote:If you were to play a game of Risk with your friends at your table, and start rolling terrible dice (happened to me plenty), would you not be upset and say that you luck sucked and the dice hate you?
People need to stop to find a way to fix the dice. They are random. Sometimes they are terrible for you, and sometimes they are great. What people fail to understand is that they don't see how the other players are rolling. When I have terrible dice against someone (I went 0-22 the other day from a stack of 26 trying to take 5).... well, you know what? The other player just went 22-0. Even if he has terrible offensive dice the next turn, he's already ahead because of the great defensive dice.
The dice are not broken. Seriously, take a set of dice, and roll them at the same time as your online rolls in game. Do this at the very least 100 times and tell me how much of a difference there was. I've done this myself (just for fun), and you know, it turned out that the random dice gave me roughly the same outcome as the same dice.
Not saying the suggestion in and of itself is bad, just not necessary.
HUH?greenoaks wrote:i took a turn for someone today
they had 10,000 troops on a region
everyone else had similar numbers, and they were way off the recodrs
i am filling in for someone over easter and one of the games was an escalating supermax where the last set cashed was for more than 700 troops. one of his defensive walls has an even 10,000 troops so i deployed on the one with only 7,000 troops.SirSebstar wrote:HUH?greenoaks wrote:i took a turn for someone today
they had 10,000 troops on a region
everyone else had similar numbers, and they were way off the recodrs
you ended up with more troops then you started?
you ARE aware that you are expected to win more then the defending stack? so can you please be slightly more concrete?
I admit that I read this post 10+ times, and I still don't see how this has anything to do with dice and how they work/are random/suck/are great/whatever.greenoaks wrote:i am filling in for someone over easter and one of the games was an escalating supermax where the last set cashed was for more than 700 troops. one of his defensive walls has an even 10,000 troops so i deployed on the one with only 7,000 troops.SirSebstar wrote:HUH?greenoaks wrote:i took a turn for someone today
they had 10,000 troops on a region
everyone else had similar numbers, and they were way off the recodrs
you ended up with more troops then you started?
you ARE aware that you are expected to win more then the defending stack? so can you please be slightly more concrete?
There's something to this idea. We use various factors, such as number of other players on the board, the current milli-second and other pseudo-random information to figure out where from this long string to pull. We'd need to do each dice separately to be sure. This "seed" would solve the problem of being able to watch for and predict a pattern.Funkyterrance wrote:So if you have 20 players all rolling, pulling from a string of numbers sequentially wouldn't that make it random since you couldn't predict who was rolling when, etc.?