Well, it's dice. You have skill and then there's a luck factor to it also. What do you want "Risk" to be? Precise average odds for every single attack? What's the point in a game like that there everything is predictable? The whole point is that in general, skill is going to prevail but there is risk involved and sometimes you NEED to take a risk to win. If there's no dice, there's no chance for anyone who got beaten up at the start.
The game cheats. Example…opponent (their bot) has 10 in west Africa. Attacking my Brazil with 9. Wipes me out then take over the entire continent of South America. Plus has 6 left over after occupying all country’s. Developers do not care if you’re upset. They’ve known this for a long time. Stubborn crooked people.
A bajillion people have said the dice are flawed - and Marky Mark comes along as the Lone Crusader to say they are fine lol!
Dude, ya obviously aren't up to speed with the probabilities... check out this website for a basic primer =
http://www.datagenetics.com/blog/november22011/index.html
Like I said, we still have a level playing field as everyone has the same crappy dice (although it does mean you have to adjust the strategy of how you play) - however the monumental problem is, crappy rolls kill the popularity and profitability of the game...
Right now it seems about 5 million people have downloaded Risk - which is great... but it could/should/would be double or even triple that!
More importantly, only a small percentage of people go ahead and pay for Premium - that percentage would be much higher... if SMG fixed all the many minor and major issues!
Anyway, seeing as you're even more obsessive than me (way to go bro lol!) and have recorded/uploaded some games - I'll go through them and put the data into a public Google spreadsheet... so we can all analyse till the kangaroos come home!
Started reading your thread, immediate thing that jumps out to me was that rolls are made on the client and not the server. I've known this for ages because if your device gets disconnected from the net, you could sweep through several territories before the game decides that you're disconnected and then resets you to the point where you were disconnected. Other proof of it is that the device's processing power also affects how quickly results come out. That wouldn't be the case if it was internet dependent on a server. I'm certain SMG did this so they could cheap out their servers.I don't blame them though. It's not an expensive game. But if we ever start some official tournament or something, it needs to be server based.
That's the opposite of my findings. New player, won both games and still lost more than I won. The ratio is about the same as my other accounts.
More than likely the tracking is bugged. I never believed the dice roll numbers either.
Wow, what a thread.
Developers - could you please engage a statistician if necessary and post a detailed explanation of the matrix algorithm used, surely you have a data scientist in the team somewhere that skill set. At least that way there is full transparency. Also can you please respond to the allegation that new players are advantaged by design. Neither of these issues will go away unless you address them.
Also, I got into this game some 3 years ago I think. And before the SMG logo was appearing (It was straight Hasbro?) the blitz rolls with several armies froze the device pretty hard sometimes. I think the blitz rolls used to be rolled out. But SMG changed it to a probability matrix. Blitz is instantaneous these days.
whole dice is scam how the hell does 21 v 17 work when i loose the lot yet he has 9 left over and not long after to take a grand master out of the game i had 8 v 4 yet he lost nothing and then he cam back to win the game what a load of BS
quite often 3 will not take a 1 when by all means 99% it should
iv asked for my money back within 1 day of playing the game when i found the dice is BS and not random
The greatest concern is with the code granting an automatic win to an attacker of x number of troops over the defender. Losing a "random" amount of troops if unlucky on the probability roll. This explains why the losses can be so catastrophic sometimes. Like losing 30 to a defender's 5. That CAN happen but it happens a lot more than I would expect.
Why can't we just have blitz programmed to be true dice rolls? And why can't single rolls be true dice rolls? It can't be THAT taxing on the device to randomly generate some numbers.
It also makes sense that a hacker can make his rolls more likely to win but still appear like it's fair from losing some troops. I have observed this before, where it seems insane that a guy is only losing a few on his run through the map. Not just lucky I guess.
Steve Clements
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