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 BrokePony
				BrokePony
			
 shaddowfire
				shaddowfire
			shaddowfire wrote:As much as I love the idea of Playing Risk online during the day, without setting anything up, it doesn't work. Lack you need to work out the rolling. I have never seen this much bad luck all around, and it isn't just me, I've heard complaint from many people. And that simply makes the game unfair. It truthfully destroys the strategy of the game. Until something can be done and make the dice rolling random, as in the real world, I'm done playing.
It was a great idea but I feel it needs some changes quickly, and until they happen I'm done. I know it is only one person, but it is my statement of protest.
Qudos for the idea, but the programming needs some serious help,
Shaddowfire
 jpov06
				jpov06
			



 
		
 moz976
				moz976
			



 
		
 Scarus
				Scarus
			

 
		
 lackattack
				lackattack
			










 
		One of my gripes is that a defender with 2 armies can roll two dice. In the real game, they are only able to roll one.

 moz976
				moz976
			



 
		
 jraym
				jraym
			RLeary06 wrote:I just lost a 13 to 2. One of my gripes is that a defender with 2 armies can roll two dice. In the real game, they are only able to roll one.

 lilwdlnddude
				lilwdlnddude
			
















 
		
 thegrimsleeper
				thegrimsleeper
			

 
			 Lt. Bung
				Lt. Bung
			
 shaddowfire
				shaddowfire
			moz976 wrote:actually that is wrong in the real game the defender gets to have 2 dice as long as they have 2 armies. only the attacker has to have one less die than armies on the country. Because you have to leave at least one army on the land if you win.
So conquer club is just like the real game in that respect.
 RLeary06
				RLeary06
			
 jraym
				jraym
			
 Ashen
				Ashen
			




 
		Ashen wrote:The real odds are something like this:
Two die against two: Attacker wins both 23% of the time, Defender wins both 45% of the time, and both win one 32% of the time.
Three die against two: A wins both 37%, D wins both 29%, and AD split 33.5%.
These are the rough averages if there were an infinite number of roles. It's all random, so this is nothing to live your life/play your games on. The reason even splits don't happen that often is they are less probable than other combinations and much less probable than either the defender or attacker winning both.
Sorry if this takes any of the fun out of it for anyone. I can see how it might, but I think it makes it more interesting. Risks are more interesting if you know the likely consequences. Great game, thank you for making it. Will other maps become available as time goes on? Can I suggest a Montreal map?
 jpov06
				jpov06
			



 
		RLeary06 wrote:moz976 wrote:actually that is wrong in the real game the defender gets to have 2 dice as long as they have 2 armies. only the attacker has to have one less die than armies on the country. Because you have to leave at least one army on the land if you win.
So conquer club is just like the real game in that respect.
Actually, you're wrong. I play the real game often, and I just happen to have the manual in my hand.


 moz976
				moz976
			



 
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