How about instead of giving out free premium accounts you guys use a solid algorithm?
And remove "true dice rolls" as "Implemented"....
I have been collecting data on battle outcomes. I agree with SMG (actually can't disagree with their assertion) that dice roles are random. What is specifically not random are battle outcomes. For example, I have observed a 7 attacking 2 battle lose 4 of 19 times (21%). I should have seen that happen *maybe* 1 time. This happens too frequently and across too many 'dice paring' combinations to be random.
In short, the dice rolls may be (pseudo)random, but the battle outcomes are EMPIRICALLY not.
(MATLAB available on request)
No dude, of the millions playing, hardly anyone will come here to complain - they will just get sick of the app and uninstall lol... I dread to think of how much money SMG has lost over this issue!
People are interested in Risk because they've played the board game - so they know how real dice behave... and understand that the the attacker has a slight advantage over the defender when its 3v2 dice etc...
Unfortunately I have yet to see that advantage displayed in most of the games I've played - what I do see however, are a constant stream of virtually impossible rolls... which lose vastly more troops then were defeated!
Sure there will always be some little kids who will rage-quit if they get one bad roll lol - but it's kinda silly to think grown adults, who've been playing the game for years... are just complaining for no reason lol!
This game has the potential to make millions for SMG - but they are sabotaging it's success by not fixing three major issues, namely:
1) Maintaining 100% Reliable Connection
2) Integrating Anti-Cheating Measures
3) Developing Truly Random Dice
Steve Clements
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