Moderator: Community Team
iAmCaffeine wrote:The less you complain about dice the more fun you have.
KoolBak wrote:Interesting....can we get a mod / admin in here and testify?
elfish_lad wrote: All others who responded as douche bags can continue to live in their parents basements.
greenoaks wrote:do you have proof the dice results are not supported by reality?
your dice stats suggest they are spot on.
iAmCaffeine wrote:The less you complain about dice the more fun you have.
Metsfanmax wrote:Recall that the dice stats information was set up by a previous administration. And a new administration will have different priorities. All I can say is that, while you've provided enough evidence to warrant the code base being eventually looked at to ensure nothing is wrong, I can't promise it will be an immediate priority with this administration unlesss there's evidence of unfairness.
benga wrote:f*ck the dice, lag here is the real problem
virus90 wrote: I think Anarkist is a valuable asset to any game.
BoganGod wrote:iAmCaffeine wrote:The less you complain about dice the more fun you have.
and the more time you have to complain about other people following the rules......
elfish, others have dropped links to multiple dice threads. This is not something Team CC or management are interested in fixing. Their stance appears to be that since everyone is subject to the same set of lunacy based dice outcomes it is an even playing field. Not a bad stance I guess, if they can't/won't pay or spend the time to fix things. What school does you boy teach physics at? Maybe reply via pm so the trolls and haters don't start stalking him. Have a couple of close mates that are physicists and have worked/taught in America and Holland. Evidently is a pretty small community when you reach a certain level of competency.
iAmCaffeine wrote:Changed my fucking view on complaining about the dice.. 16v3 loss cost me my first battle royale win, and another 16v3 loss has just made me lose a polymorphic which was a guaranteed win. Bullshit!
bedub1 wrote:A long long time ago in a CC far far away I reached out to the creator of Random.org, Dr Mads Haahr. I explained to him the way the dice work at CC, and he was nice enough to respond back. He confirmed the way CC was picking numbers wasn't a truly random method of picking numbers, only pseudo-random. I tried to explain it to people here, but they thought they were smarter than Dr Mads Haar. I stopped fighting the morons as they kept dragging me down to their level and beating me with experience.
degaston wrote:bedub1 wrote:A long long time ago in a CC far far away I reached out to the creator of Random.org, Dr Mads Haahr. I explained to him the way the dice work at CC, and he was nice enough to respond back. He confirmed the way CC was picking numbers wasn't a truly random method of picking numbers, only pseudo-random. I tried to explain it to people here, but they thought they were smarter than Dr Mads Haar. I stopped fighting the morons as they kept dragging me down to their level and beating me with experience.
I'm curious about what you know about the CC dice. It was explained to me that they get a set of 50,000 random rolls (1-6) from random.org, and hand them out sequentially to players as needed, starting over from the beginning after they've used all the numbers. They claim that they get a new set of numbers every hour, but the most logical explanation for the dice data I'm seeing is that the list has not been updated for years.
Optimus Prime wrote:degaston wrote:bedub1 wrote:A long long time ago in a CC far far away I reached out to the creator of Random.org, Dr Mads Haahr. I explained to him the way the dice work at CC, and he was nice enough to respond back. He confirmed the way CC was picking numbers wasn't a truly random method of picking numbers, only pseudo-random. I tried to explain it to people here, but they thought they were smarter than Dr Mads Haar. I stopped fighting the morons as they kept dragging me down to their level and beating me with experience.
I'm curious about what you know about the CC dice. It was explained to me that they get a set of 50,000 random rolls (1-6) from random.org, and hand them out sequentially to players as needed, starting over from the beginning after they've used all the numbers. They claim that they get a new set of numbers every hour, but the most logical explanation for the dice data I'm seeing is that the list has not been updated for years.
You have the basic premise down right, but I think the sample size was actually 500,000 rolls, not 50,000. At the time I was Operations Manager that's the way it worked. I had a conversation with lackattack back then and it seemed like he had done a good job of trying to find the best workable solution for the number of dice rolls the site was churning through at the time. I don't remember exactly how often the list was updated, but it was fairly often, and it actually worked fairly well if I remember right from when I was playing lots of games. I never thought I had particularly bad or particularly stellar dice most of the time, they just seemed pretty regular to me.
It could very well be that the updates are not being made any longer or the system has been completely changed and nobody was told.
lackattack wrote:We haven't touched the dice... erm, intensity cubes since February 14, 2006 because they were pretty darn random (see here). However, thanks to some prodding and advice from Dako, sherkaner and jakewilliams I became convinced that it is worthwhile to make some alterations.
This is how the intensity cubes now work:
- We have a series of 50,000 high quality random numbers from random.org
- Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
- When the last number in the series is read, we "rewind" and continue with the first number in the series
The advantages are twofold:
- Each individual number in the series is used for both attacker and defender, so our intensity cubes cannot be biased for either side.
- The series is stored in memory so the dice perform much faster. This makes a huge difference when auto-assault is used with large numbers of troops on both sides.
An interesting note - as of June 2010 Conquer Club processes 1,000,000 assaults each day!
clowncar wrote:I think the larger point is that unless the management were making it clear to everyone up front that the dice are biased ( in favor of rolling more 1's ), the playing field is clearly not fair for everyone playing the game. Only a small group of people actually realize that the dice are not random ( or random enough ) and are biased in this manner. That means one group of people gets to play with more information than the another group of people. This is clearly NOT FAIR.
The person who can contend that the dice are not random but that the dice are fair .... can only be accurate in their statement if the entire site is informed that there is a bias. Otherwise, the dice are clearly not fair. Having a small group knowing that their attack odds are worse than a random dice would allow for is an unfair advantage for that group and a clear disadvantage to the uninformed.
All of my losses are because I suck at the game but let's not pretend this is not an issue for the site. The actual integrity of the games being played should be the number one priority of the site, and that includes random dice or at a minimum informing the populace of the site of the bias upon sign up.
iAmCaffeine wrote:Some kid just rolled 15v32 against me and won.. Because that ever happens.
Dukasaur wrote:iAmCaffeine wrote:Some kid just rolled 15v32 against me and won.. Because that ever happens.
Apparently it does. What is your question?
iAmCaffeine wrote:Dukasaur wrote:iAmCaffeine wrote:Some kid just rolled 15v32 against me and won.. Because that ever happens.
Apparently it does. What is your question?
It does with streaky dice that haven't been replenished yes.
Dukasaur wrote:... The "haven't been replenished" allegation is pure nonsense. The skew is pretty definitely proven, but it's far more likely to result from a rounding error than from he alleged non-replenishment.
Metsfanmax wrote:We were told that the list is replaced every hour. So one possible failure mode is if, for some reason, the list is no longer updating and got stuck on a list that was particularly non-uniform. But if the lists are still updating once per hour, then your explanation would require the sum total of those lists to be non-uniform.
Return to Conquer Club Discussion
Users browsing this forum: No registered users