Moderator: Community Team
I'll presume you are talking about non-complex or "Classic"-ish style maps. I understand the concern here. However, if you changed this, the drops would not become random at that point. The drops would then need to become more streamlined, and ergo more complicated. But how do you control this for every single map? I assume this would be more intricate to develop than what you would initially think.administrat0r wrote:1) Ensuring a more even drop. Surely it would be easy to program that each player only receive a certain number of terts per region. Players starting with region bonuses is unnecessarily unfair.
This has been discussed before, and this seems to be a known issue. Read this post here for more information/complaints about it.administrat0r wrote:2) First turn advantage. 2 tournament rounds started for me today: 6 games. I have the 2nd turn in every single one. It should be fairly simple to ensure that each player goes 1st in at least 1 of the 3 games, or 2 of the 5 games etc. If you wanted to do something a little more tricky, the first turn advantage could be seeded on points: lower seed gets the advantage of going first 2/3 games for example.
I've stated this recently, but I agree the dice can be streaky. However, I think the general argument that is mostly made (not necessarily yours) should be focused more on the dice algorithm or the company CC uses for dice (whichever one is the case). Trying to replicate true random numbers like that of a dice roll can get very complicated even just trying to run something simple for just one person one computer, let alone on a server for thousands of people (maybe even millions if CC uses a company). Just my own personal opinion.administrat0r wrote:I know that a lot of people also complain about the dice, I don't think this would be an easy fix. But as an aside, the Frankenstein nature of the dice can be a little unnerving, it produces some strong anxiety you never know if you're going to take 15 troops without losing a single one, or lose 8 troops take 1 troop. It is especially disheartening in speed games where auto rolling is a must. I am guessing it has been addressed over and over again here; and though I don't know very much about programming, I imagine programming the dice to be less erratic would be far more challenging than the simple suggested improvements I put earlier.
So you're suggestion is we have 'placement period' where each player has 24 hours to choose a single territ? It's going to take 2 years before the first turn is taken on Hive games.YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
WILLIAMS5232 wrote:as far as dukasaur goes, i had no idea you were so goofy. i mean, you hate your parents so much you'd wish they'd been shot? just move out bro.
WILLIAMS5232 wrote:as far as dukasaur goes, i had no idea you were so goofy. i mean, you hate your parents so much you'd wish they'd been shot? just move out bro.
The answer to this is the same as the answer to all the problems of unbalanced drops, unbalanced starts, unbalanced dice, unbalanced cards: taking any one example in isolation it seems extremely unfair, but nobody plays just one game. If I play 100 1v1 games on Pearl Harbour, there will be games where the ridiculous drop favours my opponent, there will be times when it favours me, and there will be times when it will work out about equal. Set the good against the bad and they will probably roughly balance out, leaving the neutral ones to determine my long-term success rate.mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.
Does the risk board game rule get region cards distributed to player face down then you start to place your troops? meaning you are not choosing which territ you placing your troops, if so the site Manual mode works the same with the difference playing standard or freestyle, if you chose the Freestyle manual sunny mode and all players decide to start together their turn then you have the exact same outcome as the board game, don’t you?YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
Dukasaur wrote:The answer to this is the same as the answer to all the problems of unbalanced drops, unbalanced starts, unbalanced dice, unbalanced cards: taking any one example in isolation it seems extremely unfair, but nobody plays just one game. If I play 100 1v1 games on Pearl Harbour, there will be games where the ridiculous drop favours my opponent, there will be times when it favours me, and there will be times when it will work out about equal. Set the good against the bad and they will probably roughly balance out, leaving the neutral ones to determine my long-term success rate.mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.

Dice is definitely a separate topic but this is a bit of an issue too. As I hinted at before it is more than a little unnerving when you press auto and you have no idea if your 27 troops will take this 1 tert or not.. and you look down the rolls after and you find the defensive dice rolled 500 5s and 6s in a row because it's trying to get to 3.5.. The dice mechanics are out of my sphere of knowledge, I might look into tho.. but I think a convo about the dice is a can of worms.. feel like I need to do some research before commenting.Hooch wrote:Everyone has dice averages of 3.5, sometimes those averages are more average than others, that is the bad thing.

No. You pick and choose your territories. Generally, you try to pick enough spots for a bonus, but then your opponent has the chance to pick territories to prevent you from getting a bonus because he can see what you are choosing, and vice versa.Mad777 wrote:Does the risk board game rule get region cards distributed to player face down then you start to place your troops?
------------Thank You Kindly Madd....YES!!!...I have always played...YOU deal out the Risk cards after removing the 2 wild cards.......2 players...each player gets 21 cards, 3 players...each player gets 14 cards...6 players...Each player gets 7 cards...4 players...pl.1 and 2 get 11 cards and 3 and 4 get 10 cards....5 players...Player 1 and 2 get 9 cards ,players 3,4,5 get 8 cards...///Or you can make the extra cards neutral ...THAT IS THE OTHER WAY TERR...ARE HANDED OUT...That Foo...forgot to mention:)...Mad777 wrote:Does the risk board game rule get region cards distributed to player face down then you start to place your troops? meaning you are not choosing which territ you placing your troops, if so the site Manual mode works the same with the difference playing standard or freestyle, if you chose the Freestyle manual sunny mode and all players decide to start together their turn then you have the exact same outcome as the board game, don’t you?YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
We never played in such a mode where player chose a territory, because who start first to chose can take advantage as well rather than getting randomly territories card.
My complaint was about it's use in tournaments (particularly auto ones like the Olympics), the law of averages never has a chance to play out in 3 or 5 game set. It's an easily avoidable problem since the maps are chosen by a human in advance of the start of a tournament. I fully acknowledge over 100's of games things even out... but that doesn't mean it was a good, fair, or intelligent choice of a map in a 1 v 1 tourney with 3 games per round. The outcome becomes akin to flipping a coin because it doesn't matter how well you play it just matters how many games you are randomly selected to go first in.Dukasaur wrote:The answer to this is the same as the answer to all the problems of unbalanced drops, unbalanced starts, unbalanced dice, unbalanced cards: taking any one example in isolation it seems extremely unfair, but nobody plays just one game. If I play 100 1v1 games on Pearl Harbour, there will be games where the ridiculous drop favours my opponent, there will be times when it favours me, and there will be times when it will work out about equal. Set the good against the bad and they will probably roughly balance out, leaving the neutral ones to determine my long-term success rate.mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.
WILLIAMS5232 wrote:as far as dukasaur goes, i had no idea you were so goofy. i mean, you hate your parents so much you'd wish they'd been shot? just move out bro.