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Spicy brings up an EXCELLENT point. We see less than 1/2 of the rolls. People should look into a game next time and see how their opponents fared. For example, in one of my games an opponent placed 3 armies in Western Australia on 3 turns and did not lost every battle! Good call Spicy!The reason why the dice seem so sticky is because we don't see our own amazing defense rolls.
You are correct, Lack. In theory this should mean that any given roll has an equal chance of arising. I made my suggestion of enumerating all possible outcomes and choosing one to try and add a more realistic "feel". Players may feel better knowing that all outcomes do exist and that each one can actually occur. Perhaps the strongest case I can make for my suggestion is that it ensures that every number generated is used. Although I agree that using the current method every number has an equal chance of being omitted, the key to using random numbers is to use as many as possible to ensure randomness. Given the current attack methods (usually 3 vs. 1) and the number of rolls we go through (30,000/day) we lose a lot of numbers. (NOTE: My suggestion may also cut down on the "sticky" feeling, but I have to give that some more thought before I post).When generating each line on the list, I randomly picked a number from 1 to 6 five times. That does not favour any combination, does it? Since each line is independent and is used once, each roll combination has an equal chance of arising the moment you roll the dice.
I totally agree! No matter how many times I stand on one leg while whistling the national anthem, or say 50 hail mary's while sacrificing a goat, none of the usual methods for influence fickle fate have any results!CockAsian wrote:These rolls are f*ckin' retarded!!!
Erm, no. There is no reason at all why that should be true. In fact, there are good reasons that skipping ahead in a sequence in a consistent way like this can allow problems to appear which do not exhibit themselves when you just go from one number to the next.the key to using random numbers is to use as many as possible to ensure randomness.
That's insane. That's saying that there is a difference between calling out dice rolls as you roll them, and writing down dice rolls then reading them out.This shows in a very basic way how using fixed numbers skews true randomness
You said in your explanation that by rolling and then parsing the list, you influence the rolls. But that doesn't make any sense because each of the items on the list are independent of each other.fishfleas wrote:I have no idea where Fangz is coming from with my quote......
Just quoting one line from my huge explanation..... I think he is taking it out of context... or maybe he misunderstood me....
NYMEX wrote:sparticus, cry me a river. !
i have game 8 WHERE SOMEONE SURRENDERED BUT 7 TURNS LATER CAME BACK TO WIN THE GAME WITHOUT EVER ROLLING THE DICE
HE OWNED ALMOST THE WHOLE WORLD WITHOUT EVER LOGGING IN. AS WELL I AND ANOTHER PLAYER WERE ELIMINATED FROM THIS GAME FRO BEING DEADBEATS BUT WE BOTH PLAYED EVERY DAY. DELANY43 IS A HOMO AND A POTENTIAL MULTY,
CRACKATTACK, YOUR PROMPT REVIEW IS APPRECIATED
There have almost definately been over 7 million rolls by this point. It had to happen to someone and God must hate you more than anyone else on this site.Spartacus wrote:I am playing 6 games simultaneously and am extremely skeptical right now about the randomness of the die rolls!!!
3 times in a row, I attecked territorries which were occupied by 1 army with a minimum of 7 and in each case lost the battle!!!
I believe the actual odds of this ever happening are over 7 million to 1!!!
you people need to fine tune the randomness of the dice, cause after thsi happening I am not to sure we have a quality product here, this has completely changed my view!!!
FIX IT !!!
IT AIN't RIGHT !!!
SPARTACUS!!!