Hi SectaOne,
pelase understand that some of the questions, properly and detailed answered, would help potential cheaters and hackers and therefore are under wraps.
"First does SMG use the algorithm Ryan described on reddit to generate the battle outcomes?"
This is one of them, but Ryan is not entirely wrong. No detawils here, however, we are glad that FINALLY someone confirmed we don't favor anyone and that the rules are the same for all, AI and Human, Novice and Expert, Freebie and Premium user.
"Third what specifically are you referring to when you say you are within 0.X percent?"
When we tested our algo against
http://riskodds.com/index.php
and a test system written here,
our outcomes in 10.000, 100.000 and more battles were always less then 1% off the value there (fluctuating in both directions), referring to WHO WINS.
Troop losses were within 5% +/- of those there.
One problem we found with using ANY RNG system, no matter which (tried several industry standard ones) is that users experience unlikely cases more often than they would expect in real life. It's partially Voodoo.
Best,
Ivan
Thank you very much, Micheal, actually we are currently preparing the next version which comes with a ton of bugfixes and memory consumption polishing.
Most new features, tweakes and changes are actually implemented because of ideas from the community, coming in via here, email, Facebook messenger e.t.c. (and someone even found out my phone number, I am impressed).
And we are reading here and checking the the findings versus our own knowledge of the code and our own simulations. Actually, the current dice roll implementation has in our tests versus real dice simulations AND Riskodds website calculations never shown a difference beyond 0.X %.
But we are curious and more than happy to discuss, because we believe we are as close to the real thing as possible. Always willing to improve, though.
Best,
Ivan @ SMG
Aitch, I personally think SMG are doing a great job, over all the app is great (better than many out there) it just needs a little refinement but that's the way it goes in development, debugging takes most of the time, and everything can be improved. Furthermore, many "feature" requests are subjective at best and not every idea should be listened to, because it can break other things, etc. And in my experience they respond in a timely manner.
Wow, man you have no business on this forum being so negative. If you don't like the game, don't play it. Simple. I've seen nothing but positive comments here in the forums (until yours) and people usually make good points.
Why should they be responding to the forums anyways? If you have a bug or feature request, put in a ticket. The forums are for discussions and has little to do with reporting to SMG, getting feedback, or etc. I'm just going to chalk your comment up to to you not knowing how the website works. For future reference, again if you have a gripe, issue or bug to report, submit a ticket. Don't be a dick.
Dudes, the most important question is this...
Does anybody think SMG (Shockingly Mediocre Games!) gives a damn, and will try to fix the problems?
SMG can't even be bothered to reply to posters here ffs!
(Yet they have plenty of time to post nonsense on their facebook/twitter feed lol!)
All we can do is hope Hasbro dumps these losers, and gives the game to a professional company who know what they are doing... Amen!
Would love to see if you can. Back 2 years ago, if you did blitz with a large army against a somewhat large army, my device would freeze for about a second before the result came in. I ended up getting a more powerful tablet and it was better for still noticeable. My phone was the only device where it would not really do that. And then they changed the code to where it's not noticeable at all.
I'm willing to bet that doing a million dice rolls didn't take long. There's no reason that true dice rolls should impact performance on any mobile device built in the last 20 years. I don't have the old code to look at, but I'm guessing their implementation was broken. Moving away from "true dice rolls" for performance reasons doesn't make sense.
I don't have time to mess around with the code right now but I'm 99% sure that I could modify the code to use true rolls for both normal and blitz attacks and the performance delta would be undetectable to a human.
Briand, I agree and it shouldn't be too hard to run the raw numbers and then compare that to a simple simulator ran over a few million outcomes. Not sure if I'll get to it right away but it's something I'd also be curious about.. to even see if our complaining is even valid LOL. But I suspect it is.
I'd love to know the difference of true odds vs their algorithm for these larger armies, mostly concerning average troops lost. How much worse does it look for the attacker as more and more troops exist?
Thanks SectaOne and Briand, I think the primary problem is described in Ryans post "If you were unlucky on the probability roll, the game forces a win and you lose a random number of troops." I might play around with the source, thanks for the link. That's good information to have. P.S. Briand, the way the game works has forced me to be somewhat of a conservative player as well.
Steve Clements
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